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You are: Home -> Articles -> Feature Article | Email the author Editor:Dan Gow. Sunday 25th July 2004.

Krark-Clan Ironworks

Card Review - Krark Clan Ironworks
By Review Team.

Krark-Clan Ironworks - Casual

Since this is the first column I thought best to begin with a bit of a pause to consider what 'reviewing a card for casual play' means - at least to me, since I'm the one who you all have to deal with. You see I figure the other columnists have got it all pretty good - you readers all know what they're referring to, all they have to do is tell you if card X is going to fit into any old deck Y (or create a new deck Z) in a format nicely defined by that most benevolent of all organisations, the DCI. Unfortunately the DCI doesn't dictate how to play casual Magic, so I'm lost in a nether world where everyone out there will be expecting something different. Bugger! Some of you will be thinking huge multi-player melee's, others schoolyard duels while some probably see 5-colour as the most important 'casual' format. I'm left with a quandary - on the up side I'll get to define what I want to consider, but on the down side there's no way I can be everything to everyone, so some of you will miss out - sorry for that.

Okay enough pontificating its time for some decisions.

When I review a card for casual play I'll be aiming my analysis at the aspects of the cards which the other reviewers aren't going to consider - the social aspects of the cards. I'll be trying to consider the questions which aren't hooked up on the competitive tournament world, but the non-competitive worlds we play in, with our friends and teammates. I'll try to ask questions like "Can you do things which are fun with the card, and that your opponents will at least smile at while you beat them?" Stasis isn't one of these cards. Mono-blue draw-go is not a casual deck. For all you players who think that the most enjoyable thing you can do is watch your opponent writhe in frustration as you force them to deck themselves - these are not the comments you're looking for.

So with that all out of the way, what does Krark-Clan Ironworks mean for the casual player? The answers pretty easy - Mana, and lots of it (you've probably been getting that from the other guys' comments by now). KCI is an engine. Engines go in combo decks. Combo decks are rarely fun to play against more then once. It's true (or at least, it's my opinion) that if all I get to do is watch you shuffle your deck and draw cards before you Fireball me for 20, then I'm bored - the only way to redeem a combo deck is to make it's kill inventive, and then I'm still probably going to be bored the second time you do it.

The social challenge is to build a fun deck that uses the KCI without degenerating into a single turn kill engine (pretty much exactly the opposite of what all the constructed formats guys have been trying to achieve). Unfortunately KCI is just not a card that lends itself to this kind of thing. All the interactions which look promising degenerate either into combo kills (2x Myr Retriever + a whole host of things KCI. Is this because I lack imagination, or there something inherent to the card which causes it? I won't deny the first, but I do think that KCI has got an inherent flaw when it comes to social play. It doesn't do anything new. It lets you generate mana, but mana is just a tool for doing other things, and it lets you sacrifice artifacts, an activation cost which is attached numerous times to lots of other juicy abilities (Slobad or Extruder). This leaves KCI as a card who's only constructed purpose is to produce mana better then the previous mana production engines - a purpose which inevitably leads us into degenerate combo decks which aren't really much fun to play against.

So to summarise my thoughts; KCI is a card which only does one thing, and that thing is something which isn't high on the list of social ways of playing Magic. My advice is then to take the KCI decks and tune them for tournaments, decktest with and against them but when it comes to kicking back with your mates for a couple of fun games, put 'em away and reach for something with more player interaction.

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Krark-Clan Ironworks - Extended/1.5

It’s a powerful card when you look at it, but how do you best take advantage of its power? Well, hopefully I’m going to help you along this path in both Extended and Type 1.5. First up, an extended deck list, I’ve taken the liberty of modifying Yann Hamon’s PT New Orleans deck from October 2003:

Krark-Clan Ironworks

TCS

Extended

Main Deck
Sideboard
4 x Seat of the Synod
4 x Vault of Whispers
4 x Great Furnace
4 x City of Traitors
4 x Goblin Charbelcher
4 x Krark-Clan Ironworks
4 x Mana Severance
4 x Fabricate
4 x Vampiric Tutor
3 x Mystical Tutor
4 x Talisman of Dominance
3 x Chrome Mox
4 x Brainstorm
1 x Mindslaver
1 x Thran Dynamo
1 x Rushing River
4 x Duress
3 x Chromatic Sphere
As required.
x

Compared to the current standard format, extended is where I would expect an Ironworks deck to truly thrive. The biggest gain comes from the presence of Vampiric Tutor and the excellent instant speed card drawing available in the format. Mana Severance is 6 times more efficient on paper than Myr Incubator at maximising a Goblin Charbelcher, and it can’t be Stifled. However, you do need UU open to start things firing (Fabricate & Mana Severance), but that is hardly a problem with Chromatic Sphere, Talisman of Dominance and the Artifact Lands.

So, what kind of things can you do with Krark Clan Ironworks in Type 1.5? Lots of degenerate things spring to mind, though of course the most powerful tricks are limited to Type 1 because of the Power 9. There is still a lot to play with in Type 1.5, thought I feel this sample deck list, while rough can go places:

Krark-Clan ironworks

TCS

Type 1.5

Main Deck
Sideboard
4 x Mishra's Workshop
4 x Wasteland
4 x Seat of the Synod
4 x Vault of Whispers
2 x Glimmervoid
4 x Arcbound Ravager
4 x Arcbound Worker
4 x Ornithopter
4 x Frogmite
4 x Myr Enforcer
4 x Brainstorm
4 x Thoughtcast
4 x Krark Clan Ironworks
4 x Skullclamp
4 x Spawning Pit
2 x Brain Freeze
As required.

This deck is loosely based on the “Gas Chamber” concept that was around before Ravager Affinity took a strangle-hold on standard earlier this year. But instead of the Steelshaper/Genesis Chamber combo, it uses Iron Works/Spawning Pit. IronWorks is capable of producing all the mana you’ll ever need to equip Skullclamp and generate a token. After drawing your deck, you finish up with an arbitrarily large Brain Freeze pointed at your opponent’s library.

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Krark-Clan Ironworks - Limited

Krark-Clan Ironworks. We’ve all heard the rumours. We all been taken aback by the price people wanted for it at the prerelease. A now it’s staring at you in you sealed deck as you begin to construct – but the question is, do you play it? As a precursor to this column, I’d say that there are going to be very few cards that will actually get good reviews from all 5 columnists. Not that we aren’t going to agree on cards – it’s just that most cards are usually intrinsically designed for a purpose. Example: Krark-Clan Ironworks is a constructed card, and far too focused for limited play.

OK, so we’ve all thought of breaking it, with infinite combos in constructed, but lets be honest – in limited, you want something a little quicker than 4th turn mana acceleration. It doesn’t even give coloured mana for those off colored spells (or sunburst dudes). Realistically, if you drop it fourth turn, it’s not going to be totally effective until fifth turn.

But can you focus your deck towards utilizing it? I’m thinking the best way to try would be with multiple Myr Retrievers/Myr Servitors. But you’re unlikely to get duplicates of those in sealed. In draft, it’s still not the most solid of plans, as retrievers are long gone by the time you open your Fifth Dawn pack, and there are better cards to take from Fifth Dawn than 1/1 retrievers.

I doubt even with a Fireball (no, you shouldn’t be seeing multiples of those regularly) you can justify giving it a slot in you deck. I can only see you using the Ironworks/Fireball combo when you already have board control. If you draw it when you’re losing, you probably have had to chump block with your artifact creatures, and if you draw the fireball first, I’m sure you’ll have much better things to do with it in the meantime.

So where is this as a draft pick? Not last for the simple reason that it’s a very playable constructed uncommon. Being the last pack of the draft you should pretty much know for sure if you’re actually going to play another card from the pack it’s in – so if you’re choice is the Ironworks or a 3rd Sawtooth Thresher, perhaps you should consider after the draft. About 8th pick, depending on how strong your deck is/how resigned you are to going 0-3.

As a single I guess it will hover around the $2-$3 mark, but that’s standard for an excellent uncommon (second in Fifth Dawn only to Relentless Rats).

Final word: It won’t make the cut in the deck, and you’ll seldom considering sideboarding it in.

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Krark-Clan Ironworks - Standard

Krark Clan Ironworks has been touted as the most broken combo card in type two.

Results from national tournaments accross the world seem to indicate that (in it's current form) its not even viable in the current format.

FYI: Sample deck list from the forums on MTG Paradise - by NEil

Krark-Clan Ironworks

NEil

Standard

Main Deck
Sideboard
4 x Seat of the Synod
4 x Vault of Whispers
4 x Great Furnace
4 x Tree of Tales
4 x Ancient Den
4 x Chrome Mox
4 x Chromatic Sphere
4 x Pentad Prism
4 x Talisman of Dominance
4 x Fabricate
4 x Thirst for Knowledge
4 x Serum Visions
4 x Thoughtcast
4 x Krark-Clan Ironworks
4 x Myr Incubator
4 x Goblin Charbelcher
As required.

This is the basic version for ironworks in type 2. Some versions play counters (Mana Leak, Condesend) and/or Echoing Truth to deal with problem cards.

Problems for ironworks decks in type 2.
- Akroma's Vengeance: If this resolves, you lose.
- Damping matrix: stops charbelchers/incubators.
- Starstorm: kills incubator tokens.
- Guilded Light: stops charbelcher activations/fireball
- Counterspells: stops ironworks/acceleration/kill conditions.
- Stifle: stops incubator.
- Artifact destruction: kills lands and mana sources and ironworks (if they play it before they can go off)
- March of the Machines: If it resolves....they lose. (An example of a game I had on the weekend, Him third turn, (3 artifact lands, 1 talisman, 2 welding jar in play), play ironworks, Me mana leak it. My fourth turn, land, March of the Machines. Him,.....concede. On to game 2.

Nobo's: (cards people think work but dont) echoing truth/echoing decay. (If ironworks is out they can sack the myr token you target, therefore these cards are not effective unless you have already destroyed the ironworks.)

Another version, which I believe is more viable at present forgoes the Myr Incubator/Goblin Charbelcherr wins for Mind's Desire and Tendris of Agony instead.

A large part of the problem for ironworks decks is that control is now a top contender in the current format, and has Counterspells, Stifle, Akroma's Vengence and March of the Machines main deck, making versions packing Mind's Desire and counters much more viable than versions relying on Incubator/Charbelcher kills.

But, all is not lost. Ironworks decks are quite good against some versions of affinity, goblins, slide and tooth and nail (note: this can change after sideboarding). With the current downturn in Ironworks results people's main decks and sideboards will be less devoted to stopping it. So, if your area has few people packing control, go for it!

Block on the other hand, doesnt have Mana Leak, Stifle, Starstorm, Guilded Light, or Akroma's Vengeance. Hmmm....

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Krark-Clan Ironworks - Type 1

Well, it should be said that the first time I saw this card, I thought it had great potential, no so much for type 2 or extended, but for vintage play, and mainly type 1. Couple with a few of the real power (Black Lotus, Moxes etc)because it could give you a real boost of mana first turn, and would be very useful for first turn kills. We all know the good old channel-fireball combos, or the braingeyser/ card death combos first turn, but they are very vulnerable, especially when most top-players in type 1 use force of will. The Ironworks will be a better mana base, and be more reliable in this kind of deck, as it is a permanent and its ability cant be countered (unless you can first turn stifle with no mana!!) It will provide people that play with first-turn kill decks a chance to still be able to win if their mega combo fails. I look back to 2000 when artifacts really hit the front pages with Jon Finkel's tinker deck. Imagine a Krark-Clan Ironworks in his deck....there would have been second turn kills everywhere with tinkers and monoliths not yet banned. In type 1, this deck is quite viable even though the real guts of the deck is restricted. Here is a decklist that I have built that could use Ironworks quite effectively, based on Jon Finkel's masterpiece:

Krark-Clan Ironworks

Matthew Holtham

Type 1

Main Deck
Sideboard
4 x City of Traitrors
4 x City of Brass
4 x Seat of the Synod
4 x Gemstone Mine
1 x Mishra's Workshop
1 x Tolarian Academy
2 x Glimmervoid
4 x Metalworker
3 x Ambassador Laquatas
1 x Platinum Angel
1 x Darksteel Colossus
2 x Voltaic Construct
1 x Sol Ring
1 x Grim Monolith
1 x Tinker
1 x Voltiac Key
4 x Thran Dynamo
2 x Krark-Clan Ironworks
1 x Mystical Tutor
1 x Mox Sapphire
1 x Mana Vault
1 x Mana Crypt
1 x Timetwister
1 x Time Walk
1 x Black Lotus
1 x Mox Diamond
1 x Ancestral Recall
1 x Lotus Petal
1 x Braingeyser
1 x Windfall
2 x Isochron Scepter
1 x Demonic Tutor
1 x Mishra's Helix
1 x Crumbling Sanctuary
1 x Phyrexian Processor
1 x Darksteel Forge
4 x Chill
3 x Hibernation
4 x Force Of Will
4 x Boomerang

The idea of this deck is to get your Ironworks/Thran Dynamo early in order to cast things like your Platinum Angel or Darksteel Colossus in turn 3 and its pretty much game from there. You can get mana very easily, and of the colour you need with no real hassle. The alternate kill condition is obviously you infinite mana combo with Voltaic Construct, Metalworker and having 2 artifacts in your hand...then pumping all the mana into your Ambassador Laquatas for the kill.

In decks like these, where colourless mana is as good as any, Krark-Clan Ironworks will be a powerful card. Its reliability, and it being a permanent (not like channel combos etc), will see it played in many Tier 1- Type 1 decks. I have fears though for the time that it will be not restricted, because, as we have seen before, powerful artifacts (i.e. Grim Monolith, the Moxen, Black Lotus, Voltaic Key etc) have all been restricted immediately after very good players have used it, and subsequently "broken" it. None the less, a very useful, and powerful card given the right environment and deck.

Matthew Holtham

P.S. Feel free to tell me things that are wrong...or not appropriate, as this is my first time doing a card review

Thankyou

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