Krark-Clan Ironworks

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Fifth Dawn (5DN) Uncommon

Combos Browse all

Krark-Clan Ironworks

Artifact

Sacrifice an artifact: Add (2) to your mana pool.

Krark-Clan Ironworks Discussion

RebelliousDink on Lady of the Lake

1 week ago

As for the other combo, Krark-Clan Ironworks or Ashnod's Altar accomplish the exact same thing.

So sacrifice Memnite , or similarly, Ornithopter to anything, in this case either Krark-Clan Ironworks or Ashnod's Altar , gaining 2 colorless mana. This triggers Thornbite Staff , equipped to Emry, Lurker of the Loch . Emry untaps. Tap Emry, targetting the Memnite or Ornithopter in the graveyard, allowing you to cast it. Either costs 0, so you just cast it without a mana cost, but in this case even artifact creatures that have a converted mana cost of 1 will work. The Memnite or Ornithopter enters play, and you have 2 more colorless mana in your mana pool, or 1 colorless mana in your mana pool if running this combo with a CMC 1 artifact creature.

You then sacrifice Memnite , or similarly, Ornithopter to anything, in this case either Krark-Clan Ironworks or Ashnod's Altar , gaining 2 colorless mana. This triggers Thornbite Staff , equipped to Emry, Lurker of the Loch . Emry untaps. Tap Emry, targetting the Memnite or Ornithopter in the graveyard, allowing you to cast it. Either costs 0, so you just cast it without a mana cost, but in this case even artifact creatures that have a converted mana cost of 1 will work. The Memnite or Ornithopter enters play, and you have 2 more colorless mana in your mana pool, or 1 colorless mana in your mana pool if running this combo with a CMC 1 artifact creature.

You then sacrifice Memnite , or similarly, Ornithopter to anything, in this case either Krark-Clan Ironworks or Ashnod's Altar , gaining 2 colorless mana. This triggers Thornbite Staff , equipped to Emry, Lurker of the Loch . Emry untaps. Tap Emry, targetting the Memnite or Ornithopter in the graveyard, allowing you to cast it. Either costs 0, so you just cast it without a mana cost, but in this case even artifact creatures that have a converted mana cost of 1 will work. The Memnite or Ornithopter enters play, and you have 2 more colorless mana in your mana pool, or 1 colorless mana in your mana pool if running this combo with a CMC 1 artifact creature.

Oloro_Magic on I think there's a better ...

2 weeks ago

This has actually been done some by other people in the Whirza community; I recommended that you check out Kannister's stream over on twitch where he is always testing out new variants on Urza. The Karn version is certainly powerful but really it shows what has always been the weakest part of the Urza deck, and that is that it really doesn't do anything amazing.

Kannister explained this once much better than I ever could, but essentially the Urza decks, at least the dominant versions, fall into two categories (I don't include Paradoxical Outcome Urza as I find that to be a very different kind of deck): Stoneforge Mystic Urza and Goblin Engineer Urza. We will start with the Engineer versions first as those have had more success up to this posting. As Kannister explained these builds kind of bridge the line between prison and combo, Goblin Engineer playing particularly well with Ensnaring Bridge . However, when you really look at these lists the deck is at best an average prison deck, it doesn't fully commit to the plan and isn't wholly concerned with locking its opponent; it really only plays a few silver bullets and bridge to slow down the game in most cases. Likewise the combo aspect of the deck is far from optimal as the deck does not have a very streamlined way to consistently end the game turn 3 as its potential is, for this reason it is an average combo deck. The genius behind the list comes when you put those two together, as the combo pieces, particularly Urza, and Thopter Foundry do a lot in the way of slowing down the game and generating continued value. And Goblin Engineer feeds perfectly into the combo being able to fetch either piece. Those two average parts make the deck incredibly complete and difficult to play against.

The stoneforge versions are essentially the same, but instead of the prison aspect, they have a midrange plan that can simply steal games, stoneforge also able to fetch up half the combo if needed.

The Karn versions of the deck represent the most powerful thing that can be done likely, but they come at a great cost, as your list reflects, and as Kannister has noted, playing Karn likely means you can't really play Whir of Invention and because of that you have to make a choice. Do you want the flexibility of Whir and the instant speed, or do you want to go all in on Karn and play a very toolbox approach to the deck. Most chose the former, yet Urza is good enough that the Karn route remains a fine option.

I should also note that in your list you have a Krark-Clan Ironworks in the sideboard. That card is very banned, in fact if it were not banned, myself and many others would likely still be playing Ironworks combo and Urza likely would have a home there somehow.

Seraphim7 on Pop-Rocks

3 weeks ago

Just a quick note: For ten bucks you can add the infinite draw/mana/ETB triggers by getting Scrap Trawler and Krark-Clan Ironworks . (Note: this combo requires a cost-decreasing permanent as well, Phyrexian Altar can be used as well, but it requires two cost reducers). Anyway, that's one of the simplest infinite mana loops in the game(cost reducer + Krark-Clan Ironworks + Scrap Trawler + Myr Retriever ). I run a similar deck that you can look at here:Mishra's Favorite Toolbox.

Chandra69X on Should the Players Have More ...

4 weeks ago

DemonDragonJ: combos are not innately good. see Krark-Clan Ironworks as a perfect example. and you skipped entirely over the part where the combos are for their pet decks that they hope wotc and other players won't see coming. in other words, players would selfishly create cards that only helped themselves.

as for your statement of "customers are better judges of what they want than are the game designers?", thats entirely irrelevant. "what the players want" and "what is healthy for the game" are rarely the same thing.

Fenryr on Sac-it-to-me! ~ Korvold EDH

1 month ago

How about Temur Sabertooth to go infinite with Extortionist? Also, maybe Animation Module with Ashnod's Altar or Krark-Clan Ironworks , both of which generate infinite mana and card draw while Korvold is on the battlefield.

William_Minerva on Sram-o's EDH

1 month ago

If you are not willing to spend to much money you can also do the bomberman combo replacing Lion's Eye Diamond by any other mox and the Krark-Clan Ironworks . You get infinite colorless mana and enter the battlefield triggers.

William_Minerva on Sram-o's EDH

1 month ago

You could also add the Salvaging Station / Flayer Husk / Krark-Clan Ironworks combo it generates infinite mana as well as infinite enter the battlefield triggers which would be a win con with altar of the brood.

RNR_Gaming on Teysa Bots

1 month ago

No Krark-Clan Ironworks ? Seems like it'd be fun in this deck.

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Krark-Clan Ironworks occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Red: 0.15%