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[[Primer]] - Daretti - Degenerate Artifacts

Commander / EDH Artifact Combo Competitive Mono-Red Multiplayer Primer


Currently the #1 Daretti deck on TappedOut!

Currently the #3 EDH Primer on TappedOut!

Currently the #5 overall EDH deck on TappedOut!


A brief little history on this deck. Daretti was not my first Commander deck. In fact, when I first thought about getting into the format, I found a Kaalia of the Vast list that I liked and built it. I had a fair amount of success with it. However, when people saw what it could do, I was always the target of everyone’s attacks, counters, and removal spells. It made it hard to make a comeback and play anything.

When Commander 2014 came out, I decided I was going to build Nahiri, the Lithomancer until I happened upon a Daretti, Scrap Savant list. I thought to myself, “No way can this deck be any good. But, it looks fun, so I’ll try this instead.”

Fast forward to today. Daretti has easily become my best and all-time favorite deck. It doesn’t seem to matter how much hate he receives; he seems to be able to persist through much of it, and can come back and win games out of nowhere. I haven’t had more fun games than I have had with him.

The Primer

You may ask yourself "Why play Daretti as your commander?" There are many reasons as to why or why not you should play them. Let’s take a look at the card itself:

  • Daretti is not a Creature: This is important to note because now you have a General that is immune to creature removal of all kinds. Yes, he will be the target of attacks, as with all Planeswalkers, but it will also act as a fog for you.
  • Relatively low CMC: He has a CMC of 4. Although it is not as low as some other Commanders, it is also not that high. With the kinds of ramp we run, it is possible to get him out on turn 1, or more consistently by turn 2. Getting him out as early is possible means you have a good chance at getting further ahead than any of your opponents.
  • Mono-Red: Daretti is a mono-colored Commander. What does that mean? It means a more consistent mana base. You don’t have to run any non-basics to fix your colors. The only non-basics you need are your utility lands. This also makes your entire deck consistent as you only have red or colorless spells to play.

His abilities are where he really shines:

  • +2: Card Filtering- This is a graveyard-based artifact deck. Being able to pitch artifacts and draw into more cards is insane. It is essentially a repeatable Faithless Looting each time. It’s not necessarily card advantage, as you will end up with the same amount of cards in hand, but when you combine it with Alhammarret's Archive , then you gain your card advantage.
  • -2: Artifact Recursion- Once you have pitched some nice artifacts into the graveyard, you can “weld” artifacts back. Who wouldn’t want to turn a spent Mana Vault into the better Gilded Lotus , at literally no cost to you?
  • -10: The Ultimate- If you are able to achieve Daretti’s Ultimate, you essentially become a force to be reckoned with. Opponent’s artifact destruction spells become null and void. Your “weld” effects become so much better since you will get back what you welded away, gaining you an even better board presence. Once this is happens, you become harder to kill.

You might like Daretti if:

  • You enjoy the simplicity of playing mono-colored decks.
  • You enjoy artifact and/or graveyard based decks.
  • You enjoy cheating in big, dumb artifacts.
  • You enjoy playing aggro decks, but also like elements of control.
  • You like having a Planeswalker as your General, instead of a boring creature.

You might dislike Daretti if:

  • You want more colors for more options.
  • You hate artifacts and want to destroy all graveyards.
  • You want the option of using Commander Damage as an alternate win condition.

  • Goblin Welder : The original welder that inspired Daretti's -2 ability. We can activate his ability at instant speed so we can surprise someone with a blocker or some sort of removal, or just swap something out that we can get good use out of on our turn.
  • Imperial Recruiter : Best creature tutor for this deck. Searches out Goblin Welder , Magus of the Moon , Metalworker , Squee, Goblin Nabob , Silent Arbiter , Solemn Simulacrum , and Duplicant . Can use Goblin Matron as a budget replacement, but then it narrows our targets down from seven viable options to two.
  • Magus of the Moon : This creature helps keep 3+ color decks under control by eliminating their dual-colored lands and turning them into Mountains. Helps keep other lands from getting out of hand, such as Cabal Coffers , Gaea's Cradle , Nykthos, Shrine to Nyx , etc. He is also easily tutored via Imperial Recruiter .
  • Metalworker : Crazy ramp in an artifact deck. Nets two mana for every artifact you reveal. Can be really explosive in the first few turns, but can be less effective in the later game if you only have a few cards in hand.
  • Squee, Goblin Nabob : One of the all stars of the deck. When you discard him to Daretti, you basically get to draw an extra card next turn. He helps you choose more carefully what artifacts to discard and sort of helps play around graveyard removal. He can also be used as a recurring chump blocker to help protect you and Daretti.
  • Silent Arbiter : Slows down token decks and other mass creature decks. Helps to protect Daretti by only letting one creature attack.
  • Solemn Simulacrum : A commander staple in my opinion. Helps ramp you when he enters, and draws you a card when he dies. Great Daretti/Welder fodder.
  • Karn, Silver Golem : Really effective blocker. Can be difficult to get past an 8 toughness creature. Can turn your big CMC artifacts into attackers/blockers. Also used in conjunction with Mycosynth Lattice to blow up lands.
  • Combustible Gearhulk : This guy is a beast! He's a 6/6 with First Strike, which is nothing to scoff at. This card was made for this deck. You'll either get three cards in hand to pitch with Daretti, or you'll get things to recur, and if the opponent chooses to mill, they will get burned.
  • Duplicant : Exile removal on a body. Tutorable with Imperial Recruiter and Kuldotha Forgemaster . Do note that he only copies P/T and Creature Type and not any abilities. If you go to exile a commander, and they choose to put it into the Command Zone instead, Duplicant will not copy the values as it is a replacement effect.
  • Steel Hellkite : Flying body with built in removal. Has to connect in order to remove things. Can only remove one CMC per turn, so you'll have to prioritize what you need fine first.
  • Wurmcoil Engine : One of the best artifact creatures ever printed. 6/6 with Deathtouch and Lifelink is really good. What could be better than that? Two bodies when he dies.
  • Myr Battlesphere : 8 total power spread between 5 bodies seems pretty good. Can use the tokens for Daretti fodder, or to chump block to protect him. When Battlesphere attacks, you can tap the Myr to deal damage to an opponent and redirect to a planeswalker, which is really nice. Not many people see it coming.

  • Lion's Eye Diamond , Mana Crypt , Mox Diamond , Mox Opal , Mana Vault , Sol Ring , Grim Monolith , Mind Stone , Basalt Monolith , Hedron Archive , Gilded Lotus : The mana rocks. You can never have too many when you're trying to ramp into an early Daretti or other threat. Mind Stone and Hedron Archive also double as card draw when you no longer need the extra mana.
  • Sensei's Divining Top : Allows us to look at the top three of our library and rearrange them in order to draw what we want with Daretti. We use the fetch lands to reset the top if none of the three are very good. We can create inifinite mana with Rings of Brighthearth and Basalt Monolith and use it to draw a card with Top and copy it, allowing us to redraw the Top and the rest of our library if need be.
  • Voltaic Key : Untaps our mana rocks to get more mana out of them, or a creature to use as a surprise blocker. Can be used as a part of the Rings of Brighthearth / Basalt Monolith combo to infinitely untap things.
  • Winter Orb / Static Orb : We use these to help control other’s board states. Winter Orb slows the casting of spells by choking off mana produced by lands, and Static Orb slows people down from attacking as well as producing mana. Clock of Omens is used in conjunction with these to “turn off” their effects, allowing us to untap our permanents.
  • Crucible of Worlds : Allows us to freely discard our lands to Daretti and reuse our fetches as well as our utility lands.
  • Ensnaring Bridge : Helps keep creature-based decks under control. We can empty our hands fairly quickly, but can also use Lion's Eye Diamond as an emergency kill switch to shut off all attacks.
  • Oblivion Stone / Nevinyrral's Disk : Essentially these are the reset buttons. Used when the board is getting too cluttered with things you don’t like. When used with Darksteel Forge , your artifacts will remain unharmed. Add in Mycosynth Lattice , and you wipe everyone’s board but your own.
  • Rings of Brighthearth : Copies all activated abilities, including our Planeswalkers. It copies Basalt Monolith ’s untap ability to create infinite mana. Can copy a fetch land activation to get two lands out instead of just one.
  • Sculpting Steel : A utility artifact that becomes whatever we need it to. This card as slightly better use than Mirage Mirror , as it can utilize ETB effects because it enters as a copy and doesn't trigger when enters to copy.
  • Staff of Domination : The Swiss army knife of the deck. It gains you life, draws you cards, taps creatures down, or untaps them, and can untap itself. Used in conjunction with the Rings of Brighthearth / Basalt Monolith combo or Metalworker with at least three artifacts in hand in order to go infinite.
  • Tangle Wire : Helps slow the game down by causing everyone to tap lands/artifacts/creatures. Takes immediate effect on opponents. If we stack the triggers correctly, we will always tap less than everyone else.
  • Clock of Omens : This card is mainly used to “turn off” our Orbs, but it has plenty of other uses as well. It can give us a surprise blocker on someone else’s turn. It can also let us reuse an artifact with a tap ability, such as Planar Bridge or the Monoliths.
  • Krark-Clan Ironworks : Another sac outlet that helps protect from exile effects. Can also be used to ramp into a bigger spell, or set up for a Scrap Mastery .
  • Unwinding Clock : The third untapper of the deck. This one happens automatically during other turns, so there is no activation required.
  • Alhammarret's Archive : Doubles your extra draws and life gain. Turns Daretti and Bazaar of Baghdad into positive sources of card advantage. This is usually a good target for a Gamble after Daretti is in play as it will gain you a ton of card advantage. Even if you have to discard down to hand size, it's more artifacts in your graveyard for later use.
  • Memory Jar : This lets us dig deeper into our deck. It's a sort of repeatable Wheel effect, except what we don't use gets discarded and we get our old hand back. Can also double as a mill effect for our opponents.
  • Paradox Engine : A new card that has taken EDH by storm. While other decks can better utilize this card, and can go infinite, I still think there are some good synergies it can provide, as long as we have the spells and mana rocks to make it worthwhile. Being able to use Oracle's Vault and Planar Bridge multiple times in a turn can turn the game in our favor.
  • Contagion Engine : Can be used as pseudo board wipe for opposing creatures, and can help rack up Loyalty on Planeswalkers. . Copyable with Rings of Brighthearth , and untappable for repeated use with Clock of Omens / Voltaic Key .
  • Mindslaver : One of our other win conditions. Recurrable with Daretti and Goblin Welder . With Daretti’s emblem out, you can sacrifice it to take the next player’s turn and then get Mindslaver back at the end of the turn. Then, if you have enough mana, at the end of the controlled player’s turn, you can activate it again to take the next player’s turn. Keep repeating to control everyone for the rest of the game.
  • Mycosynth Lattice : This card is always used in conduction with other cards. Use with Darksteel Forge to make all of your permanents indestructible. Use with Nevinyrral's Disk to blow up the entire board. Use with Vandalblast to blow up everyone else’s permanents. Use with Karn, Silver Golem to blow up lands. Use with Scrap Mastery to reset the board and get some artifacts back in return. If you have Daretti’s emblem, everything that you had to sacrifice will be returned, as the emblem will see them as artifacts when they went to the graveyard.
  • Planar Bridge : A much better tutor artifact for the deck. While it does have a hefty cost to activate, being able to put any permanent onto the battlefield is game breaking. We can utilize infinite mana plus Rings of Brighthearth / Voltaic Key to bring all of our permanents into play.
  • Staff of Nin : A little extra card draw each turn. Helps keep little critters and Planeswalkers under control. Can take everyone else out of the game with infinite untaps.
  • Ward of Bones : The earlier we get this out, the better it is for us. If we keep a low count on everything, everyone else will be stuck far worse than us, and we can get to Daretti's ultimate to further our gameplan and go for the victory.
  • Spine of Ish Sah : Spot removal on an artifact. Can be searched up with Kuldotha Forgemaster to take out a permanent. If it’s already on the battlefield, can you sacked to Daretti, and then it will be returned to your hand to either be cast again, or pitched to Daretti.
  • Darksteel Forge : Makes all of our artifacts indestructible and harder to deal with.

  • Faithless Looting : Early card filtering. Has flashback so we can get two uses out of it. It's nice that you draw first just in case there is something you want to keep in hand.
  • Gamble : It definitely is a Gamble to run this, but it is the best early game tutor we run. If it's in my opening hand with no way to get out an early Daretti, I always go for Mana Crypt . Otherwise, Alhammarret's Archive is my second choice. Later in the game, assess what would benefit you, and go for that.
  • Vandalblast : Early spot removal for artifacts, usually used to take out a mana rock or annoying artifacts. Overload it take them all out. When used with Mycosynth Lattice , it will take all of your opponents’ permanents. That usually ends the game.
  • Tormenting Voice : Card draw. Discarding a card is part of the cost, so you will lost out on a card if it gets countered, but having an extra artifact in the graveyard for later use is not a bad thing for us.
  • Saheeli's Directive : A new addition from Commander 2018: a Genesis Wave for artifacts! While this card is a bit more restrictive than Wave, as it only grabs you artifacts and not any permanent, it has the Improvise ability, so we can tap our artifacts to help pay the cost, essentially netting us more mana and allowing us to dig deeper to put more artifacts onto the battlefield.
  • Wheel of Fortune : The original Wheel effect. Can either get rid of a junk hand for a new one, or just completely refills your hand.
  • Pirate's Pillage : Tormenting Voice 's bigger brother. Costs twice as much for the same effect as Voice, but it will create 2 Treasures, so it will essentially cost the same. The Treasures will also double as sac fodder, so we get double use out of this card.

  • Scrap Mastery : The Living Death for our artifacts. One of my favorite cards printed in the Commander 2014 set (behind Daretti of course). Allows you to “exchange” artifacts from the field with artifacts in each other player’s graveyard. This card is the reason why we want to dump all of our artifacts into the graveyard. Combine this with Mycosynth Lattice and you reset the board. With Daretti’s emblem, you get everything back, so it essentially becomes a one-sided wipe.
  • All Is Dust : Our catch-all removal for anything colored. We don’t have very many colored permanents, so this card slots into the deck nicely. It does have a high CMC, but thanks to all of the mana rocks we run, it should be no problem to cast. It does not work very well with Mycosynth Lattice , however, as Lattice turns everything colorless, rendering this spell useless while it is on the field, so be careful when you play either.
  • Blasphemous Act : Mass creature removal. Not many things can survive 13 damage. Can cheap removal if playing against token/creature strategies.

  • Chaos Warp : One of the few pieces of spot removal we have. Use it to get around things with indestructible. I really love using it when my Blightsteel Colossus gets Bribery ’d, so then Blightsteel gets shuffled and I get the chance to put something into play.

  • Chandra, Flamecaller : I was against this card when it was first spoiled, but decided to give it a try. I must say that I am glad I did. It has become a core card in this deck. Her -0 is a one-sided wheel effect that nets us +1 card. Her -X makes for a good board wipe, and is copyable with Rings of Brighthearth to allow her to have remaining loyalty to survive, but also wiping out anything with 6 or less toughness. Her +1 is the least used mode for me, but it can help restock her loyalty for future board wipes.
  • Karn Liberated : One of the best Planeswalkers ever printed. It’s colorless so it can go into any deck. His +4 takes resources out of a player’s hand. His -3 takes care of any problematic permanent. His ultimate will usually just win you the game as you will most likely be ahead of everyone else.
  • Ugin, the Spirit Dragon : Another amazing Planeswalker. His +3 is a Ghostfire (which is pretty flavorful). His -X is a catch-all removal. We run mostly coloress stuff, so this won’t hurt us as much as it will others. His ultimate is really awesome. Gaining seven life, drawing seven cards, and putting seven permanents into play is game-changing, especially when you can copy it with Rings of Brighthearth .

  • Ancient Tomb : The first of our “Sol” lands. Two mana in one land is really powerful in any format. In Commander with 40 life, the 2 damage is negligible. Helps power out Daretti or any other spells in the deck.
  • Arid Mesa , Bloodstained Mire , Scalding Tarn , Wooded Foothills : These help get Mountains out of the deck to help us draw live cards. Not really necessary for the deck, but are useful for thinning. Good to have with Crucible of Worlds out. Can be copied for an extra land via Rings of Brighthearth .
  • Bazaar of Baghdad : Card draw and discard on a land with no mana requirements. This land does everything we want it to for the deck. It does become negative card advantage since we discard more than we draw, but with Alhammarret's Archive out, it becomes positive card advantage as we net +1 cards.
  • Blinkmoth Nexus , Inkmoth Nexus , Mishra's Factory : Our manlands in the deck. These make great blockers to help protect Daretti, but are also artifacts when animated so we can use them to weld something back.
  • Buried Ruin : Artifact recursion on a land for the small cost of two mana. Can use the recurred artifact as more fodder to Daretti.
  • Command Beacon : We want to keep Daretti out as long as we can, but he tends to get killed a lot. This helps alleviate the big Commander Tax he is capable of getting. Casting him for 4 is better than casting him for 12+.
  • Darksteel Citadel / Great Furnace : The artifact lands of the deck. Can be later used as fodder to “weld” back artifacts.
  • Forge of Heroes : Another nifty utility land that will enable Daretti to gain an additional loyalty counter upon entering. This will enable us to ultimate Daretti in four turns, instead of the typical five, as long as we can protect him.
  • Geier Reach Sanitarium : As previously stated with Bazaar of Baghdad , card draw on a land is really good. This land is better than Mikokoro, Center of the Sea in this deck because it also discards a card, which could possibly force an opponent into discarding something they don’t want to.
  • Inventors' Fair : The life gain on this land isn’t much, but over the course of a long game, it can be the difference between winning and losing. What’s really great about this land is that it is also an artifact tutor that doesn’t take the slot of a valuable spell, making this the perfect inclusion to any artifact-based deck.
  • Maze of Ith : This is quite possibly the worst land in the deck as it doesn’t make any mana, but it can save you from a lethal attack, or keep Daretti protected long enough to reach his Ultimate. With the right combination of cards, you can prevent attacks from all opponents. ;)
  • Mishra's Workshop : Another “Sol” land of sorts. Makes three mana, but the downside is that mana can only be used for artifact spells. Works amazing in here, as most of our spells are artifacts. An easy staple for any artifact deck.
  • Mountain : This is a red deck. This is a land that produces red mana. Seems good.
  • Strip Mine / Wasteland : Land removal. Gets rid of problematic lands such as Cabal Coffers / Gaea's Cradle / Maze of Ith , etc.
Your opening hand is very important. It'll basically tell you how the game is going to go. You want at the very least one Mountain in your starting hand in order to pay for Daretti's color requirement. After that, you want mana rocks. More specifically, early, cheap mana rocks like Mana Crypt , Sol Ring , or Mana Vault . Even Grim Monolith is good, albeit a bit slower than the others. You want these to pump out a fast Daretti. Finally, you need pitch fodder. Whether that's the big artifacts, extra mana rocks or lands, or utility artifacts. Something to make it worth casting Daretti.
The way I play Daretti may be different than the ways other people play him. For me, I want Daretti out as fast as possible, as early as turn one. This is accomplished by the fast, cheap mana rocks. There are a few ways of doing this, such as:

Once Daretti is on board, I try to rush for his emblem. I almost always use his +2 only in order to achieve this. If I have pitched something that will help me, then I will use his -2, but usually I don't until the mid game.

This is the part of the game when you have been alternating his +2 and -2 abilities to set up your hand, board, and graveyard in order to get to your win conditions. By this time, your opponents should be on to your game plan and what your deck can do (if they didn't know already just by seeing Daretti). You want to be able to protect him as much as you can, so use things like Blasphemous Act to clear the board of creatures so they can't attack him, or Silent Arbiter and Maze of Ith to slow them down. Silent Arbiter has got a decent butt on him so small critters can't get past him. To really slow people down, get him, Mycosynth Lattice , Unwinding Clock , and Maze of Ith to essentially prevent anyone from getting an attack through. It's a lot of cards to assemble, but it can be done.
By this time, you should have dug and pitched through your deck to find your road to victory. There are many ways to do this. Straight up attacking down your opponent's life totals from 40 to 0 or through one of the many combos this deck can do, which will be discussed in another section.
As with any deck, there are going to be some weaknesses. Some of these include:

  • Artifact Hate: Daretti is an artifact-based deck, and in the EDH format, there is TONS of various artifact removal. There is the old-fasioned artifact destruction, such as Aura Shards , Vandalblast , Bane of Progress , among others, but these are the most potent. There is also exiling effects, such as Return to Dust and Merciless Eviction , as well as many others. These are harder to come back from, as we cannot recur them.
  • Graveyard Hate: Not only is Daretti an artifact-based deck, it is also graveyard-based. Cards such as Tormod's Crypt , Relic of Progenitus , Rest in Peace , Leyline of the Void , etc. put a real damper on our gameplan. Trying to get these out of our way as early as possible will only help us in the long run.
  • Counter Decks: Personally, this is the one I dislike the most. It’s one thing to play your stuff and then get it removed. It’s another to not even get to play them because they get countered. Over. And over. And over again. It can be frustrating, so if you’re playing in a counter-heavy meta, Defense Grid might not be a bad inclusion.

In this section, we will go over the main interactions/combos that this deck has to offer. There may be more hidden in there somewhere, so if someone happens to see some that I did not, feel free to let me know and I will get it added!

Infinite Mana Combos: One of the key cards we run in the deck is Rings of Brighthearth due to its combo potential. The card we pair with Rings the most is Basalt Monolith in order to generate infinite colorless mana. How does this work?

It's simple: Rings of Brighthearth + Basalt Monolith + from any source: Tap Monolith for . Use the to untap, Rings triggers, use from any other source to copy the untap effect. First untap on stack resolves, tap again for . Let second untap resolve and tap again for mana. You now have floating. Use to untap, and to copy untap with Rings. This leaves you with available. Repeat steps for infinite colorless mana.

Pair this infinite mana combo with a few more cards, and you can get some crazy interactions, such as:

  • Sensei's Divining Top : Use SDT's draw effect and copy with Rings. The copied ability will resolve first, drawing you a card and putting SDT back on top of your deck. The second trigger will resolve, drawing you SDT, and since SDT is no longer on the field when the ability resolves, it doesn’t go back on top. Cast SDT again, and repeat this process to draw your deck and look for an avenue to victory.
  • Spine of Ish Sah + Krark-Clan Ironworks : Cast Spine and when it enters, you get to destroy any permanent. Sacrifice it to KCI and it will return to your hand. With the infinite mana you have created, you can repeat this process to remove all opposing permanents, and shut people out of the game.
  • Staff of Domination : With infinite mana, you are able have infinite activation of Staff, which you can use to tap/untap creatures, gain infinite life, or draw your deck, similar to the interaction that SDT has above.
  • Voltaic Key + Staff of Nin : Tap the Staff to deal one damage to any target, usually an opponent. Use the Key to untap Staff, copy the untap with Rings and target the Key. Key will untap, and then Staff will untap. Repeat for infinite damage. You can also copy the damage ability of Staff, but it really won't make anything faster.
  • Voltaic Key + Planar Bridge : Tap the Bridge to bring out any permanent of your choosing. Activate Key, targeting Bridge, and then copy the Key's ability with Rings, this time targeting the Key itself. Once both abilities resolve, Bridge and Key are both untapped and you can continue bringing out all of your permanents, if you so choose.
*Alternatively, you can use Metalworker + Staff of Domination to create infinite mana by doing the following: With 3 artifacts in hand, tap Metalworker, revealing the 3 artifacts in hand to generate 6. Use 3 to untap Metalworker with Staff, then use 1 to untap Staff. You are left with 2. Repeat for infinite mana. You can then proceed to go infinite with Staff, or add Rings to use any of the combos above.

Paradox Engine Combos: These combos involve having Paradox Engine on the battlefield in order to untap your permanents and essentially "go infinite.

  • Spine of Ish Sah + Krark-Clan Ironworks + mana rocks that make : Use your mana rocks to cast Spine, which will trigger Engine and untap the rocks. Spine will enter and destroy any permanent. Sacrifice Spine using KCI and it will return to your hand via its effect. Cast it again to remove all opposing permanents.

Miscellaneous Combos/Synergies: These are the other "combos" which are more or less cards with great synergy together.

  • Darksteel Forge + Nevinyrral's Disk : With Forge on the battlefield, all of our artifacts are now indestructible. Activate Disk to destroy all artifacts, creatures, and enchantments. All but five of our creatures are artifacts, and we run no enchantments, so it shouldn't hurt us too much.
  • Darksteel Forge + Nevinyrral's Disk + Mycosynth Lattice : Same as the combo above, but with Lattice added. Lattice turns all permanents into artifacts so Disk will destroy everything on board, except for our stuff, as Forge grants everything indestructible. Be cautious when using this, as someone could have instant-speed removal such as bounce or exile, and if they target Forge, you will lose permanents as well.
  • Mycosynth Lattice + Vandalblast : This synergy is just like the one above, but much more safe. Lattice will turn every permanent into an artifact, and then Vandalblast will blow all artifacts to smithereens. Forge isn't needed in this combo, as Vandalblast is only for artifacts we don't control.
  • Mycosynth Lattice + Karn, Silver Golem : Lattice turns all permanents into artifacts, including lands. Karn will allow us to turn any artifact into a creature with base power/toughness equal to its mana cost for only . If you target a land with Karn's ability, it will turn into a creature with power/toughness of 0/0. Due to state-based effects, or SBEs, the land will be put into the graveyard due to having 0 toughness. This will allow you to remove as mana lands as you have mana available.
  • Mycosynth Lattice + Scrap Mastery + Daretti's Emblem: Lattice will turn all permanents into artifacts. Scrap Mastery will exile all artifacts in all graveyards, put all the artifacts that are on the battlefield, which would be all permanents due to Lattice, into the graveyard, and then return all artifacts that were exile by Mastery onto the battlefield. Daretti's emblem sees them enter the graveyard as artifacts so it will trigger for each, and then return them at beginning of the next end step.
  • Mindslaver + Daretti's Emblem: This is what I like to call the "SlaverLock." Activate Mindslaver to take over someone's turn, usually whoever's turn it is next. When you sacrifice it as part of its cost, the emblem will trigger and return it at the beginning of the next end step. You will take that person's turn, and as long as you have enough mana, you can activate Mindslaver again to take the next person's turn. As long as you have enough mana, or enough mana rocks to make and an Unwinding Clock out, you can indefinitely take everyone's turn and shape the game how you want until you end it.

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This deck is Commander / EDH legal.

Cards 100
Avg. CMC 3.82
Tokens 1/1 Spirit, 1/1 Elemental, None Treasure, 1/1 Thopter, Daretti, 3/3 Wurm, Chandra, 1/1 Myr, 2/2 Manifest
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