Daretti, Scrap Savant

Daretti, Scrap Savant

Planeswalker — Daretti

+2: Discard up to two cards, then draw that many cards.

-2: Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield.

-10: You get an emblem with “Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step.”

Daretti, Scrap Savant can be your commander.

Daretti, Scrap Savant Discussion

Abaques on Infinite Combo for Monkey Cage?

8 hours ago

Thanks for making me think about the joy of Monkey Cage again. I'd built my Daretti, Scrap Savant deck years ago and discovered Monkey Cage then, but I'd never figured out how to turn it into a real win-con. Well now I've got one: Scraptacular

golgarigirl on Overperforming Cards?

4 days ago

Mana Bloom for any enchantress-style deck. Early game it gives you a little extra mana. Late game play it for x = 0 and you will always have card draw/angel tokens/ etc for just G.

Daretti, Scrap Savant in the 99 of almost anything that can run him. He +2's for card advantage/filtering/quality whatnot. His -2 gets back whatever artifact your opponent wasted a kill spell on. Most decks have, at very least, a spare mana rock in the late game if not a treasure token or something. Time to get that Sword of X and Y back and ruin someone's day. Who even cares about the ultimate.

Tectonic Giant in any deck that runs damage magnification like the new Jeska planeswalker, Fiery Emancipation , Torbrand, etc. At worst, he's a decent body with card advantage. At best, he will demand an answer, and cost everyone dearly for being answered.

Guerric on State of Mono-Colored Decks in …

2 weeks ago

Hi all! While there are great decks for most color combinations in commander today, mono-colored decks have often struggled to keep up in the format. Some might say that this is fine because multi-colored decks are more fun, but there is a simplicity to mono-colored decks that makes them more accessible to newer players and budget players, and many established players also enjoy this focus.

That being said, what does everyone think is the state of various mono-colored decks in commander today? I'll relate my impressions, and tell me if you think they are accurate or not.

In general, I think mono-green and mono-black are very strong. Both colors can ramp, draw cards, and tutor things in ways characteristic to their colors, and there are a variety of powerful commanders to pick from.

Blue it seems can definitely make some strong decks, and can do most of the things a commander deck needs to do. Some might question whether blue pushes people predominantly into degenerate strategies, and whether there is a good diversity of strategies in the color.

Red is a bit of a question mark for me, and something I am curious about. It seems like card draw has come along with impulsive draw, and there have always been some strong decks like Daretti, Scrap Savant . That being said, I am not sure what the diversity of strategies in the color is, and if people like playing mono-red today.

To me it is obvious that mono-white is abyssmal. I won't quibble about the ramp but the card draw has not been taken seriously by WoTC, and no one wants to play a deck that doesn't draw cards. The only commanders that a noticeable number of people play are Heliod, Sun-Crowned and Sram, Senior Edificer , the latter probably because it has card draw. They really need to address card draw, and they really need commanders that people will want to play.

At any rate, those are my thoughts. What are yours!

cattleslayer on The Last Race Bender

2 weeks ago

Suggestions:

Remove:

1x Tangle Wire

1x Bolt Bend Is this ever reduced for your commander?

1x Changeling Berserker

1x Drakuseth, Maw of Flames

1x Taurean Mauler It's okay but sort of unnecessary. Can have an artifact dwarf instead.

1x Torbran, Thane of Red Fell Useless in your deck, replace with a 1 mana dwarf.

1x By Force

1x Shattering Spree

1x Wheel of Misfortune Really unreliable, especially if all 4 players still playing.

1x Akroma's Memorial You shouldn't win by combat.

1x Illusionist's Bracers One use of commander should be more than enough to win.

1x Dwarven Thaumaturgist His effect is irrelevent.

1x Mycosynth Lattice Mana fixing for opponents, how generous.

1x Rings of Brighthearth see Illusionist's Bracers above

Add:

1x Clock of Omens Primary wincon, and at instant speed.

1x Dwarven Grunt 1 mana dwarves

1x Dwarven Scorcher 1 mana dwarves

1x Dwarven Trader 1 mana dwarves

1x Enslaved Dwarf 1 mana dwarves

1x Liberated Dwarf 1 mana dwarves

1x Proteus Machine Artifact dwarf, slotted for consistency. Unnecessary really, can be replaced with whatever.

1x Feldon of the Third Path Can create an artifact dwarf or maybe pull out a dragon that was discarded/played if game went too long.

1x Dwarven Recruiter Can grab us an artifact dwarf, or whatever deemed necessary. Great with Jeska's Will .

1x Possessed Portal Use if winning and clock of omens has been dealt with or you don't have an artifact dwarf.

1x Daretti, Scrap Savant Good for rummaging or returning an artifact, since you always have a treasure in play. Can be replaced with good card draw.

1x Mystic Forge 1/4 of deck is artifacts. Can also fix dead draws to a certain extent. Can be replaced with good card draw.

1x Herald's Horn Call dwarves every time. Can be replaced with good card draw.

1x Final Fortune Can win out of nowhere. Use only if you are certain you can win. Be careful, highly recommended only if opponents appear tapped out.

Other worthy mentions I don't feel like figuring out how to slot in right now:

Vanquisher's Banner Great draw, and a buff. You can play like half your deck Dwarven Recruiter .

Outpost Siege Solid red card draw.

Commune with Lava Playable red card advantage.

Maze of Ith Use this as a spell slot, not a land slot. Can untap your own dwarves, or be used defensively.

Shatterskull Smashing  Flip Removal or land.

Scrying Sheets all your lands are snow for whatever reason, so could be okay if you have nothing else to cast in a turn.

Valakut, the Molten Pinnacle with all these mountains, why not?

Command Beacon In case people kill your 1 toughness commander too many times.

Darksteel Citadel More artifacts. ONLY PUT IF you don't have color problems.

Flamekin Village Not sure if haste is important enough, but something to consider.

Hanweir Battlements  Flip More haste.

Inventors' Fair gives you health, but more importantly can tutor an artifact.

Madblind Mountain If you end up with a lot of top deck shenanigans.

Labyrinth of Skophos If you're being attacked.

Kher Keep Chump blockers.

Shinka, the Bloodsoaked Keep Might help seem more intimidating early game?

Sequestered Stash Can return an artifact to your DECK, and then commander can grab it.

Sea Gate Wreckage If you run out of cards and have colorless mana sources.

Quicksand Can dissuade attackers

Nykthos, Shrine to Nyx Big mana

Myriad Landscape Ramp

Mouth of Ronom If you still have too many snow lands.

Dromar39 on Valduk & his Elemental Friends

2 weeks ago

What about adding Key to the City for more help with getting your commander through? And what about something like Daretti, Scrap Savant to switch equipment if they destroy the more useful ones.

golgarigirl on R/B Brudiclad Artifacts and Tokens

3 weeks ago

Generally a mana rock is considered 1/2 of a land to count toward your land total. They're tricky because people can blow them up, and you need mana to even play them in the first place (feels really bad to have a Commander's Sphere in hand and only ever get 2 lands). So I try not to skimp too hard on lands for them. Or anything really.

As for planeswalkers, you could certainly pick more than 2. There are a lot of artifacts-matters planeswalkers out there! Karn, Scion of Urza makes a really good token for Brudiclad to copy, and helps with card advantage, so he's a favorite of mine. Saheeli Rai is similar. Daretti, Scrap Savant is probably my favorite of them all for any deck.

There is no real ratio that fits every deck. But there are some guides out there that explain waaay better than I can. If you have some time, check these out:

Tolarian Community College commander deck build guide

Command Zone commander deck build template

unstable_anomaly on Full Metal Alchemy (Osgir, the Reconstructor)

1 month ago

ldjosh I only run two cards Walking Ballista / Daretti, Scrap Savant that would benefit from the proliferate mechanic, which in my mind, doesn't really warrant including Throne of Geth . Currently running Goblin Engineer / Goblin Welder / Krark-Clan Ironworks / Kuldotha Forgemaster / Osgir, the Reconstructor for sac outlets, which all provide better value and synergize really well with the overall theme of the deck. Thanks for the suggestion though, much appreciated. Cheers.

Spell_Slam on ∙|(⤟ Gigantes Historiæ 1.0 ⤠)|∙

1 month ago

Hey thanks for all the likes on my decks! I really appreciate it.

I think Daretti, Scrap Savant would be a perfect fit for your deck. I would cut Deal Broker for it.

Any big mana rocks that add lots of mana are going to be really good for you. Thran Dynamo is a really good option because it comes into play untapped and adds most of its mana back. It will also work super well with things like Sculpting Steel and your commander's ability.

Path to Exile is a great card, but it seems like both Dispatch and Swords to Plowshares would generally be better in your deck.

Gamble seems great in your deck since you often will want to discard a card you tutor for anyways.

Any artifacts that have good ETB or dies triggers will work well here. Myr Battlesphere is another standalone beater that also generates tons of value.

Scrap Trawler is just nuts with your commander. It will generate so much value for you!

In terms of some general cuts, Sparkhunter Masticore, Idol of Oblivion, Wayfarer's Bauble (you could be running better ramp) and Kuldotha Phoenix seem like they could be easily cut. I get that the masticore might be part of your story with the deck, though...

Hope this helps! Thanks again!

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