Commander Choices
- Ich-Tekik, Salvage Splicer – Makes Golem friends and pumps them whenever artifacts hit the bin.
- Livio, Oathsworn Sentinel – Flickers your team for value or dodges removal with a little mana.
Creatures (20)
- Arcbound Crusher – Grows like a weed every time you cast an artifact.
- Blade Splicer – A 3/3 Golem with first strike is never just a token, it’s a threat.
- Bronze Guardian – Ward boost for artifacts plus double strike, spicy stuff.
- Crystalline Crawler – Fixes mana and gets bigger with proliferation.
- Dross Scorpion – Untaps artifacts when something dies, combo enabler deluxe.
- Evolution Sage – Landfall proliferate, your counters get swole fast.
- Garruk’s Packleader – Card draw engine stapled to big creature drops.
- Hamza, Guardian of Arashin – Discounts creatures the bigger your board is.
- Losheel, Clockwork Scholar – Stops your artifacts from dying in combat and draws cards.
- Master Splicer – Buffs all Golems and brings one along.
- Maul Splicer – Two Golems plus trample, always worth the mana.
- Myr Retriever – Dies and gets an artifact back, nice recursion.
- Precursor Golem – Three Golems for one, with a hilarious spell-copy drawback.
- Scrap Trawler – Chains artifact deaths into value like it’s your job.
- Sensor Splicer – Another Golem-maker with vigilance gravy.
- Shimmer Myr – Flash speed for all artifacts, surprise factor engaged.
- Steel Overseer – Pumps your whole artifact army turn after turn.
- Triplicate Titan – One giant robot that breaks into three more, yes please.
- Vital Splicer – Gives your Golems regen, because they deserve second chances.
- Workshop Assistant – A poor man’s Retriever, but still gets an artifact back.
Sorceries (7)
- Full Flowering – Copies any token you already like, scaling as big as your mana.
- Hour of Reckoning – A board wipe that usually spares your tokens.
- Open the Vaults – Brings all dead artifacts and enchantments back for everyone (but mostly you).
- Organic Extinction – Wipes non-artifacts, leaving your crew intact.
- Shamanic Revelation – Draw a fistful of cards and gain life based on creatures.
- Smell Fear – Proliferate and fight rolled into one sneaky spell.
- Splicer’s Skill – A cheap Golem plus repeatable token-making through retrace.
Instants (6)
- Dispatch – Swords to Plowshares for artifacts, basically.
- Druid’s Deliverance – Prevents damage and makes more tokens, combat math ruined.
- Inspiring Call – Protects your counters team and draws you a grip of cards.
- Nature’s Claim – One-mana artifact/enchantment nuke, they gain 4 life and cry.
- Rootborn Defenses – Saves your team and makes a token, indestructible for the win.
- Sundering Growth – Removes a thing and populates, versatile value.
Artifacts (24)
- Altar of Dementia – Free sac outlet that mills people out or fills your yard.
- Animation Module – Makes servo tokens whenever counters land.
- Arcane Signet – Standard Commander rock, always fixes mana.
- Ashnod’s Altar – Converts creatures into mana, infinite combos ahoy.
- Brainstone – Brainstorm on a stick, shuffle included.
- Chromatic Star – Fixes mana, draws a card, sacrifices easily.
- Commander’s Sphere – Three-mana rock with a card draw refund later.
- Conversion Chamber – Exiles artifacts for Myr tokens, fuel for the swarm.
- Dispeller’s Capsule – A reusable disenchant-on-layaway.
- Golem Foundry – Rewards artifact spam with free Golems.
- Guardian Idol – Mana rock that turns into a body when needed.
- Hedron Archive – Big rock with late-game card draw option.
- Horn of Ramos – Mana now, sacrifice later for a burst.
- Ichor Wellspring – Dies and draws cards, great with sac outlets.
- Letter of Acceptance – Mana rock with a draw clause later, not flashy but solid.
- Mimic Vat – Copies dead creatures for ongoing nonsense.
- Mind Stone – Ramp early, draw card late, perfect utility.
- Mycosynth Wellspring – Fetches lands when it comes or goes, excellent fodder.
- Myr Turbine – Cranks out Myr and can tutor for one.
- Sol Ring – Fast mana, banned in no formats that matter.
- Throne of Geth – Sac artifacts to proliferate, value machine.
- Tooth of Ramos – Same deal as Horn, mana now and later.
- Tormod’s Crypt – One-mana, free graveyard nuke.
- Trading Post – Swiss army knife of artifact utility, does everything.
Enchantments (6)
- Cathars’ Crusade – Counters galore, tokens turn lethal fast.
- Elemental Bond – Draws cards whenever a 3+ power creature shows up.
- Growing Ranks – Populates every turn, snowball value engine.
- Intangible Virtue – Buffs tokens and gives vigilance, excellent anthem.
- Song of the Worldsoul – Every spell casts a token, ridiculous scaling.
- Tempered Steel – Turns your small artifact dudes into beasts.
Lands (35)
- Ancient Den – Artifact land, synergizes everywhere.
- Buried Ruin – Gets back dead artifacts from the grave.
- Command Tower – Perfect mana fixing in Commander.
- Darksteel Citadel – Indestructible artifact land, solid insurance.
- Dread Statuary – Land that becomes a 4/2, sneaky beats.
- Exotic Orchard – Mana fixing based on opponents’ lands, usually great.
- 10 Forest – Bread and butter green mana.
- Gavony Township – Puts counters on the whole squad every turn.
- Karn’s Bastion – Repeatable proliferate on a land, chef’s kiss.
- Krosan Verge – Ramp and fixing all in one land.
- Mosswort Bridge – Hideaway shenanigans when you go wide.
- Phyrexia’s Core – Sac outlet for artifacts in land slot.
- 10 Plains – White mana supply, essential.
- Thornglint Bridge – Indestructible artifact land, fixing and synergy.
- Tomb of the Spirit Dragon – Gains life equal to colorless creatures, handy late.
- Tree of Tales – Another artifact land for synergy.
- Windbrisk Heights – Hideaway plus free cast when attacking wide.
Game Plan
This deck is about artifact token value: make Golems, pump them with counters, and overwhelm the board. The commander pair of Ich-Tekik and Livio bring resilience and scaling. Ich-Tekik hands out counters like candy whenever artifacts die, and Livio flickers important pieces to dodge removal or retrigger enters-the-battlefield effects. Together, they’re basically saying: “Destroy my stuff? Cool, I’ll get stronger.”
Early game, ramp with mana rocks like Sol Ring, Mind Stone, and Arcane Signet. Drop splicers to start assembling a Golem army. Mid-game, you’re looking to layer anthem effects like Tempered Steel and Cathars’ Crusade to make each token into a legitimate clock. Late game, cards like Open the Vaults or Organic Extinction let you swing a wrecking ball through the table while your artifact army survives the fallout.
Strengths
- Resilience: Between Scrap Trawler, Myr Retriever, and Buried Ruin, artifacts don’t stay dead. You’ll rebuild fast after wipes.
- Token Flood: All the Splicers plus Growing Ranks and Myr Turbine mean you never run out of bodies.
- Scaling: Steel Overseer, Gavony Township, and Karn’s Bastion all scale your team into lethal threats without needing big individual bombs.
- Flexibility: Trading Post and Mimic Vat give you multiple modes of play, from grindy recursion to stealing opponents’ best creatures.
- Surprise Factor: Shimmer Myr makes combat math a nightmare for opponents. Flash in Bronze Guardian or an anthem mid-combat and watch people panic.
Weaknesses
- Graveyard Hate: The deck leans heavily on recursion. A well-timed Tormod’s Crypt from across the table hurts.
- Artifact Sweepers: Cards like Vandalblast or Bane of Progress are brutal. You can recover, but it slows you way down.
- Speed: Without ramp rocks, you can stumble. Your curve is higher than hyper-aggressive decks, so mulligan smart.
- Combat Reliance: You win mostly by swinging creatures. Pillowfort decks with Ghostly Prison effects can bog you down.
Upgrades
On a budget, the list is already solid. But if you’ve got cash to spend, here’s where to go:
- Mana Base: Swap in fetch lands (Windswept Heath, Flooded Strand) and shock lands (Temple Garden) for speed and consistency.
- Artifact Synergy: Skullclamp is a must-have for token builds. Draw engines don’t get much cheaper than paying one mana to equip and drawing two cards when a token dies.
- Big Finishers: Craterhoof Behemoth or Akroma’s Memorial will close games instantly once you’ve built your army.
- Protection: Add Heroic Intervention and Teferi’s Protection for insurance against board wipes that don’t care about indestructible.
- More Tutors: Enlightened Tutor, Eladamri’s Call, and Green Sun’s Zenith give you consistency by finding your best pieces faster.
Playstyle Notes
Don’t overextend into wipes unless you’re holding a recovery spell like Open the Vaults. The deck snowballs hard, but you need to pace your threats. Also, always check if Smell Fear or Throne of Geth can push lethal damage by proliferating just enough counters—people forget about it until it’s too late.
When piloting, lean into the politics of Commander. You’ve got a board full of tokens and an artifact recursion engine, which means people will see you as scary. Deflect attention early by swinging elsewhere or holding back. Once your engines are rolling, though, there’s no subtlety—you’re the problem at the table, and that’s the point.
Final Thoughts
The Splicer’s Workshop (yeah, that’s the deck’s name now) is a beautiful marriage of green’s counter support and white’s token synergy, all strapped onto a pile of artifact nonsense. It’s resilient, explosive, and just janky enough that people underestimate it until you’re turning sideways with a horde of 7/7 vigilant Golems. And the best part? You didn’t have to drop $80 on garbage accessories or fragile foils to make it work. This build does the job and leaves plenty of room to tune it up to whatever power level your group enjoys.
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