Welcome to my Daretti, Scrap Savant deck. It's an artifact reanimator deck that has a heavy focus on control. This deck really revolves around getting Daretti out on the field as soon as possible. My current list doesn't run a lot of creatures so keeping Daretti alive is a bit of a struggle. Instead of focusing on protecting Daretti before you cast him, I'm aiming to try and get as much value from him as possible as early as possible. In doing this, you're able to have "pseudo-protection" for Daretti by getting him on the battlefield before your opponents start holding up mana for counterspells or have creatures on the field to take him out. Getting him out on turn 2 (or 1 with the dream hand) is ideal; however turn 3 is most likely. After that point, the deck pretty much plays itself! Toss some strong stuff into your yard and sacrifice some not-as-useful stuff to get them back.

As a side note, since it's a mono-colored artifact deck, you can be very generous with the amount of colorless utility lands that you can put in the deck. However, I want to bring out my commander as soon as possible and I need a source of red mana to be able to do that! I haven't quite science'd out the ratio that I need, but am pretty happy with what I have so far.

Strong combos with this deck include, but are certainly not limited to:

Daretti's +2 + Alhammarret's Archive, Squee, Goblin Nabob, Rings of Brighthearth, and Crucible of Worlds - These are probably some of the best ways to get card advantage in this deck. Anything that gets you a net positive of cards (especially in mono red) is always welcome!

Mycosynth Lattice + Vandalblast - Destroy. Everything. ... Except your stuff! Hope your opponents like watching you play commander!

Darksteel Forge + Nevinyrral's Disk - Hey, look at that. Another one-sided boardwipe! Combine with Mycosynth's Lattice for an improved version of the combo I mentioned before.

Daretti's -10 + Nevinyrral's Disk - Not as great as the Darksteel Forge variant, but still most-likely game-winning. Once again, include Mycosynth's Lattice to basically win the game. You'll lose all your lands because they wont be considered artifacts anymore for Daretti's -10 once they're in the graveyard, but with all of the mana rocks in this deck, you shouldn't need the lands anyway.

Daretti's -10 + Mindslaver - Recurring mindslavers!

Rings of Brighthearth + Basalt Monolith - Infinite Mana! There are actually quite a few ways in this deck to get infinite mana; including Staff of Domination + Metalworker + having 3 or more artifacts in hand. I just thought I'd mention one of the easiest and most known ways as an example. Infinite mana turns into infinite card draw, lifegain, taps, & untaps with Staff of Domination or infinite damage with Walking Ballista.

With this deck, the possibilities are endless. Due to most of the deck being centered around card draw, mana rocks, and combo pieces, the deck always feels like an engine. You rarely ever run out of steam due to your commander and can usually find an entire host of broken things to do at any given turn. If you're a fan of control/combo decks with a toolbox-style gameplay; this is right up your alley. However be warned that any kind of graveyard/artifact hate shuts this deck down VERY hard. If your opponent plays Rest in Peace or Stony Silence or any of the other many graveyard hate cards... start shuffling up for next game. Otherwise, give him a try; one of my favorite decks I've made!


Updates Add

I've been neglecting the updates on this deck in favor of keeping up with my 2DH decks, so I thought I'd come back and give this deck's update section some love! Once again, since I've made so many changes since the previous version, I'm just going to go over the notable inclusions that I can remember.

Blood Moon, Static Orb, Winter Orb, Torpor Orb, Tangle Wire, Devastation, Jokulhaups - Thought about discussing these cards separately, but they all attempt to accomplish the same goal; slowing our opponents down. While these cards have symmetrical effects, we can either tap the artifacts to disable their effects with Clock of Omens, sacrifice them with Daretti, Scrap Savant or Goblin Welder, or just deal with the effects because it should hurt our opponents more than it hurts us anyways.

Walking Ballista & Staff of Domination - The staff works as both a way to help generate infinite mana with Metalworker as well as being a sink for it to help us gain infinite life or draw our entire deck. Walking Ballista is another mana sink that allows us to dish out infinite damage.

Crucible of Worlds - Lets us freely toss lands to Daretti's +2 for card draw or get back lands into play destroyed with Devastation or Jokulhaups.

Memory Jar - Gives us a temporary hand of 7 new cards and whatever we don't use goes to our graveyard... which is where we want it. Also has the added minor benefit (or downside) of milling our opponents for approximately 7 cards as well.

Command Beacon - Helps us reduce the cost of Daretti if its mana cost gets too high, can also be replayed with Crucible of Worlds.

Forge of Heroes - Starting at 4 loyalty gives Daretti more resilience and requires one less +2 activation to reach its -10 if that's what you're trying to achieve.

Imperial Recruiter - Can tutor for Metalworker, Goblin Welder, Squee, Goblin Nabob, Slobad, Goblin Tinkerer, and Walking Ballista; all pretty important cards to this deck.

Treasure Nabber - Card is on a trial period but has worked fantastically so far. Steal their mana rocks, use them, sacrifice them to Daretti, recur something great from your graveyard.

Scrap Trawler - Originally was in this deck but I removed it due to it not having a "may" clause in its return from graveyard trigger. I was worried about being forced to return an artifact from my graveyard to my hand that I was hoping to recur with Daretti. Even though that theoretically could happen, the odds aren't as high as I originally thought and the value is too much to deny.

Coveted Jewel & Saheeli's Directive - Not sure about these cards yet, they're on a trial period and I'm not sold on them yet. Both of these cards sound great in theory but I have to see how they are in practice.

Pretty happy with this deck in its current state. The only cards I would like to add are the ones that I can't currently afford such as Mox Opal, Mox Diamond, Karn Liberated, Ugin, the Spirit Dragon, Gauntlet of Might, converting my Mountains into Snow-Covered Mountains and adding Extraplanar Lens, Krark-Clan Ironworks, and Mishra's Workshop (of course). Also if I'm able to add both Ugin and Karn I would also like to add The Chain Veil somewhere.

All-in-all I'm really happy with the deck and it has been my best performing deck so far (with possible exception to Zada, Hedron Grinder). Aside from potentially replacing Coveted Jewel and Saheeli's Directive, I feel like this is nearing the final version of this deck. With exception, of course, to if I can get enough money to afford the above cards.

As far as upgrades go in its current state, I would probably make the following changes:

Coveted Jewel -> Karn Liberated

Saheeli's Directive -> Ugin, the Spirit Dragon

Mirrorworks -> The Chain Veil

Let me know what you all think!

Comments View Archive

Date added 5 years
Last updated 2 months

This deck is Commander / EDH legal.

Rarity (main - side)

14 - 2 Mythic Rares

43 - 3 Rares

19 - 1 Uncommons

7 - 1 Commons

Cards 100
Avg. CMC 2.00
Tokens 0/1 Goat, 1/1 Spirit, Daretti, 0/1 Kobold, Treasure
Folders EDH, commander, Uncategorized
Ignored suggestions
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Revision 95 See all

2 months ago)

+1 Alhammarret's Archive main
-1 Reverberate main