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”Uzra’s machines have a splendid habit of excavating themselves.”

Rona, Disciple of Gix



I have a confession to make to all of you. I am a Tron player in Modern. Yes, I’m that guy. I was the guy that always got turn 3 Tron. I enjoyed slamming Ugin, the Spirit Dragon and Karn Liberated and watching my opponent huff and puff in response. Yes my friends, I’m that dirty Tron player. However, I stopped playing Modern and shifted to EDH. Since then, I’ve always had a yearning to port the core functionality of Tron over to EDH. I could play Mono-, but I have almost no desire to make that one of my paper decks. When Kaladesh and Aether Revolt released, I was determined to make a Naya Tron EDH. I wanted the artifact surgery of , the ramp/recursion of , and the support provided by those two sets. It wasn’t good so it was back to the drawing board. However, the release of Strixhaven and Commander 2021 revitalized this concept. This build is great if you are looking for an unique artifact deck in unusual colors. Welcome to my Modern to EDH port of Naya-Tron.

Akiri, Line-Slinger: I’ve always liked playing with Akiri. I think she is a good card. I’ve created a whole deck focused on giving her swords and other equipment and going the voltron route. That...was ok. The Akiri voltron play was too easy to disrupt and it always felt bad when there was a ton of equipment on the field with no creature to equip. This isn’t saying that this strategy doesn't work but it has flopped more than it worked for me. I’m still in the tank thinking about a viable voltron equipment deck. However, I’ve come to the conclusion that Akiri works best with mana rocks and artifact tokens. Things, such as treasure tokens, golem tokens, mana rocks, have dual application from pumping Akiri and playing their other roles. Because of this, Akiri isn’t the focus, but she quickly becomes a problem.

Ich-Tekik, Salvage Splicer: I wanted to make a deck with this card as soon as it was spoiled. Ich-Tekik is the best splicer, making a 3/3 golem token and providing a +1/+1 counter to himself and Golems everytime an artifact is put into the graveyard. I repeat: any artifact, not just mine. Most of the other Ick-Tekik decks are very focused on the Golem tribe. Pumping up Golems is cool, but what interests me is the fact that Ich-Tekik pumps himself. By himself, Ich-Tekik is a threat due to commander damage. Why do I think this is strong and viable? Two words: treasure tokens. If you are playing red, you’re probably playing Dockside Extortionist. Everytime a treasure token is cracked, Ich-Tekik gets bigger. Like Akiri, Ich-Tekik becomes a beater that gets big quickly in this deck.

Feldon of the Third Path: This is the deck's hidden commander. For , copy a creature card in the graveyard and create an artifact token with haste. The fact that this is an artifact token plays well with what the rest of the deck is doing. This deck has plenty of enter the battlefield triggers, death triggers, and bruisers that can be easily cheated into play with this ability. Because Feldon copies the creature in the graveyard, Daretti, Scrap Savant/Goblin Welder can be used to essentially double up the target creature. For example, Feldon can copy Triplicate Titan while it is in the graveyard. Now, there is an artifact token copy that can be sacrificed to Daretti, Scrap Savant/Goblin Welder to return that creature to the battlefield. This play leaves me with a Triplicate Titan and three golem tokens. This ability gets even better with Doubling Season and Parallel Lives. This is the card that takes the deck to another level. If Wizards ever creates a Naya commander with this effect, I will immediately make it the commander.

Osgir, the Reconstructor: On a surface level, Osgir is a sacrifice outlet for . That’s fine, but Osgir is here for his second ability. Tap Osgir and play X equal to the target artifact in the graveyard, exile it, and create two token copies of the card on the battlefield. Let’s take Mana Vault for example. Two Mana Vaults is just dumb ramp. With Doubling Season and Parallel Lives, there could be four or eight Mana Vaults. Wait, there’s more. The artifact lands, such as Ancient Den, can be used in this manner as well. Due to it being , it is free token generation. At first, I thought that the exile portion of the effect was hindering but completely worth it. Then, I learned how to read Karn, the Great Creator and rejoiced.

Oswald Fiddlebender: This is a Birthing Pod for artifacts. Oswald provides a toolbox effect that can cash in artifacts for one of a higher CMC and that fits the situation that I’m in. Think about the fact that all of the artifact tokens created from this deck can be transmuted into a Sol Ring or a bauble.I’m not even concerned about podding my way up to something crazy like Triplicate Titan. The and less artifact package in this deck is good enough to demand that Oswald has a spot.

Teshar, Ancestor's Apostle: Teshar is the perfect card for grinding out value. Teshar returns a creature with or less to the battlefield when a historic (artifact or legendary) spell is played. This is a powerful recursion for the non-artifact creatures, such as Eternal Witness and the Splicers. Yes, it also hits artifact creatures but it is very easy to recur those creatures. The top plays are looping Blade Splicer, Eternal Witness, or Dockside Extortionist.

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Early Game (Turn 1 to 3): I want to ramp hard in the early game. This can be in the form of having one or multiple mana rocks, like Mana Vault.This phase is when Osgir, the Reconstructor shines. I have no problem with exiling mana rocks to double them for value. Once again, the artifact lands are great for this. Baubles, like Chromatic Star, help fix mana and draw cards. Depending on the hand, I can start to assemble Tron. This happens if I have one piece in the hand and a land tutor. If that tutor is Expedition Map, I set up a recycling loop with Goblin Welder so that I can recur it. However, there is another line of play that is aggressive. This involves tossing an artifact beater into the graveyard and reanimating it with Goblin Welder. As well, early artifact creatures and golem tokens can pressure the opponents, especially with Steel Overseer, Metallic Mimic, and/or Animation Module.I may not have Turn three Tron, but that play is close enough. Akiri can be played here for early damage and a good blocker. Karn, Scion of Urza and Daretti, Scrap Savant are the preferred planeswalkers.

Mid Game (Turn 4 to 7): Keep this in mind. I want to enter my mid game much faster than the rest of the table. I want to start reanimating with Feldon of the Third Path and Daretti, Scrap Savant during this phase. Ich-T, being the best splicer, comes into play here due to being . I also want to pressure the table during these turns. I want to ping the table with Reckless Fireweaver/Terror of the Peaks and getting into the red zone with big, dumb artifact creatures. If I'm able, I can use one of the many infinite combos to end the game. Ugin, the Spirit Dragon is great for controlling the board, just like in Modern Tron. Again, Ich-T, artifact creatures and +1/+1 counters is always an effective option.

Late Game (Turn 7 to beyond): Same as the Mid game, honestly. Teshar, Ancestor's Apostle is great for grindy situations and comboing off.

This deck can go infinite in numerous ways. As I find them, I will continue to add more combos. If there is a combo that isn’t correct, please feel free to let me know so I can correct it. Take note:some of these loops can cause infinite damage with Reckless Fireweaver or Terror of the Peaks.

  • Monolith Combo: Basalt Monolith and Rings of Brighthearth needs to be on the battlefield. To start the combo, an additional is needed. Tap Monolith for . With , activate the untap ability on Monolith and copy it with Rings of Brighthearth. The first trigger will untap Monolith. In response to the second untap trigger, tap Monolith for . The second trigger will resolve afterwards and permit Monolith to be untapped again for . At the end of the loop, there will be available.
  • Krark-Clan Ironworks Bounce Loop #1: Krark-Clan Ironworks + Eldrazi Displacer + Maul Splicer: Maul Splicer creates two artifact creature tokens which can be sacrificed to KCI for . Because Displacer’s ability cost , activating the ability target Maul Splicer recreates two more golems and nets each time the loop occurs.
  • Krark-Clan Ironworks Bounce Loop #2: Krark-Clan Ironworks + Eldrazi Displacer + Dockside Extortionist: Dockside needs to make at least two treasure tokens for this to work. Like above, sacrifice the two treasure tokens to KCI for and repeat the loop to create infinite . If Dockside makes more than two treasure tokens, then you also have infinite colored mana.
  • Krark-Clan Ironworks Sacrifice Loop #1: Tap Mox Opal to activate Chromatic Sphere. When Chromatic Sphere is activated, sacrifice Krark-Clan Ironworks, Myr Retriever, and Mox Opal to Krark-Clan Ironworks. This creates total, with of the colors selected from filtering mana through Chromatic Sphere. With Scrap Trawler’s ability, Mox Opal returns to hand due to Chromatic Sphere, and Chromatic Sphere with Myr Retriever. With My Retriever’s death trigger, return Krark-Clan Ironworks. This will draw a card and allow the loop once more.
  • Krark-Clan Ironworks Sacrifice Loop #2: Krark-Clan Ironworks, Scrap Trawler, Myr Retriever, and Sol Ring/Mana Vault need to be on the battlefield. Tap and sacrifice Sol Ring to KCI to gain . Sacrifice both Myr Retriever and Scrap Trawler to KCI to add . Use the two death triggers from Scrap Trawler to return Myr from Trawler, and Sol Ring from Myr. With Myr Retriever’s death trigger, return Scrap Trawler. Replay all the pieces for and have , with Mana Vault, left over.
  • Krark-Clan Ironworks Sacrifice Loop #3: Krark-Clan Ironworks, Scrap Trawler, Myr Retriever, and a cost reducer, such as Ugin, the Ineffable need to be on the battlefield. Begin to cast a spell. Proceed normally until you are allowed to activate mana abilities. Sacrifice Myr Retriever to KCI. Myr Retriever and Scrap Trawler. Wait until players get priority then sacrifice Scrap Trawler to KCI. This generates . Myr Retriever and Scrap Trawler will target each other with their abilities. Scrap Trawler’s ability from Myr Retriever dying can retrieve a 1 or 0 cmc artifact. With the cost reduction, replay Scrap Trawler and Myr Retriever and repeat the loop.
  • Teshar Loop #1: With Teshar, Ancestor's Apostle and a sacrifice outlet on the battlefield and Myr Retriever in the graveyard, cast an artifact, such as Lotus Petal. With Teshar’s ability, reanimate Myr Retriever. Crack Lotus Petal for whatever color then sacrifice Myr Retriever. Myr Retrievers LTB effect targets Lotus Petal. Repeat the loop for infinite mana.
    • Note: With Krark-Clan Ironworks, Lotus Petal can be replaced with any artifact. Sacrificing the Myr and the artifact will create and is required for the loop.
  • Teshar Loop #2: With Teshar, Ancestor's Apostle and a sacrifice outlet, not Krark-Clan Ironworks, on the battlefield and Eternal Witness in the graveyard, cast Lotus Petal. Teshar ability target’s Eternal Witness. In response to Teshar’s ability, crack Lotus Petal for whatever color. Eternal Witness enters the battlefield and Lotus Petal is a legal target to go to the hand. Repeat the loop for infinite mana.
    • Note: With Krark-Clan Ironworks, Lotus Petal can be replaced with any artifact. Sacrificing the E-Witness to a sacrifice outlet and the artifact to KCI, which will create . is required for the loop.
  • Super Secret Technique: Splicer’s Uppercut!: For this, Ich-Tekik, Salvage Splicer, Krark-Clan Ironworks, and Animation Module on the battlefield. Sacrifice an artifact to Krark-Clan Ironworks, or an artifact creature for the option of Ashnod's Altar, and create . Due to Ich-T’s ability, put a +1/+1 counter on Ich-T and any golem on the battlefield. This will trigger Animation Module, so pay to create a Servo token. Sacrifice the Servo token for and repeat the loop for as many +1/+1 counters as needed.
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    Artifacts and artifact creatures are so easy to hate on. One would think that Vandalblast complete stomps on this deck. It sets me back, but I can recover due to artifact/graveyard synergization. However, Karn, the Great Creator and Rest in Peace are the banes of my gameplan. That’s right! The counter to this deck is any White Stax deck.

  • Artifact Lands: Ancient Den, Great Furnace, and Tree of Tales.
  • Blast Zone: This is my replacement for Oblivion Stone.Due to mana restrictions, Blast Zone works best after the first few turns to establish big sources of mana.
  • Karn's Bastion: A land that also proliferates for .
  • Treasure Vault: Treasure Vault filters into colored mana via treasures. Also, Treasure Vault is an artifact land, which is perfect for this deck.
  • Tron Lands: Urza's Mine, Urza's Power Plant, and Urza's Tower. Three lands tap for . 1+1+1 = 7. That is all.
  • Urza's Saga: Yes, Urza’s Saga goes away after three turns. That is the only downside of this card and it isn’t much of one in this deck. First, Urza’s Saga always taps for , regardless of the amount of lore counters. The second counter makes Urza’s Saga pay and tap to create a “Karnstruct”, which gets bigger with more artifacts on the battlefield. Lastly, lore counter three allows me to tutor for an artifact card with a mana cost of or . Essentially, Urza’s Saga gets replaced by one of the mana efficient mana rocks in the deck. Unfortunately, Urza’s Saga cannot tutor artifact lands. Due note that Urza’s Saga can be tapped to create constructs even on the three lore counter before it gets sacrificed.
  • Yavimaya, Cradle of Growth: Yavimaya is the perfect complement for a deck with plenty of colorless lands.
  • Mana Rocks: Arcane Signet, Fellwar Stone, Lotus Petal, Mana Vault, Mox Opal, and Sol Ring.
  • Hour of Promise and Expedition Map: I want to see the Tron lands every game and these cards let me do that.
  • Solemn Simulacrum: Essentially, Sad Robot is the best bauble in the deck. Sad Robot tutors a basic land onto the battlefield when it enters then draws a card when it dies. This is one of the prime targets for flickering and reanimating.
  • Why All The Planeswalkers?

    In EDH, decks that require a heavy creature-based board state crumbles to two things: board wipes and Cyclonic Rift. If someone overloads Cyclonic Rift, there isn’t much you can do about that, especially since I’m not playing . However, this deck is well positioned to deal with board wipes in the fact that not all of your tools are creatures.. For example, are you going to care if someone Supreme Verdicts if you have Karn, Scion of Urza and Ugin, the Spirit Dragon sitting in the back chilling? No, you aren't due to your ability to establish yourself quickly. Creature wipes don’t completely deal with the problem, which of course is you. These permanents are spread out for that exact reason.

  • Daretti, Scrap Savant: Classic Daretti is great for any artifact deck. +2 rummages, tossing artifacts into the graveyard ideally. +2 is the ability of Goblin Welder. His ultimate, though, reanimates any artifact put into the graveyard from the battlefield at the beginning of the next end step. This emblem is great with Krark-Clan Ironworks.
  • Karn, Scion of Urza: Yes, Karn does draw cards with his +1 and -1. However, -2 is the winner here. This creates a 0/0 construct that gets a +1/+1 for each artifact I control. Like Akiri, these tokens are going to be huge in the deck because of the sheer amount of artifacts being played. Though there is no ultimate, Karn is great with the token doublers.
  • Karn, the Great Creator: Karn is a one sided Null Rod. Karn’s -2 works great with Osgir, the Reconstructor, returning any exiled artifacts for more value.
  • Ugin, the Ineffable: Ugin’s static ability of reducing colorless spells by synergizes with most of the deck, making most of our artifacts free. The +1 is a colorless token generator and card draw in one. Finally, the -3 is non-colorless removal. This Ugin is one of the best walkers in this deck.
  • Ugin, the Spirit Dragon: Another Tron card and probably one of the two cards, the other being Ulamog, the Ceaseless Hunger, that drew me into playing Modern Tron in the first place. Ugin’s first two abilities are great forms of removal. However, like in Modern, Ugin’s is just a game winner. You gain 7 life, draw seven cards, then put seven permanent cards from the hand onto the battlefield for free. Like Chandra and Nissa, Ugin can immediately ultimate with Doubling Season and Vorinclex, Monstrous Raider.
  • Animation Module: For , create a servo token when a +1/+1 counter is placed on a permanent. This is almost guaranteed to trigger due to the amount of ways that counters are placed on creatures, planeswalkers, and other artifacts. As well, the Animation Module can add another counter for . Note that Animation Module and Steel Overseer or Ich-T creates a army of pumped up servos.
  • Blade Splicer and Maul Splicer: These two are my Golem token generators. Both of these splicers provide good keywords in first strike and trample. The other splicers just don’t do enough to be included. My rule of thumb is to play Blade Splicer and recycle Maul Splicer. At , there are better things I rather spend my mana on.
  • Dockside Extortionist: For , Dockside creates a treasure token for each artifact and enchantment all of my opponents control. This is the best artifact token generator and ramp card in the deck.
  • Hangarback Walker: Oh, Hangarback. You’re such a returning all-star. Hangarback was originally cut because reanimating with Feldon of the Third Path, Goblin Engineer, or Teshar, Ancestor's Apostle was never an option. However, the deck is leaning more into Ick-T’s ability and now Hangarback is a welcomed edition. Due to the deck slanting towards +1/+1 counters and affinity, Hangarback is a great play at and remains playable as the game continues. In addition, Hangarback is a great sacrifice target, leaving behind Thopter tokens. The bigger Hangarback grows, the more it becomes a threat that opponents will hesitate to remove.
  • Goldspan Dragon: Goldspan is a flying attacker with haste that creates a treasure token when it attacks. As well, Treasure tokens crap for two mana instead of one. Goldspan, essentially, only costs due to the ability. As well, Goldspan makes all my treasure tokens ramp harder, which is exactly what I want for this deck.
  • Smothering Tithe: This enchantment taxes the opponents every time they draw. Not only does this provide a passive ramp, it provides more artifact tokens which can be manipulated in numerous ways.
  • Tireless Provisioner: I prefer Provisioner over Tireless Tracker for the ramp. I want treasure tokens over clues. Even with a low land count, Provisioner provides a reasonable amount of treasures per game and bridges the gap from to .
  • Triplicate Titan: My goodness. This is a flying, trample, and vigilance 9/9 artifact creature. Between the power and all the keywords, Titan is tough to block in combat. However, there’s more! When Titan dies, it creates three golem tokens, one per keyword. Titan is just a bigger Wurmcoil Engine with different keywords and I knew it was perfect for this deck. Titan is my preferred bruiser.
  • Wurmcoil Engine: The classic Tron beater so it has to be in the deck. This 6/6 lifelink and deathtouch creature isn’t what it used to be but it is still good. The power of Wurmcoil comes from recycling it and getting two tokens over and over again.
  • Academy Manufactor: This is a artifact creature that triples artifact tokens. Thus, Goldspan Dragon creates a Treasure, Food, and Clue token every time it enters the battlefield. That’s dumb. I don’t even want to get started on if Dockside Extortionist comes into play.
  • Alibou, Ancient Witness: Primarily, I like Alibou because of the haste ability for artifact creatures. Alibou is easy to fetch because he is an artifact and a legendary creature. The burn/scry effect is just an added bonus, pinging creatures or opponents and fixing my draws.
  • Arcbound Shikari: I think Arcbound Shikari is a silly card, especially in this shell. For , put a +1/+1 counter on all artifact creatures when Arcbound Shikari enters the battlefield. It is good on the offense due to first strike and has modular, passing along its +1/+1 counters. Shikari is cheap to play, a great reanimation target because of the ETB, and supports the team via a buff. If you are playing aggressive artifact creatures, Shikari deserves a slot.
  • Bronze Guardian: For , you get a double strike golem with */5, where * equals the number of artifacts on the battlefield. Inherently due to the nature of the deck, Bronze Guardian is going to be huge. In addition, all my artifacts have ward , dissuading anyone from targeting my stuff.
  • Goblin Engineer and Goblin Welder: Both of these cards switch artifacts that are on the battlefield and in the graveyard. Goblin Welder has the more power of this effect because there is no mana cost or mana restriction. Thus, a treasure token can be switched into a Triplicate Titan. I include Goblin Engineer because it tutors for any artifact and puts it into the graveyard. .
  • Krark-Clan Ironworks: Sacrifice an artifact to add to the mana pool. Now, treasure tokens can be cracked for instead of one. Golem tokens can be converted to one time Sol Ring. This is the best sacrifice outlet in the deck due to the large amount of artifacts.
  • Metallic Mimic: Metallic Mimic grants +1/+1 counters when the selected creature type enters the battlefield. MMimic is a returning all star. For whatever reason, I completely neglected the fact that MMimic is also a golem, thus gaining all of the tribal synergies.
  • Scrap Trawler: This deck sacrifices and recurs artifacts regularly. Thus, Scrap Trawler is a great addition, permitting more recursion. Also, Trawler is one of the pieces to the KCI combo, which this deck is capable of pulling off.
  • Steel Overseer: Steel Overseer is a great support card for . Overseer’s tap ability puts +1/+1 counters on all of my artifact creatures. By itself, that is a strong ability. However, there is a potent synergy that I’ve forgotten about. You see, Steel Overseer and Animation Module gets out of hand quickly and is limited just by mana. With one artifact creature, such as a golem token, tapping Steel Overseer places two sets of +1/+1 counters (one on the token and one on itself). Then, you can pay to make two servo tokens. The following turn, it snowballs to four servos for , then eight for , and so forth. This process creates an ever increasing army of artifact tokens.
  • Parallel Lives: I want this card every game. Doubling the amount of artifact tokens that can be created pushes the deck over the top.
  • Doubling Season: If Parallel Lives is good, then Doubling Season is great. This doubles the tokens and doubles the +1/+1 counters. This is one of the cards in the deck that allows the planeswalkers to ultimate immediately.
  • Baubles: Chromatic Sphere, Chromatic Star, and Soul-Guide Lantern. These are cheap artifact based cantrips.
  • Esper Sentinel: Mystic Remora on an artifact creature for ? Yes, please. FishStick is great early and can be pumped up later in the game.
  • Elemental Bond: This draws a card when a creature power 3 or more enters the battlefield. Golems are natural 3/3 and a large number of my beaters are more than 3 power.
  • Ichor Wellspring: For , Ichor Wellspring draws a draw when it enters and leaves the battlefield. This is just an upgraded artifact version of Elvish Visionary.
  • Sylvan Library: Draw more cards in exchange for some life. Though there are minimal lifegain effects, I don’t mind exchanging life for cards.
  • Mystic Forge: Mystic Forge basically gives another card in hand if the top card is an artifact or a colorless nonland card, which is most of the deck. The tap effect will rarely come into play. However, Mystic Forge allows me to cast through the deck quickly.
  • Ancient Stirrings: Ancient Stirring looks at the top five and puts a colorless card into my hand. With having 60 or more cards that are colorless (lands are colorless, by the way), this is a great option for card filtering.
  • Eldrazi Displacer: Eldrazi Displacer does two things via its bounce effect for . First, Eldrazi Displacer can flicker all of the creatures with an enter the battlefield trigger. This ranges from creating more golems via the Splicers, creating golem tokens from Maul Splicer and continuous tutoring from Goblin Engineer.
  • However, the strongest play with Eldrazi Displacer is gaining infinite mana. How do you do that? Easy with Krark-Clan Ironworks!
    • Eldrazi Displacer + Krark-Clan Ironworks + Maul Splicer: Maul Splicer enters the battlefield and makes 2 artifact creature golem tokens. Sacrifice both golems to KCI to make . Because KCI produces mana, spend of the to flicker Maul Splicer again, producing two more golem tokens. This loop nets .
      Eldrazi Displacer + Krark-Clan Ironworks +Dockside Extortionist: Dockside needs to make at least two treasure tokens for this to work. Like above, sacrifice the two treasure tokens to KCI for and repeat the loop to create infinite . If Dockside makes more than two treasure tokens, then you also have infinite colored mana.
  • Enlightened Tutor: This tutors a majority of the deck at instant speed.
  • Eternal Witness: Regrowth on a stick and a classic green card.
  • Finale of Devastation: Tutor a creature from my library or my graveyard. If X is more than , all of my creatures get a buff and haste. This is a great tutor and finisher all in one card.
  • Heroic Intervention: All of my permanents gain hexproof and indestructible until the end of turn. I’ve found more of a need for board protection the more aggressive this deck becomes. I don’t mind rebuilding, due to the deck’s inherent resilience. However, this can protect my stuff from a boardwipe and I can maintain the pressure.
  • Lightning Greaves: Shroud and Hexproof on an artifact.
  • Meteor Golem: Modern Tron plays Karn Liberated as a powerful . In my EDH, Meteor Golems fills that role. As Meteor Golem enters the battlefield, it can destroy a nonland permanent an opponent controls. Though Karn exiles a target permanent, Meteor Golem can, and will, be cheaped into play and is more recurrable than the planeswalker.
  • Nature's Claim: Cheap and effective removal for . Trust me; you don’t care about giving your opponent 4 life.
  • Portable Hole: For , exile a nonland permanent and opponent controls for or less. This is a fetchable, recurrable Oblivion Ring for this build due to the artifact focus. It might not seems like much, but most of the most power cards in EDH are under .
  • Rings of Brighthearth: For , I can copy activated abilities. This artifact could have been in the deck awhile ago, but Oswald really pushed the need. Besides doubling up Oswald, Osgir, and Feldon, Ring goes infinite with Basalt Monolith.
  • Rip Apart: A flexible removal piece for . The three damage is great for protecting the board early and the artifact/enchantment removal is useful at all points of the game.
  • Search for Glory: This searches for one of the many legendary cards in this deck.
  • Staff of Domination: I didn't want to play two decks with Staff of Domination, but this card is too fun to play with and complements this deck. Staff can gain life, draw cards, and tap/untap creatures. On a surface level, Staff synergizes with all of the tapped based creatures, essentially doubling up their activations. Staff is also an infinite mana outlet.
  • Swords to Plowshares: Exile a creature for is one of the reasons I find myself always playing White.
  • Burn: Reckless Fireweaver and Terror of the Peaks: Modern Mono-Red Tron burns out opponents so I can do a similar approach in Commander. Reckless Fireweaver will ping all of my opponents when an artifact enters the battlefield, which will be plenty. Terror of the Peaks can burn face or act as removal, dealing damage equal to the power of the creature that entered the battlefield.
  • 9.18.2021

    Search for Glory is slow and becomes worse as I remove legendary cards. Vorinclex, Monstrous Raider needs to be the commander and not in the 99. Ornithopter of Paradise is outclassed by Hangarback in the slot.

    Here are some other cards I’d like to add. However, I don’t know what to cut or if it is worth adding. Thanks

  • The Ozolith
  • Ingenious Smith
  • Skysovereign, Consul Flagship
  • All Is Dust
  • Smuggler's Copter
  • Nettlecyst

  • 8.27.2021

    I think the more I play/theorycraft the deck, the more I want to lean into using Ick-Tekik, Salvage Splicer. I’ve come to the conclusion that Ick-T wants an affinity/counters type of deck. Thus, I added more artifact creatures and +1/+1 synergizes to really make use of Ich-T. It feels odd to cut, but my creatures are too thick for Skullclamp. Terrarion is the weakest of the baubles. Ugh, Bloodforged Battle-Axe and Akiri is a good synergy. However, this deck isn’t focused on maximizing Akiri. Akiri is an early game blocker and sometimes pressures life totals. Though, BFBA makes artifact tokens, there are better things I can be doing. Coveted Jewel is better with Osgir as the commander or even Oswald with their sacrifice ability. Without it readily available, Jewel is too risky. Grinding Station, though good, isn’t functioning in the way I like. Elemental Bond is a reliable card draw in exchange for another way to fill up the graveyard.. Ornithopter of Paradise fits better with the new +1/+1 theme. I’m not sure if Nissa, Who Shakes the World is the best cut, but I want Bronze Guardian as pseudo-protection for artifacts and a golem beater.


    The dual artifact lands, though useful and abusable, are too slow. Why do they have to come in tapped? Thus, they were replaced with the corresponding horizon lands, Sunbaked Canyon and Horizon Canopy. I rather have immediate draw over looting, thus why Smuggler's Copter was cut. Portable Hole is great removal, especially with an artifact focus. Lotus Bloom is good, but triple colored mana isn’t always necessary.


    With Mr. Fiddlebender in the deck, I decided to add an artifact based combo line for infinite mana. Old Gnawbone, though seems great with this deck, never worked out that well. Garruk Wildspeaker is too slow. Fiddle ender is an upgrade to Forgemaster.

    7.10.2021 Dungeons and Dragons: Adventures in the Forgotten Realms

    I felt like this deck was missing some of the mentality I had when playing Tron. What I liked about Tron was utilizing cantrips to filter and fix my board state then start dropping bombs. Thus, I added more utility to the early game and cut cool, but unnecessary cards. Second, I was playing a graveyard artifact deck with minimal ways to fill the graveyard. Grinding Station fixes this problem. Ashnod's Altar was only there to sacrifice non-artifact creatures. However, Skullclamp does the same job for those creatures anyways. I’m not sure if this is correct, but Chandra, Torch of Defiance is switched out for Rip Apart. It is cheaper and is flexible. Yes, Chandra’s ultimate is a wincon. However, Chandra was mainly used to kill creatures then dies afterwards. Oswald Fiddlebender is silly and adds a toolbox element to the deck. Old Gnawbone makes treasures and the Timmy-est card in the set. Ancient Stirrings, like in normal Tron, hits most of the deck. Treasure Vault is an artifact land and makes treasure tokens.


    I miss the removal that Cavalier of Dawn provided. I definitely wanted a creature based removal that could be recurred. Lodestone Golem is good for slowing down the field. However, I value the removal provided by Meteor Golem even more.


    Sigh, I’m not super happy about cutting Cavalier of Dawn. However, Goldspan Dragon is a better creature at the drop slot. It is an evasive and hastey attacker, makes Treasure tokens, and makes Treasures crap for two mana instead of one. Urza's Saga a land that creates Construct tokens and tutors for an artifact. This card was going into the deck; I just didn’t know what to cut. .

    Modern Horizons 2

    My word! Wizards must have known I was building this deck because there are plenty of sweet new additions. The new artifacts lands, Slagwoods Bridge and Thornglint Bridge, replace the previous tapped lands. Cinder Glade and Canopy Vista were in because they were cheap dual lands that assisted Nissa. However, Yavimaya, Cradle of Growth makes every land a forest, which helps fix mana and supercharge Nissa. For real, Yamimaya is the card that I wish I had when I was playing Modern Tron.

    It stinks that I have to cut Indomitable Creativity. It is great if I already have or if I can plan far enough ahead to ensure that I have . Other than that, it is a dead card. As for God-Pharaoh's Statue, it is a great card, but I didn’t like drawing it most of the time. Yes, it slows down the game, but I don’t think the deck has enough stax support. It goes onto the field, gets hated out, and that’s it. I’ll leave the heavy stax pieces for a stax dedicated deck. Modern Horizon 2 has new Clue, Food, and Treasure support, which are all artifact tokens. Thus, Academy Manufacturer and Gilded Goose were added. If these two cards are on the field, Gilded Goose will create three artifact tokens. That's silly. Servo Schematic was a placeholder for a viable artifact creature that made an artifact token or another splicer card. Well, Wizards printed that card Breya's Apprentice. I also prefer Breya’s Apprentice due to its synergy with Teshar and Feldon, which Servo Schematic can not do.


    I’ve wanted to add Looter Scooter for a while now. Smuggler's Copter provides card draw, card discard, and a flying 3/3 body all for . As well, it is incredibly easy to crew with a 1 power requirement. Lodestone Golem is the better staxs piece for this deck. However, I may put Tangelwire back in because it slows the table down. Lotus Bloom is in because I value the burst of three mana and its restrictions are easily avoided with Goblin Welder effects. Lightning Greaves is slotted in over Swiftfoot Boots because it is a moot point. The creatures I want greaves on will not be getting targeted by Verdurous Gearhulk. Besides the issue of Shroud v Hexproof, Lightning Greaves is just better at a low casting cost and free equipment cost.


    Shout out to BloodDragon. He asked some good questions which got me thinking about the functionality of the deck. Through my testing, I found that I had plenty of token doublers, but not as many token producers. When this deck was helmed by Marath, Will of the Wild, I had access to a token producer all the time. Ich-T does make a token, but he doesn’t come close to the token monster Marath. Thus, Servo Schematic is in and Anointed Procession is out. Second, it felt that Teshar, Ancestor's Apostle wasn’t working as I intended. For example, I had Dockside Extortionist on the field with Teshar, which is great. Teshar can easily reanimate Dockside to create dumb amounts of treasure tokens. However, I had no way to get Dockside into the graveyard. I then realized that I needed a creature sacrifice outlet. Now, Ashnod's Altar is in, acting like a second Krark-Clan Ironworks. Don’t get it twisted; Shalai, Voice of Plenty is great and one of my favorite cards. I have it in almost every deck that I can play it in. However, she just doesn’t fit here. I don’t want to waste a Feldon activation on it, I can’t reanmate it, and it never felt good to draw. Smuggler's Copter adds looting and is easy to tutor. Coveted Jeweler replaced Dreamstone Hedron because I’m greedy. I’ve never activated Field of the Dead and I’ve been looking to add Blast Zone for removal.


    Ugh, this feels bad to cut Ulamog, the Ceaseless Hunger. This is one of the cards that made Tron fun to play in Modern. However, this isn’t Modern. It’s EDH. Thus, Ulamog was replaced with Triplicate Titan. Side by side, Ulamog is a much better card in every way. However, Ulamog doesn’t synergize with the game plan as well as Triplicate Titan. Titan is easier to cheat and works better with the doubler in the deck. I’ve had too many Ulamog draws that felt bad and made me wish it was something else. Goblin Welder is in because I want even more of this effect, especially without a mana cost attached to it. Alibou, Ancient Witness grants artifact creatures haste, which is good, and has a burn/scry effect. Also, Alibou is a golem. Hangarback Walker was cut because it is good in theory. Most of the time I couldn’t reanimate it because it enters as a 0/0. Though Hangarback can produce plenty of Thopters, it never happens that way. I rather loop any other artifact creature.

    4.16.2021 - Strixhaven Part 2

    As I continue to play test, I always want to see either Feldon of the Third Path or Osgir, the Reconstructor. Thus, I added two tutors to the package. Though Search for Glory is , it has the flexibility to grab any legendary card, which covers creatures and planeswalkers. I also noticed that I wasn't ramping hard enough for my liking. Thus, Hour of Promise was added because it enables Tron and is good ramp. Honestly, getting Tron consistently is a meme in itself and Thespian's Stage never helped the case. It is only good if I already had Tron. Scrap Trawler was missed so it was put back in. Now, I've come to the point we're I really want to add more cards for the new Commander set, but have no clue what to cut or if it is even worth playing. I would like to add the following:

  • Alibou, Ancient Witness
  • Losheel, Clockwork Scholar
  • Cursed Mirror
  • Triplicate Titan

  • 4.3.2021 - Strixhaven

    Day One of Strixhaven spoilers already has me excited for new Boros cards. Osgir, the Reconstructor seems busted, especially in this shell. Osgir lets you exile an artifact card in the graveyard and get two artifact token copies. I repeat two artifact token copies. I drooled at the idea of pay for two copies of Sol Ring. That is a great play even without token doublers, which I will have every game to the best of my ability. Also, I might be reading this wrong but you can pay zero to get two copies of the artifact lands. That’s crazy to me. Kuldotha Forgemaster is back in because Magda, Brazen Outlaw never worked out like I wanted. Same with Maskwood Nexus. I rather have the dumb ramp of Dreamstone Hedron. God-Pharaoh's Statue and Tangle Wire is an easy to include stax piece.


    Shout out to Thegloomyg for reminding me that flickering my creatures is an option. I was having a problem deciding what to cut until I finally chose to part ways with Mimic Vat. Feldon of the Third Path and Mimic Vat play the same role. However, I want Feldon everytime over Mimic Vat due to the fact that he makes artifact token copies.


    Thank you for visiting. Any suggestions and +1s are greatly appreciated! I read every comment and try to reply back to everyone. This deck is constantly evolving and it’s great to have other people submitting their input.

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    Updates Add

    Add:Architect of the Untamed, Decoction Module, Daretti, Scrap Savant , Ajani Unyielding, Cultivator of Blades, Rishkar, Peema Renegade, Solemn Simulacrum, Animation Module, Wrath of God, Oviya Pashiri, Sage Lifecrafter, Fabrication Module, Wurmcoil Engine, Angel of Invention, Metallic Mimic, Aether Hub, Gavony Township, Fortified Village, Game Trail, and Krosan Verge.

    Cut: Rampaging Baloths, Devout Invocation, Emeria Angel, Secure the Wastes, Regal Behemoth, Titania, Protector of Argoth, Azusa, Lost but Seeking, Skyshroud Claim, Nissa, Vastwood Seer, Austere Command, Tireless Tracker, Nahiri, the Harbinger, Birds of Paradise, Descent of the Dragons, Brushland, Karplusan Forest, City of Brass, Mana Confluence, and Ancient Tomb

    Comments View Archive

    Top Ranked
    Date added 5 years
    Last updated 16 hours
    Exclude colors UB

    This deck is Commander / EDH legal.

    Rarity (main - side)

    17 - 0 Mythic Rares

    45 - 0 Rares

    15 - 0 Uncommons

    16 - 0 Commons

    Cards 100
    Avg. CMC 2.91
    Tokens Treasure, C Token Artifact Food, Clue, Servo 1/1 C, 3/3 C Token Artifact Creature Golem, C Emblem Daretti, Copy Clone, Thopter 1/1 C, Zombie 2/2 B, Construct 0/0 C, Golem 3/3 C w/ Flying, Golem 3/3 C w/ Trample, Golem 3/3 C w/ Vigilance, 2/2 C Token Creature Spirit, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink
    Folders EDH I'm Playing, Commander Folder, marath, New Deck Ideas, Commander, Interesting Commander Decks, EDH (Counters), Token Commander, Marath, will of the wild, EDH, See all 23
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