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Treasuring Daretti, Rocketeer Engineer in Commander

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Hello happy folks! I hope your day is going super mega well! Today I wanted to build around Aetherdrift's mono-Red Commander Daretti, Rocketeer Engineer!

Daretti, Rocketeer Engineer

This five-drop X/5 powered dork equal to your highest mana value artifact is next! He has an ETB and attack trigger to a Goblin Welder tap. Sac an artifact and bring back one to the battlefield! Great stuff for the win-tuff. There are two basic ways I can think to build around him - artifacts for big stuff to make him sizeable and bring back too or Treasures to give you fodder for the sacrificing. Let's do a bit of both and make them meet.

Ramp, Lands and Rocks

Liquimetal Torque
Stonespeaker Crystal
Glittering Stockpile

Let's start with the boring stuff, mana, ramp and rocks and lands. Let's start with mana rocks! Since he costs five, a third-turn rock will drop him a turn early, but I like these three synergetic ones. The two-drop uncommon will tap for colorless and then tap with no mana to make a nonland an artifact too to pump up your size of Daretti as a combat trick. The four-drop taps for two colorless too and then taps with two and sacs to draw and exile all opposing graveyards. You can keep that up with Daretti's recursion. The three-drop Treasure one taps for mana but can also stash for a big burst later.

Prized Statue will make Treasures on the way in and out, while Mycosynth Wellspring tutor a basic to your hand like two Lay of the Land. Slobad, Iron Goblin has a sizeable 3/3 body with a mana free tap ability to sac an artifact for no mana to make mana equal to its cost for a fast ramp!

Scene of the Crime
Treasure Vault

Lands time! These artifact lands can be tutored with Urza's Saga and help metalcraft and such too and can be sacced for stuff and then recurred. The uncommon ETBs tapped, taps for colorless base and with a dork for any color if needed then you can sac it like a Clue for two mana to draw. Then the rare ETBs untapped, taps for colorless and then with XX to make X Treasures! Nice here.

Let's move to artifact caring stuff, this duo. The legendary land Inventors' Fair ETBs untapped, you'll gain life in your upkeep with metalcraft and then taps with colorless and then with four to sac and then Tutor an artifact to your hand. Buried Ruin taps for colorless and with two and a sac to Raise Dead an artifact to your hand!

Now let's turn to backup sacrifices of stuff in the harder to answer land spot. Phyrexia's Core taps for colorless and then with one to sac an artifact for gaining that life. High Market will tap for no mana this time up front to sac a dork this time for a life. That'll work for most of our great dorks are artifacts too. The legendary rare Miren, the Moaning Well will tap for three and then sac a dork and gain life equal to their toughness. Love them!

Fomori Vault
Geier Reach Sanitarium
The Mycosynth Gardens

The colorless tapping mythic taps with three and discard to dig X equal to your artifact count and then you draw one. The legendary rare taps for colorless and then with two to have all folks draw and discard both of which are great for card draw while filling that 'yard. I also tossed in War Room. The rare Sphere taps for colorless too with one for any color and then with X to copy a nontoken artifact I control equal to what you spent, and there is no "end of turn" here! That's nasty!

Sac and Recur Buddies

Triplicate Titan
Wurmcoil Engine

Now let's turn to things to sacrifice and recur too! The nine-drop artifact dork flying, vigilance and trample 9/9 is first! Two evasions there are nasty good. It has a death trigger into a trio of 3/3 Golems artifact for you of each ability. Our six-drop 6/6 artifact Wurm with deathtouch and lifelink is next, and then has a death trigger for that two Wurms with each ability split out too.

A six-drop rare legendary artifact is next! With Mindslaver you can tap and sac for four to gain control of your target player's turn - a bit of a win con here if recurred over and over with Daretti and they have the right board state and cards in hand. Though just one a round of turns works here and four mana each time. The seven-drop 4/7 Myr Battlesphere makes four 1/1 Myr on arrival to feed the machine or to go wide with triggers however you need it. You can sac one to bring this back over and over again. Love it here!

The eight-drop uncommon 8/8 vigilance artifact dork Su-Chi Cave Guard is next with ward 4. Then when it dies make a ton of that sweet mana (eight) for that round of turns until the phase ends, and if you sacrificed it to Slobad? 16 mana!

Myr Retriever has a death trigger to bring back another artifacts to your hand and I also tossed in Junk Diver too. The four-drop artifact dork Canoptek Tomb Sentinel is last with a 4/3 vigilance body and then when it ETBs you'll Utter End an opposing nonland permanent - exiling nasty, if it arrived from your graveyard, so bring that back to remove, permanently, your foe's stuff!

Synergies and Winning Conditions

Karn, Legacy Reforged
Daretti, Scrap Savant

Now let's turn to synergies and winning conditions outside of the above stuff like Mindslaver and Myr Battlesphere and our Commander's power. This five-cost legendary artifact dork has power and toughness also equal to our leaders for your most expensive artifact, so the same infrastructure is here. Then you can make free colorless mana for each artifact you control and then use it for nonartifacts too, so win con and mana maker en masse! The four-drop three loyalty version of our legendary leader is here too! That +2 will discard and draw up to two to fill that graybeard and then -2s to tap Goblin Welder too, just like your leaders. I also tossed that here too.

The win con 11-drop Metalwork Colossus, the 10/10 artifact dork is first. It's vanilla but it can be cheaper equal to your total mana non-creature artifacts mana value...total! And it'll give your leader 11 power too! The flashing three-drop artifact dork Liberator, Urza's Battlethopter has flying and 1/2 size body and gives your artifacts and colorless stuff that fun flash! Nasty here!

Academy Manufactor
Professional Face-Breaker

This Treasure matters duo is next! The three-drop colorless artifact dork 1/3 gives your Clue, Food or Treasure arrivals to make one of each and then I tossed in Xorn too. The three-drop Red dork has a 2/3 menace evasion and then a combat damage trigger for your stuff to make a Treasure, but just once when it's dealt, no matter how many deal it. Barring first or double strike. Then you can sac a Treasure for no mana and tapping to impulse card draw a card this turn only. Love it lots but don't lean on its impulse much since if you cannot cast it you cannot bring it back from your graveyard, so I'd only use it when you have tokens of mana late game and are in top deck mode.

Let's turn to mono-Red stuff! The two-drop Magda, the Hoardmaster is 2/2 legendary lady with a commit crime into a Treasure but just once per turn and then you can sac three to make a 4/4 Red Scorpion Dragon with flying and haste at sorcery speed. Then the flashing artifact Embercleave has six mana max and then one less for each attacker I have so it's as cheap as just two mana and then equips on arrival and gives it double strike and trample too so evasion and +1 power too so on Daretti nasty plus it'll give him 6 base power and +1 so 7 minimum.

Threefold Thunderhulk
Scrap Trawler

Let's finish with this artifact dork duo. The former costs seven with a base 0/0 and then arrives with three +1/+1 counters and then when it ETBS or swings like Daretti you'll make that counter count in 1/1 colorless artifact dork Gnomes so that means it starts at 3/3 and brings three. Then you can spend two but no taps to sac another artifact for a +1/+1 counter here to make more when it swings and more and more. You can sac what it made to make more and more while growing its size too. Or just in response to removal. The latter three-drop 3/2 adds a death trigger for all of your artifacts. Here you'll Raise Dead a cheaper one to your hand, so when you sac that Mind Stone for a card you can bring back a one-drop Sol Ring or an artifact land, make sense? Love it here loads!

Answers

Slobad, Goblin Tinkerer
Silver Shroud Costume
Mithril Coat

Now let's turn to answers! The first is to protect your stuff from the removal and answers both targeted and mass. The other version of the Goblin is first and he can sac an artifact for free and no tapping to give another indestructible for the turn to save it. The two-drop flashing equipment auto equip on arrival and it gives it shroud that turn only and then unblockable too. Or you can equip for 3 later. The three-drop legendary flashing one with indestructible gives it's equipped dork indestructible too and then can equip for free a legendary like your leader and three later too.

Now let's turn to targeted removal! Cityscape Leveler can destroy nonlands upon entrance and attack, and has unearth for our deck as well. The seven-drop Meteor Golem and destroys something as well. The six-drop 2/4 rare Duplicant arrives and exiles an opposing nontoken dork and then gets its size and then its types too. Nasty good!

Portal to Phyrexia
Steel Hellkite
Scrap Mastery

Let's finish with sweeping removal! The nine-drop artifact ETBs and your foes each sac three dorks and recurring that just once or twice is a clean house save for your room! The six-drop flying 5/5 with sorta firebreathing can X and destroy all X costs from the player that was dealt damage by it this turn. The five-cost sorcery will exile all artifacts, toss them into the graveyard and then the ones there come back when on the stack sac all of your artifacts. This is awesome here!

Card Draw

Yay card draw! There are four discard a card, draw two and then make Treasures cards like Big Score and Pirate's Pillage, and all are here. Discard to fill the graveyard while making something to sacrifice or Ramp and then draw two - nasty! The two-drop ETB artifact Ichor Wellspring draws you one and then another when it bites it.

Combustible Gearhulk
Faithless Looting
Canoptek Spyder

The six-drop artifact dork in Red with a first strike 6/6 on-curve body is first. It has an ETB ability to draw three or mill three and they are shot for the total mana value of what was milled, either way you are good to go Idaho! The one-cost flashbackable for three sorcery will draw two and then discard that too. Technically that's card disadvantage not draw, but here with that discarding to fill your graveyard and digging early or midgame, nasty strong here. The colorless artifact dork for five with flying 4/4 can turn the arrival of nontoken artifact dorks or vees on your side into card draw!

Let's finish with a Wheel of Fortune trilogy! The six-mana with mountaincycling Ruin Grinder is on an artifact dork body with 7/4 menace and a death trigger to have everyone who wants to Wheel. Mountaincycle and then recur with your leader when you cast him on curve the first time a few turns later with that Mountain. The five-cost Memory Jar taps to sac and then everyone sets aside their hand, draws a new grip for a turn and then discards it end of turn and returns their hand, great to bring back again and again. The five-cost sorcery with miracle Reforge the Soul does the same but just once. Love it much here!

Ready for my brew?

Scheming with Raffine | Commander | Abe Sargent

Card Display


I love Radiant Lotus here, but it's too powerful to smash and too broken in my mind. Also, pricey too. You could add in Whispersilk Cloak for Commander kills in addition to my Rogue's Passage and Silver Shroud Costume. You might wanna pull the pricy Urza's Saga but it makes two win cons tokens and then tutors out a Sol Ring or Treasure Vault. It's strong here. I hope you enjoy this much and are inspired for your new Daretti brew! Have an awesome day and life!

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