Scrap Mastery

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Format Legality
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Vintage Legal

Scrap Mastery


Each player exiles all artifact cards from their graveyard, then sacrifices all artifacts they control, then puts all cards they exiled this way onto the battlefield.

IHATENAMES on Mono Red Equipments

1 month ago

Perhaps Chandra's Ignition instead of alpha brawl?

Humble Defector instead of mad prophet? or some cheaper loot effect? 4 mana tap to loot is expensive.

A few ideas I don't know where to suggest cutting.

Goblin Gaveleer Goblin Engineer Goblin Welder Trash for Treasure Scrap Mastery All Is Dust

plakjekaas on Protection for artifacts in Black …

2 months ago

Red is great for digging them back up out of the graveyard with stuff like Goblin Welder, Trash for Treasure, Scrap Mastery. I know it's recursion, not protection, but it does make sure you can keep going after the removal spells all the same.

Wuzibo on Questioning the Iona Banning

4 months ago


5 mana to exile a permanent and give a land back is bad in white but, in the other colors that don't really have access to exile effects, that's one of the most efficient exile effect they have access to - being able to hit any target permanent. It's not just "removing" a permanent. Chaos Warp and Generous Gift remove permanents. Doomblade removes creatures. Even bolt and Whipflare remove creatures. Sometimes, they just don't do it, though, and you need an exile effect, because it's just going to be brought back from the graveyard or regenerated, or the lesser "destroy" and "damage" based removal doesn't affect it.

Let's say I'm playing vs an alesha deck or purphuros or something and i really need them to stop bringing squee back because they're abusing him for an etb. Destroying him just doesn't work. This is mainly about mono black, mono-red, blue, and maybe green. If youre in orzhov or mardu you can use utter end and stuff like that. That is better. If i can run that, I do. No argument there. However, having an exile effect or two in your deck that can just hit anything is very nice. To be fair anyone could just run relic and exile the graveyards when he hits the graveyard, but that's kind of less efficient because they can blow up you relic before squee hits the graveyard. It's an ace in the hole or something like that. I'd be much more apt to agree if it was 5 mana to "destroy". Then it would be bad, no doubt. In like, white and white color combos, yeah, this would be bad. In like, mono blue, red, or black even, this isn't bad. Blue can't just exile a target permanent. Black, like red, also has very few cards to deal with enchantments. I think the main thing they can do is find ways to make the enchantment controller sac it, or like Debt to the Kami, which might not work if they have two enchants.

I get that it is expensive. That expensiveness is worth it just due to the sheer amount of versatility and power it offers. It's exiling any target permanent for 5 mana. It's not just "removing" it. Removing something can be as simple as nuking it with 3 damage from Marath, Will of the Wild. Generous Gift or Beast Within are "removal" of any target permanent for 3, but they only destroy. They don't exile. You are paying the 2 extra for the exile. That's worth. I think most people consider Generous gift and beast within efficient because the cost is 3 mana and giving the opponent a 3/3 to kill anything. This is 5 mana and giving the opponent a land to exile anything. Giving a land can be bad sometimes, but, to deal with a threat it's pretty worth it, and you know it will just be a land. Outside landfall, that's not a problem.

I'm running into Darksteel forge, the little lieutenant dude in white who makes commander creatures you control indestructible, avacyn, Sliver Hivelord, and general big indestructible creatures who I need more than a chump blocker for, Like Ulamog or Blightsteel. I might also want to not give them a graveyard or death trigger, or i might know they have a big reanimator spell on the scale of Scrap Mastery or something that returns all creatures from a or all graveyards to play. I might just want to stop them from getting delve fuel. One opponent might have Tariel out and untapped. I don't want to send Kozilek, Butcher of Truth to my one opponent's graveyard because that will be the only creature in the graveyard, tariel can be tapped in response to it hitting the graveyard, and then he gets it. There's a lot of situations where you just need exile instead.

Wuzibo on Questioning the Iona Banning

4 months ago


Someone starts the game with Leyline of the Void out. What does my mono-red artifact deck do against that to actually enable my recur combos? Goblin Welder and Goblin Engineer are now useless. Myr Retriever is now useless. Daretti, Scrap Savant is now basically useless, only good for a free "faithless looting" each turn. Feldon of the Third Path is useless. Crucible of Worlds is now useless. Scrap Trawler is now useless. Trash for Treasure does nothing. Ichor Wellspring loses half its value. Buried Ruin is just a wasteland at that point. Codex Shredder Grindstone and Millstone now have to be used to mill other people or are useless. They got put into my deck to help me mill myself for a good Scrap Mastery, which is now also pointless.

So yeah, I guess i can still play them, but why would I? They no longer do what they're supposed to do. I wouldn't even bring this up if there was red enchantment removal, but there isn't, so for a mono red graveyard player, Leyline of the Void is as opressive and unanswerable as Iona Vs any monocolored deck

TypicalTimmy Fair enough. I had it played against me too. Before i ran kaalia and had daretti, someone dropped it and named red because i got my hand revealed a turn ago, or maybe the top card of my library was revealed or something. everyone saw i had obliterate or jokalhaups or something in my hand and i had dsteel forge on the board, so i was gonna wipe everyone else and win in the meantime. Somehow lattice hit the board so i obliterated anyway. Even in a 1v1 though, i technically could have still handled it just by using colorless stuff. Maybe that's just an advantage of artifacts - not being gimped by iona.

plakjekaas it sure would help the situation. Maybe not in a 'fun' way, but it would help. It's not "fun" when my carefully constructed combo that i made "uncounterable" is still just countered anyway, for free, because, you know, blue. So ban Mindbreak Trap too.

Wuzibo on Mono White Ramp/Draw

4 months ago

I look at removal as being severely under rated in the current meta. In commander, getting stuff, or your entire board, to be indestructible is kind of a common occurrence.

White has bar none the best way to deal with resolved threats on the board which are indestructible.

Blue being blue, it has the best way to deal with threats overall. It's not quite as good at white for dealing with stuff that's already on the battlefield, but its ability to deal with threats before they hit the board compensates for that. It can also bounce stuff and then counter it

Black has almost as good removal, but since it relies on destroying, not exiling, it isn't as good. It does have a way to deal with indestructible, though, since it has ways to stack -1/-1s on stuff and with green has good access to wither and infect. It also has ways to make people sac stuff.

Green basically just has infect and wither as a way to deal with indestructible creatures which problematic, and a couple effects or spells that can exile artifacts and enchants, so it does have options.

Red doesn't have enchantment removal. Red also 2 ways to deal with indestructible creatures - Chaos Warp and Burn from Within. For artifacts it can do a little better, but once they're indestructible they have like, Goblin Welder and Scrap Mastery and thats about it.

The lack of removal is a big deal. White has ways to respond to a kaalia player dropping avacyn turn 3. The red player likely does not unless they have a chaos warp in hand or just started the game with all their ramp in their hand and have burn within, or try to steal it for a turn and and sac it. The prevailing thought on that is that "red is stronger there because it should be able to win before threats like that hit the field and if it can't then the person playing mono-red is playing mono-red wrong", which isn't really a reasonable way of looking at magic in commander. Modern, sure, but commander, with 40 hp pools and usually multiple players.The blue player can return them to the players hand, since it wasn't cast, or turn it into a frog that does nothing. The black player can try to stack -1s on it, or get the player to sac it. The green player's best course of action is having a big blocker with reach. The white player can path it, stp it, condemn it, or, next turn, darksteel mutation it, or something similar.

I think the main issue with white is that it is a more "Defensive" color, with its removal, board wipes, and stuff like that. However, it lacks ways to actually close out games besides combat and some jank. blue objectively just has the best removal in the game. Blue also has stuff that wins games pretty well. Blue tends to be more defensive and slow, but it's very capable of defending its wincons from anything, and stalling long enough to satisfy those wincons. Even if you have removal and they don't have counters, they can bounce it to their hand and then keep it in their hand for a little until they feel safe to put it out again. White, not so much. It is built more defensively, but it can't actually do the defensive things as well as blue, and doesn't have enough offensive power to make up for it. Green and black are kind of similar in this respect. Black is more in the middle, with green more on the "offense" side of the spectrum. Black has the ability to be defensive and reactive with removal and stuff, but it can also be aggressive and make you discard your threats, or sometimes sac anything you try to remove to at least get some value out of it. Bla. Green can just make bigger threats. If it wants to play safely/defensively for some reason, it can just make big blockers and work on ramping into something absurd, like one of the monster hydras, and use instants like phytoburst and titanic growth to try to protect its stuff from removal. Red has very few defensive options. It can use damage spells on problem monsters, sometimes hit problem artifacts, and it can board wipe almost as well as black and white, but it it the most aggro color. It has very few defensive options relative to the other colors. It does have "disruption", like blood moon, but its outright defenses are few and far between. It is more focused on just going hard, not caring how much damage it takes, it will just win before that damage matters. They say "the only life you can't lose is the last life" is more a black saying, but i think of it as part of red too.

metuhs on Not hot enough for you?

6 months ago

I really like the build. There's quite a few cards I can think of that might be nice in here. Basilisk Collar is cheap alternative to Loxodon Warhammer, Blasphemous Act and Toralf, God of Fury  Flip have very interesting reactions with Repercussion and Chandra's Incinerator goes infinite with it, Heartstone decreases the cost of Ashlings ability which can really boost her once it's mixed with mana doublers, Leyline Tyrant would let you hold up mana for Ashling on opponents turns and stockpile it for later use, Valakut, the Molten Pinnacle seems like a nice choice given your land count and the presence of Vesuva and Thespian's Stage, Walking Atlas, Sword of the Animist and Ghirapur Orrery might help with ramping up for big plays, Stigma Lasher is a bit niche but if you can target it with Chandra's Ignition Lifegain decks are done for the rest of the game. Smoke and Price of Glory are nice stax pieces that shouldn't impact you too heavily given your low creature and instant count. Any one of Mogg Maniac, Brash Taunter and Stuffy Doll should all fit nicely given Ashlings explosive potential. Arcbond is a near guaranteed win against creature heavy decks. The Immortal Sun is a nearly strictly better Staff of Nin. Scrap Mastery might be a nice recovery from late game artifact wipes, or intense mill strategies. Sanctuary Blade is just as good as any of the swords at protecting Ashling and Hammer of Nazahn is nearly essential in such an equipment heavy deck, The Ozolith would help recover if Ashling gets popped before you can blow her up yourself. Harsh Mentor and Spellshock can keep infinite combos out of reach of those pesky combo players. Brass's Bounty and Reiterate can get you to infinite treasures/mana with enough lands in play and of course Ruby Medallion fits in nearly every red deck.

libraryjoy on Messing with Lore

11 months ago

As always, what's my budget, what cards do you own/not own? That's the first step. Maybe artifacts like similar to Ichor Wellspring, like Filigree Familiar that give you benefits for entering the battlefield. You definitely need at least 3 more lands. Buried Ruin should be one of them. Boros Garrison is another good include. I'm not a fan of Mindslaver, myself. It's too mean. My current favorite Boros combo is Basalt Monolith + Zirda, the Dawnwaker for infinite colorless mana. I always like to have Elixir of Immortality to bounce my graveyard back to my library, especially if there are mill effects involved. I like Darksteel Forge and Darksteel Reactor, but your mileage may vary. Foundry Inspector would definitely not be a bad idea. Maybe something like Stensia Masquerade or Archetype of Courage to give your team first strike, if you don't want to pony up for Akroma's Memorial. Puppet Strings is a good way to get an extra activation of your commander. Scrap Mastery is good. I'm also a fan of Darksteel Juggernaut. Sorry this is pretty scattered. I hope it gives you some ideas. Here are a couple of artifact decks I've built in the past, that you may find interesting:

Losheel's Toy Soldiers Ultrabudget EDH

Svella, the Rock Collector - Budget EDH

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