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

Rona, Disciple of Gix


Top Rated and Most Viewed Ich-Tekik, Salvage Splicer deck on Tappedout!!

Thank you, everyone, for giving Naya-Tron some love and suggestions! Who needs anyways?


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 synergy 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. If you are looking for an aggressive deck that can grind, you are in the right place. Welcome to my Modern to EDH port of Naya-Tron/Modular.

This set was so good to the Naya/Cabaretti shard. Previously, this deck went from Naya Kiki-Jiki, Mirror Breaker combo deck, which caused me to brew Please Ban Torpor Orb. Then it shifted to a Naya Elfball/Token Burn/Superfriends deck to its current iteration of Naya Artifacts. Now, this new set revitalizes my inspiration for these previous two decks.

You can find those decks here:

Naya Token Burn with Superfriends

Jinnie Got the Truck Jewels | *Primer*

Commander / EDH GregariousG


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. Ich-Tekik is trying to construct these multiple game plans:

  • Enter the Battlefield/Token Production
  • Golem Tribal
  • +1/+/1 Counter
  • Artifact Sacrifice
  • The more I play with Ich-Tekik, the more I see the strength of his +1/+1 counter ability. Thus, I've been leaning into the last two themes. So much so that I trust in this ability that I made a push to focus on a modular theme for this deck. Though he ability only hits himself and Golems, Ich provides +1/+1 counters that can be redistributed to other artifact creatures, similar to a Hardened Scales 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 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.

    Meria, Scholar of Antiquity: Merla picks up double duty in this deck. First, Merla allows all non-token artifacts into Mox Emerald. Second, Merla can tap two untapped non-token artifacts to exile the top card which can be played this turn. With this ability, Merla can play lands off the top. Like Mystic Forge, Merla allows for continuous playing cards off the top, especially with the low curve and cheap artifacts within the deck.

    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.

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    Early Game (Turn 1 to 3): Similar to Modern Hardened Scales or Affinity, I’m playing artifact creatures quickly and turning sideways. The deck is filled with and creatures to sprint out the gate. However, EDH artifacts have plays that can get high cost creatures, such as Triplicate Titan out as early as turn 3. 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. If I’m on the early beaters plan, then I’m tutoring for Arcound Ravager immediately. Ravagers open up lines of play where +1/+1 counters can be redistributed, making blocking a headache for opponents. Akiri can be played here for early damage and a good blocker. Akiri on two then Shadowspear on turn three creates a problem for opponents. Turn 2 Patchwork Automaton is essentially untouchable until turn 4 or 5. If you have Enlightened Tutor, grab Hardened Scales/Branching Evolution or The Ozolith to be hyper aggressive or Sylvan Library to ensure a steady hand of cards.

    Mid Game (Turn 4 to 7): Keep this in mind; midgame is the best time to counter shuffle. This is the point in the game where modular and +1/+1 counters become the core. There are a few creatures that are best at being the recipient of shuffled counters:

    By this time, I want Arcound Ravager, Zabaz, the Glimmerwasp, Branching Evolution and/or The Ozolith to support the above cards. With this setup, I essentially just follow the same game plan as Modern Hardened Scale. Attack and shuffle counters, forcing poor blocks. As well, Ich-T and golem synergies begin to shine.

    Late Game (Turn 7 to beyond): In this stage of the game, I still want to maintain pressure on everyone’s life totals. However, aggro gets harder as the game goes on without counterspells. Because of that, I can end the game with the Oswald Fiddlebender infinite combo.

    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.

  • Krark-Clan Ironworks Sacrifice Loop #1: Tap Mox Opal to activate Chromatic Star. When Chromatic Star 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 Star, and Chromatic Star 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.

  • Mystic Reclaimer Loop #1: For this, Ich-Tekik, Salvage Splicer, Arcbound Reclaimer, Mystic Forge and Lotus Petal on the battlefield. Crack Lotus Petal for any color of mana. Petal goes to the graveyard and triggers Ich-Tekik, Salvage Splicer. Ich-Tekik, Salvage Splicer and Arcbound Reclaimer both get a +1/+1 counter. Remove a counter from Arcbound Reclaimer and place Lotus Petal on the top of the deck. Because Mystic Forge’s ability, play Lotus Petal from the top of the deck then repeat the loop.

  • Mystic Reclaimer Loop #1: For this, Yotian Dissident, Arcbound Reclaimer with at least one +1+/1 counter on it already, Mystic Forge and Lotus Petal on the battlefield. Crack Lotus Petal for any color of mana. Remove a counter from Arcbound Reclaimer and place Lotus Petal on the top of the deck. Because Mystic Forge’s ability, play Lotus Petal from the top of the deck. Yotian Dissident triggers and places the +1/+1 counter on Arcbound Reclaimer. Crack Petal again and repeat the loop for infinite mana.

  • 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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  • Goblin Engineer: Engineer is best for recycling small artifacts due to its inherent restriction. This includes the small modualr creatures because they are great for sacrifice loops.
  • Goblin Welder: Welder is best with big noncreature artifacts, which are greater than . As well, Solemn Simulacrum and Rootwire Amalgam are great targets, as well. Rootwire Amalgam, without the activation mana, doesn’t do much. Welder is great for reanimating bigger modular and support artifacts here.
  • Feldon of the Third Path: Feldon wants to reanimate big bodies that benefit for haste, is greater than , and doesn’t mind being sacrificed. Ideally, Feldon is for Triplicate Titan, Cityscape Leveler, Sun Titan, Maul Splicer, and Wurmcoil Engine. The only exception here is Steel Overseer because of the haste benefits its tap ability for instant speed +1/+1 counter distribution.
  • Sun Titan: Sun Titan, even with its restriction, is the most generous of the reanimators. For the most part, Sun Titan is used to bring back lands, enchantments, and non-artifact creatures less than .
  • Anti-Artifacts:

    Anti-+1/+1 Counters:


  • Artifact Lands: Ancient Den, Great Furnace, and Tree of Tales.
  • Boseiju, Who Endures: Oh Wizards, what did you just do? This is an uncounterable artifact, enchantment, and nonbasic land removal for ….on a land. In all reality, this will only cost because the ability becomes reduced when a legendary is on the battlefield. Boseiju, at its worst, is a fancy forest. This is a new staple for EDH.
  • Gavony Township: Put a +1/+1 counter on all of my creatures for . This is a great utility piece and adds another way to use excess mana.
  • Inkmoth Nexus: Why is this in here? Because sometimes an opponent just needs to go quickly. Inkmoth Nexus provides a flying, infect, artifact creature for . With Arcbound Ravager, I can one-shot opponents when needed.
  • Karn's Bastion: A land that also proliferates for . This is another way to pump up the team.
  • Power Depot: The only downside of this land is that it enters tapped. Other than that, this land can tap for or for artifact spells and activated abilities. However, the real prize is that this is an artifact land with modular 1. This provides another option to trigger +1/+1 counters and artifact synergies. Keep in mind that this is a great choice to sacrifice and reanimate over and over again.
  • 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.
  • Cradle Clearcutter: Again, I’m especially not playing this for . Yes, the prototype version is a 1 /3 golem for . Again, Cradle Clearcutter taps for equal to its power. Like Crystalline Crawler, dumping +1/+1 counters onto this thing is going to make a large amount of mana. Also, it's a golem.
  • Crystalline Crawler: Crawler is essential mana storage for . Any +1/+1 counter of Crystalline Crawler acts as a mana of any color. Thus, Crawler becomes a primary target to pump counters onto for big mana plays.
  • Expedition Map: I want to see the Tron lands every game and looping Expedition Map lets me do that.
  • Solemn Simulacrum: Essentially, Sad Robot is the best bauble in the deck. Sad Robot, which is a golem, 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 sacrificing and reanimating.
  • 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. Because most of the deck is colorless, Ugin acts as a one-sided sweeper. 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. Ugin can immediately ultimate with Doubling Season.
  • 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 . This is the cornerstone of this deck's token strategy because it complements the +1/+1 aspect so well. Note that Animation Module and Steel Overseer, Yotian Dissident, or Ich-T creates an 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. However, don’t underestimate the power of Maul Splicer. Maul Splicer produces 6 power worth of creatures with trample. Technically it’s 7 power, but I’m not swinging with the splicer.. With trample and +1/+1 counter manipulation, any golem can end an opponent out of nowhere.
  • 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.
  • Rootwire Amalgam: Here’s the deal. I’m never playing this card for . You can, but why would you? Yes, it is only a 2 /3 golem for . But therein lies the beauty of this card. See, the important text of this card is within its ability for . When Rootwire’s ability is used, it sacrifices itself and makes X/X colorless golem where X is three times Rootwire’s power. It gains haste until end of turn Excuse me, three times? That’s dumb. Thanks, Wizards. Why, you probably may or may not ask? +1/+1 counters, that’s why. See, adding 3 +1/+1 counters to the prototype version of Rootwire gives the same results as the version. That’s just playing Rootwire fairly. With Goblin Welder out, Rootwire will just be on the battlefield as its version. The only downfall is that the token can be clumped forever if Maul Splicer or Shadowspear isn’t equipped. This is a card that needs to be respected. Otherwise, it will just pump out huge golems.
  • 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.
  • Triplicate Titan: My goodness. This is a flying, trample, and vigilance 9/9 artifact golem. 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.
  • 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. The burn/scry effect is just an added bonus, pinging creatures or opponents and fixing my draws. Depending on the board state, Alibou acts as removal because it can target anything. Remember, Alibou is a golem so it benefits from Ich-Tekik, Salvage Splicer, Blade Splicer and Maul Splicer.
  • Arcbound Worker, Arcbound Mouser, Arcbound Stinger, Arcbound Slith, and Iron Apprentice: All four of these cards serve similar purposes. First, they are all cheap modular or modular adjacent creatures that hold and disperse +1/+1 counters. This is important for early game plays and board presents. Second, they are pseudo cantrips or mana rocks, depending on the situation. Lastly and most importantly, these cards act fodder. Yes, these cards are played to be sacrificed! Regardless of the turn, these are the prime targets for Arcound Ravager, Goblin Engineer/Goblin Welder, Scrapyard Recombiner, Throne of Geth, and Krark-Clan Ironworks. Not only do you get the effect of the aforementioned cards, you also get to shuffle +1/+1 counters. At any point, there will be a varying number of the four cards listed, all with their ups and downs. I’ll list them below.
    • Arcbound Worker: This is the best one because it is only . Though it doesn’t have any abilities, the fact that it is easy to play makes it the best option.
      Arcbound Mouser: Mouser is an upgraded Arcbound Worker with lifelink. However, that comes at the expense of because instead . This makes Mouser harder to cast and gets clipped by Ugin, the Spirit Dragon. Regardless, I think this is the second best option. Mouser, when it isn’t being sacrificed, is a beater that provides a cushion for my life total.
      Iron Apprentice: The previously mentioned options were upgraded versions of Arcbound Worker. Iron Apprentice is a lateral shift. Both Worker and Apprentice only cost , which is good. Both Worker and Apprentice distribute +1/+1 counters, which is still good. However, Apprentice does not have modular. That means that there is no synergy with Zabaz, the Glmmerwasp. Yes, it is nice that Apprentice can pass its counters to any creature, but that is really only good for Akiri. Here’s the thing; I almost never want to put shuffled +1/+1 counters on Akiri, unless The Ozolith is in play. Regardless, I think Iron Apprentice is better than the sacrifice mana options solely due to the lower mana cost.
      Arcbound Stinger: And, this is an upgraded Arcound Worker with flying. Again, the problem occurs with the casting cost going from to . I’m not sure if the extra cost of validates the evasive modular creature. However, flying is a great offensive and defensive keyword so Stinger is a option.
  • 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 is 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.
  • Arcbound Ravager: Arcbound Ravager is a beast (pun completely intended). Ravager functions as an artifact beater, a free sacrifice outlet, and a modular creature that can move around +1/+1 counters. The best part about ravager is that it can sacrifice itself and move the counters on another creature, such as Walking Ballista or Hangarback Walker. Completely busted and one of the pieces that makes this deck work.
  • Arcbound Reclaimer: Golem? Check! Modular? Check! Reclaimer adds another form of recursion and +1/+1 counter manipulation. With Mystic Forge, Reclaimer allows for continuous recycling of preferred artifacts. As well, Reclaimer works as a form of protection for artifacts in the graveyard. For example, Reclaimer can use all of its +1/+1 counters to move artifacts to the library from the graveyard in response to something like Farewell.
  • Blaster, Combat DJ  : Blaster, Combat DJ provides modular 1 for all nontoken artifact creatures. Two things. First, all nontoken artifact creatures will enter with an additional +1/+1 counter and move all their +1/+1 counters to another artifact creature when they die. Essentially, this does the same thing I wanted from Metallic Mimic on construct for Walking Ballista and Hangarback Walker. In general, more counter production is better. Second, all the previous modular creatures now have a second instance of modular. Not only will they enter with even more counters, but they will have two instances of +1/+1 counter distribution . As for Blaster, Morale Booster, it is a cheap to play option at . Blaster, Morale Booster has modular 3 and can pay X to move X +1/+1 counters onto another artifact, not just artifact creature. As well, Morale Booster’s ability, though it is sorcery speed, can provide haste to any artifact for X = 0. Be careful of +1/+1 counter distribution because Blaster flips into the Morale Booster side when it receives one or more +1/+1 counters. This can be helpful to avoid board wipes or creature based removal.
  • 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. Let’s be real here; ward 2 is basically hexproof. Bronze Guardian is great with Maul Splicer on the field and enjoys holding Shadowspear.
  • Cityscape Leveler: For me, this is Ulamog, ceaseless hunger “at home”. No, Cityscape Leveler doesn’t exile two permanents or exile twenty cards on attack. However, Leveler has upsides that Ulamog doesn’t have. First, Cityscape is a recurrable artifact creature. Thus, it is profitable to put Leveler in the graveyard then reanimating it. Though its ability is a cast and attack trigger, it is easy to work around by using Goblin Welder at the end of an opponent's turn or just using Feldon of the Third Path. Second, it isn’t legendary, so it is possible to have two copies. Yes, Leveler can be unearthed for , but why would you?. Also, the created powerstone, for the most part, is not going to matter unless the opponent is playing an artifact heavy deck or lots of activated abilities. Regardless, it is profitable to give an opponent as possibly useless artifact in exchange for blowing up a nonland permanent. Why? Remember, Ich-T gets a +1/+1 counter everytime an artifact is put into the graveyard. If need be, Leveler can repeatedly blow up an artifact, like the powerstone, and buff the team over and over again.
  • 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. Any artifact token can be converted to one time Sol Ring. This is the best sacrifice outlet in the deck due to the large amount of artifacts.
  • 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.
  • Scrapyard Recombiner: Scrapyard, statwise, is a modular 2 for . For this deck, this provides another cheap modular creature to move counters around with. Scrapyard’s ability is why this card is being played. Scrapyard can sacrifice an artifact to tutor a construct card to my hand. Are there enough constructs in the deck to make a very specific tutor worth it? You tell me from the list of the following
  • Between those two, that’s more than enough. However, there is more!
  • Basically, Scrapyard grabs some of the best cards in the deck, acting as essentially another copy of each card.
  • 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.
  • The Ozolith: When a creature leaves the battlefield, if it has counters on it, put those counters on the Ozolith. For example; if Ich-T had 3 +1/+1 counters, the Ozolith would create 3 +1/+1 new counters. But what about a creature with modular? Let’s say I have an Arcbound Ravager, an Arcbound Shikari with 3 +1/+1 counters, and The Ozolith on the battlefield. Ravager can sacrifice Shikari. Shikari’s modular activates and creates 3 new, unrelated +1/+1 counters on Ravager. As well, The Ozolith will create 3 new, unrelated +1/+1 counters, which can be moved to Ravager later for a total of 6 +1/+1 counters. I now understand why all the modern modular decks are playing this card. The Ozolith works best with Hangarback Walker and Walking Ballista for obvious reasons. The Ozolith is a card I want every game.
  • Throne of Geth: This card can sacrifice an artifact to proliferate. Thus, this turns one of the many tokens, such as Treasure, a Myr, or a Servo, into an anthem effect with all of the +1/+1 counters. If need be, Throne can sacrifice itself for the trigger.
  • Walking Ballista: Yes, Walking Ballista is an infinite mana outlet that missiles the entire board. We all know that by now. For me, Walking Ballista isn’t just a combo piece. Ballista is a creature removal and a beater. With all of the +1/+1 and modular synergizes, Walking Ballista will have no issue refilling and using the counters to ping anything I need.
  • Yotian Dissident: I think this is the best new card from The Brother’s War for this deck. Yotian Dissent puts a +1/+1 counter when an artifact enters the battlefield. Honestly, I would not be shocked to see this card being played in Modern Hardened Scales. That’s how good I think this card is for this archetype. Dissident awards +1/+1 counters for just playing the deck. If I play an artifact creature, get a +1/+1 counter. If I do Goblin Welder loops, get +1/+1 counters. Get any kind of artifact token, get +1/+1 counters. This goes crazy with Hangarback Walker, as the thopter tokens will replenish the lost +1/+1 counters.
  • Zabaz, the Glimmerwasp: Zabaz gets a spot because it cares about +1/+1 counters, acting as a Hardened Scales for modular creatures. It can also be a flying threat for . Though Zabaz can destroy one of my artifacts for , there are better sacrifice options. In a pinch, Zabz can blow up a Hangarback Walker.
  • Chromatic Star: These are cheap artifact based cantrips. Similar to Tron, this card can fix your mana through filtering. Star is better than Chromatic Sphere because Star draws a card when it goes to the graveyard, whether it was activated for or not.
  • Esper Sentinel: Mystic Remora on an artifact creature for ? Yes, please. FishStick is great early and can be pumped up later in the game. Like Remora, Sentinel is best in the early game.
  • 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.
  • Mindless Automaton: Mindless Automaton is here to draw and discard cards. Automaton can draw a card for every two +1/+1 counters. With the amount of counters created in this deck, Automaton draws plenty of cards. As well, Automaton can discard a card to put a +1/+1 counter on itself for . The power in this ability is that it supports reanimation effects, like Feldon of the Third Path, and scrap effects, like Goblin Welder.
  • 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.
  • The Great Henge: The great Henge is one of the few cards that just should have been in the deck previously. Let’s see. Though it has a hefty , The Great Henge can be cheated in or be played normally for if there is a 7 power creature on the battlefield. The Great Henge is a mana rock that taps for and gains 2 life. That's good, but that isn’t the main selling point for this card. When a non-token creature enters the battlefield, put a +1/+1 counter on that creature and draw a card. This makes cards, like Walking Ballista, Hangarback Walker, and Stonecoil Serpent cantrips when played for free. The combination of drawing cards and creating +1/+1 counters is what this deck needed.
  • Beast Within: Classic removal for . Majority of the time, the 3/3 beast is irrelevant.
  • Doubling Season, Branching Evolution, and Hardened Scales: The modern Hardened Scales wants its namesake Hardened Scales for explosive plays. For EDH, I want the Branching Evolution, Hardened Scales and Doubling Season. So much so that I want one of these cards every game. Hardened Scales increases the amount of +1/+1 counters gained by one. It might not seem like much, but HScales basically doubles all of the +1/+1 gained., all for . Though HScales is very good, Branching Evolution accelerates the amount of counters accumulated by doubling them. Both Hardened Scales and Branching Evolution hold the same spot and will replace each other. There is my train of thought: Hardened Scales if cards are only giving out 1 counter at a time and Branching Evolution for single instances of multiple counters. As most players know, Doubling Season is great. This doubles the tokens and doubles the +1/+1 counters. This is one of the cards in EDH that needs to be removed before things start to snowball.
  • Eladamri's Call and Finale of Devastation: For me, these two cards act like a second and third copy for important non artifact creatures. For me, this is an order of importance:
  • The first five are good in almost every situation. Terror of the Peaks is great for increasing pressure. What I like best about Finale is that it can 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.
  • Enlightened Tutor: This tutors a majority of the deck at instant speed. As mentioned before, tutors, like this, essentially act as a second copy of enchantments like Urza's Saga (yes, this busted card is also an enchantment), Branching Evolution, Hardened Scales and Doubling Season, which I want to see.
  • Eternal Witness: Regrowth on a stick and a classic green card.
  • Haywire Mite: This is the replacement for Nature's Claim, Though it isn’t instant speed kinda, Haymire Mite provides plenty of upsides. First, it is an artifact creature, which means it can attack and receive +1/+1 counters. Second, Haywire Mite exiles the target noncreature artifact or enchantment.
  • 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 board wipe and I can maintain the pressure.
  • 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 cheated into play and is more recurrable than the planeswalker.
  • Swiftfoot Boots: Hexproof and Haste on an artifact. These are mainly for Feldon of the Third Path or Oswald Fiddlebender.
  • Shadowspear: Lifelink and trample is a strong combination for an aggressive deck. As well, this can remove hexproof and indestructible if need be. Shadowspear is great for pushing through damage and stabilizing your life total.
  • Sun Titan: Sun Titan is a classic recursion card. For , Sun Titan is a 6/6 with vigilance, which is a good body offensively and defensively. However, Sun Titan’s claim to fame is based on its ETB trigger and attack trigger. When one of these occurs, Sun Titan returns a target permanent card with CMC or less to the battlefield. This targets a majority of the deck and synergizes with the sacrifice elements of the modular gameplan. Though it can and will reanimate artifacts, Sun Titan recurs lands that were discarded by Mindless Automaton and enchantments, like Hardened Scales/Branching Evolution, that can be hard to protect. Sun Titan is now one of the primary targets for Feldon of the Third Path and makes using Feldon’s ability on any creature less than completely pointless.
  • 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.
  • These are the cards I’m more seriously considering.


  • Inventors' Fair:
  • Overgrown Farmland, Rockfall Vale, and Sundown Pass: I think these are a better option for color fixing than the fastlands. I rather wait until turn three for these lands to come in untapped rather than having three lands that entered tapped for most of the game.
  • Skarrg, the Rage Pits:

  • Artifact Synergy/Tokens

  • Angel of the Ruins: Yes, this can be a beater, but that isn’t the reason why I’m considering it. When Angel enters the battlefield, it can exile up to two artifacts and/or enchantments. That’s strong, which it should be for . What really caught my attention was the Plain cycling for . This means that Angel of the Ruins has utility whether it is in my hand or in the graveyard. If it is in my hand, I can pitch it for . If it is in the graveyard, I can reanimate it. Though there isn’t a high number of Plains in the deck, cycling it once validates Angel.
  • Ao, the Dawn Sky:
  • Breya's Apprentice:
  • Gala Greeters:
  • Hope of Ghirapur:
  • Ingenious Smith:
  • Mycosynth Golem:
  • Palladium Myr:
  • Plague Myr:
  • Old Gnawbone:
  • Oviya Pashiri, Sage Lifecrafter:
  • Tormod's Cryptkeeper:

  • Draw/Utility

  • Blacksmith's Skill:
  • Deflecting Swat:
  • Dragonspark Rector:
  • Forsaken Monument:
  • Maskwood Nexus:
  • Organic Extinction: This would be the only boardwipe I would run.
  • Sarinth Steelseeker:
  • Shatterskull Smashing  :
  • Slobad, Goblin Tinkerer:
  • Wake the Past:
  • Worldly Tutor: More consistency for grabbing the creatures I want to see every game.
  • your text here


    It’s funny because these changes occurred to attempt to support Kodama of the West Tree. Through my adjustments, I ended up cutting Kodama. Why? For the exact reasons I stated before when Kawigama:Neon Dynasty release and I clearly forgot. Thank God for keeping a log. Don’t get it twisted; Kodama is very good. However, the deck already does the things that Kodama offers. It was true before and it is even more true now. Though sometimes it does seem like it, this deck has plenty of forms of ramp. As well, Kodama gets outclassed hard by Meria, Scholar of Antiquity. The additional provide plenty of mana and card draw when Meria gets played. Through playtesting, I always played Meria over Kodama, in general. As for Kodama’s trample, it isn’t needed. All of my creatures don’t need trample. The heavy hitters, like Triplicate Titan, Cityscape Leveler, and all golem with Maul Splicer on the battlefield already have trample. As for any other creature, like Hangarback Walker, that have a tendency to get huge can just use Shadowspear. Kodama just isn’t needed. As for Golem Foundry, there are better golems now so Foundry isn’t needed. Power Depot is in over Hall of Tagsin because the modular is more valuable to me.

    11.29.2022 - More Brother’s War Updates

    Branching Evolution and Hardened Scales will continuously hold the same spot, depending on counter distribution. Without Verdurous Gearhulk, most of the +1/+1 counters are being generated one at a time. With this in mind, I would rather have a counter doubler at than to get started earlier. Blaster, Combat DJ   is in because I learned how to read and saw the shattered art version. Blaster makes all of the artifact creatures into Arcbound Worker and can provide double modular triggers for those that already have the ability. Haywire Mite because it does everything that Nature's Claim did for . However, it is stapled to a body that is recurrable and it exiles. As well, the noncreature cause doesn’t matter because that’s all I was target with Claim anyways. Scrapyard Recombiner is another modular creature and grabs most of the powerhouse cards, like Walking Ballista are constructs. Sun Titan, though it is , is the recursion that I’ve been actually wanting.

    11.13.22: The Brother’s War Update

    Yotian Dissident isn’t an artifact, but it plays the same role as Patchwork Automaton; generate +1/+1 counters. As a matter of fact, Yotian does it much better because it is an enter the battlefield trigger, not a cast trigger. Patchwork Automaton shines in a 1 vs 1 format where it is more profitable to play spot removal over boardwipes. Though the ward 2 is nice, I rather have the overwhelming amount of +1/+1 counters Yotian Dissident provides. Ideally, Treasure Vault is an infinite mana outlet to make infinite treasures. Since I’ve added Treasure Vault, this has happened once. It isn’t that Treasure Vault is bad. It's just replaceable. Now, this deck has Hall of Tagsin, a powerstone producer and outlet . Rootwire Amalgam seems perfect for Ich-T. First, it's a golem that makes a golem for , so it synergizes with a major element of the deck. Second, the size of the golem token depends on Rootwire Amalgam’s power. With all of the +1/+1 counters being created, both Rootwire and the golem token will be huge. Cradle Clearcutter is a golem Marwyn, the Nurturer that scales with its power. Teshar, Ancestor's Apostle was best used to reanimate Dockside Extornist. However, the sacrifice piece was removed so it just became a secondary recursion piece. That’s fine, but cuttable. Cityscape Leveler is Ulamog, the Ceaseless Hunger at home and Stonecoil Serpent is the weakest of the scalable +1/+1 counter creatures. I still think that Minsc & Boo, Timeless Heroes is one the the strongest planeswalkers available. However, there just wasn’t enough reason to keep it over the newer cards, especially with artifacts sets being released. Slagstone Refinery seems like a free reward for cracking and recycling artifacts. With the release of more golems, Metallic Mimic felt cuttable. As well, Yotian Dissident just does it better.

    8.30.2022: Dominaria United Update

    There is only one new addition from this set and it is Merla, Scholar of Antiquity. I think this card is very good, especially Uzra, Lord High Artificer in . I’m brewing Merla Tron at this point, with more cards from the modern prototype. Everyone, I just can’t quit Verdurous Gearhulk. Though Halana and Alena, Partners is great for +1/+1 counter strategies, Verdurous Gearkhulk fills the same role and is more abusable. Mindless Automaton is in over Greater Good. With modular and the multiple ways to shuffle around +1/+1 counters, Mindless Automaton has a greater draw potential than Greater Good. As well, Automaton can drop cards in the graveyard in a more controlled fashion than Greater Good and is an artifact.


    I am trying to wait for the news sets to come out, but Minsc & Boo, Timeless Heroes is too silly not to add immediately. Bootleggers' Stash is significantly better in the Jinnie Fae list so out it goes.


    Beast Within is in place over Dromoka's Command. Besides the +1/+1 counter mode, Beast Within does everything that Dromoka's Command does for instead of . Normally, I prefer lower mana cost but Beast Within is a catch all removal piece. Branching Evolution is in the deck over Hardened Scales because this is EDH and I’m greedy. If I feel like Branching Evolution is too slow, I’ll put Hardened Scales back in. It is the same slot and they play the same role. Stonecoil Serpent replaced Chromatic Sphere because I wanted another cheap artifact creature that used +1/+1 counters. Chromatic Star is better than Chromatic Sphere, anyways. The Great Henge replaces Ancient Stirrings. Eventhough Stirrings is , The Great Henge acts as a mana rock, puts +1/+1 counter for non-token creatures that enter the battlefield, and draws a card. It is the repeatability of Great Henge that is the selling point. I have enough ways to go infinite so I’m cutting the Basalt Monolith and Staff of Domination. Instead, I’m adding Halana and Alena, Partners and Crystalline Crawler.

    4.18.2022 - Streets of New Capenna Update. We Caberetti Tron Now?

    Jetmir's Garden is a tapped land that I don’t mind playing. Due to its typing, it is the perfect fetchable land on turns where I don’t need the mana right away. I’m testing Ornithopter of Paradise over Fellwar Stone. It is slower, but it can become a flying threat over time. This deck actually doesn’t need Sunbaked Canyon or Horizon Canopy. Though it draws a card, it is more hurtful than helpful. This slot can be filled with any land, but I’m choosing to put a Plains in. This is to accommodate for Bootleggers' Stash and cycling Solemn Simulacrum. Speaking of Bootleggers' Stash, Cryptolith Rite is moved out for this busted artifact. Cryptolith Rite is still really good. However, Bootlegger’s Stash is easier to tutor, is cheatable, and produces treasures tokens, which ramps and synergizes with all the artifact shenanigans. Greater Good and Golem Foundry are in because I think it molds with the deck better. Like Patchwork Automaton, Golem Foundry gets counters everytime an artifact is cast. As well, Golem Foundry works well with profilierate. Now with thicker tokens, Greater Good seems like the better draw engine and newly added sacrifice piece. Though i did enjoy making plenty of myr token, at no point do I want to sacrifice 1/1 tokens to Greater Good. Yes, they will most likely have counters on them, but I evaluate based on the baseline. Even so, I would rather have big 3/3s over big 1/1s. As well, I prefer the draw effect of Greater Good over Quicksmith Genius’s rummaging effects.


    The list is tight, but I'm always looking for adjustments. Shout out to Profet93 for spurring these changes because I planned on waiting for the new set to drop, but here we are! I’m willing to test more removal and this update will reflect that. The easiest swap was Swiftfoot Boots from Lightning Greaves due to targeting problems. Second, Nature's Claim is in the deck over Rip Apart because Nature’s Claim is just a good card. Rip Apart is good, due to flexibility, but it isn’t great. Swiftfoot Boots comes back in over Lightning Greaves due to targeting issues. Look, Patchwork Automaton is a busted card. At first, I was very excited for Lizard Blades once I saw it. It has everything this deck would want. However, there is a reason why Modern Hardened Scales and other artifact decks are playing. Automaton grows with artifacts played, but really the selling point is the ward 2. This makes Automaton a sticky threat. Automaton plays into the game plan better than Lizard Blades. Finally, I add Dromoka's Command over Parallel Lives. I can only have so many support enchantments that do nothing immediately once played. Hardened Scales, Parallel Lives, amd Double Season are quite strong, but I don’t think I need all three. Hardened Scales is only and Doubling Season enhances both tokens and counters for one more mana. Meanwhile, DCommand is an interactive piece that can either pump, fight, or remove an enchantment. Through playtesting, I’ve found that I’m not filling the graveyard as quickly as previous iterations. I wasn’t breaking open Goblin Welder and Scrap Trawler as much as I liked. Thus, Quicksmith Genius is in over Soul-Guide Lantern. Lantern is great, but is more of a meta call.


    There is a reason why the Modern Hardened Scales deck is named after Hardened Scales. This card adds explosiveness to the deck for only . It didn’t feel the best, but I cut Daretti, Scrap Savant. Goblin Engineer essentially covers everything that I would want from Daretti. The ultimate is nince, but unlikely. I really want to find room for Patchwork Automaton. Patchwork Automaton is a card I’ve been going back and forth with. However, Patchwork is really strong in this archetype. I do think it works better in Modern Hardened Scales because you can have multiple copies. It is still strong in EDH for similar reasons for why it is strong in Modern. First, it grows when you play an artifact and it has ward . Basically, Patchwork will only die via combat damage or boardwipe. It is doubtful that someone is going to pay extra for a Swords to Plowshare.


    I always take a hard look at my deck lists when a new set comes out. I’ve spent some much time looking for an aggressive drop that works with an artifact deck. I was complating between Patchwork Automaton and Nettlecyst until I realized that my commander Akiri, Line-Slinger is the card that I needed. How disrespectful! I wanted to show Akiri some love, like I did with Ick-Tekik, and added Shadowspear to the deck. Because of how aggressive this deck is, I want more ways to push damage through blockers, especially with Akiri. Because Shadow is only , it is easy to tutor with Urza's Saga or Fiddlebender. It kinda hurts to remove Hour of Promise, because it is one of the ways to cheat Tron into play. However, I find looping Expedition Map is more consistent. Throne of Geth is another aggressive piece to this artifact aggro deck. Throne of Geth can sacrifice an artifact to pump all the creatures with +1/+1 counters and the planeswalkers. Throne is great because it can sacrifice itself. Because of that, Throne is a powerful target for cards like Goblin Welder to get more activations. There is a reason why most Hardened Scales Modern Decks play this card. I’m not sure about this, but I think that Ingenious Smith is the cut. I think this card is great, but it seems to be the weakest in my slot. It is the least likely target for Teshar loops, I’m not using my Feldar activation for it, and Ichor Wellspring is the best/most target draw card in this slot. I might add Smith back in, but the aggression of Throne is too good to pass up.


    My word! Kamigawa: Neon Dynasty was certainly a pleasant surprise. I expected Ninjustu, Samurai, and spirits in this set. However, I did not think that this set was going to be so artifact heavy, let alone create a defining playstyle of “Modify.” Speaking of “Modify”, most of these new cards work perfectly with this deck because of the +1/+1 counter theme. Because of the card quality of this set, I’m going to list some of the standout cards at first glance below.

  • Ao, the Dawn Sky: I like everything that Ao is doing. Ao is a 5/4 with vigilance on a flying body. When Ao dies, it can either replace itself with worth of nonland permanents or pump the team. However, Ao has the similar problem that I had with Goldspan Dragon. This deck doesn’t support creatures that aren’t the following:
    • Artifact Creature
      or less
      Enter the Battlefield Trigger
  • In order for Ao to be used at its fullest, it needs to be sacrificed. My deck can’t do that. The only way I can truly use Ao is by getting it into the graveyard and reanimating it with Feldon then sacrificing the token. This is too many hoops to jump through. Sad story because I think Ao is great for aggressive decks as a mid to top end card.
  • Kodama of the West Tree: This is a great support card for any modified deck, or in this case, +1/+1 counter deck. During the early game, Kodama functions as a ramp piece, putting a basic land into play tapped when a modified creature does combat damage to a player. At this point, the deck only has five basic lands, but this may be enough to justify this addition. If not, I’ll adjust the deck and add two or three more basic lands. However, ramping a maximum of five lands is still very strong. During the late game, Kodama provides trample to all modified creatures. Trample is a great keyword for pushing through damage in an aggressive build, especially when Ich-Tekik gets swole. As of this for , making Kodama an early play and recurrable by Tehsar. However, the question remains; do I want the ramp? I find that Cryptolith Rite and Krark-Clan Ironworks are great for fixing mana. Do I want the trample? Honestly, I don't know because of Maul Splicer. Maul Splicer makes 6 power worth of artifact creatures and gives trample to all of my golems. I find that most of my threats are golems so Maul Splicer is a great utility piece for them. So, do I need another trample enabler? This list is tight as it is already. Do I really need this card?. For me, the answer is maybe at this point.
  • Cloudsteel Kirin: I think I’m like one of three people that look at this card and is excited for everything else except the Platinum Angel effect. Yes, the effect is cool. However, equip cost is too much and is an easy way to get blown out. On the other hand, Cloudsteel Kirin is a 3/2 evasive body and is an artifact.
  • Iron Apprentice: As I reviewed the deck during Kawigama’s spoiler season, I realized that I might want another cheap modular creature. Then, I came across Iron Apprentice. This card is similar to Arcbound Worker but I think this card appealed to me more because it can transfer counters to any creature, not just artifact creatures. This way, I can pump up Akiri and double pump Ich-Tekik on the fly. Also, I prefer the art on Iron Apprentice. Arcbound Worker works better with Zabaz, the Glimmerwasp though. For me, these two cards are interchangeable.
  • Experimental Synthesizer: Over the years, has been getting this aggressive form of card advantage that has to be used immediately. This bauble is no different. I enjoy that it triggers when it enters and leaves the battlefield. The samurai token is ok, but I would probably never crack this with its ability.
  • Lion Sash: Lion Sash is artifact Scavenging Ooze. As well, it can reconfigure onto a creature a give +1/+1 equal to the amount of counters on Lion Sash. All this is great, but Soul-Guide Lantern is prefer as it hits all opponents graveyards at once.
  • Invigorating Hot Spring: Modified creatures gain haste and this card grants a +1/+1 counter each turn.
  • Rabbit Battery: I think this card is great. It is an early artifact creature then, as the game goes on, it becomes a haste enabler for . However, I think Lightning Greaves is better because of the increased protection of shroud.
  • Patchwork Automaton: This is a construct with Ward that gains a +1/+1 counter everytime you cast an artifact. This could be a solid addition to the deck.
  • Towashi Guide-Bot: Once again, this is a construct with an ETB trigger that places a +1/+1 counter on a creature. That’s nice, but we are here for the second ability. TGuide-Bot can be tapped for to draw a card. However, this ability becomes cheaper with every modified creature you control. Basically, this will be tap to draw a card for free within this deck.
  • Circuit Mender: Just a better Filigree Familiar because of the additional toughness and the “leave the battlefield” effect.
  • However, the following cards will be added to the deck immediately:

  • Lizard Blades: For symbolr, Lizard Blades is a 1/1 artifact creature with double strike. Most decks don’t want a Fencing Ace, especially in EDH. However, Lizard Blades can become a massive threat with the many ways of distributing +1/+1 counters. LB is an artifact which makes it easy to tutor and recur. Finally, LB can reconfigure onto another creature bestowing double strike for a low cost. This aggressive card was an immediate addition to this deck.
  • Boseiju, Who Endures: This is an uncounterable artifact, enchantment, and nonbasic land removal for ….on a land. Boseiju, at its worst, is a fancy forest. This is a new staple for EDH.
  • Now, what was cut? Eldrazi Displacer is a great combo piece. It may have more applications for other players, but I only used Displacer if I was comboing. Yes, Displacer can flicker Blade Splicer for more golems, Goblin Engineer can tutor again, and etc. However, Feldon of the Third Path basically does the same thing and I am way more likely to search and/or have Feldon on the battlefield. Also, the Oswald Chain is my preferred method to go infinite anyways and there is no need for multiple infinite combos. Next Nature's Claim is out for Boseiju, Who Endures. I was deciding between this and Rip Apart for what was cut. I decided to keep Rip Apart because it functions as creature removal as well. Gavony Township is selected over the extra Forest because a utility land that puts +1/+1 counters on all of my creatures sounds great. There are plenty of times where I have extra mana and this is a great mana sink.


    With this deck, I am constantly trying to balance between going wide and going tall. At this point, I am favoring going tall while having the go wide as a supplemental game plan. I also decided to move away from Academy Manufactor. I think that Jund supports treasure much better than Naya. Though the stax element of Karn is good, I rather just knock out my opponents rather than stall.


    Inkmoth Nexus is in because it is a fetchable artifact flier with infect. Blast Zone underperformed most of the time.


    I’ve wanted to add Ingenious Smith since it was spoiled in the Dungeons and Dragons set. It has a ETB card draw and grows when artifacts enter the battlefield, all for . Elemental Bond does work for this deck, with a guarantee draw off of golem tokens. However, I’ve noticed my creatures enter small then grow, thus missing the trigger from Elemental Bond. Ok, let’s talk about Goldspan Dragon. I’m not cutting Goldspan because it is bad. On the contrary, it is a great card, thus why it is $40 to $50 currently. Goldspan is a that refunds two mana after it attacks. I look at Goldspan as a symbol5 ramp card. It is also a good option to reanimate with Feldon of the Third Path. However besides Hour of Promise, I’ve come to the conclusion that I don’t want an expensive ramp spell. Honestly, Hour of Promise only has a spot because I have a pretty good land package. On the other hand, I’ve been mentally reviewing the games I’ve played with his shell in all of it’s variations. There are two cards that completely busted open this Naya shell: Cryptolith Rite and Xenagos, the Reveler. Because the deck is going wide (again), Cryptolith Rite seems like a must for an early ramp plan.. Speaking on expensive ramp that doesn’t get Tron Lands, Ugin, the Ineffable. The cost reduction and removal is nice, but is rough. Instead of cost reduction, I want The Ozolith because it is wild in this shell. Osgir, the Reconstructor has been on and off the cutting board for the last month or so. Here’s the thing in my mind. If Osgir isn’t the commander, he is essential like a Panharmonicon. Panharmonicon is great sometimes, but is a win more card with less investment than Osgir. Osgir can be crazy, but I find myself wanting more consistency for the +1/+1 game plan. Arcbound Ravager does this much better. It is a free sacrifice outlet for , an artifact creature, and easy to tutor.


    Search for Glory is slow and became worse as I removed 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.


    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 Update

    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 hasty 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 Update