"Where a lesser mind sees junk, I see infinite potential" - Daretti

Thank's for reading and exploring. Upvoting is appreciated.

  1. He has a straight forward strategy, very beginner friendly and the "Built from Scratch" precon of 2014 was actually the one that got me into playing MTG.
  2. Despite being mono-red you can pull off big plays outside the color pie. (extra turns, whipe the board each turn, create a bizzillion tokens, ...)
  3. You can easily win out of nowhere, within a single turn.
  4. You can choose between aggro, control, stax or pillowfort like playstyles and even combine them.
  5. Lots of flavor from goblin artificers to the Mycosynth and myrs related to Phyrexia and Myrrodin.

"All the junk, refuse, and offal of the Krark Clan is diligently collected, melted down, and made into more junk, refuse, and offal."

"I can build it…. For the right price." - Daretti

Daretti is a Planeswalker from the beautiful and at the same time dangerously intriguing plane named Fiora. Despite being a golbin he is known for being exeptionally creative and intellectual, what clearly distinguishes him from most of his fellows. He set himself the goal to become a master artificer at the Academy of the High City of Paliano - Fiora's Capital City. Sadly he was mistreated and disliked among the academy's elite and therefore hindered in fullfilling his passion. Following on his fateful path, one day, one of his experiments went horribly wrong and exploded, leaving a huge mess and almost taking the apprentice artificer's life. Fortunately, the event ignited his planeswalker spark and he was being dragged across the planes, what secured his life. However, he did not remain unharmed and the goblin lost his legs in the explosion. Doing what a true master artificer does, he built a cogwork construction to compensate his disability to walk. At a later point in time he returned to Fiora with the goal to rebel against the souverinity of Paliano governed by Queen Marchesa. Together with the citadel's former dungeon warden Grenzo he stirred up a goblin riot which lasts to this day and has the goal to disband the academy, take vengeance on everyone who wronged him and deprive the power of Marchesa's leadership.

Before the Commander 2014 precon decks got released Arcum Dagsson, Sharuum the Hegemon or Sydri, Galvanic Genius were the go to commanders for artifact strategies. Here and there Bosh, Iron Golem or Karn, Silver Golem made an appearance. But there's one who found his neiche in artifact reanimation and he does it better than any of his predecessors. He even easily competes with the newer busted artifact commanders like Breya, Etherium Shaper and Jhoira, Weatherlight Captain. However this is not about competition. We're playing mono-red, we're selfish, we're ruthless, we're aggressive.

Daretti, Scrap Savant is a 4 CMC Planeswalker sitting at 3 loyalty. This brings many advantages and disadvantages. A planeswalker commander is quite vulnerable but at the same time powerful. Good for us that we can drop him as early as turn three (turn two with Sol Ring) most of the time and bring him up to 5 loyalty, protecting him from most threats that early in the game. But don't worry if he gets focussed straight away, there's enough redundancy so he can take a rest in the command zone more often than many other commanders. Note, however, that paying for a (worse) Faithless Looting isn't the most powerful thing to do in Magic. Daretti's true value comes from getting multiple activations of him. Because, doing the math, 4 mana to loot two times is the exact effect of the name giving sorcery, which is 'has-to-be-banned-in-Modern good', right?

Abilities:

"Goblins generally have two possessions: one per hand."

"+2: Discard up to two cards, then draw that many cards." - This is the ability I use 80% of the time Daretti is on the board. Dump big artifacts to get them for no cost later? ... sure! See two more cards of your deck and secure a land drop each turn with a 99% probability? ... excellent! Looting is very important for this kind of strategy and the key to win games with this deck. So building around this mechanic with cards like Alhammarret's Archive, Chandra, Flamecaller, Faithless Looting and some more is an absolutely great idea. When I scoop up my cards after a game the pile of cards I drew or had in my graveyard is often times bigger than my library. That means I had access to more than 50% of my deck in some way just by looting.

"I wrecked your metal guy, boss. But look! I made you an ashtray"

"-2: Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield." - So there we are with a graveyard full of artifact goodies like Wurmcoil Engine, Darksteel Forge, Myr Battlesphere, Mindslaver etc., which we sent there with our several looting effects. Now you can weld them back by sacrificing smaller stuff and as with his first ability there's some redundancy included with the name giving Goblin Welder, Scarecrone, Trash for Treasure etc.

"-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." - I know what you're thinking: Planeswalker ultimates aren't easy enough to pull off to include them into a strategy and you're right. However, an artifact strategy actually provides cards like Contagion Engine, which can get you there easier than you might think, making this ability a solid wincon. I think I don't need to explain how good it is to have a Marchesa, the Black Rose for artifacts for the rest of the game.

Opening Hand:

It's quite simple but very important - the ideal opening hand consists of:

The opening hand is very important. With the example above you get Daretti on turn 3 (turn 2 with Sol Ring) and +2 him. After that you want to have Daretti on a safe loyalty count while consistently getting value on the board.

General Strategy:

1. Card advantage: This deck is all about card advantage. Having options in your hand, in your graveyard and on the field is absolutely nessecary when playing a mono-red deck. You won't pilot the best control, aggro or ramp deck at the table but your deck is still able to do all of this stuff with the help of artifacts. A good Magic player will never underestimate the power of mono brown strategies.

When it comes to tutors you want to get Alhammarret's Archive 90% of the time. It's the deck's main card advantage engine besides Daretti himself.

2. Cheat costs: What do Darksteel Forge, Wurmcoil Engine, Myr Battlesphere and Mindslaver have in common? Yes, they're all super powerful artifacts, but at the same time they sit at extremely high mana costs. So as it should be the goal of any reanimator strategy you will be cheating around those costs as good as you possibly can, by looting them into your graveyard and then getting them onto the battlefield with cheaper spells or abilities.

Another mostly overlooked way to cheat on costs is to get multiple activations of abilites from artifacts (or lands/planeswalkers). The best way to do so is Rings of Brighthearth, but the untappers Clock of Omens, Voltaic Key, Manifold Key and Unwinding Clock are also a way to get value stacking with the activated abilities of artifacts.

3. Assemble combos: And I don't nessecarily mean infinite combos. Due to my playgroup being allergic to game-ending combos I only included a handful of them and only because it would be foolish not to include the single pieces (like Rings of Brighthearth). However, combos don't have to be infinite to be good or win you a game. Many cards are insanely synergistic without having you to say: "Ok, you can scoop, guys!". So the third major goal of the deck should be to assemble combos by tutoring or looting into the missing pieces that synergize well with the stuff you already have. Most combos include Mycosynth Lattice, but there are other pieces that synergize with pretty much every other card in the deck - for example: Clock of Omens or Rings of Brighthearth.

Win Conditions:

Plan A: Combos

In the mid to late game you usually have a big card advantage (incuding your graveyard). Since we are not playing control to exploit that card advantage we have to take the train to value town and try to assemble pieces that synergize very well. There are 'The Big Three' of this deck: Mycosynth Lattice, Rings of Brighthearth and Krark-Clan Ironworks. These three artifacts are the bread and butter of the deck because they harmonize very well with pretty much every other card in the deck and therefore build the fountation of most combos this list has to offer.

Lattice combos

Rings of Brighthearth combos

KCI combos (caution: convoluted!)

Other Great Synergies and Combos

Plan B: Scrap Mastery

This Living Death for artifacts solely won me at least as many games as any of the combos above. It's a late game bomb and combos well with Lattice.

Saheeli's Directive is compareble but you will never know what you hit with it.

Plan C: The Emblem

This list is built to get the emblem out somehow reliably. Cards that directly help get you there: Contagion Engine, Ugin's Nexus, Forge of Heroes and Karn's Bastion. But also cards like Mindslaver, Silent Arbiter indirectly help getting Daretti to 10 Loyalty. Sure, it won't be easy but it's worth the effort. A lot of fortunate and well prepared circumstances need to be met but I got there quite a few times and with enough card advantage you got a 99% chance to win. And remember: +2 Daretti most often is way better than to -2 him!

The card selction for this deck is by now a 6 year process. As I mentioned he was my very first commander and I love him to this day.

Note: that my playgroup environment might differ from yours. My playgroup is a focussed, 75% style group at best. So don't wonder why there are no Mox Opal, Mana Crypt and so on. I want a game to be fun and not to end at turn three.

Anger: This list just doesn't run enough creatures to benefit from the hast. Sure, Goblin Welder and Kuldotha Forgemaster are nuts with haste, but I can't effort a slot in this deck for enabling two creatures.

Blightsteel Colossus: Don't get me wrong he's a solid wincon but I think he doesn't belong in Daretti. He can't go to the graveyard so he's unrecurrable.

Blood Moon, Winter Orb, Smokestack and friends: Stax is a great and efficient way to play Daretti. Being able to slow your opponents down and disrupt their gameplan is a good idea in mono red. However, it is also an extremely uninteractive way to play, since everybody is just shut down and doesn't actually get to play the game, which is a problem in a casual format like EDH. So I left this strategy out, although I find it very, very powerful.

Bosh, Iron Golem: Great budget wincon. It's just not doing enough in my opinion and I don't value burn damage that high in EDH, that I'd give up board presence and 4 mana for it in EDH.

Caged Sun: Is a great mana doubler. It didn't make the list because of the very overloaded 6 CMC slot and there aren't enough red creatures that profit from the +1/+1 enough.

Extraplanar Lens: Another good and also cheap mana doubler. Unfortunately you require Snow-Covered Mountains to not double your opponents red mana and exiling a land with the lens in the early game can make you fall really far behind if it gets removed.

Feldon of the Third Path: I love the flavour of this card so much, but he just doesn't do enough in this, again, quite creatue-light deck.

Hellkite Igniter: Another solid budget wincon, but it doesn't synergize with many cards of the deck. It can't be cheated out, protected, sacrificed or anthing else.

Hellkite Tyrant: I used to run this guy for a long time and he won me a couple of games as well. However, at least as many times he got stolen, copied or Animate Deaded and then he lost me the game. He's just too big of a risk to play.

Karn, Silver Golem: A great inclusion for protecting Daretti and also a combo with Mycosynth Lattice. However, he is almost never worth welding onto the field and therefore rather costly at (+ for activation).

Karn, the Great Creator: Absolute power house and a recommended inclusion in >90% style decks. It's just not that fun enhancing to be able to have Mycosynth Lattice in your 'sideboard' and just hard lock your opponents by -2 Karn and cast a Lattice.

Kurkesh, Onakke Ancient: Used to run him, but as soon as I made the investment of Rings of Brighthearth he had to go. Rings is better because a) it can copy Daretti's abilities, b) it only requires generic mana to do so and c) it is an artifact itself.

Planar Bridge: It's too mana hungry in my eyes and the old 6 drop problem is still there as well. Kuldotha Forgemaster though taking a turn does it better and much cheaper. + is quite hard to afford without reliable ramp.

Quicksmith Genius: Being able to loot every time an artifact enters the battlefield seems quite good, but haven't really found a spot for him yet.

Staff of Nin: Another 6 drop consideration. Same reasons as for Caged Sun and it's an unfun combo piece. Not as strong to me as other six CMC artifacts in this value-based list.

Treasure Nabber: An extremely powerful and falvourful little goblin and a card that is in the 'you can only run 99 cards so you have to decide' category. He provides a strong stax effect which can be abused by sac options and welding effects and also provides a soft lock with Mycosynth Lattice. However, he is almost completely useless against green decks which tend to run land and creature ramp over artifact ramp.

Mountains, obviously. There's as well the choice of Snow-Covered Mountains if you decide to include Extraplanar Lens so there's no benefit for your opponents.

Ancient Tomb: A staple card in any legacy format and especially good in this list since it enables a turn three Daretti for basically free.

Blast Zone: A (selective) mass removal on a land is quite powerful. It also synergizes very well with proliferate.

Buried Ruin: Is an auto-include in any artifact based deck.

Darksteel Citadel and Great Furnace: Can be sacrificed to Daretti or other welding effects plus they untap on enemies' turns with Unwinding Clock. In the late game they're basically 0 CMC sac fodders.

Forge of Heroes: Generally good with a Planeswalker in the commandzone.

Forgotten Cave: The cheap red cycle land is good in early game if you need a land drop and good in late to draw into gas. Smoldering Crater is good aswell but too expensive in my opinion. Great synergy with Alhammarret's Archive and Crucible of Worlds as well.

Ghost Quarter: Some redundancy for a slightly worse Strip Mine effect.

Inventors' Fair: Another auto-include especially in mono-red where you have a lack of tutors. Synergizes insanely well with Crucible of Worlds.

Karn's Bastion: Proliferate on a land is one step closer to Daretti's emblem.

Mishra's Factory: An artifact man-land which can pump itself to 3/3 (or more with untap effects) is quite good as a blocker or sac fodder.

Myriad Landscape: Auto-include in any mono-colored EDH deck.

Phyrexia's Core: Sac options are always valuable especially in reanimator strategies. Protects your artifacts from getting exiled, stolen or tucked.

Shrine of the Forsaken Gods: Almost 90% of all spells in here are colorless. I admit it's a bit slow, but you have no disadvantage in dropping it early unlike with Temple of the False God.

Strip Mine: Staple Land that deals with enemies' lands like Maze of Ith, Nykthos, Shrine to Nyx, Cabal Coffers, Glacial Chasm and others. Also there's a Crucible of Worlds in here.

Temple of the False God: Sometimes overrated, because it's a land, that is bad in your opening hand. But with that many colorless spells it's still very good, imo.

Zhalfirin Void: A scry land that comes into play untapped is so good in here. With all the looting effects top deck manipulation is very important and having it for free on a land is just great.

Non-artifact creatures

Goblin Engineer: Entomb for artifacts and also a mini Goblin Welder. He is very good at assembling the Rings+Monolith combo.

Goblin Welder: Daretti's -2 on a stick and flavour on top? I take it. Must include for recursion.

Slobad, Goblin Tinkerer: A very underrated little fella. He's a sac outlet on a stick who protects half your board from being whiped and eases your combat step. There's basically no tucking, exiling or stealing with him on the field.

Artifact creatures

Combustible Gearhulk: The red gearhulk is a great include. Repeatable card draw in red is hard to come by.

Duplicant: Removal on a stick which can repeatably deal with any creature. You can't imprint commanders but at least you get rid of them.

Iron Myr: Getting Daretti out as early as possible is essential in most games. Also Kev Walker's Artwork of Iron Myr is absolutely amazing, making it the pet card of the deck even if it's kinda janky.

Myr Retriever and Scrap Trawler: Are granting extra value for each time they or in case of the Trawler something else is welded/sacrificed. They also harmonize really well with Krark-Clan Ironworks.

Kuldotha Forgemaster: It's just straight up good. An instant speed tutor that gets things directly into play. Really good with Rings of Brighthearth, Unwinding Clock, Myr Battlesphere and many other cards in the deck.

Metalwork Colossus: Serves multiple purposes. First you can easily play him for free or at least evry cheap to protect Daretti, on the field he is an easy to recur sac fodder and in the graveyard he is a sac outlet. All in all this card screams SYNERGY.

Metalworker: An absolute powerhouse of an accelerant. His true potential comes from multiple activations in one turn with the help of the ol' faith ful untappers mentioned many times before.

Meteor Golem: Every piece of removal is worth its mana costs in tons of gold in a mono-red deck, especially if it hits enchantments and is able to block like the Golem.

Myr Battlesphere: Is great value in its ETB trigger. Good attacker, good blocker, comes with dudes that can jump in front of Daretti or be sac/welding fodder.

Pentavus: Don't think here is another thing to deal with flyers that reliably for this deck. Makes good blockers, that are technically indestructible as long as you have enough mana and Pentavus around.

Scarecrone: Good recursion engine for artifact creatures.

Shimmer Myr: This deck being mono-red makes it not that re- and/or interactive. This dude helps hiding your strategies until they are necessary.

Silent Arbiter: The only purpose for this dude is to have Daretti protected. Having access to Daretti's looting and welding outlet is very important at almost every stage of the game. If your opponents know this they will proiritize attacking him over almost everything else and the Arbiter disrupts that very well.

Solemn Simulacrum: Absolute staple, every ramp spell in mono-red is a blessing and he replaces himself when sacrificed. Also good value when recurred.

Steel Hellkite: Good mana sink as well as a selective wrath on a stick. Works exceptionally well against token decks.

Wurmcoil Engine: My favorite Magic card of all time and antoher auto-include. The value in this EDH staple is just inexpressable.

Sol Ring, Everflowing Chalice, Basalt Monolith, Mind Stone, Thran Dynamo, Fellwar Stone, Arcane Signet for mana rocks: Yes, you need that many and feel free to even include more since it's the only way to ramp effectively in mono-red.

Alhammarret's Archive: The card draw on this card is just nuts, abusing the heck out of looting effects. Great synergy with life gain effects from Wurmcoil Engine and Trading Post.

Clock of Omens: Untapping things like mana rocks, Contagion Engine, Trading Post or even Wurmcoil Engine after a swing can be great value.

Codex Shredder: By far the most underrated card of the deck but it synergizes amazingly well with our graveyard strategy. Also great when combined with Sensei's Divining Top and Mystic Forge. The benefit to recur any card in red is quite good in case your Scrap Mastery or Goblin Welder find themselves in the graveyard. It even counters stuff like Vampiric Tutor, Mystical Tutor, Enlightened Tutor, Worldly Tutor and Liliana Vess since you just can mill enemies for one card after they tutored.

Contagion Engine: Can be a one sided wrath and steps up the planeswalker game. Very good when combined with Everflowing Chalice or Pentavus as well.

Crucible of Worlds: It gets you the Lands back you pitch for Daretti's +2 or other looting effects. Also good in combination with Strip Mine and Inventors' Fair.

Darksteel Forge: Makes problem solving much harder for our opponents.

Ichor Wellspring and Mycosynth Wellspring: They make great sac fodders and always replace themselves.

Krark-Clan Ironworks: Sac outlet and great mana accelerant. Synergizes well with Spine of Ish Sah since you sac it and already have two mana to pay to recast it.

Mindslaver: The most reliable wincon in this deck. At some point it's easily possible to control your enemy each turn but once is usally enough.

Mirage Mirror: A very good card generally in EDH.

Mirrorworks: It doubles the value of each ETB artifact for only two mana. Spine of Ish Sah make two, Myr Battlesphere get eight Myr tokens, tap Thran Dynamo to get a second one ... this card has a lot of potential.

Mycosynth Lattice: There are so many synergies:

Another reason that Mycosynth Lattice is an abolute power house is that its second effect shuts down cards like Green Sun's Zenith, Natural Order, Mother of Runes etc.

Mystical Forge: Great artifact for top deck manipulation and a card advantage engine in one card.

Nevinyrral's Disk: Is a rattlesnake style board whipe option interacting with enchantments which is very valuable.

Rings of Brighthearth: This card not only exploits the fact that you're having a Planeswalker as your commander, you're also able to get extra value out of cards like: Contagion Engine, Kuldotha Forgemaster, Mindslaver ... just to name a few. Generates infinite mana with Basalt Monolith and two extra mana.

Sculpting Steel: We can't use Phyrexian Metamorph but we can use it's non-creature counterpart. Almost every of your non-legendary artifacts is worth copying and if our opponents are having more fun with artifacts than we do, we just join the party.

Sensei's Divining Top: Allows to control what we loot into with Daretti. Synergizes with Codex Shredder, Mystic Forge, Alhammarret's Archive to draw two for and all looting effects.

Spine of Ish Sah: Great removal since it's one of just a few ways to deal with pesky enchantments. Good sac fodder too.

Tormod's Crypt: Free, recurrable graveyard hate. It costing makes it a good sac fodder in case your opponents are not playing graveyard based decks, so it's never just a dead card.

Trading Post: The 'Unattackable Planeswalker'. Even if it's a card that you wouldn't tutor for there's never a situation when this swiss army knife of a card is useless. Even making a 0/1 blocker is absolutely great.

Ugin's Nexus: Stopping all the Narset, Enlightened Masters, Jeleva, Nephalia's Scourges, Talrand, Sky Summoners and all those other pesky blue decks from pulling off their No. 1 win condition while providing an excellent sac fodder for great value. I take it all day, every day.

Unwinding Clock: Works great with all the mana rocks we have as well as Shimmer Myr, Trading Post and Mycosynth Lattice. It's also technically giving artifact creatures vigiliance.

Voltaic Key: Another untapper next to Unwinding Clock and Clock of Omens. With Rings+Monolith combo you infinitely untap every artifact.

Wayfarer's Bauble: In red we can't get much better than a 3 mana Rampant Growth what this basically is. And if it's not needed it's cheap sac fodder.

Blasphemous Act: Best red creature mass removal and a commander staple.

Faithless Looting: Namegiving looting spell and the best of its kind. Even better than Daretti's +2 because you get to draw first and discard after.

Gamble: Best red tutor spell and the discard effect can become handy as well. With Gamble being the only card in your hand it turns into a sorcery speed Entomb. Turn one Gamble for Sol Ring 9/10 times.

Scrap Mastery: The Living Death for artifacts. Auto-include and one of the wincons of the deck. Synergizes well with Mycosynth Lattice turning it into a pseudo one-sided wrath.

Thrill of Possibility: Instant speed looting effect, great value.

Trash for Treasure: Daretti -2 on a sorcery. Great redundancy value.

Vandalblast: Great answer to mirror matches, voltron decks and decks that rely on mana rocks for ramp. Solid win con when combined with Mycosynth Lattice turning it into the best one sided wrath in the format.

Chaos Warp: Best red single target removal. To break the color pie in mono red is very important. Even after commander tuck rule change this has great value.

Chandra, Flamecaller: Mainly included because of her looting effect on her 0 ability. Her +2 can constantly get six damage in and the -X is another way to deal with overloaded board situations.

Ugin, the Ineffable: Lowering the mana costs of our artifacts by 2 is quite significant. There's a lot of shenanigans that can be done. For example with Scrap Trawler and a sac option you can do very crazy things. Also it's a removal and card advantage - great value.

Suggestions

Updates Add

Adding Metalworker is something I have been looking forward to since basically for ever. If the setup is right it's just a ridiculous accelerant. Now that it's here I'm strongly leaning towards re-adding Anger and/or Lightning Greaves because now there are 6 creatures that have very powerful tap effects, but I'm still not sure if it's needed or not.

To unlock the golden boi's full potential I added Manifold Key (pun intended). I think having one more untapper adds a lot of consistency and consistency is the thing I'm looking for for this deck the most atm.

So what has to go? It's two cards that I think are very inconsistent in that they are very situational in what their purpose is in any given situation. The Chain Veil and Dockside Extortionist are two cards that aren't useful more often than they are. The Veil is only good if it's in my graveyard, Daretti is out and I have not activated an ability of him yet. And even then it's only really valuable the next turn or if I have an untapper, because otherwise I would only get to loot and reanimate the Veil for 4 mana. Of course it also interacts with Chandra, Flamecaller and Ugin, the Ineffable but that just adds to the case of being a very situational card. The Extortionist has other problems however because it's only useful if my enemies have a somewhat solid board state. Also with this deck I get only one trigger of him because it's not an artifact.

Lastly I added some bling in the fullart M21 Collector's booster edition of Solemn Simulacrum which is not on tappedout unfortunately. Also I added the fiol versions of Mindslaver and Codex Shredder from the Mystery Boosters.

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Top Ranked
Date added 4 years
Last updated 2 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

41 - 0 Rares

21 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.72
Tokens 0/1 Goat, 1/1 Pentavite, 3/1 Elemental, Copy Clone, 3/3 Wurm, 2/2 Spirit, Daretti, 1/1 Myr
Folders new deck, look into, Daretti, Uncategorized, Playgroup plans, Interesting Commander Decks, Commander deck ideas, Commander, Cool decks, Stuff, See all 18
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Revision 30 See all

4 months ago)

-1 Dockside Extortionist main
+1 Manifold Key main
+1 Metalworker main
-1 The Chain Veil main