(Iron Man, Titan of InnovationIron Man, Titan of Innovation | Art by Justyna Dura)
Artifacts, Assemble!
Welcome to Too-Specific Top 10, where if there isn’t a category to rank our pet card at the top of, we’ll just make one up! (Did you know that The Enigma JewelThe Enigma Jewel is the only one-mana colored artifact that has multiple two-card combos?)
Well, Marvel is in Magic: The Gathering now, and I have opinions about it. Instead of going into those, however, how about we take a look at the most broken of the new superhero commanders?
That's right, I'm talking about Iron Man, Titan of InnovationIron Man, Titan of Innovation. Sure, the greater consensus is that Storm, Force of NatureStorm, Force of Nature is the better card, but that consensus is wrong. Why? Because she doesn't have haste, and I say so.
So, why Iron ManIron Man? Put simply, because he's easy to cast, especially with a ton or artifact ramp, and immediately goes and looks for combo pieces. The only question is, which combo pieces?
Top 10 Artifact Combos Searchable By Iron Man
There is a rather well-known artifact combo that comes to mind.
Here's the issue, though: While Rings of Monolith (or any of the other 30 Basalt MonolithBasalt Monolith combos) gets you infinite mana, that... doesn't win you the game.
Now, don't get me wrong, infinite colorless mana is a good place to be. It will probably work you toward winning a game, rather aggressively. But if we're playing a commander like Iron Man, Titan of InnovationIron Man, Titan of Innovation that's going to make us a target before the game even starts, I don't think that's good enough.
Iron Man, Titan of InnovationIron Man, Titan of Innovation doesn't have a mana sink attached to him, so you need something to do with that mana, which means another turn of trying to keep him alive to look for Staff of DominationStaff of Domination, which is yet another two-mana artifact you'll have to have to sacrifice, and suddenly it's a whole thing. So instead, why don't we just try and find us two or three cards that actually can win us the game?
Sounds good. Only, what does "win the game" mean, exactly?
Well, there's the most common way to win: By reducing everyone else's life totals to zero. In the realm of combos, this often means infinite damage or infinite life loss, and there are definitely some of those to choose from in Izzet.
Most common doesn't necessarily mean best, however, as those familiar with Competitive EDH will know. Most of the combos there don't actually do infinite damage, they instead do something that's arguably better: Infinite card draw or infinite mill.
Assembling a situation where you can win the game with your entire deck in your hand, or even your entire deck in your graveyard, is usually fairly trivial. There are enough mana-positive rocks that you can use to play a game-winning card like Thassa's OracleThassa's Oracle or GrapeshotGrapeshot that winning is easy.
As for folks trying to stop you, how are they going to when you have an entire deck's worth of interaction at hand? In other words, it's possible that drawing or milling your entire deck is actually better than outright winning via damage, combat or otherwise.
Still, we shouldn't be picky. Any kind of winning the game will do.
Criteria: Two or three card combos within the Izzet color identity that entirely involve artifacts, all components cost more than zero mana, and either win the game, make infinite tokens, or put an entire library into either a hand or a graveyard. As is tradition, all results are ordered by EDHREC score.
10. Cybermen SquadronCybermen Squadron & Blightsteel ColossusBlightsteel Colossus
(2,961 Inclusions)
We start off with a pricey one in Cybermen SquadronCybermen Squadron and Blightsteel ColossusBlightsteel Colossus. In fact, it's too expensive. Not every Iron ManIron Man deck is going to be built to go to the max, but this one probably shouldn't have even made it past our censors, as there is not an 11 mana noncreature artifact that exists in the game.
This means that while you can search up Cybermen SquadronCybermen Squadron with any number of cards, you're going to have to go find Blightsteel ColossusBlightsteel Colossus the hard way. Which is a fact that, I have to admit, brings me joy. Iron Man is going to see some play in the 99 of decks, too, and I for one am glad that doesn't mean that I'm going to be seeing more Blightsteels.
9. Academy ManufactorAcademy Manufactor, Krark-Clan IronworksKrark-Clan Ironworks, & Nuka-Cola Vending MachineNuka-Cola Vending Machine
(3,285 Inclusions)
Put Food in your SmelterSmelter, making your Vending MachineVending Machine make a Treasure, which makes your RobotRobot make a Clue and a Food, which you can put in your Smelter... Voila, suddenly you have infinite Clue tokens and infinite colorless mana with which to draw your entire deck!
As much as I love this delight of a combo, and while I don't think it's impossible that we'll leave this list having figured out that our best option is a three-card combo, I don't think it will be this three-card combo. While it would be right at home in a deck entirely devoted to Clues, Food, and/or Treasure, none of these cards except Krark-Clan IronworksKrark-Clan Ironworks really do much for Iron ManIron Man.
I can hear folks saying that Academy ManufactorAcademy Manufactor makes Clues and Foods when Iron ManIron Man swings in and creates a Treasure, but that isn't really enough. We want to be slamming down Iron ManIron Man and immediately searching up half a combo, not grinding out a long game where we win through superior life total and card advantage.
8. Myr WelderMyr Welder, Staff of DominationStaff of Domination, and a Two-Mana or More Mana Rock (Basalt MonolithBasalt Monolith, Chromatic OrreryChromatic Orrery, Coveted JewelCoveted Jewel, Dreamstone HedronDreamstone Hedron, Firemind VesselFiremind Vessel, Gilded LotusGilded Lotus, Grim MonolithGrim Monolith, Hedron ArchiveHedron Archive, Ichor ElixirIchor Elixir, Khalni GemKhalni Gem, Mana VaultMana Vault, MetalworkerMetalworker, Palladium MyrPalladium Myr, Sisay's RingSisay's Ring, Sol RingSol Ring, Sol TalismanSol Talisman, The Mightstone and WeakstoneThe Mightstone and Weakstone, Thran DynamoThran Dynamo, Ur-Golem's EyeUr-Golem's Eye, or Worn PowerstoneWorn Powerstone)
(3,374 Inclusions)
I love me some three-card combos that include a card we can and probably already do play multiples of, and Myr WelderMyr Welder, Staff of DominationStaff of Domination, and Sol RingSol Ring is precisely that! Even better, we can sacrifice non-Myr WelderMyr Welder portions of the combo early on to grab other things, and they're right there in the graveyard where Myr WelderMyr Welder needs them!
That might not sound like much, as the only two-mana rock that you can both use in the combo and grab Myr WelderMyr Welder with is Grim MonolithGrim Monolith, but that's where the more expensive rocks come in. Of the massive list of rocks that can tap for two or more mana above, seven of them cost four mana, and are therefore fetchable via Staff of DominationStaff of Domination.
That huge feather in the cap considered, however, I think this might still be too slow. Playing down a Grim MonolithGrim Monolith early to play down Iron ManIron Man to swing in and sacrifice the Monolith for Myr WelderMyr Welder would be all well and good, but even if we'd managed to already snag Staff of DominationStaff of Domination, we'd still have to wait a turn and hope to untap with Myr WelderMyr Welder to be able to start the nonsense.
To put it mildly, the chances that we're untapping with either a Myr WelderMyr Welder that's about to win or with Iron ManIron Man after a turn where we searched for half a combo are not good. I think we can find something a bit faster, and maybe even a bit more dependable.
7. Nim DeathmantleNim Deathmantle, Wurmcoil EngineWurmcoil Engine, & Either Ashnod's AltarAshnod's Altar or Krark-Clan IronworksKrark-Clan Ironworks
(4,157 Inclusions)
There's actually 58 different versions of this combo with Ashnod's AltarAshnod's Altar, 18 of which can still utilize Krark-Clan IronworksKrark-Clan Ironworks as well. While that's pretty dang diverse, none of the other options exactly blow me away:
Top 10 Artifacts That Combo with Nim Deathmantle
- Wurmcoil EngineWurmcoil Engine
- Myr BattlesphereMyr Battlesphere
- CathodionCathodion
- Phyrexian TriniformPhyrexian Triniform
- Triplicate TitanTriplicate Titan
- Genesis ChamberGenesis Chamber
- Breya's ApprenticeBreya's Apprentice
- WorkhorseWorkhorse
- Threefold ThunderhulkThreefold Thunderhulk
- Su-ChiSu-Chi
Of these most-played options, there are several that I would consider over Wurmcoil EngineWurmcoil Engine, simply because they were cheaper. Genesis ChamberGenesis Chamber being the cheapest might give it a nose up in some people's opinions, but I actually think my leading candidate here would be Breya's ApprenticeBreya's Apprentice, because it's the card that the artifact deck would like to be playing anyhow.
So, having reworked our combo away from a six-mana card that the deck doesn't actually want to play, is this combo worth it? Well, no. Breya's ApprenticeBreya's Apprentice being cheaper and a card I'd want to play anyhow goes a long way, as would substituting Krark-Clan IronworksKrark-Clan Ironworks over Ashnod's AltarAshnod's Altar for the same reason.
The thing I don't like about this combo, however, remains the card that makes it all work: Nim DeathmantleNim Deathmantle. Getting it into play for free off of a Sol RingSol Ring or a Voltaic KeyVoltaic Key is all well and good, but then I have to pay four on top of that to make it all work? Sure, it's got the upside of possibly protecting Iron ManIron Man, but when was the last time you had four mana just sitting around on a whim? Cause for me, it's been awhile.
6. Painter's ServantPainter's Servant & GrindstoneGrindstone
(5,395 Inclusions)
At first glance at the entirety of this list, I was surprised to find that this was my favorite combo for Iron ManIron Man. The formerly banned Painter's ServantPainter's Servant was on the list because of this combo and another involving it and the now-banned Iona, Shield of EmeriaIona, Shield of Emeria, and the main critique with that was that neither combo was actually very good.
Sure, you can mill a player out of the game every turn, but once you've started that process, what are the other two players going to do? Sit there quietly and let you win the game?
Well, maybe that critique wasn't taking everything into account. You see, these effects are universal. Painter's ServantPainter's Servant makes all your stuff the same color, too, and GrindstoneGrindstone can target you. Combine that with a long history of cards that easily win you the game straight from your graveyard with an entire deck's worth of resources available in said graveyard...
Wait, hang on a second. None of those cards are red or blue, are they?
No, sadly, after hours of research, I cannot stand behind my initial statement of this being the best combo for Iron ManIron Man. Maybe someday it will be, but scour though I did, I could not find an easy means in Izzet for you to mill your entire deck and then easily win with one of those cards you'd just milled. At least, not without it costing an arm and a leg and getting really complicated:
There is still a line if you have effects in hand that could get you pieces back from the graveyard, but now we're talking about a three-card combo that probably involves a not-artifact. I suppose you could search for Crystal ChimesCrystal Chimes to get an Underworld BreachUnderworld Breach in your hand?
No, never mind, you're probably better off just trying to mill your opponents out one-by-one. In the end, this is close, but no cigar. At least until Wizards does print something that can do the job.
5. MetalworkerMetalworker & Staff of DominationStaff of Domination
(5,748 Inclusions)
While MetalworkerMetalworker does have the Myr WelderMyr Welder problem of having to wait a turn until you can do anything with it, this combo is still substantially better, for two reasons: One, it's a two-card combo, instead of a three-card combo. Two, searching up a MetalworkerMetalworker doesn't scream "I have a combo!", it more mutters "I need some mana". That may well be enough to keep your hope alive long enough for you to be able to activate it.
The only problem? You also need three artifacts in your hand for this to work. That's not the biggest hoop to jump through, but between that and the wait, I do wonder if we can't still do better.
4. Basalt MonolithBasalt Monolith & Mesmeric OrbMesmeric Orb
(7,108 Inclusions)
Well, this is embarrassing. We already found the cheaper self-mill combo, with option to mill out an opponent instead, and yet this one is further up the list. What are you guys doing in these decks, exactly?
In all seriousness, the reason this is higher isn't necessarily because folks don't know there's a better option out there, it's because this option includes Basalt MonolithBasalt Monolith, known broken card in its own right even before you consider that it goes infinite with a ham sandwich.
As for this ham sandwich? Mesmeric OrbMesmeric Orb also has its own extensive combo list totaling out at 31. In other words, this combo is higher up because both halves of it give you access to several other combos.
Which should mean we're considering it heavily, right? Well, no, because just like GrindstoneGrindstone and Painter's ServantPainter's Servant, we don't really have a guaranteed win once we mill our whole deck.
Does that mean that a certain author of this article probably shouldn't have added "Infinite Self-Mill" to the criteria? Why yes, yes it does. But how was I supposed to know that Izzet didn't have a way to win from the state that literally every other color in the game can?
3. The Reality ChipThe Reality Chip, Sensei's Divining TopSensei's Divining Top, & an Artifact Cost Reducer (Cloud KeyCloud Key, Enthusiastic MechanautEnthusiastic Mechanaut, Etherium SculptorEtherium Sculptor, Foundry InspectorFoundry Inspector, Helm of AwakeningHelm of Awakening, Jhoira's FamiliarJhoira's Familiar, Semblance AnvilSemblance Anvil, Stone CalendarStone Calendar, or The Immortal SunThe Immortal Sun)
(15,544 Inclusions)
And with that, we get into a portion of our list that I can only label as "Sensei's Divining TopSensei's Divining Top nonsense". A card that has taken over pretty much every format it's ever been legal in, Top is both efficient and unkillable. Even worse, that same "draw a card, put Top on top of your library" ability that makes it near-impossible to remove can also be used to draw your entire deck if you manage to find a cost reducer and a card like The Reality ChipThe Reality Chip that will let you then play it off the top for free.
There isn't really a consensus on which of these "play off the top for free" cards is worst, but The Reality ChipThe Reality Chip is in the running, or at least it would be, outside of an Iron ManIron Man deck. Inside of an Iron ManIron Man deck, any random one-mana artifact searches this up for you, and you by definition already then have a creature to attach it to. That takes the five mana cost you usually have to pay for this and makes it into a three mana cost, which is pretty doable.
With that said, there are some other options to consider in the "Sensei's Divining TopSensei's Divining Top nonsense" category that didn't make this list, so let's briefly look at them and see if they're searchable.
The next three best options are somewhat interesting, with the exception of Future SightFuture Sight, which is five mana and not an artifact you can search up with Iron ManIron Man. BirgiBirgi is in the same boat, what with its artifact half being on the backside of the card, but makes up for it with Top by being extremely flexible.
There are no less than 15 different combos that utilize Birgi and Top, and every one seems to ping back and forth between using the front half and back half of the card. If you have a cost reducer, you can play down Birgi on her back side, and Harnfel, Horn of BountyHarnfel, Horn of Bounty will let you discard a card to exile Top and another card off the top, at which point you can play it down for free and return it to the top to draw another card to discard.
If you have a means to play cards off the top of your library, then you can put down BirgiBirgi's front half, and it acts as a cost reducer by giving you a mana every time you cast Sensei's Divining TopSensei's Divining Top.
Neither half of Birgi is quite as good in Iron ManIron Man as Crystal Skull, Isu SpyglassCrystal Skull, Isu Spyglass, however, which not only checks the box on comboing with Top but also adds an extra mana when you search it up and don't have the combo together yet. In fact, in Iron ManIron Man specifically, Crystal SkullCrystal Skull is actually in the running for best card to combo with Top. Something to consider, if you're going that route.
2. Basalt MonolithBasalt Monolith, Rings of BrighthearthRings of Brighthearth, & Sensei's Divining TopSensei's Divining Top
(17,005 Inclusions)
There is more than one way to skin a cat (Why, pop culture? Why would you make this saying a thing?), and of course that means that despite specifically leaving out Basalt MonolithBasalt Monolith and Rings of BrighthearthRings of Brighthearth out of the running as an infinite mana combo that doesn't win the game, the most well-known combo in the game still manages to sneak into our list.
For the uninitiated that haven't ever struggled through explaining the Rings-Monolith combo, here's the step-by-step I use when explaining it:
- Tap Basalt MonolithBasalt Monolith, adding .
- Activate Basalt MonolithBasalt Monolith's untap ability.
- Rings of BrighthearthRings of Brighthearth triggers. Using two mana from other sources, pay the to copy Basalt MonolithBasalt Monolith's untap ability.
- Let the copied untap ability resolve, untapping Basalt MonolithBasalt Monolith.
- Before the original untap ability resolves, tap Basalt MonolithBasalt Monolith, adding .
- Let the original untap ability resolve.
You now have three mana, and can tap Monolith again to get another three, totaling one more mana than you need to activate Monolith's untap ability and pay the two to Rings to copy it. Repeat this Ad NauseamAd Nauseam, and you have infinite colorless mana.
Better than that, however, you have infinite colorless mana to spend on Rings of BrighthearthRings of Brighthearth triggers, meaning that you can copy Sensei's Divining TopSensei's Divining Top's draw ability, resulting in you drawing a card and putting Top on top with the copy, then drawing TopTop with the original activation (Putting Top on top isn't part of the cost of the activation, like it probably should be, meaning that you still get to draw even if there is no Top to put on top).
So what does that all mean, when it comes to Iron ManIron Man? Well, put simply, it means that you get to play perhaps the best infinite mana combo in the game, alongside a generically good one-mana artifact that you can search up with the random Treasure Iron ManIron Man makes as part of his ability. Pretty darn good, if you ask me.
1. Mystic ForgeMystic Forge, Sensei's Divining TopSensei's Divining Top & an Artifact Cost Reducer (Cloud KeyCloud Key, Enthusiastic MechanautEnthusiastic Mechanaut, Etherium SculptorEtherium Sculptor, Foundry InspectorFoundry Inspector, Helm of AwakeningHelm of Awakening, Jhoira's FamiliarJhoira's Familiar, Semblance AnvilSemblance Anvil, Stone CalendarStone Calendar, or The Immortal SunThe Immortal Sun)
(27,587 Inclusions)
Honestly, this is a bit disappointing. While I did know that Mystic ForgeMystic Forge and Sensei's Divining TopSensei's Divining Top would be on this list somewhere, I assumed that there would be something better available at the top. Which is not to say that Top nonsense isn't good, as evidenced by the sheer amount of ways you can do Top nonsense.
Which is really what has me begrudgingly agreeing with the play numbers that this probably is the best option out there, at least until we get a means to win via GrindstoneGrindstone and Painter's ServantPainter's Servant.
Which, as I said, is a bit disappointing. With that said, though, it's also incredibly on theme and synergistic. Of all the Top combos we've covered, there are really no cards among them that aren't generically good, and many of them (like Mystic ForgeMystic Forge and the various artifact cost reducers) are just cards that an artifact deck would be playing anyhow.
Now we're just an artifact deck that also has a splash of top-of-library theming, which also coincidentally allows us to be a bit more controlling as we assemble our combo. Indeed, putting a list together, I found myself fairly consistently getting down Iron ManIron Man on turn three to immediately search for Sensei's Divining TopSensei's Divining Top, which in turn allowed me to use the top of my deck to protect Iron ManIron Man or keep others from winning the game.
That's not the strongest play pattern I've ever met, but there's also no doubt that it will win games.
Honorable Mentions
Speaking of Chekov's decklist, here it is!
Artifacts Assemble
View on ArchidektCommander (1)
- 1 Iron Man, Titan of InnovationIron Man, Titan of Innovation
Draw (23)
- 1 Agatha's Soul CauldronAgatha's Soul Cauldron
- 1 Borne Upon a WindBorne Upon a Wind
- 1 Brain FreezeBrain Freeze
- 1 Copy ArtifactCopy Artifact
- 1 Final FortuneFinal Fortune
- 1 GambleGamble
- 1 Goblin EngineerGoblin Engineer
- 1 Grinding StationGrinding Station
- 1 Imposter MechImposter Mech
- 1 Mirage MirrorMirage Mirror
- 1 Moonsilver KeyMoonsilver Key
- 1 Myr RetrieverMyr Retriever
- 1 Mystic RemoraMystic Remora
- 1 Phyrexian MetamorphPhyrexian Metamorph
- 1 Rhystic StudyRhystic Study
- 1 Roaming ThroneRoaming Throne
- 1 Sculpting SteelSculpting Steel
- 1 Tezzeret the SeekerTezzeret the Seeker
- 1 The One RingThe One Ring
- 1 Transmute ArtifactTransmute Artifact
- 1 Trinket MageTrinket Mage
- 1 Underworld BreachUnderworld Breach
- 1 Whir of InventionWhir of Invention
Disruption (18)
- 1 An Offer You Can't RefuseAn Offer You Can't Refuse
- 1 Chain of VaporChain of Vapor
- 1 Cursed TotemCursed Totem
- 1 Cyclonic RiftCyclonic Rift
- 1 Fierce GuardianshipFierce Guardianship
- 1 FlusterstormFlusterstorm
- 1 Force of NegationForce of Negation
- 1 Force of WillForce of Will
- 1 Gilded DrakeGilded Drake
- 1 GrapeshotGrapeshot
- 1 Mana DrainMana Drain
- 1 Mental MisstepMental Misstep
- 1 Mindbreak TrapMindbreak Trap
- 1 Pact of NegationPact of Negation
- 1 PyroblastPyroblast
- 1 Red Elemental BlastRed Elemental Blast
- 1 SpellskiteSpellskite
- 1 Swan SongSwan Song
Land (30)
- 1 Ancient TombAncient Tomb
- 1 Arena of GloryArena of Glory
- 1 Arid MesaArid Mesa
- 1 Bloodstained MireBloodstained Mire
- 1 Cavern of SoulsCavern of Souls
- 1 City of TraitorsCity of Traitors
- 1 Command TowerCommand Tower
- 1 Crystal VeinCrystal Vein
- 1 Emergence ZoneEmergence Zone
- 1 Fiery IsletFiery Islet
- 1 Flooded StrandFlooded Strand
- 1 Gemstone CavernsGemstone Caverns
- 1 Inventors' FairInventors' Fair
- 1 IslandIsland
- 1 Misty RainforestMisty Rainforest
- 1 MountainMountain
- 1 Otawara, Soaring CityOtawara, Soaring City
- 1 Polluted DeltaPolluted Delta
- 1 Prismatic VistaPrismatic Vista
- 1 Scalding TarnScalding Tarn
- 1 Sea Gate Restoration // Sea Gate, RebornSea Gate Restoration // Sea Gate, Reborn
- 1 Shatterskull Smashing // Shatterskull, the Hammer PassShatterskull Smashing // Shatterskull, the Hammer Pass
- 1 Shivan ReefShivan Reef
- 1 Spire of IndustrySpire of Industry
- 1 Steam VentsSteam Vents
- 1 The Mycosynth GardensThe Mycosynth Gardens
- 1 Treasure VaultTreasure Vault
- 1 Urza's SagaUrza's Saga
- 1 Volcanic IslandVolcanic Island
- 1 Wooded FoothillsWooded Foothills
Ramp (22)
- 1 Arcane SignetArcane Signet
- 1 Chrome MoxChrome Mox
- 1 Desperate RitualDesperate Ritual
- 1 Etherium SculptorEtherium Sculptor
- 1 Fellwar StoneFellwar Stone
- 1 Foundry InspectorFoundry Inspector
- 1 Grim MonolithGrim Monolith
- 1 Jeska's WillJeska's Will
- 1 Lion's Eye DiamondLion's Eye Diamond
- 1 Lotus PetalLotus Petal
- 1 Mana VaultMana Vault
- 1 Manifold KeyManifold Key
- 1 Mox AmberMox Amber
- 1 Mox DiamondMox Diamond
- 1 Mox OpalMox Opal
- 1 Pyretic RitualPyretic Ritual
- 1 Ragavan, Nimble PilfererRagavan, Nimble Pilferer
- 1 Rite of FlameRite of Flame
- 1 Seething SongSeething Song
- 1 Simian Spirit GuideSimian Spirit Guide
- 1 Sol RingSol Ring
- 1 Voltaic KeyVoltaic Key
Combo (6)
- 1 Basalt MonolithBasalt Monolith
- 1 Crystal Skull, Isu SpyglassCrystal Skull, Isu Spyglass
- 1 Mystic ForgeMystic Forge
- 1 Rings of BrighthearthRings of Brighthearth
- 1 Sensei's Divining TopSensei's Divining Top
- 1 The Reality ChipThe Reality Chip
I set out with this deck to see if it could handle a cEDH table, and while it wouldn't get blown out at one, I don't think it's quite there, either. What's ironic is, without the recent bans to Jeweled LotusJeweled Lotus, Mana CryptMana Crypt, and Dockside ExtortionistDockside Extortionist, I really think it might have been.
Alas, the bans slow this deck down more than they do the more multi-color, cheaper commander decks that are currently thriving in cEDH. Still, it's possible we will soon get a significant change to that meta, or a better combo for Iron ManIron Man to take advantage of. If that happens, I wouldn't count the rich guy out.
Nuts and Bolts
There always seems to be a bit of interest in how these lists are made (this seems like a good time to stress once again that they are based on EDHREC score, NOT my personal opinion…), and people are often surprised that I’m not using any special data or .json from EDHREC, but rather just muddling my way through with some Scryfall knowledge! For your enjoyment/research, here is this week’s Scryfall Commander Spellbook search.
What Do You Think?
Combos are not for everyone, and they're not the most popular thing in Commander generally. With that said, I don't think I'm saying anything crazy when I predict that the majority of Iron ManIron Man decks will feature a combo. The question is, how will folks who decide not to do so be treated when they plop him down?
And finally, what is your favorite artifact combo? Do you think that Iron ManIron Man is good enough for the big time? Is Top nonsense really the best way to go, or is there a better combo out there?
Let us know in the comments, and we'll see you at the table that's constructing itself as we speak.
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