I Am Once Again Asking for More Artifacts

Led by Akiri, Line-Slinger and Malcolm, Keen-Eyed Navigator, this deck is all about amassing artifacts, generating absurd value, and overwhelming opponents in combat. Whether it's treasure tokens, equipment, or just good old-fashioned mana rocks, every artifact on the battlefield fuels Akiri's power while Malcolm helps keep the treasure train rolling.

With a sky-high artifact count, this deck turns small advantages into massive swings, making every creature hit harder and every turn more explosive. Opponents will struggle to keep up as you sling metal, stack value, and smash face.

So buckle up, set sail, and remember: I am once again asking for more artifacts!

This deck is a solid 6.5 on my power scale. To be stronger, it needs more good interaction, but I like where it is right now. In the bracket system, it's a 3—I would say on the high end of a 3. Last time, they asked me to switch decks because they thought this one was high power and wanted something less powerful. So I think my 6.5 rating gives a better reflection of the deck than the bracket system.

How i rate my decks:

  • Jank (1): a slow, awkward, or unreliable deck, a deck where all creatures have hats on.
  • Casual (2-3): a deck not intended for sanctioned tournament use, commanderprecons.
  • Focussed (4-5): a fun deck for Friday night magic, your upgraded precon, deck with theme, budget.
  • Optimised (6-7): a good deck for Friday night magic, good synergy, you have a way to win, good interaction, good manabase.
  • High power (8-9): A very powerfull deck, you can win fast, you have almost all the good cards, no budget, your missing some cards to make it competitive, you can stop others from winning, powerfull synergy, almost perfect manabase.
  • Competetive (10): A deck to win as fast as possible and preventing other from winning, you play the best commanders, you have all the best cards for your deck, your still testing and researching to make your deck better then competitive (11)

Disclaimer: I don't like the bracket system of Wizards of the Coast, so I keep using mine because it gives a better idea of my deck's power. In my opinion, one or two cards cannot change the power level. You need a good pilot, a commander with potential, a strong card synergy, and a lot of testing. But more important is to communicate with your playgroup or the community at your local game store.

The commanders of my deck are Akiri, Line-Slinger and Malcolm, Keen-Eyed Navigator. Akiri becomes stronger based on the number of artifacts I control, so my strategy revolves around generating a large number of artifacts and playing creatures that scale with them. Malcolm helps by creating artifacts, making it easier to build up my board.

The combination of producing many artifacts and leveraging their payoffs creates a powerful offensive strategy to take down opponents. However, if the aggressive approach doesn’t work, the deck also has a combo option. Sensei’s Divining Top, Mystic Forge, and Enthusiastic Mechanaut allow for effectively drawing as many cards as needed. This should either lead to a game-winning play or provide answers to any problems on the board.

No Thassa’s Oracle win—it's a bit too boring for me and better suited for cEDH.

These are the players I sit with most often at the table and the "typical" decks they play.

Player 1: Is a master of artifacts. He always builds decks revolving around artifacts, such as Saheeli and Breya. He also has a discard/sacrifice deck led by Tergrid, but he doesn't bring it out very often. His decks are well-built, and I definitely shouldn't underestimate him.

Player 2: This player has extensive knowledge of the game (ex-judge) and can pilot any deck well. He builds a lot of decks (with proxies) and always surprises us with something new. He sometimes netdecks, so there's no specific playstyle, although sacrifice strategies frequently appear.

Player 3: All of his decks are tribal. He has a Merfolk, Vampire, Spiders, and Faeries deck. He always ensures enough control in his decks to avoid board wipes.

Player 4: He has a big budget, so he has access to many cards. He's not great at building or piloting decks, but he loves janky plays, kingsmaking, politics, trashtalk, and jokes during the game. I need to stay focused and prevent alliances from forming with him at the table. He has a large variety of decks: you'll often see tribal, jank, unique, and land-based decks.

Player 5: He's very good at building underdog decks. He often flies under the radar and wins out of nowhere with a combo or by stealing the win from someone who's put in a lot of effort. He enjoys playing with weenies, combos, and the graveyard.

Player 6: He plays on an extreme budget but can pilot a deck very well. He uses cheap and bizarre cards (you can't replicate his style) and always manages to snag a win. He enjoys playing luck-based decks, -1/-1 counters, enchantments, aggro, dragons, etc.

Players 7 and 8: Are new players who are currently using precons from Bloomburrow (Animated Army).

Player 9: He enjoys control and playing in the background. Oloro, Sen Triplets, and Grand Arbiter are decks he enjoys playing. In 1v1 or Two-Headed Giant, he often pulls out his cat deck, which is very strong. He also enjoys experimenting with the color black.

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Comments

Love the name!

April 6, 2025 8:04 p.m.

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Created with Highcharts 9.3.3Card costs (outer) Land mana (inner)
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Created with Highcharts 9.3.3Converted mana costMana-curve4.5%4.5%4.5%4.5%1.5%1.5%1.5%1.5%10.4%10.4%6.0%6.0%1.5%1.5%1.5%1.5%1.5%1.5%1.5%1.5%1.5%1.5%7.5%7.5%1.5%1.5%4.5%4.5%1.5%1.5%4.5%4.5%1.5%1.5%7.5%7.5%1.5%1.5%3.0%3.0%3.0%3.0%10.4%10.4%7.5%7.5%1.5%1.5%3.0%3.0%3.0%3.0%3.0%3.0%012345678905101520

99% Casual

Competitive