PART 1 EARLY GAME

This deck aims to board control the earlygame with the ability of Armix, Filigree Thrasher which is the reason why we generally want to play him first so that he can attack early and start killing the minions of our opponents. Our second commander Toggo, Goblin Weaponsmith helps to support this idea with his rock landfall ability quiet well so that armix's debuff grows very fast. besides the usual edh ramp the early game has two very important goals :

Goal #1 is as already stated to grow the ability of Armix, Filigree Thrasher as fast as possible. to achieve this goal I included as many cheap artifacts that cycle as i could. ( Urza's Bauble , Mishra's Bauble , Arcum's Astrolabe , Chromatic Sphere , Chromatic Star , Terrarion , Wayfarer's Bauble that also synergises with Toggo, Conjurer's Bauble , Sensei's Divining Top , Nihil Spellbomb and Panic Spellbomb which also helps wih goal #2 : Help Armix, Filigree Thrasher survive the attack ! To This category I count Dolmen Gate , Welding Jar , Slobad, Goblin Tinkerer and Maze of Ith

PART 2 ROCK SYNERGIES

the next focus of the deck is to convert those useless rocks that are piling up on your side of the battlefield into value. Reprocess and God-Eternal Bontu transform them into cards, Krark-Clan Ironworks and Blinkmoth Urn make them into mana and Kuldotha Forgemaster sacs them to straight up go for your win cons. Saheeli's Directive is also awesome because it floods your board with even more artifacts.

PART 3 DARETTI EFFECTS

I really like the red theme of cheating big artifacts into play by sacing crappy ones and this deck is just perfect for it ! Not only does Toggo, Goblin Weaponsmith provide the crappy artifacts but Armix, Filigree Thrasher lets you discard the good ones. The whole package of Goblin Welder , Goblin Engineer , Scrap Mastery (which also provides much needed resilience against Vandalblast !) and Daretti, Scrap Savant is an easy auto include. Plus many of the cheap cycle Artifacts even let you draw a card when you sac them. More sweet Value !

PART 3.b THE'SINCE I PLAY DARETTI I CAN ALSO PLAY' PACKAGE

Yeah not much to say here. Duplicant is awesome removal and for the Timmy in me there is Metalwork Colossus and Phyrexian Triniform which is also like Myr Battlesphere an army in a can and that's always great.

PART 4 CUTE CARDS AND GRINDY STUFF

In this category of cards I count everything that helps getting some kind of advantage which usually isn't directly game winning but tends to accumulate reliable value that gets you there. At first we have the classic 'draw two cards a turn effects' with Tome of Legends and Idol of Oblivion . Trading Post can also do that but it deserves a to be named on its own because its awesome and this deck synergises very well with it. one of my favorite sweet synergies is Squee, Goblin Nabob with the discard of Armix, Filigree Thrasher and I am very happy that I have found a place for the little guy. He didn't deserve to be in my folder. Another favorite card of mine is Mimic Vat there is simply nothing better in magic than using the threads of your opponents against them. I am also experimenting with Lithoform Engine in this Deck since I really like the card.

PART 5 WINNING

In the Late Game this Deck tries to dig as deep as it can to find its win con.The synergie of Alhammarret's Archive and the cycle artifacts has to be mentioned here but Bolas's Citadel is definetly the best at getting deep fast. The Citadel is definetly a contender for the single best card in this deck because it also is a combo piece.

Bolas's Citadel + Sensei's Divining Top is a DIY Yawgmoth's Bargain

but Mystic Forge + Sensei's Divining Top + one of the cost reduction cards like Helm of Awakening is an even better combo because it allows you to draw the whole deck immediatly.

PART 6 THE OTK

One key moment of building this Deck was when I discovered Salvaging Station . I actually didn't know the card and I immediatly wanted to build around it. This card is the main reason why this deck plays so many cheap Artifacts and even though it is propably not the strongest card in the deck it is certainly the card that everything else has crystallized around. To honor this it is only fitting to let the deck win through it.

The combo needs four cards in total : Salvaging Station + Krark-Clan Ironworks + Flayer Husk to make endless mana and finally Walking Ballista to win.

What you do is sacrifice Flayer Husk to Krark-Clan Ironworks now the Germ Token is 0/0 and dies through state based actions which in turn causes Salvaging Station to untap. Now you can bring back Flayer Husk so that you arrive at the previous board state but with 2 colorless mana in the pool. Rinse and repeat and you have infinite mana which you can use to cast a very huge Walking Ballista to kill your opponents.

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90% Casual

Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

4 - 0 Mythic Rares

31 - 0 Rares

18 - 0 Uncommons

20 - 0 Commons

Cards 100
Avg. CMC 2.95
Tokens Copy Clone, Eldrazi 10/10 C, Emblem Daretti, Scrap Savant, Goat 0/1 W, Myr 1/1 C, Phyrexian Germ 0/0 B, Phyrexian Golem 3/3 C, Rock, Spirit 2/2 C
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