44
4/27/2025
Guidelight Protocol [Mandicant Core]
Deck Size: 100
Commander
Legal
Est deck cost: $113.51
Salt sum: 29.32
44
4/27/2025
Compare
Deck filters

Choose your preferred layout. You can change this at any time using the Deck filters / View as options above.

Commander

Qty: 1 Price: $0.49
Mendicant Core, Guidelight

Mendicant Core's power is equal to the number of artifacts you control. Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) Max speed — Whenever you cast an artifact spell, you may pay {1}. If you do, copy it. (The copy becomes a token.)

Creature Artifact
Mendicant Core, Guidelight (dft) 213

Commander

(CTRL to add secondary)

Copy

Qty: 2 Price: $1.08
Echo Storm

When you cast this spell, copy it for each time you've cast your commander from the command zone this game. You may choose new targets for the copies. Create a token that's a copy of target artifact.

Sorcery
Echo Storm (moc) 221
Extravagant Replication

At the beginning of your upkeep, create a token that's a copy of another target nonland permanent you control.

Enchantment
Extravagant Replication (fdn) 154

Copy

(CTRL to add secondary)

Draw

Qty: 7 Price: $13.51
Aether Syphon

Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) {2}, {T}: Draw a card. Max speed — Whenever you draw a card, each opponent mills two cards. (Each opponent puts the top two cards of their library into their graveyard.)

Artifact
Aether Syphon (dft) 38
Attentive Sunscribe

Whenever this creature becomes tapped, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Creature Artifact
Attentive Sunscribe (lci) 4
Guidelight Matrix

When this artifact enters, draw a card. {2}, {T}: Target Mount you control becomes saddled until end of turn. Activate only as a sorcery. {2}, {T}: Target Vehicle you control becomes an artifact creature until end of turn.

Artifact
Guidelight Matrix (dft) 233
Intellectual Offering

Choose an opponent. You and that player each draw three cards. Choose an opponent. Untap all nonland permanents you control and all nonland permanents that player controls.

Instant
Intellectual Offering (blc) 168
Reverse Engineer

Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Draw three cards.

Sorcery
Reverse Engineer (moc) 232
Skullclamp

Equipped creature gets +1/-1. Whenever equipped creature dies, draw two cards. Equip {1}

Artifact
Skullclamp (tdc) 103
Thoughtcast

Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Draw two cards.

Sorcery
Thoughtcast (moc) 242

Draw

(CTRL to add secondary)

Finisher

Qty: 1 Price: $0.35
Guidelight Synergist

Flying This creature gets +1/+0 for each artifact you control.

Creature Artifact
Guidelight Synergist (dft) 16

Finisher

(CTRL to add secondary)

Land

Qty: 38 (39 w/ MDFC)Price: $17.01
Adarkar Wastes

{T}: Add {C}. {T}: Add {W} or {U}. This land deals 1 damage to you.

Land
Adarkar Wastes (blc) 291
Amonkhet Raceway

Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) {T}: Add {C}. Max speed — {T}: Target creature gains haste until end of turn.

Land
Amonkhet Raceway (dft) 248
Avishkar Raceway

Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) {T}: Add {C}. Max speed — {3}, {T}, Discard a card: Draw a card.

Land
Avishkar Raceway (dft) 249
Command Tower

{T}: Add one mana of any color in your commander's color identity.

Land
Command Tower (drc) 60
Country Roads

This land enters tapped unless you control a Mount or Vehicle. {T}: Add {W}. {1}{W}, {T}, Sacrifice this land: Create a 1/1 colorless Pilot creature token with "This token saddles Mounts and crews Vehicles as though its power were 2 greater." Activate only as a sorcery.

Land
Country Roads (dft) 253
Evolving Wilds

{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Land
Evolving Wilds (drc) 154
Glacial Fortress

This land enters tapped unless you control a Plains or an Island. {T}: Add {W} or {U}.

Land
Glacial Fortress (tdc) 367
Island

({T}: Add {U}.)

Land
Island (dft) 282
Muraganda Raceway

Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) {T}: Add {C}. Max speed — {T}: Add {C}{C}.

Land
Muraganda Raceway (dft) 396
Path of Ancestry

This land enters tapped. {T}: Add one mana of any color in your commander's color identity. When that mana is spent to cast a creature spell that shares a creature type with your commander, scry 1. (Look at the top card of your library. You may put that card on the bottom.)

Land
Path of Ancestry (drc) 166
Plains

({T}: Add {W}.)

Land
Plains (dft) 278
Prairie Stream

({T}: Add {W} or {U}.) This land enters tapped unless you control two or more basic lands.

Land
Prairie Stream (tdc) 384
Reef Roads

This land enters tapped unless you control a Mount or Vehicle. {T}: Add {U}. {1}{U}, {T}, Sacrifice this land: Create a 1/1 colorless Pilot creature token with "This token saddles Mounts and crews Vehicles as though its power were 2 greater." Activate only as a sorcery.

Land
Reef Roads (dft) 259
Seachrome Coast

This land enters tapped unless you control two or fewer other lands. {T}: Add {W} or {U}.

Land
Seachrome Coast (blc) 328
Secluded Courtyard

As this land enters, choose a creature type. {T}: Add {C}. {T}: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type or activate an ability of a creature source of the chosen type.

Land
Secluded Courtyard (fdn) 267
Skycloud Expanse

{1}, {T}: Add {W}{U}.

Land
Skycloud Expanse (blc) 332
Spire of Industry

{T}: Add {C}. {T}, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.

Land
Spire of Industry (drc) 172
Terramorphic Expanse

{T}, Sacrifice this land: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Land
Terramorphic Expanse (dsk) 269

Land

(CTRL to add secondary)

Lifegain

Qty: 2 Price: $0.84
Circuit Mender

When this creature enters, you gain 2 life. When this creature leaves the battlefield, draw a card.

Creature Artifact
Circuit Mender (neo) 242
War Report

You gain life equal to the number of creatures on the battlefield plus the number of artifacts on the battlefield.

Instant
War Report (nph) 26

Lifegain

(CTRL to add secondary)

Protection

Qty: 4 Price: $8.98
Essence Reliquary

{T}: Return another target permanent you control and all Auras you control attached to it to their owner's hand. Activate only during your turn.

Artifact
Essence Reliquary (mh3) 24
Ghostly Prison

Creatures can't attack you unless their controller pays {2} for each creature they control that's attacking you.

Enchantment
Ghostly Prison (tdc) 116
Norn's Annex

({W/P} can be paid with either {W} or 2 life.) Creatures can't attack you or planeswalkers you control unless their controller pays {W/P} for each of those creatures.

Artifact
Norn's Annex (cmm) 829
Riot Control

You gain 1 life for each creature your opponents control. Prevent all damage that would be dealt to you this turn.

Instant
Riot Control (dgm) 6

Protection

(CTRL to add secondary)

Ramp

Qty: 16 Price: $22.04
Arcane Signet

{T}: Add one mana of any color in your commander's color identity.

Artifact
Arcane Signet (drc) 52
Azorius Signet

{1}, {T}: Add {W}{U}.

Artifact
Azorius Signet (cmm) 941
Campus Guide

When this creature enters, you may search your library for a basic land card, reveal it, then shuffle and put that card on top.

Creature Artifact
Campus Guide (fdn) 251
Clay-Fired Bricks

Artifact
Clay-Fired Bricks // Cosmium Kiln (lci) 6Clay-Fired Bricks // Cosmium Kiln (lci) 6
Guidelight Optimizer

{T}: Add {U}. Spend this mana only to cast an artifact spell or activate an ability.

Creature Artifact
Guidelight Optimizer (dft) 45
Hedron Archive

{T}: Add {C}{C}. {2}, {T}, Sacrifice this artifact: Draw two cards.

Artifact
Hedron Archive (fdn) 726
Memory Guardian

Affinity for artifacts (This spell costs {1} less to cast for each artifact you control.) Flying

Creature Artifact
Memory Guardian (dft) 49
Midnight Clock

{T}: Add {U}. {2}{U}: Put an hour counter on this artifact. At the beginning of each upkeep, put an hour counter on this artifact. When the twelfth hour counter is put on this artifact, shuffle your hand and graveyard into your library, then draw seven cards. Exile this artifact.

Artifact
Midnight Clock (drc) 79
Mind Stone

{T}: Add {C}. {1}, {T}, Sacrifice this artifact: Draw a card.

Artifact
Mind Stone (blc) 280
Omniscience

You may cast spells from your hand without paying their mana costs.

Enchantment
Omniscience (fdn) 161
Ornithopter of Paradise

Flying {T}: Add one mana of any color.

Creature Artifact
Ornithopter of Paradise (drc) 133
Skyclave Relic

Kicker {3} Indestructible When this artifact enters, if it was kicked, create two tapped tokens that are copies of this artifact. {T}: Add one mana of any color.

Artifact
Skyclave Relic (moc) 380
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (drc) 57
Solemn Simulacrum

When this creature enters, you may search your library for a basic land card, put that card onto the battlefield tapped, then shuffle. When this creature dies, you may draw a card.

Creature Artifact
Solemn Simulacrum (fdn) 257
Talisman of Progress

{T}: Add {C}. {T}: Add {W} or {U}. This artifact deals 1 damage to you.

Artifact
Talisman of Progress (cmm) 980
Voyager Quickwelder

Artifact spells you cast cost {1} less to cast.

Creature Artifact
Voyager Quickwelder (dft) 37

Ramp

(CTRL to add secondary)

Recursion

Qty: 1 Price: $0.69
Open the Vaults

Return all artifact and enchantment cards from all graveyards to the battlefield under their owners' control. (Auras with nothing to enchant remain in graveyards.)

Sorcery
Open the Vaults (pip) 168

Recursion

(CTRL to add secondary)

Removal

Qty: 12 Price: $15.93
Aetherize

Return all attacking creatures to their owner's hand.

Instant
Aetherize (fdn) 151
Aetherjacket

Flying, vigilance {2}, {T}, Sacrifice this creature: Destroy another target artifact. Activate only as a sorcery.

Creature Artifact
Aetherjacket (dft) 230
Cancel

Counter target spell.

Instant
Cancel (akh) 44
Diversion Unit

Flying {U}, Sacrifice this creature: Counter target instant or sorcery spell unless its controller pays {3}.

Creature Artifact
Diversion Unit (dft) 41
Duplicant

Imprint — When this creature enters, you may exile target nontoken creature. As long as a card exiled with this creature is a creature card, this creature has the power, toughness, and creature types of the last creature card exiled with it. It's still a Shapeshifter.

Creature Artifact
Duplicant (drc) 54
Outwit

Counter target spell that targets a player.

Instant
Outwit (avr) 70
Riptide Gearhulk

Double strike Prowess (Whenever you cast a noncreature spell, this creature gets +1/+1 until end of turn.) When this creature enters, for each opponent, put up to one target nonland permanent that player controls into its owner's library third from the top.

Creature Artifact
Riptide Gearhulk (dft) 490
Sink into Stupor

Instant
Sink into Stupor // Soporific Springs (mh3) 241Sink into Stupor // Soporific Springs (mh3) 241
Spectacular Pileup

All creatures and Vehicles lose indestructible until end of turn, then destroy all creatures and Vehicles. Cycling {2} ({2}, Discard this card: Draw a card.)

Sorcery
Spectacular Pileup (dft) 29
Spikeshell Harrier

When this creature enters, return target creature or Vehicle an opponent controls to its owner's hand. If that opponent's speed is greater than each other player's speed, reduce that opponent's speed by 1. This effect can't reduce their speed below 1.

Creature Artifact
Spikeshell Harrier (dft) 65
Stasis Field

Enchant creature Enchanted creature has base power and toughness 0/2, has defender, and loses all other abilities.

Enchantment
Stasis Field (mom) 79
Swords to Plowshares

Exile target creature. Its controller gains life equal to its power.

Instant
Swords to Plowshares (moc) 211

Removal

(CTRL to add secondary)

Tokens

Qty: 8 Price: $10.44
Nesting Bot

Start your engines! (If you have no speed, it starts at 1. It increases once on each of your turns when an opponent loses life. Max speed is 4.) When this creature dies, create a 1/1 colorless Servo artifact creature token. Max speed — This creature gets +1/+0.

Creature Artifact
Nesting Bot (dft) 22
Retrofitter Foundry

{3}: Untap this artifact. {2}, {T}: Create a 1/1 colorless Servo artifact creature token. {1}, {T}, Sacrifice a Servo: Create a 1/1 colorless Thopter artifact creature token with flying. {T}, Sacrifice a Thopter: Create a 4/4 colorless Construct artifact creature token.

Artifact
Retrofitter Foundry (drc) 136
Stridehangar Automaton

Thopters you control get +1/+1. If one or more artifact tokens would be created under your control, those tokens plus an additional 1/1 colorless Thopter artifact creature token with flying are created instead.

Creature Artifact
Stridehangar Automaton (drc) 19
Thopter Assembly

Flying At the beginning of your upkeep, if you control no Thopters other than this creature, return this creature to its owner's hand and create five 1/1 colorless Thopter artifact creature tokens with flying.

Creature Artifact
Thopter Assembly (moc) 386
Thopter Fabricator

Flying Whenever you draw your second card each turn, create a 1/1 colorless Thopter artifact creature token with flying. Crew 2

Artifact
Thopter Fabricator (dft) 68
Thopter Spy Network

At the beginning of your upkeep, if you control an artifact, create a 1/1 colorless Thopter artifact creature token with flying. Whenever one or more artifact creatures you control deal combat damage to a player, draw a card.

Enchantment
Thopter Spy Network (drc) 83
Triplicate Titan

Flying, vigilance, trample When this creature dies, create a 3/3 colorless Golem artifact creature token with flying, a 3/3 colorless Golem artifact creature token with vigilance, and a 3/3 colorless Golem artifact creature token with trample.

Creature Artifact
Triplicate Titan (drc) 143
Wake the Reflections

Populate. (Create a token that's a copy of a creature token you control.)

Sorcery
Wake the Reflections (dgm) 10

Tokens

(CTRL to add secondary)

Tutor

Qty: 3 Price: $7.83
Guidelight Pathmaker

Vigilance When this Vehicle enters, you may search your library for an artifact card and reveal it. Put it onto the battlefield if its mana value is 2 or less. Otherwise, put it into your hand. If you search your library this way, shuffle. Crew 2

Artifact
Guidelight Pathmaker (dft) 324
Repurposing Bay

{2}, {T}, Sacrifice another artifact: Search your library for an artifact card with mana value equal to 1 plus the sacrificed artifact's mana value, put that card onto the battlefield, then shuffle. Activate only as a sorcery.

Artifact
Repurposing Bay (dft) 56
Whir of Invention

Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for {1}.) Search your library for an artifact card with mana value X or less, put it onto the battlefield, then shuffle.

Instant
Whir of Invention (spg) 86

Tutor

(CTRL to add secondary)

Voltron

Qty: 5 Price: $6.47
Adaptive Omnitool

Equipped creature gets +1/+1 for each artifact you control. Whenever equipped creature attacks, look at the top six cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in a random order. Equip {3}

Artifact
Adaptive Omnitool (drc) 16
Curiosity

Enchant creature Whenever enchanted creature deals damage to an opponent, you may draw a card.

Enchantment
Curiosity (isd) 49
Defensive Stance

Enchant creature Enchanted creature gets -1/+1.

Enchantment
Defensive Stance (nph) 34
Hero's Heirloom

Equipped creature gets +2/+1. As long as equipped creature is legendary, it has trample and haste. Equip {2}

Artifact
Hero's Heirloom (dmu) 231
Leyline Axe

If this card is in your opening hand, you may begin the game with it on the battlefield. Equipped creature gets +1/+1 and has double strike and trample. Equip {3} ({3}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Leyline Axe (fdn) 129

Voltron

(CTRL to add secondary)

Suggestions (not owned yet)

Qty: 17 Price: $177.45
Akroma's Memorial

Creatures you control have flying, first strike, vigilance, trample, haste, and protection from black and from red.

Artifact
Akroma's Memorial (tsr) 262
Chariot of Victory

Equipped creature has first strike, trample, and haste. Equip {1}

Artifact
Chariot of Victory (jou) 159
Court of Vantress

When this enchantment enters, you become the monarch. At the beginning of your upkeep, choose up to one other target enchantment or artifact. If you're the monarch, you may create a token that's a copy of it. If you're not the monarch, you may have this enchantment become a copy of it, except it has this ability.

Enchantment
Court of Vantress (woc) 22
Cyberdrive Awakener

Flying Other artifact creatures you control have flying. When this creature enters, until end of turn, each noncreature artifact you control becomes an artifact creature with base power and toughness 4/4.

Creature Artifact
Cyberdrive Awakener (nec) 12
Cyberman Patrol

Artifact creatures you control have afflict 3. (Whenever a creature with afflict 3 becomes blocked, defending player loses 3 life.)

Creature Artifact
Cyberman Patrol (who) 174
Cybermen Squadron

Nonlegendary artifact creatures you control have myriad. (Whenever a creature with myriad attacks, for each opponent other than defending player, you may create a token copy that's tapped and attacking that player or a planeswalker they control. Exile the tokens at end of combat.)

Creature Artifact
Cybermen Squadron (who) 176
Dragon Throne of Tarkir

Equipped creature has defender and "{2}, {T}: Other creatures you control gain trample and get +X/+X until end of turn, where X is this creature's power." Equip {3}

Artifact
Dragon Throne of Tarkir (plst) KTK-219
Eldrazi Conscription

Enchant creature Enchanted creature gets +10/+10 and has trample and annihilator 2. (Whenever it attacks, defending player sacrifices two permanents of their choice.)

Enchantment Kindred
Eldrazi Conscription (plst) UMA-3
Forebear's Blade

Equipped creature gets +3/+0 and has vigilance and trample. Whenever equipped creature dies, attach this Equipment to target creature you control. Equip {3}

Artifact
Forebear's Blade (cmm) 384
Haunted Cloak

Equipped creature has vigilance, trample, and haste. Equip {1} ({1}: Attach to target creature you control. Equip only as a sorcery.)

Artifact
Haunted Cloak (cmm) 389
Imposter Mech

You may have this Vehicle enter as a copy of a creature an opponent controls, except it's a Vehicle artifact with crew 3 and it loses all other card types. Crew 3

Artifact
Imposter Mech (nec) 13
Krark-Clan Ironworks

Sacrifice an artifact: Add {C}{C}.

Artifact
Krark-Clan Ironworks (mb2) 224
Ojer Taq, Deepest Foundation

Creature
Ojer Taq, Deepest Foundation // Temple of Civilization (lci) 26Ojer Taq, Deepest Foundation // Temple of Civilization (lci) 26
Phyrexian Metamorph

({U/P} can be paid with either {U} or 2 life.) You may have this creature enter as a copy of any artifact or creature on the battlefield, except it's an artifact in addition to its other types.

Creature Artifact
Phyrexian Metamorph (mkc) 116
Sculpting Steel

You may have this artifact enter as a copy of any artifact on the battlefield.

Artifact
Sculpting Steel (moc) 374
Song of the Worldsoul

Whenever you cast a spell, populate. (Create a token that's a copy of a creature token you control.)

Enchantment
Song of the Worldsoul (c19) 6
The Mightstone and Weakstone

When The Mightstone and Weakstone enters, choose one — • Draw two cards. • Target creature gets -5/-5 until end of turn. {T}: Add {C}{C}. This mana can't be spent to cast nonartifact spells. (Melds with Urza, Lord Protector.)

Artifact
The Mightstone and Weakstone (bro) 238a

Suggestions (not owned yet)

(CTRL to add secondary)

Tokens & Extras

Qty: 14 Price: $7.85
Construct

Creature Artifact Token
Construct (tdrc) 12
Copy

(This token can be used to represent a token that's a copy of a permanent.)

Token
Copy (ttdm) 1
Gnome

Creature Artifact Token
Gnome (tbig) 5
Golem

Flying

Creature Artifact Token
Golem (tdrc) 13
Golem

Trample

Creature Artifact Token
Golem (tdrc) 14
Golem

Vigilance

Creature Artifact Token
Golem (tdrc) 15
Pilot

This token saddles Mounts and crews Vehicles as though its power were 2 greater.

Creature Token
Pilot (tdft) 1
Servo

Creature Artifact Token
Servo (ttdc) 31
Thopter

Flying

Creature Artifact Token
Thopter (tdft) 10

Tokens & Extras

(CTRL to add secondary)

Deck Info

Deck stats

21 pips - 17 cards
23 mana - 23 cards
38 pips - 26 cards
32 mana - 32 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
14 mana - 10 cards
CategoriesQtyOdds
Click charts to focus on cards
Deck extras (0)
 avatar
NaN secs
 avatar
NaN secs
 avatar
NaN secs
 avatar
NaN secs
 avatar
NaN secs

Description

{"ops":[{"insert":"Guidelight Protocol"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThrow Robots at Opponents until they surrender. \nUpgrade "},{"insert":{"card-link":"Mendicant Core, Guidelight"}},{"insert":" with Auras and Equipment. \n\nThis Deck has both a Token Go-Wide and a Voltron aspect, where you focus on upgrading the Commander,\nhis own ability of getting power through Artifacts supports that two-pronged approach. \n"},{"insert":{"card-link":"Mendicant Core, Guidelight"}},{"insert":" is most likely getting sniped a lot of time, even with counterspells and the high amount of\nprotection he will land back in your Hand ("},{"insert":{"card-link":"Essence Reliquary"}},{"insert":" ) during your Attacks or in your Command Zone\nafter relentless Focus, that's why his Copy ability is also supported by some other Cards in the Deck, \nto keep the pressure going even in turns where he is missing.\n\nUpgrade Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nHere are the Upgrades meant for "},{"insert":{"card-link":"Mendicant Core, Guidelight"}},{"insert":" while you simultaneously generate Artifact Creatures and Tokens.\n"},{"insert":{"card-link":"Defensive Stance"}},{"insert":" - an Aura to make the Commander more resiliant during Attacks against other big Creatures.\n"},{"insert":{"card-link":"Curiosity"}},{"insert":" - an Aura to make the Commander a Draw Engine.\n"},{"insert":{"card-link":"Adaptive Omnitool"}},{"insert":" - Equipment to double the growth speed of the Commander, since this Equipment generates the exact same Power the Commander himself generates, just additionally also with Toughness. It also lets you sift through your top deck for vital game pieces so you can easier setup your endgame plan.\n\nDefense Plan"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nHere are Spells that will help you defend "},{"insert":{"card-link":"Mendicant Core, Guidelight"}},{"insert":" or any piece you deem worthy of defense.\nThe Commander Cost is pretty low, so you can have situations where you rather let the Commander get destroyed than loose one of your other vital game pieces.\n"},{"insert":{"card-link":"Aetherize"}},{"insert":" - without a doubt the best defense card, instead of sacrificing a ton of Robots to defend yourself you can just bounce back an entire attacking army to the opponent's hand. Try not to use it too early with too few game pieces on your board, but also don't miss a chance.\n"},{"insert":{"card-link":"Riot Control"}},{"insert":" - same idea as "},{"insert":{"card-link":"Aetherize"}},{"insert":", just with the difference that no enemy creature gets bounced back, but your life total gets boosted. You don't wanna sacrifice Robots for your defense, so you just turn the incoming damage into life instead. And the enemy creatures will still be tapped out on your next turn.\n"},{"insert":{"card-link":"War Report"}},{"insert":" - if towards Endgame you run out of life, this is a big boost. First it counts all Creatures on the Board, and then, additionally, to the benefit of your Deck, counts all Artifacts. This accumulates a ton of life points, at turn 8 easily over 20 life points with this deck!\n"},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":" - a remnant of the deck's initial idea, i originally wanted to make the entire deck a Bounce Back Deck, where you constantly throw enemy Cards back into their hands or library, but that turned out to take way too many card slots away from what the Commander's plan was, so this is one of the few cards that still enables you to bounce a card back to the opponent's hand, or just play it flipped as an extra land with the cost of a few lifepoints.\n"},{"insert":{"card-link":"Spikeshell Harrier"}},{"insert":" - the original Spark for the Bounce Back idea, and one of the few bounce cards left in the deck.\n"},{"insert":{"card-link":"Riptide Gearhulk"}},{"insert":" - the strongest Bounce Card for endgame, use him as an introduction to your big endgame attack against the strongest opponent, during the turn you plan to attack in.\n"},{"insert":{"card-link":"Diversion Unit"}},{"insert":" - a Counter Spell in the form of a Robot.\n"},{"insert":{"card-link":"Cancel"}},{"insert":" - a classic Counter Spell.\n"},{"insert":{"card-link":"Outwit"}},{"insert":" - a self defense Counter Spell, can also be used for Politics when you come to the rescue of someone else.\n"},{"insert":{"card-link":"Ghostly Prison"}},{"insert":" - get this out as early as possible, and when you do you are probably good until late midgame and can just face tank opponent's attacks, because they won't send their entire army until endgame or when they remove the card - it would just be too costly for them.\n"},{"insert":{"card-link":"Norn's Annex"}},{"insert":" - same idea as Ghostly Prison, with it additionally being an Artifact, and opponents can pay Life now, instead of just mana.\n"},{"insert":{"card-link":"Swords to Plowshares"}},{"insert":" - needs no introduction, a classic removal spell, that in my opinion at this point in time is just as much of as staple in Commander as Sol Ring is. With it's only limitation to becomming a true staple being it's White Mana.\n\nRobo Army"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nCopies"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Mendicant Core, Guidelight"}},{"insert":" himself copies one of your artifacts entering the board each time he is out and you pay 1 colorless mana extra. He is your main (Copy) Token Generator. Here the lack of any other legendaries beside the Commander is an advantage, so now you are free to literally copy any permanent you want (unless its a non-artifact token like pilots from the pilot lands for example).\nBut, because the Commander will get sniped, and even with his low mana cost, you won't always have him out, there are a few extra cards that do what he does. Some even in earlygame.\n"},{"insert":{"card-link":"Wake the Reflections"}},{"insert":" - this card allows you to copy one of your artifact creatures so early that your commander might not even be on the board yet. "},{"insert":{"card-link":"Nesting Bot"}},{"insert":" would be a great pick in my opinion.\n"},{"insert":{"card-link":"Echo Storm"}},{"insert":" - perfect for this Deck during endgame, a spell that copies artifacts as often as your commander left the Command Zone. Your Commander will most likely get focused, so this spell is a great way to take revenge by multiplying the finisher for example: "},{"insert":{"card-link":"Guidelight Synergist"}},{"insert":" \n\nTokens"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Thopter Fabricator"}},{"insert":" - as a Robo Deck your only way to cover the sky is with Thopters, so this Vehicle will be generating a ton of Thopters, taking advantage of the many Draw cards in this Deck, even when it's not crewed and just standing on the sideline.\n"},{"insert":{"card-link":"Retrofitter Foundry"}},{"insert":" - probably your most dangerous token generator, since it's able to produce servos, turn them into Thopters and then additionally bring some Thopters down to earth by turning them into hulking mechas. Unexperienced players will most likely just let this card live and let you generate a ton of powerful creatures.\n"},{"insert":{"card-link":"Clay-Fired Bricks // Cosmium Kiln"}},{"insert":" - more of a style token card itself, providing some creature variety, this card will give you an extra plains card and later on generate 2 Gnomes, ideally you will have "},{"insert":{"card-link":"Stridehangar Automaton"}},{"insert":" out at that point, so it generates 2 Gnomes + 1 Thopter.\n"},{"insert":{"card-link":"Nesting Bot"}},{"insert":" - comes back as a Servo Token, he's a cute and brave little early game attack Robot. If he survives till midgame (at max speed) he gets a little stronger even.\n"},{"insert":{"card-link":"Stridehangar Automaton"}},{"insert":" - a Token generator supporter, pretty strong during endgame, when other generators go on full drive - especially together with "},{"insert":{"card-link":"Retrofitter Foundry"}},{"insert":" you'll go wide in no time.\n"},{"insert":{"card-link":"Thopter Spy Network"}},{"insert":" - just a very reliable Thopter generator that also draws cards.\n\nMechas"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Duplicant"}},{"insert":" - your \"special agent\" - if a (most likely green mana) player brings out a giant creature, you can just steal it through Imprint. It gets exiled and the "},{"insert":{"card-link":"Duplicant"}},{"insert":" takes on it's power, toughness and creature types. Potentially even making you benefit from an anthem card of the opponent, if it doesn't reduce the anthem to their own creatures only.\n"},{"insert":{"card-link":"Guidelight Synergist"}},{"insert":" - this is your main finisher, he has one more Toughness than the commander but has the exact same power boost. If your commander isn't out and his commander tax got so high that you can't justify bringing him out again, use your upgrades on "},{"insert":{"card-link":"Guidelight Synergist"}},{"insert":" instead, so he can finish the game for you.\n"},{"insert":{"card-link":"Riptide Gearhulk"}},{"insert":" - while not really a Finisher and more of a defensive Robo himself, he's a bruting mecha who will clear the way for your big attack by removing the greatest threat each opponent has on the board.\n"},{"insert":{"card-link":"Triplicate Titan"}},{"insert":" - technically a Finisher, technically a Token Generator, factually an insanely strong and kinda classic Artifact Creature. "},{"insert":{"card-link":"Repurposing Bay"}},{"insert":" could technically be a Sac Outlet for "},{"insert":{"card-link":"Triplicate Titan"}},{"insert":", but even with "},{"insert":{"card-link":"Stridehangar Automaton"}},{"insert":" out this doesn't seem to be the smartest idea, especially when other players have big creatures out and with "},{"insert":{"card-link":"Retrofitter Foundry"}},{"insert":" eventually producing 4/4s and tons of flyers, too.\n\nTutors"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nBecause if you pull the wrong cards this Deck can be a bit daunting, there are three Tutors in this Deck.\n"},{"insert":{"card-link":"Whir of Invention"}},{"insert":" - the strongest and the only Tutor in a classic sense of the Tutor card type, this card will allow you to get any missing Artifact piece to give "},{"insert":{"card-link":"Mendicant Core, Guidelight"}},{"insert":" all he needs for his attacks.\n"},{"insert":{"card-link":"Guidelight Pathmaker"}},{"insert":" - a more modern Tutor, still allowing you to search for any Artifact but decides based on mana value if the card goes into your hand or on the battlefield.\n"},{"insert":{"card-link":"Repurposing Bay"}},{"insert":" - an aristocrat style modern Tutor, allowing you to basically swap out one Artifact for a slightly stronger one.\n\nCuriosities"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThere are a few cards that are put into this deck more for style than function. They still help the Deck, but often in weaker ways considering the Deck's goals.\n"},{"insert":{"card-link":"Aether Syphon"}},{"insert":" - weak draw engine, especially when "},{"insert":{"card-link":"Mendicant Core, Guidelight"}},{"insert":" is enchanted with "},{"insert":{"card-link":"Curiosity"}},{"insert":", but a cool mecha shark. Couldn't not have him in a Robo Deck.\n"},{"insert":{"card-link":"Guidelight Matrix"}},{"insert":" - a nice little early game extra draw, but overall a waste of mana, it's in because it's the core processor of the Guidelight hardware, missing it would put the Deck's thematical integrity into question. If you removed most vehicles from this deck you should also swap this card out.\n"},{"insert":{"card-link":"Aetherjacket"}},{"insert":" - while relatively expensive for a removal, it's still an early game flyer you can just put on the board. Definately weak, but i find it great for your first attack, just clearing the way for your attackers a little.\n"},{"insert":{"card-link":"Circuit Mender"}},{"insert":" - probably one of the weakest cards because the Deck isn't a Lifegain deck, but he is food for your "},{"insert":{"card-link":"Repurposing Bay"}},{"insert":" to first Tutor and then additionally draw a card ontop of it.\n\nUpgrade Potential"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThis Deck's greatest Weakpoint is targeted Removal, once your Counterspells are gone you'll have to revive "},{"insert":{"card-link":"Mendicant Core, Guidelight"}},{"insert":" a lot.\nBut the Deck is built around the idea that "},{"insert":{"card-link":"Mendicant Core, Guidelight"}},{"insert":" will get focused and his low mana cost allows for a few Commander destructions.\nOne of the other Copy cards even banks on the Commander getting destroyed: "},{"insert":{"card-link":"Echo Storm"}},{"insert":" \nWhich in turn means that you should keep your Upgrades for "},{"insert":{"card-link":"Mendicant Core, Guidelight"}},{"insert":" on hand rather than rushing them out before you know you'll\ngo into full attack mode with your entire board.\n\nThe Deck is a Go-Wide + Voltron Deck, but the Commander, without "},{"insert":{"card-link":"Adaptive Omnitool"}},{"insert":" and "},{"insert":{"card-link":"Defensive Stance"}},{"insert":", only has and keeps 3 Toughness. \nSo when i upgraded this Deck, this is the first thing i will address, giving the Commander more ways to also gain Toughness.\n\nLifegain is present, some spells, like "},{"insert":{"card-link":"War Report"}},{"insert":" and "},{"insert":{"card-link":"Riot Control"}},{"insert":" are very powerful in this Deck when it comes to Lifegain,\nbut there are 0 cards making use of the life gained, only "},{"insert":{"card-link":"Sink into Stupor // Soporific Springs"}},{"insert":"'s flipped Land side asks you to pay 3 life to not have it come into play tapped.\nThat means a lot more Pain Lands could be possible in an Upgrade but also a lot more cards that will use the Life for some sort of attack power or combat advantage.\n\nAristocrat aspects are only present in "},{"insert":{"card-link":"Repurposing Bay"}},{"insert":" - and this doesn't directly account for the Commander being destroyed in combat. So if you wanted you could put\nsome blue spells into this Deck that use the Commander getting into situations where him or other creatures get destroyed. I built a ton of those decks and didn't really\nwant to put burn or drain effects into this Deck, so this is up to you if you want to take advantage of the fact that the Commander and other creatures will most likely get destroyed.\n\nRecursion is present with "},{"insert":{"card-link":"Open the Vaults"}},{"insert":" - of course white mana has a ton more options to add more recursion into this deck, especially for 3-mana drops or cards with lower mana costs,\na ton of modern sets have recursion options ready. But even if focused, i personally don't think a 2-mana Commander ever really needed a lot of recursion.\n\nAnd last but not least: Firststrike / Doublestrike and Trample are entirely absent. For a semi Voltron Deck this is definately something that should be worked on in Upgrades, too.\n\nUpdate 04/27/2025: Replaced Gossip's Talent and Panharmonicon with Intellectual Offering and Norn's Annex\nUpdate 04/27/2025: Replaced Conjurer's Closet with Leyline Axe\nUpdate 04/27/2025: Replaced Arm with Aether with Hero's Heirloom\nUpdate 04/27/2025: Replaced Rite of Replication with Thopter Assembly\nUpdate 04/27/2025: Replaced Broadcast Rambler with Skyclave Relic\nUpdate 04/27/2025: Replaced Diamond Mare with Stasis Field\n"}]}
Unable to load comments
AutoNew CategoryMaybeboardSideboard