There are Commander decks that try to be polite, fair, and friendly. This is not one of those decks.
This is a colorless artifact machine built around inevitability, mana acceleration, and the quiet confidence
that comes from knowing your board wipes don’t hurt you nearly as much as they hurt everyone else.
Iron Spider, Stark Upgrade doesn’t ask for permission. It just builds, upgrades, and eventually ends the game.
This list leans hard into big mana, resilient artifacts, and haymakers that demand answers.
If your table underestimates colorless decks, this is how you punish them for it.
Commander
- Iron Spider, Stark Upgrade – The engine of the deck, rewarding you for playing artifacts and turning incremental value into real pressure.
Deck List
- Aetheric Amplifier – Pumps up your artifact creatures and makes combat math annoying for opponents.
- All Is Dust – A one-sided reset button that leaves your board mostly intact.
- Arcbound Reclaimer – Recurs key artifacts and plays nicely with modular synergies.
- Arch of Orazca – Turns excess mana into card draw once you’re established.
- Assaultron Invader – Early pressure that scales as your artifact count grows.
- Blasted Landscape – Flexible land that cycles when you don’t need more mana.
- Blightsteel Colossus – One hit is usually enough to end someone’s night.
- Bonders’ Enclave – Reliable draw once your big threats hit the table.
- Buried Ruin – Buys back destroyed artifacts when the table fights back.
- Canoptek Scarab Swarm – Generates bodies and value over time for artifact synergies.
- Chief of the Foundry – A simple anthem that turns small constructs into real threats.
- Chrome Dome – Utility artifact that smooths out your board development.
- Command Beacon – Lets you dodge commander tax when Iron Spider eats removal.
- Commander’s Plate – Massive protection and stats in a colorless deck.
- Cryptic Trilobite – Converts counters into mana for explosive turns.
- Cryptothrall – Protects key artifacts and punishes targeted removal.
- Crystal Grotto – Mana fixing with late-game card selection.
- Crystalline Crawler – Fixes mana and grows into a real threat.
- Cybermen Squadron – Wide board presence that scales with artifacts.
- Darksteel Citadel – Indestructible land that survives wipes.
- Deserted Temple – Untaps big mana lands for extra value.
- Dolmen Gate – Lets your creatures attack without fear of losing them.
- Eldrazi Confluence – Flexible removal or token generation depending on the board.
- Everflowing Chalice – Scales with the game and feeds your big turns.
- Forsaken Monument – The payoff for going colorless, boosting mana and lifegain.
- Foundry Inspector – Cost reduction that keeps the engine humming.
- Genji Glove – Turns a single attacker into a serious clock.
- Hall of Tagsin – Converts mana into power at instant speed.
- Helm of the Host – Creates extra copies of your best threats.
- Introduction to Annihilation – Exiles problematic permanents cleanly.
- Inventors’ Fair – Tutors artifacts once you’re ahead.
- Jhoira’s Familiar – Reduces costs and adds flying pressure.
- Karn, Legacy Reforged – Massive mana generation and late-game inevitability.
- Karn, Living Legacy – Creates artifacts and fuels explosive turns.
- Krang, Utrom Warlord – Big body that rewards artifact density.
- Kuldotha Forgemaster – Tutors your best artifact straight to the battlefield.
- Lightning Greaves – Protects Iron Spider and speeds up your threats.
- Lodestone Golem – Taxes opponents while you keep playing artifacts.
- Mage-Ring Network – Stores mana for huge future turns.
- Marvin, Murderous Mimic – Copies abilities and causes chaos.
- Mechagodzilla, Battle Fortress – A massive artifact creature that dominates combat.
- Meteor Golem – Destroys any permanent when it enters.
- Mindless Automaton – Draw engine that scales with counters.
- Mycosynth Golem – Turns your hand into free spells.
- Myriad Landscape – Ramp in a colorless shell.
- Mystic Forge – Plays artifacts off the top of your library.
- Null Elemental Blast – Efficient interaction in a colorless deck.
- Ornithopter – Free artifact that enables synergies.
- Ornithopter of Paradise – Flying mana rock on a body.
- Patriar’s Seal – Untaps your commander or mana producers.
- Pentavus – Makes flying tokens and spreads power.
- Plague Myr – Mana dork with a surprising infect threat.
- Planar Nexus – Fixes mana and enables domain-like effects.
- Platinum Angel – Stops you from losing the game outright.
- Platinum Emperion – Locks your life total in place.
- Reliquary Tower – Keeps your giant hand intact.
- Rogue’s Passage – Pushes big threats through blockers.
- Scour from Existence – Exiles anything at instant speed.
- Secluded Starforge – Utility land that supports artifact synergies.
- Secret Tunnel – Makes your largest creature unblockable.
- Selective Obliteration – Wipes colored permanents and spares your board.
- Sensei’s Divining Top – Smooths draws and pairs well with shuffle effects.
- Shrine of the Forsaken Gods – Big mana for big threats.
- Silver Shroud Costume – Grants evasion and protection.
- Sol Ring – The best turn-one play in Commander.
- Solemn Simulacrum – Ramps and draws when it dies.
- Sonic Screwdriver – Utility artifact that taps and untaps key pieces.
- Spatial Contortion – Cheap interaction that scales with colorless.
- Steel Overseer – Grows your entire board over time.
- Sting, the Glinting Dagger – Untaps creatures for extra value.
- Stonecoil Serpent – Scalable threat with built-in protection.
- Strip Mine – Deals with problem lands cleanly.
- Surge Conductor – Turns excess energy into damage.
- Swarmyard – Regenerates key creatures.
- Temple of the False God – Big mana once you’re set up.
- Terrain Generator – Puts lands into play from hand.
- The Grey Havens – Utility land with late-game relevance.
- Thran Dynamo – Classic big-mana rock.
- Titan’s Presence – Removal that scales with your giant creatures.
- Triskelion – Removes creatures or finishes players.
- Unwinding Clock – Untaps artifacts every turn cycle.
- Urza’s Cave – Fixes mana and tutors lands.
- Urza’s Factory – Makes artifact tokens late game.
- Urza’s Mine – One third of the Tron engine.
- Urza’s Power Plant – Another piece of Tron.
- Urza’s Saga – Tutors key artifacts and creates threats.
- Urza’s Tower – The big mana payoff of Tron.
- Urza’s Workshop – Reduces artifact costs further.
- Virulent Silencer – Disrupts graveyards and creature strategies.
- Voltaic Construct – Untaps artifacts for combo-like turns.
- Voltaic Servant – Incremental value every turn.
- War Room – Card draw when games stall.
- Wastes – Basic colorless land that keeps things consistent.
- Wastes – Another basic for ramp effects.
- Wastes – Simple, clean, and untouchable.
- Wastes – You always want a few basics.
- Witch’s Clinic – Grants lifelink to stabilize races.
- Zhalfirin Void – Card selection stapled to a land.
- Zuko’s Exile – Interaction that punishes go-wide strategies.
Game Plan
Early game, you ramp. Midgame, you establish inevitability. Late game, you stop pretending this is casual Commander.
The deck wants to flood the board with mana rocks, land-based ramp, and cost reducers, then pivot into giant artifact threats.
Once Forsaken Monument or Tron lands are online, every turn becomes a problem for the table.
Strengths
- Resilient to most board wipes
- Explosive mana production
- Multiple must-answer threats
- Strong late-game inevitability
Weaknesses
- Vulnerable to dedicated artifact hate
- Can be slow out of the gate without ramp
- Table politics tend to turn against you fast
Upgrades and Tweaks
If you want more speed, add additional fast mana.
If your meta is grindy, lean harder into recursion.
If your friends complain, congratulations, the deck is working.


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