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This deck is essentially trying to play somewhat similarly to the modern eggs decks of old, but in a mardu commander shell. As such, the plan of this deck is to ply a bunch of artifacts that draw cards or generate other value when they enter or leave the battlefield (i.e. Ichor Wellspring). Then we sacrifice them either to Jan Jansen, Chaos Crafter or a sac outlet like Atog to get a bunch of value. We then get them back with cards like Second Sunrise or Open the Vaults. We then draw a bunch more cards and repeat.
The way this deck wins is twofold. The first is by chipping away at opponents and winning with damage from something like Reckless Fireweaver.
The second is by assembling an infinite combo loop and closing the game on the spot. The loops in this deck are numerous and often complicated, so it can usually fall on the pilot to spot them and figure out how to assemble them. I'll list a few examples of some of the best and most common loops you'll run into to give a general feel for them.
The first key idea is that turning our commander into an artifact with something like Liquimetal Coating and then untapping it with either Dross Scorpion or Clock of Omens repeatedly to go infinite.
Clock of Omens + Artifact Conversion + Sword of the Meek = Infinite tapped 1/1s + tapped treasure tokens (wins with win con)Another key idea is using two recursive creatures like Myr Retriever and Junk Diver to infinitely loop around.
2 Recursive Creatures + Krark-Clan Ironworks + Cost Reducer (i.e Foundry Inspector) = Infinite Mana + Artifact ETBsThese can be mixed up like swapping in a converted commander and Dross Scorpion for Krark-Clan Ironworks in the second combo, or abusing Scrap Trawler to start loops. This is kind of like doomsday in that you will have to adapt on the fly and figure things out. It's always fun to discover a new way to win with this deck.
Some optimization notes. It's almost always best to tutor for Scrap Trawler early on. Unless you spot a combo, it is a great value card that keeps your engine going. Myr Retriever and Krark-Clan Ironworks are also great in almost any situation. Additionally, it is often best to play something you want to sacrifice turn 3 and play your commander on turn 4 instead of always slamming it turn 3. It is best to get value as soon as you play JJ, since it will be a target for opponents.
I am open to any suggestions on how to improve this deck
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