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You ready Daretti to eat your spaghetti?

Commander / EDH Artifact Mono-Red Primer


Why play Daretti, Scrap Savant ?

Resilience, that is the first word that comes to mind when I think of my Daretti, Scrap Savant deck. This deck will shrug off board wipe after board wipe, removal spell after removal spell, counterspell after counterspell.

Daretti, Scrap Savant is a peculiar commander. First off, he is a planeswalker, one of only 5 that can be your commander. Having a planeswalker as your commander changes how you need to play the deck, you need to always have blockers for him and you can't depend on commander damage to finish off opponents. Second off, he is a control deck commander in the color least adept for control . The in the deck is almost just a support color for your main color, colorless. I think of this deck as being a two colored deck instead of a mono-colored deck, which allows you to dodge cards like Iona, Shield of Emeria better than other mono-colored decks. Third off, Daretti, Scrap Savant is a pure a value creation general, he doesn't do any damage on his own, instead he makes your deck run better with his +2 ability and cheats in cards with his -2 ability.


  1. Daretti, Scrap Savant 's +2 ability lets you go through your deck quickly and puts cards into your graveyard that you can cheat in later.

  2. Daretti, Scrap Savant 's -2 ability lets you cheat into play powerful artifacts from your graveyard to the battlefield, allowing you to semi-avoid the problem of having a high average cmc and frees up your mana to interact with your opponents.

  3. Daretti, Scrap Savant 's -10 ability will easily win you the game, as long as your opponents are stupid enough to let you get his emblem.

  4. Your deck will be more resilient than most decks, this deck will thrive in removal heavy metas, which I think are most commander metas.


  1. You are mono-colored, so you inherit the weaknesses of the color, which for is the inability to deal with enchantments efficiently, and the inability to deal with spells on the stack, something reserved for only. (except for Red Elemental Blast & Pyroblast )

  2. No way to deal commander damage.

  3. No infinite combos, although there are some combos that lock your opponents out of the game, which I'll go over in the card synergies section of this primer.

  4. The deck is incredibly weak to graveyard hate.

  5. The deck has a high average cmc, although Daretti, Scrap Savant will mitigate this problem with his +2 to discard those high cmc cards and his -2 to cheat those cards into play instead of having to cast them.


Alhammarret's Archive - Daretti, Scrap Savant 's +2 is the main reason why this card is in the deck, plus there is a surprising amount of life gain in the deck, mostly coming from Wurmcoil Engine .

Caged Sun - Goes in most mono-colored decks, it's especially good in this deck, because of the artifact synergies.

Clock of Omens - Untaping shenanigans, mostly used to untap Nevinyrral's Disk the turn you play it.

Codex Shredder - The only card that lets me get non-artifact cards from the graveyard, also hilarious against cards like Vampiric Tutor and Mystical Tutor .

Crucible of Worlds - Lets you get back the land you discard with Daretti, Scrap Savant 's +2 ability, and lets you abuse utility lands like Command Beacon and Inventors' Fair with repeatable activations.

Darksteel Forge - Makes you board incredibly difficult to deal with and is a combo with Nevinyrral's Disk .

Fellwar Stone - I wanted more 2 CMC mana rocks, so there is a higher chance to get Daretti turn 3, although there isn't a high chance that this will tap for , it doesn't since this deck isn't intensive.

God-Pharaoh's Statue - Slows down your opponents, hopefully long enough to get to Daretti's emblem.

Mana Vault - One of the best ramp cards in the deck and is good sacrifice fodder when it is tapped.

Mind Stone - Solid ramp card

Mindslaver - One of the main win conditions in the deck, really silly with Daretti, Scrap Savant 's emblem.

Mirage Mirror - For 2 mana, this card becomes almost anything you want on the battlefield, it's an incredibly versatile card.

Mirrorworks - Giving you copies of your artifacts seems pretty good.

Mycosynth Lattice - Part of a couple of combos.

Nevinyrral's Disk - Board destruction and part of a few combos, an all-star in this deck.

Planar Bridge - Tutors are hard to come by in mono, but this card is one of the most powerful available to us, you most likely want to search up your win conditions to finish up a game if your spending 8 mana for an ability, most of the win conditions only require 1-3 cards, so choose the one most appropriate for the current situation.

Prismatic Lens - Ramp that helps get Daretti out turn 3.


Spine of Ish Sah - One of the best removal cards in the deck, it deals with enchantments (something can't deal with), and is repeatable with a sacrifice outlet like Daretti, Scrap Savant 's -2 ability.

Tormod's Crypt - being a drop, it gives you a artifact to sacrifice in a pinch for Daretti, Scarp Savant's -2 ability if you don't have an artifact available and this card is the only graveyard hate we run in the deck, every deck should have some sort of graveyard hate.

Trading Post - One of my favorite cards in magic, it's kind of like a second Daretti, Scrap Savant .

Unstable Obelisk - A mana rock that can deal with any permanent, you usually want to use this card on enchantments since can't deal with enchantments.

Unwinding Clock - This card does silly things in a multiplayer setting, usually giving you what feels like extra turns on each opponents' turn, it is the artifact version of Seedborn Muse .

Voltaic Key - Similar usage as Clock of Omens .

Wayfarer's Bauble - The artifact version of Rampant Growth .


All Is Dust - This is mostly a colorless deck, often times leading to a one-sided board wipe.

Blasphemous Act - Goes in every deck running, usually a one mana board wipe.

Gamble - tutor, really good in this deck since we want most of the cards to be in the graveyard anyways, nearly eliminating Gamble s downside.

Ruination - This card can absolutely wreck greedy mana bases, while leaving yours mostly intact, 21 out of our 38 lands are basic land Mountain , so on average 55.26% of our mana base will get hit.

Scrap Mastery - The artifact version of Living Death an absolute game ender.

Vandalblast - Goes in every deck running and combos with certain cards in the deck.


Anger - Discard this card with Daretti, Scrap Savant 's +2 ability.

Bosh, Iron Golem - Is a sacrifice outlet and a game ender.

Burnished Hart - Ramp with a big possibility to be recurred.

Combustible Gearhulk - Usually a Concentrate on a 6/6 body.

Duplicant - Possible recurrable removal that exiles.

Goblin Welder - He was daretti before daretti, having Daretti, Scrap Savant 's -2 at instant speed is almost broken in this deck.

Junk Diver - Great artifact sacrifice fodder.

Karn, Silver Golem - Part of a comobo.

Kuldotha Forgemaster - The best artifact tutor in the deck.

Metalworker - There is a reason that this card used to be banned, 46 out of the 98 possible cards in the deck are artifacts (excluding Metalworker for obvious reasons) so there is a 46.94% chance that any card in your hand could be an artifact, so in a hand with 7 cards in it, on average, 3.29 of them will be artifacts, meaning on average, Metalworker will tap for 6.57 mana when you have a hand of 7 cards, no other mana dork at 3 cmc or less can tap for that much mana.

Myr Battlesphere - A powerful artifact creature beater.

Myr Retriever - Good artifact sacrifice fodder.

Platinum Emperion - Makes you nearly invincible as long as he's on the field.

Psychosis Crawler - You draw a lot in this deck, especially with Daretti, Scrap Savant 's +2 ability.

Scarecrone - Another way to get artifacts back from the graveyard.

Scuttling Doom Engine - An artifact creature beater that also makes dangerous sacrifice fodder.

Silent Arbiter - A great way to protect Daretti, Scrap Savant .

Slobad, Goblin Tinkerer - A great sacrifice outlet and is a good way of keeping Nevinyrral's Disk around for one activation.

Solemn Simulacrum - Ramps and is great sacrifice fodder.

Soul of New Phyrexia - Protect your permanents from the battlefield or the graveyard.

Squee, Goblin Nabob - Great discard fodder.

Steel Hellkite - Deal with troublesome permanents and deal a good chunk of damage to your opponents.

Wurmcoil Engine - The best creature in the deck, gives you life, deals good damage, and gives you tokens for sacrifice shenanigans when it dies.


Chaos Warp - The only way can deal with enchantments.

Pyroblast + Red Elemental Blast - The only way you can counter spells. P.S. just discard these if you aren't playing against anybody playing , which almost never happens.


Ancient Tomb - A great land, only producing colorless doesn't matter much in this deck.

Buried Ruin - A good way to get an artifact from your graveyard in a pinch.

Command Beacon - A Daretti, Scrap Savant that costs too much mana to play isn't very useful.

Darksteel Citadel + Great Furnace - Sacrifice fodder.

Flamekin Village + Hanweir Battlements - Gives haste to your creatures.

High Market - Protects your creatures from getting exiled.

Inventors' Fair - An excellent land that lets you easily tutor up artifacts, and gains you some life for some reason.

Mountain x24- Hopefully this is enough to mitigate the damage from cards like Ruination and Back to Basics , you obviously don't need to worry about Blood Moon since this is deck.

Myriad Landscape - Land ramp.

Phyrexia's Core - Protects your artifacts from exile.

Sanctum of Ugin - Another great way to search your library for your artifact creatures.

Shrine of the Forsaken Gods - The good version of Temple of the False God .

Strip Mine + Wasteland - Gives you some more land destruction to deal with problematic land such as Cabal Coffers , Maze of Ith , and Gaea's Cradle .


Blood Moon - Goes in most decks running and every mono deck.


Karn, the Great Creator - In the deck, because it combo's w/ Mycosynth Lattice .

Ugin, the Spirit Dragon - Another All Is Dust on a creature, this deck is already built to protect Daretti, Scrap Savant , so it should be able to protect Ugin too.

All the artifacts in the deck synergize with Daretti, Scrap Savant , because he is able to cheat them into play with his -2 ability, this section is more for specific synergies and not broad general synergies.

Cards that untap Nevinyrral's Disk

Clock of Omens , Unwinding Clock , and Voltaic Key

Darksteel Forge cheese

Darksteel Forge + Nevinyrral's Disk - destroy all your opponents' artifacts, creatures, and enchantments, while your artifacts are safe, most importantly Nevinyrral's Disk , allowing you the option do use it again.

Darksteel Forge + Mycosynth Lattice + Nevinyrral's Disk - destroy all your opponents' permanents and keep all of your permanents safe, this is the part where all your opponents scoop.

Mycosynth Lattice cheese

Mycosynth Lattice + Vandalblast overload- destroy all your opponents' permanents, while leaving your permanents unscathed, this is the part where all your opponents scoop.

Karn, Silver Golem + Mycosynth Lattice - for 1 mana, turn one of your opponenets' lands into a 0/0 artifact creature, which then gets destroyed.

Karn, the Great Creator + Mycosynth Lattice - shuts off your opponents' lands and can turn their lands into 0/0 artifact creatures.


This deck's main way to win is to do damage with the big scary artifact creatures in the deck


The deck doesn't obtain a huge amount of card advantage like many control deck, instead it recycles key artifacts over and over again, getting you to the point that your opponents can't stop you since they either don't have enough mana and/or cards to deal with everything that you are throwing at them.

Mindslaver cheese

Keep bring it back from the graveyard with Daretti, Scrap Savant 's -2 ability or other cards like Trading Post and take control of your opponents' turns over and over again. You probably want to wait to use it when there is only one or two opponents left (often times you can control the other person so they kill off the other opponent). Mindslaver is nearly an auto-win when you have Daretti, Scrap Savant 's emblem.

Stupid Combos

Look under the Card Synergies section

-Replaced Commander's Sphere for Fellwar Stone , isn't very important in this deck, however ramping, so you can get a turn 3 Daretti, is important, so sacrificing the utility to draw off of Commander's Sphere and it producing guaranteed for the 1 less mana is well worth the cost in my opinion.

-Replaced Memory Jar for Mirage Mirror , Memory Jar was too expensive price wise for such a miniscule effect, and Mirage Mirror seems like a great new artifact to add to this deck.

-Replaced Hedron Archive w/ Prismatic Lens , having ramp a 4 mana is awkward since the deck usually wants to cast Daretti at 4 mana instead, and Prismatic Lens is at the mana cost that we want the ramp at since it helps get a turn 3 Daretti.

-Replaced Tomb of the Spirit Dragon w/ a Mountain to be more resilient to Ruination .

-Replaced Hoarding Dragon for Karn, the Great Creator , since Karn, the Great Creator shuts off your opponents' lands w/ Mycosynth Lattice and Hoarding Dragon is too much of an awkward tutor.

-Replaced Tangle Wire w/ a basic Mountain , Tangle Wire just wasn't very impressive and I wanted to get to 39 lands instead of 38, since this deck is so mana hungry.

-Replaced Pentavus for God-Pharaoh's Statue , Pentavus was a unremarkable creature at 7 mana and God-Pharaoh's Statue significantly slows down your opponents, hopefully long enough to get to Daretti's emblem.

-Replaced Reliquary Tower w/ a Mountain , Reliquary Tower wasn't necessary for the deck, since I rarely ever got above 7 cards, and sometimes you'd even want to discard to hand size to cheat the artifacts into play using Daretti's -2 rather than casting the artifact from your hand.

-Replaced Ring of Three Wishes for Planar Bridge , I should of made this change long ago, Planar Bridge is basically a strict upgrade in this deck, since you're probably looking for permanents in this deck, Planar Bridge ends up being more efficient mana wise, since it cheats the card into play.


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