Krark-Clan Ætherworks

Ideally, the first few turns should be spent on either mana ramp or energy generation. While it might seem unnecessary to generate energy before there's something meaningful to spend it on, the fact that it sticks around means that there's really no wrong time to generate energy. Indeed, with a proliferate card like Evolution Sage in play, it can be better to generate at least some energy early, if only so that the proliferate trigger doesn't feel wasted. However, it is equally important to remember that the deck has plenty of sources of energy, a good number of which are repeatable, so one must not be afraid to spend energy, either. Going down to zero energy is sometimes necessary, and it is likewise sometimes necessary to cast spells with Inexorable Tide out even when there's no gas in the tank.

Riku of Two Reflections and Panharmonicon both speed up energy generation in subtly different ways: Riku of Two Reflections can copy creatures that create energy when they enter or spells that grant energy, while Panharmonicon simply doubles any triggers from artifacts or creatures entering the battlefield, including an energy-generating ability of the artifact or creature itself. Combined with repeatable proliferate triggers, such as Inexorable Tide or Evolution Sage, it's very easy to attain a relatively consistent flow of energy gain even without relying on the upkeep trigger of Aethersquall Ancient or a combination of Thopter Spy Network and Era of Innovation. In a pinch, Empyreal Voyager can help refill an empty tank, especially if his power has been increased by Fabrication Module or Rhythm of the Wild, and Architect of the Untamed can fill the same purpose as Evolution Sage even without any starting energy.

Of course, energy is pointless without something to spend it on. The big energy sink is obviously Aetherworks Marvel, but that's hardly the only thing energy is good for. Whirler Virtuoso and Architect of the Untamed an turn energy into artifact creature tokens, with the Virtuoso even gaining energy if it puts out thopters while Gonti's Aether Heart and Panharmonicon are on the table. Dynavolt Tower and Harnessed Lightning use energy for damage-based removal, while Aethersquall Ancient can wipe the board entirely when necessary. Aetherwind Basker allows for some explosive attacks, while Multiform Wonder can fill a variety of needs based on the situation. And, when options are running out, Era of Innovation and Gonti's Aether Heart can be sacrificed to get that last bit of extra reach needed to close out a game.
While gaining and spending energy does make up much of the deck's gameplan, interactions between key artifacts also make up a number of its victory conditions. It is important to note, however, that the artifacts that make up "The Machine" do not all need to be on the board in order to ensure victory. Animation Module, Decoction Module, Fabrication Module, and Krark-Clan Ironworks alone ensure an arbitrary amount of energy, mana, +1/+1 counters, and servos. Gonti's Aether Heart and Panharmonicon together with a Whirler Virtuoso are sufficient to obtain arbitrary amounts of energy and thopters. Various combinations of these artifacts and Clock of Omens and/or Retrofitter Foundry can similarly result in arbitrary amounts of tokens and energy, or even an arbitrary number of Aetherworks Marvel activations within a single turn. Even without hitting truly arbitrary levels, combinations of these artifacts can still be potent enough to significantly change the outcome of a game, and digging for additional pieces on what might otherwise be the last turn can turn impending loss into baffling victory.

Tutors such as Fabricate and Inventors' Fair can bring key machine pieces to hand, while Whir of Invention and Planar Bridge can get them directly onto the battlefield. Fabricate and Whir of Invention can be especially potent when copied with Riku, fetching two components at once rather than just the one. While it can be tempting to always reach for Aetherworks Marvel, it is important to consider the board state and cards in hand when tutoring for pieces of the machine: if Whirler Virtuoso is already in hand or on the battlefield, it might be better to go for the combination of Gonti's Aether Heart and Panharmonicon. It cannot be stressed enough that the modular nature of the machine allows for a number of different lines of play, and sometimes it might be better to grab a lower-cost component of the machine in order to drop multiple pieces onto the board in one turn.

Of course, artifacts aren't terribly difficult for opponents to destroy, and so there are several ways to get pieces back from the graveyard. The deck's ability to generate large numbers of thopter and servo tokens makes Goblin Welder and Trash for Treasure relatively cheap forms of recursion, and Eternal Witness is a classic favorite--doubly or quadruply so if Riku of Two Reflections and/or Panharmonicon are on the battlefield. But, much as the modular nature of the machine allows it to be employed in different ways, it is also important to remember that the machine is not the only way that the deck can win, and so the game is not necessarily lost if something is exiled or no recursion is available.
While a few cards do allow for a go-tall strategy, they are mostly self-contained in comparison to the number of cards that support going wide. Skullclamp turns 1/1 servos and thopters into brutally efficient card draw, while Thopter Engineer grants haste to any artifact creatures that the deck might create--such as nearly all of its creature tokens. And Sharding Sphinx ensures that even the smallest squadron of thopters quickly becomes a serious threat.

Moreover, various pieces of the deck make use of these tokens as more than just attackers. Purphoros, God of the Forge and Reckless Fireweaver turn simple token generation into a fast-ticking clock for opponents, while Vault of Catlacan produces absolutely absurd amounts of mana once enough tokens are on the field. And, as noted earlier, several pieces of the machine play exceedingly well with large numbers of artifact tokens, with Clock of Omens and Krark-Clan Ironworks benefiting a great deal from having large numbers of small, disposable artifacts on the battlefield.


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22% Casual

78% Competitive

Date added 11 months
Last updated 2 months

This deck is Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

42 - 0 Rares

17 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.20
Tokens 1/1 Servo, 3/3 Beast, 1/1 Thopter, 1/1 Elemental, 6/6 Beast, Food, None Copy Clone, 1/1 Construct, 0/1 Goat, None Treasure
Folders Interesting Stuff, RIku Energy, Other people's Cool Decks, Uncategorized, Interesting Deck Ideas to Tinker With
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