4 Colour Breya deck focusing on using Krark-Clan Ironworks to get value. All suggestions are welcome.

The deck has several different categories that cards can fall under:

Sac Outlets

This is one of key areas of the strategy. The main thing to be looking to sacrifice are various artifact for value. There are artifacts that can sacrifice themselves such as Chromatic Star or Commander's Sphere. The key tho this that these artifact all replace themselves by doing this. The ways to sacrifice artifacts other than this are:

  • Breya, Etherium Shaper: The commander of the deck. Can be used as removal, a win con or emergency life gain. The only downside is that you have to have two artifacts in play and the cost of can be prohibitive.
  • Krark-Clan Ironworks: The best say outlet in the deck. Generates mana and requires no input but the artifact to fuel the ever growing fire. Can easily be used to set up a lock on the board to kill all opponents.
  • Arcbound Ravager: Another free repeatable sac outlet. Not ideal as it doesn't generate any value like Breya or KCI, however it costing no mana is a big upside.
  • Time Sieve: This whilst a "free" sac outlet isn't repeatable as you need to have at least 5 artifacts and it can only normally be used once per turn, however it can buy you some time to set up what you're building towards. Hopefully there will be enough tokens/cheap artifacts around to sacrifice with this, but sometimes you need to sacrifice more just to try and come out ahead.
  • Thopter Foundry: A great card to have with Time Sieve as you can use the tokens this produces to get you that extra turn. It isn't free to use as it does cost to activate and you have to sac a real artifact rather than a token. That said it does work well with Sword of the Meek as it will bring itself back attaching to the 1/1 thopter.
  • Sai, Master Thopterist: Sai is another non-free sac outlet, but he works in multiple ways both as an engine and as a way to get dig for an answer. The biggest downside is the fact that it costs both and two artifacts is a steep cost.
  • Kuldotha Forgemaster: Forgemaster is a slow but powerful sac outlet as it can find you exactly what you need. It suffers from the fact that its a creature so takes a turn to activate and is also easily removed, as well as the fact that it requires at least another two artifacts to be able to activate.

Artifact Recursion

This is the other linchpin of the deck. All this saccing of artifacts has to lead to something so if we can rinse and repeat it makes getting to where you need to be a lot easier. The main cards for this are:

  • Junk Diver, Myr Retriever & Workshop Assistant: These three all serve the same function which is to return an artifact to hand on their death, which there are multiple ways to trigger.
  • Buried Ruin: A one time use recursion of an artifact that is handy as it's on a land and it can get any artifact.
  • Academy Ruins: A slow version of recursion, but it is repeatable which is always a plus. It does put the card on top of your library which isn't the best but it is still a desirable effect.
  • Scrap Trawler: This is what you want. With this every artifact becomes a pseudo Junk Diver effect. Combine this with Krark-Clan Ironworks for the maximum amount of value. If you have ever experimented with modern eggs/KCI then this will feel very familiar.
  • Emry, Lurker of the Loch: Emry is a bit of a strange card in that she fuels her own recursion. The fact that you have to cast the card from the graveyard can be a downside, but ultimately Emry is a really powerful card.

Card Advantage

The deck can be resource intensive at times, so ideally you want as much card selection as possible:

  • Chromatic Star, Chromatic Sphere, Mind Stone & Nihil Spellbomb: These artifacts all have a basic level of utility. They can generate/fix mana, but the main thing they can do is be sacrificed for a card, either immediately or down the line. Star which can draw a card then they did regardless of how it gets there is arguably the best with a sac outlet.
  • Skullclamp: A great engine with both Breya or Sai, Master Thopterist as you can turn the 1/1s into two cards which is fantastic
  • Trinket Mage & Tribute Mage: These both tutor for a limited range of artifacts that can be essential. Trinket can get a mana rock, win con or cheap "cycling" artifact. Tribute is mostly there to grab either a rock or even a missing combo piece; Myr Retriever or any piece of the ThopterSword Combo.
  • Arcum's Astrolabe, Baleful Strix, Ichor Wellspring & Thirst for Knowledge: These are just raw card draw. AStrolabe, Strix and Wellspring are all permanents that can be sacrificed for value later, with Wellspring also drawing a card on the way out. Thirst is the best version of this type of card. It draws three at instant speed regardless of what is going on on the board and the artifact density is high enough that it will near enough always just discard one card.
  • Tezzeret, Agent of Bolas: The ability to dig 5 cards to find an artifact is very useful. It is repeatable providing people leave Tezzeret alone. Unfortunately this is unlikely as with his -4 can take someone out the game.
  • Jhoira, Weatherlight Captain: Jhoira is a draw engine. She triggers off of cast, so even if the artifact doesn't resolve you still recoup your card. Don't expect her to last long if your opponent has any source of removal.
  • Urza, Lord High Artificer: Urza is a powerful engine and can do some truly broken things as it does in modern. Without the combo it just generate mana and allows you to play the top card of your library ultimately pushing you ahead.

Mana Ramp

There are quite a few mana rocks in the deck which given that we aren't playing green is the only way we can ramp, the aim is to have relatively cheap rocks unless they have some form of upside:

  • Sol Ring, Grim Monolith, Mox Opal, Mind Stone & Mana Vault: These are all cheap rocks that are all useful in their own way. Monolith, Sol Ring & Vault are busted and Mind Stone can get a card later on. Opal is the only cheap way to generate a mana of any colour which can help with getting a Breya down early.
  • Commander's Sphere, Chromatic Lantern & Thran Dynamo: These are the more expensive rocks that are played. Sphere can be sacced for a card, Lantern makes it so that colour isn't a thing anymore and Dynamo makes a decent amount of mana.
  • Etherium Sculptor, Foundry Inspector, & Chief Engineer: None of these generate mana, but they reduce costs and Chief provides an alternative cost which makes life easier. Familiar even makes the walkers and other random legends cheaper.

Win Conditions

  • KCI Combo: This revolves around having Krark-Clan Ironworks and ideally Scrap Trawler in play. Sacrifice other artifacts for mana and bring back cheaper artifacts casting them and sacrificing them to the Ironworks for mana. The best cards to be sacrificing are Myr Retriever, Junk Diver and Workshop Assistant as with Trawler in play they return two artifacts. The best cheap artifacts are Icor Wellspring Chromatic Star, Sol Ring and Mox Opal. Star and Wellspring both draw cards when sacrificed and sol ring and opal tap for mana before you sac them. You also require cards which are capable of bringing back the likes of Diver when in the loop, which is where having two of them to hand is fantastic. Alternatively things like Commanders Sphere can be used to bring back Retriever or Dynamo for the other two. If you are able to net gain mana from this interaction then you can win out with something like Walking Ballista as even if you cannot make infinite mana, it still get returned by the 1 CMC artifacts. Another option is Hangarback Walker with a Thopter Engineer constantly looping the walker to make infinite thopters.
  • Infinite Thopters Forever: Using Time Sieve, Sword of the Meek and Thopter Foundry you can take infinite turns slowly making infinite thopters. There is also Urza, who can allow you to cast your entire deck, create infinite thopters and gain you infinite life which when combined with Blasting Station or Thopter Engineer can turn into a win on the spot.
  • Sac for damage: Disciple of the Vault and Marionette Master both hurt opponents when you sacrifice artifacts. Combine these with KCI Combo to get maximum value but even without it they can seriously hurt an opponents life total.
  • Storm Count is...: Grapeshot and Tendrils of Agony are in the deck as they work well with the KCI combo to generate a lethal storm count and for the most part, bar something akin to Flusterstorm they will be a game ending effect.
  • Breya hurling rocks: Breya can always just start picking up artifacts and hurling them at your opponents to kill them, or can control the board enough so that you can swing in with impunity.
  • Mill: Altar of the Brood can really mess up someone else's plan. This can also really hurt you if there is someone who is playing a deck designed to make use of the graveyard and also doesn't work against someone playing with something like OG Eldrazi titans unless you have a way of exiling them,

Suggestions

Updates Add

Some cards recently got added to the deck from the past few set releases notably things like Urza, Lord High Artificer and Emry, Lurker of the Loch which have added some more power to the deck.

Additionally with KCI/Recursion being the deck's easiest way to try and win, Grapeshot and Tendrils of Agony have been added as you incidentally generate an obscenely large storm count whilst comboing. It also increases the number of hits when digging that allow you to stop digging through the deck and focus on generating mana.

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Revision 5 See all

(4 years ago)

+1 Altar of the Brood main
+1 Arcum's Astrolabe main
+1 Blasting Station main
-1 Blinkmoth Nexus main
-1 Celestial Colonnade main
+1 Copy Artifact main
-1 Creeping Tar Pit main
+1 Demonic Tutor main
+1 Emry, Lurker of the Loch main
-1 Etched Champion main
+1 Expedition Map main
+1 Fiery Islet main
-1 Gilded Lotus main
-1 Glint-Nest Crane main
+1 Goblin Engineer main
+1 Grapeshot main
+1 Grim Monolith main
-1 Hanna, Ship's Navigator main
-1 Implement of Combustion main
-1 Inkmoth Nexus main
and 52 other change(s)
Date added 5 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

51 - 0 Rares

20 - 0 Uncommons

16 - 0 Commons

Cards 100
Avg. CMC 2.56
Tokens Construct 0/0 C, Servo 1/1 C, Thopter 1/1 C, Thopter 1/1 U
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