Build a Powerful Artifacts Deck with Mm'menon, the Right Hand

by
Jesse Barker Plotkin
Jesse Barker Plotkin
Build a Powerful Artifacts Deck with Mm'menon, the Right Hand

Mm'menon, the Right HandMm'menon, the Right Hand | Art by Dominik Mayer

One of the cards I'm most excited about in Edge of Eternities is Mm'menon, the Right HandMm'menon, the Right Hand. There's so much going on here, from the crazy powerful abilities to the name that looks like a typo to the fact that this character is a "Right Hand" despite being a Jellyfish that doesn't have hands.

But most of all, this card makes me want to build an all-in artifacts deck and cast a ton of spells in one go.

Mm'menon, the Right Hand

What Does Mm'menon, the Right Hand Do?

Mm'menon's first ability lets us cast artifacts from the top of our library, calling to mind Mystic ForgeMystic Forge. Mystic Forge is in almost 200,000 decks on EDHREC and acts as the centerpiece of a Legacy combo deck, so this ability is nothing to scoff at.

Mystic Forge

But the second ability may be even more powerful. It turns each of our artifacts into a mana rock, letting them tap for mana that we can only spend on spells from places other than our hand. It's worth noting that this mana is restricted to spells, so unlike with PowerstonePowerstones, Mm'menon doesn't turbo-charge activated abilities. But this is still a ridiculous mana engine, letting us chain artifacts off of our library, each one paying towards the next.

Before building the deck, however, we have to recognize that this card wants to lead a high-powered deck, and that we should lean into that rather than trying to make something more balanced.

Mm'menon's abilities push us towards a Storm-style strategy where we try to cast as much of our deck as possible in one huge turn. Just look at Urza, Lord High ArtificerUrza, Lord High Artificer, a card that shares a lot of DNA with this Jellyfish: both let our artifacts make mana, and both let us use that mana to get repeatable card advantage.

Urza, Lord High Artificer

Urza is a Game Changer, a notorious kill-on-sight threat, and even a respectable cEDH commander. So let's not just try to play around with Mm'menon; let's try to break it.

Key Cards for Mm'menon, the Right HandMm'menon, the Right Hand

Mm'menon rewards us for filling our deck with cheap artifacts that we can cast off the top of our library. Any noncreature artifact that costs one mana can instantly tap to rebate its mana for the next spell we cast, and anything that costs zero will net us a mana.

Some of the best artifacts in the format cost zero mana, and we're going to play as many of them as we can. "Fixed" moxen like Mox OpalMox Opal, Chrome MoxChrome Mox, and Mox DiamondMox Diamond are all incredible here as ways to either get our commander out early or to accumulate mana once we have our chain going.

Mox Opal
Chrome Mox
Lion's Eye Diamond

Another Game Changer, Lion's Eye DiamondLion's Eye Diamond works incredibly well in this deck. It doesn't need to tap to use its ability, meaning we can tap it for a blue before sacrificing it, and it's great at giving us a burst of mana to cast spells from the top of our deck.

These are the very best zero-cost artifacts, but we want redundancy, so we're going to dip further into the well.

Everflowing ChaliceEverflowing Chalice and Astral CornucopiaAstral Cornucopia act as zeroes on our Storm turn or mana rocks to get us to that turn. Mishra's BaubleMishra's Bauble, Urza's BaubleUrza's Bauble, and their forgotten cousin Lodestone BaubleLodestone Bauble let us cantrip if we're patient. Jeweled AmuletJeweled Amulet can store mana for later, and Tormod's CryptTormod's Crypt and Welding JarWelding Jar are worth it for their niche upsides.

Everflowing Chalice
Jeweled Amulet
Mishra's Bauble

Next, we'll need ways to make sure the top card of our library is always an artifact. This deck is running almost sixty artifacts, but that still means we'll only average one or two hits before we have to stop, unless we intervene.

Artificer's AssistantArtificer's Assistant is a slam dunk in this deck, letting us manipulate the top of our deck whenever we cast an artifact, making it one of the few nonartifact spells we're playing. Grinding StationGrinding Station is also one of our best cards, as it can mill away any bad top-decks whenever we get a new artifact into play. It's also an artifact itself, meaning if we want to keep our top card we can tap it for mana.

Sensei's Divining TopSensei's Divining Top is a classic, letting us re-order the top of our deck or put itself there, where we can cast it again. If we get it to cost zero with Etherium SculptorEtherium Sculptor or Foundry InspectorFoundry Inspector, or if we can make mana whenever we cast it with Glaring FleshrakerGlaring Fleshraker, we can draw our whole deck by repeatedly casting it off the top of our library.

Artificer's Assistant
Grinding Station
Sensei's Divining Top
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The next set of cards is less powerful than our best top-deck manipulators, but still pulls its weight while allowing us to dip into a spicy backup plan.

Codex ShredderCodex Shredder, Pyxis of PandemoniumPyxis of Pandemonium, and Ghoulcaller's BellGhoulcaller's Bell all tap to get rid of the top of our deck, which helps us keep storming off on our big turns. But Modern enthusiasts might recognize these cards from elsewhere. A longtime fringe Modern deck called Lantern Control uses these artifacts alongside Lantern of InsightLantern of Insight to try and stop opponents from ever drawing relevant cards, making it one of the most lateral strategies to ever compete in any format.

We can add Lantern of InsightLantern of Insight (which itself can shuffle our deck in a pinch) to this deck at a pretty low cost of inclusion. We already want to play as many cheap artifacts as we can, and these have powerful synergies already. If our commander gets removed or our turn fizzles, we can play defense by controlling our opponents' draw steps.

Codex Shredder
Pyxis of Pandemonium
Lantern of Insight

Some other cards can keep our chain going without tapping, letting us use them for mana as well as selection.

Witching WellWitching Well and Candy TrailCandy Trail look janky, but keeping our engine humming smoothly, looking two cards deep before tapping to repay their mana investment. Ransom NoteRansom Note and Sentinel TotemSentinel Totem only look one card deep, but they have additional utility, and that's good enough for us.

Witching Well
Candy Trail
Sentinel Totem

Finally, we'll want to include some redundancy in case our commander gets removed. Mystic ForgeMystic Forge and Crystal Skull, Isu SpyglassCrystal Skull, Isu Spyglass give us almost the exact same ability to cast artifacts from the top of our deck, and Urza, Lord High ArtificerUrza, Lord High Artificer gives us an even better version of Mm'menon, the Right HandMm'menon, the Right Hand's mana ability.

Throw in some tutors like FabricateFabricate, Whir of InventionWhir of Invention, and Inventors' FairInventors' Fair, and this deck can find the pieces it needs almost every game, and often multiple times in a game.

Mystic Forge
Crystal Skull, Isu Spyglass
Urza, Lord High Artificer

Winning the Game with Mm'menon, the Right HandMm'menon, the Right Hand

This deck tries to see as many cards as possible as quickly as possible, and we're trying to win as efficiently as possible, so we're going to play several synergistic infinite combos to maximize the chances we can find a win while we're flipping through our deck.

The aforementioned Sensei's Divining TopSensei's Divining Top plus a cost reducera cost reducer is one of our best because both cards already play perfectly in this deck.

We're also playing a couple of combos centered around Forensic GadgeteerForensic Gadgeteer. The Gadgeteer is great in this deck, giving us a Clue that can tap for mana and draw dead cards off our deck whenever we cast an artifact. It also makes infinite mana with Basalt MonolithBasalt Monolith by reducing the cost of the untap ability. If we draw it alongside Pili-PalaPili-Pala and Paradise MantleParadise Mantle (or Urza, Lord High ArtificerUrza, Lord High Artificer), that's also infinite mana.

Forensic Gadgeteer
Pili-Pala
Basalt Monolith
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Because we're relying on the top of our deck and we have tons of ways to look at it, Thought LashThought Lash becomes an almost-unbeatable tool on its own, letting us speedrun through our deck and cast only the very best cards. But it also just wins the game alongside Thassa's OracleThassa's Oracle, which it can dig to as long as we can see our top card. This makes it nearly a one-card win condition, which is super valuable in a deck that can see so many cards.

Thought Lash
Thassa's Oracle

Thassa's OracleThassa's Oracle is our best way to close out most of our combos, but Aetherflux ReservoirAetherflux Reservoir also makes the cut. If we find it early enough on our Storm turn, it can win the game without us ever needing to find an infinite, but it also serves as an outlet for infinite Storm count. In this deck Glaring FleshrakerGlaring Fleshraker plays out similarly, dealing infinite damage if we can loop spells, but also powers up our Storm turn by netting us mana for each spell.

Aetherflux Reservoir
Glaring Fleshraker

Mm'menon, the Right Hand Commander Deck List


Mm'menon Lantern Storm

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Commander (1)

Artifacts (53)

Planeswalkers (1)

Creatures (10)

Enchantments (2)

Instants (2)

Sorceries (1)

Lands (30)

Mm'menon, the Right Hand

This deck is thrilling, tricky, and bananas powerful. The fact that we have to chain together a ton of cards from the top of our deck gives the strategy its anticipation and variance, but we have the tools to manipulate that variance heavily in our favor.

This deck asks us to make a ton of decisions: whether to tap Codex ShredderCodex Shredder for mana or mill away a card in hopes of finding a better one; whether to try to keep going this turn or save up for later. And every tutor has so many options with all of our overlapping win conditions.

Our best cards are Sensei's Divining TopSensei's Divining Top, Grinding StationGrinding Station, Forensic GadgeteerForensic Gadgeteer, Thought LashThought Lash, and Glaring FleshrakerGlaring Fleshraker. Try not to keep hands that don't have a way of finding one of these cards. We can technically storm off without them, but that takes a whole lot more luck, and these cards make it so much easier to generate mana and consistently hit our next card.

If you enjoy finding loops, making tons of little decisions, and storming off, then Mm'menon, the Right Hand is the new commander for you!

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