Krark-Clan Ironworks

Krark-Clan Ironworks


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

Browse Alters View at Gatherer


Have (2) Azdranax , inane
Want (3) NiftyBiscuit , Jebanator , Tsal

Printings View all

Set Rarity
Fifth Dawn (5DN) Uncommon

Combos Browse all


Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Krark-Clan Ironworks occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Red: 0.15%

Krark-Clan Ironworks Discussion

ilovemydoghisnameistuna on Darreti EDH

1 day ago

Scrap Trawler!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Sorry, I love that card. Wish it was legendary. Also, Krark-Clan Ironworks. I don't really know what Daretti decks generally want to do in terms of comboing, but if you are interested in a really cool combo check this out: Also you might consider some other artifacts combo cards like Dross Scorpion. Also, not particularly sexy cards, but you might want to bring down the CMC of your mana rocks a little -- I, for example, have never been scared to see a Caged Sun across the table -- it just doesn't do as much as people think, and with only 26 Mountain ... well, it might not be worth the cash. I would suggest stuff like Mind Stone. Also, I've seen people put Armillary Sphere in so ... many ... artifact decks. Its not actually ramp -- it just drew you two lands. I would suggest taking it out for maybe a Burnished Hart. Always love to see artifact decks!

WizardOfTheNorthernCoast on modern price discusion

2 weeks ago

Indeed, Modern is dying. And indeed, Pioneer didn't kill Modern. These are 2 separate events happening at the same time.

Pioneer is to Modern what Modern is to Legacy. New players nowadays want to capitalize on their Standard staples that rotated out and not invest hundreds or thousands of dollars in a format as complex as Modern. It's logical and WotC did a great job adapting by creating Pioneer, imo (even if I find Pioneer not interesting at all because of the rather limited cardpool).

For the very reason ToolmasterOfBrainerd stated, Modern is un ugly format for most pro (wannabe) players because it's so quickly unbalanced. Why? Because it lacks the relevant answers. Everytime. The moments where you have an actual balanced meta are very rare, so rare that I can't even remember when was the last time it felt like all decks had a shot. You regularly have oppressive eras often generated by a combo of some sort: Splinter Twin, Birthing Pod, Krark-Clan Ironworks, the Eldrazi winter and more recently Urza, Lord High Artificer and Lurrus of the Dream-Den. That's how the format is, and whether or not it's a good thing is up to each and every player (my personal opinion is that it's a problem because you either join them or lose to them). Of course, sideboard can help but it only contains 15 cards and some combos are nearly unstoppable. You don't want to commit your extra 15 cards to countering one strategy; it's not what a sideboard is supposed to do.

Now to answer your question aaron_the_great:

  • Yes, I think on the long-term the format will become more expensive, as expensive as Legacy is now to new players. It's true that the Modern staples lost A LOT of value recently, but 20-30$ for a card is still a lot of money for many. Just give it time, if WotC stops reprints the cards will eventually rise in price.

  • No, I don't think fetchlands will be an issue as they are not as defining as they once were for the format and we can expect reprints here and there :)

Grind on Deretti's Trash Heap

1 month ago

cool deck! i am psyched about mono red and love janky artifact combos.
looks like you could maybe use an Inventors' Fair.
any thoughts about Unwinding Clock?
also i know you dont list your combos but i found at least one that gives you infinite mana and ETB triggers - Dross Scorpion + Myr Turbine + Krark-Clan Ironworks. and then your win cons would be Reckless Fireweaver or Spine of Ish Sah. but if you want other options there is always Altar of the Brood or Staff of Domination.
also could look at Codex Shredder over Perpetual Timepiece just depends if you ever use the 2nd ability or not.
anyway just some thoughts! cheers and keep having fun!!!!

SMASHER101 on Darkdriann

2 months ago

Have you considered Krark-Clan Ironworks and Ancient Tomb?

bantrules12 on Druken Distortion

2 months ago

Definitely addJunk Diver, Myr Retriever, and Scrap Trawler they make it great when u have a Krark-Clan Ironworks

jaymc1130 on Emry, Lurker of the Loch cEDH

2 months ago


I think no matter what Dramatic Scepter can have a place in a competitive Emry build, the nature of the combo is simply that strong. If some one wants to run that set up I don't really think it's a poor choice by any means, it simply means the deck will have to be tuned differently to make optimal use of the combo. I've disliked it's performance in the iterations I've had it in so far mostly because I had difficulty in one of two areas: consistently getting Emry out and active as early as possible due to the number of additional tutor elements that feel required to reliably find Dramatic Scepter combo, and consistently hitting quality artifact targets for Emry to recur for value or a win (also due to increased tutor density and decreased artifact density). There is very likely some ideal balance where these issues can be resolved well, but I've had much better luck with the approach that eschews Dramatic Scepter altogether so far for increased consistency playing around Emry value. I'm interested in finding the optimal set up for both approaches in due time and figure the best way to do that is constantly check out other interesting Emry lists for the spicy tech that might make the difference.

When it comes to the keys in Emry I'm not quite sure how much value they would hold given typical play patterns for a number of different approaches. There's nothing wrong with having a nice artifact untap ability or two hanging around to generate extra value from Mana Vaults, Sensei's Divining Tops and the like but I don't think these pieces offer a whole lot as combo elements so they'd likely be pieces that only offer value generation. Makes less sense to run pieces that exclusively provide value without offering combo potential when those slots can potentially do both with something like Chromatic Sphere or Golden Egg. I think if an Emry list wants to get into Urza, Lord High Artificer packages with bounce elements like Paradoxical Outcome and Retract while running perhaps some stax elements like Trinisphere they have more merit as the keys would provide a lot more utility in these situations (particularly Manifold Key letting big constructs swing for 20 to the face). I did initially give an iteration including an Urza package with a key a try but it felt like the deck was pulling in too many directions to perform consistently. Again, with optimized tuning this might be pretty viable competitively, but it feels hard to make it work just right.

Scrap Trawler has been a wonderful performer for me so far. It's definitely going to be a card that Emry variants running a KCI package want to include as it opens up some seriously powerful lines (particularly the Intuition line to tutor for a full infinite combo with a single card at instant speed), but I've had a coupe of games now where Scrap Trawler chains simply for value led to a developmental advantage that secured my ability to win a turn or two later. The important thing to consider with a Scrap Trawler inclusion is that the deck will then really want artifacts in the 0, 1, 2, and 3 slots that can consistently sacrifice themselves for value of their own accord. I had one turn that I recall quite clearly where I had a fair amount of mana available to me and a Semblance Anvil plus Etherium Sculptor in play paired with the Trawler and some random Emry enablers when I drew into Memory Jar. I got to play the Jar, defend it with countermagic, sac Lotus Petal, sac Chromatic Star getting back the Petal, sac Mind Stone getting back the Star, tap and sac Eye of Ramos getting back the Stone, play all my returned artifacts for free plus a new one I had drawn, then sac the Jar getting back and exiling the Eye for later and draw a new grip without even using an Emry activation that I would then later use on a second Jar drop and activaton. I wound up drawing into 2 different engines that I was able to play and subsequently won the game. The value Trawler can generate can be pretty nutty at times when it leads to wins out of nowhere, and the combination of Scrap Trawler, Magewright's Stone, Krark-Clan Ironworks, any 0 cmc artifact, and any 1 cmc artifact as an outright infinite engine for mana (and often draw at the same time) is a solid capstone.

rdean14 on Card creation challenge

2 months ago

Whoa, that's vastly better!!! Amazing effect!! Actually standard playable! Maybe even Pioneer/Modern? Not broken, though.

Krark, Master of Coins

Legendary Creature - Goblin Artificer

Whenever a spell of ability requires you to flip a coin, copy that ability.

Goblins you control have "Sacrifice a noncreature artifact: Add ."

At the beginning of your endstep, each player who controls an odd number of creatures may discard a card. If they do, they draw a card. Krark, Master of the Odds deals damage to each player who controls an even number of creatures equal to the number of cards in their hand.


I wanted to give him abilities similar to Krark-Clan Ironworks and Krark's Thumb.

I'd like a Common Flier for draft.

FenIsABasicSwamp on Breya's Hoard

2 months ago

Looks pretty solid on the treasures front. Hellkite Igniter and Hellkite Tyrant seem like great includes for the deck too. Also, Krark-Clan Ironworks probably.

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