Anrakyr the Traveller
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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Anrakyr the Traveller

Legendary Artifact Creature — Necron

Lord of the Pyrrhian Legions — Whenever Anrakyr the Traveller attacks, you may cast an artifact spell from your hand or graveyard by paying life equal to its converted mana cost/mana value rather than paying its mana cost.

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multimedia on Rise of the Constructs (Budget)

1 year ago

I added two more budget artifact creatures from Phyrexia ONE set, Unctus, Grand Metatect and Transplant Theorist.

Unctus, Grand Metatect seems powerful for a three drop artifact creature and it's compleated Grand Architect, nice flavor. Repeatable loot from other blue creatures being tapped and repeatable way to make Urza an artifact or any other creature I control blue. It's also an anthem effect for other artifact creatures. The anthem effect does turn off Foundry + Sword combo, but it's other repeatable effects make up for this as well as I have ways to bounce or remove Unctus if I want to combo with Foundry + Sword.

Transplant Theorist is repeatable loot and a way to save cards in my graveyard from being exiled or put bottom of library nonartifact cards to maybe cast again. I really like that Theorist triggers from artifact ETB not cast since then it can trigger creating a Construct or Thopter and there's no bullshit only once per turn restriction. It triggers for any artifact not just creatures, good interaction with Master Transmuter bouncing an artifact or casting with Anrakyr the Traveller. It triggers to loot when I play an artifact land, that's a big bonus. Pair Theorist with Bolas's Citadel to keep Citadel going because I can see the top card of my library before I choose to loot with Theorist. If the card is a land, loot, if not continue Citadel.

multimedia on Rise of the Constructs (Budget)

1 year ago

Hey, for those who are interested, I just made the first Phyrexia ONE upgrades which of course one of them is Encroaching Mycosynth, no explanation needed. Another one is Skrelv, Defector Mite, for more repeatable protection and ways to get more damage in with Urza or a Construct. Skrelv adds a new avenue to winning, poison. It will take a lot of time in game, but poison could now be wincon. The One Commander decks have been revealed and the full ONE set will be revealed this week, then I can get a better idea if any other budget cards are worth adding. I'm keeping my eye on the prices of at least three cards that have potential.

Other big changes have happen, but as a result the deck price has gone up, not much though. Skullclamp has been added because it's very good here with Sword of the Meek + Thopter Foundry, doing everything I want in gameplay: creating flying artifact creatures, repeatable draw, sac outlet for artifacts. The Mages have been added: Tribute Mage and Trinket Mage. They add more budget tutors for artifacts. When I control Encroaching Mycosynth they can be repeatable with Master Transmuter and Anrakyr the Traveller, etc. Tutored for by Sphinx Summoner which then gives me more access to assembling the Sword of the Meek + Thopter Foundry + Time Sieve wincon combo.

Some big cuts have happened, The Flesh is Weak and Vedalken Humiliator are gone. This combo was neat, but Weak not being an artifact is not where I want to be. Encroaching Mycosynth replaces Weak and without Weak I don't like Humiliator. I don't like that Humiliator can't trigger it's ability unless it attacks, consistently he does nothing the turn he ETB, that's not helpful if I'm only playing it for attacking. Encroaching Mycosynth does improves this combo, but I still cut it.

The Flesh is Weak + Vedalken Humiliator combo helped Constructs to attack therefore if cutting it I really should add something else to help combat. Vault of the Archangel is deceptively powerful with Constructs, just having it untapped with enough mana to activate it makes my Constructs essentially unblockable because opponents are not going to risk losing all their blockers to deathtouch + menace. To make it easier to get Vault I added Expedition Map. Another one drop artifact that can be repeatable a number of ways here. If Map isn't getting Vault then it can get an Artifact land Seat of the Synod which is quite good with Master Transmuter or get a sac outlet Phyrexia's Core for Wishclaw Talisman, etc.

multimedia on Imotekhs eternal Artifacts

1 year ago

Hey, you're welcome.

You're right, a high avg. CMC hurting gameplay can be deceiving if you have reanimation. To help reanimation be more of a factor consider adding some cards that can search for and put card(s) of your choice from your library into your graveyard?

Unmarked Grave is two mana to tutor for and put Wurmcoil Engine or Triplicate Titan into your graveyard, Buried Alive can get both of them, that's better than potentially drawing them especially Triplicate. Or get Razorlash Transmogrant to get this guy going. A reason to play Vile Entomber is Biotransference making it a potentially repeatable effect that can get any card. Entomber can get Bolas's Citadel.

Adding Myr Retriever is a reason to keep Mirrorworks. These two cards combo with Ashnod's Altar for infinite Necrons.

  • Cast Retriever, trigger Mirrorworks to copy Retriever.
  • In response to Mirrorworks trigger sac Retriever with Altar.
  • Resolve Retriever die trigger returning any artifact to hand and trigger Imotekh.
  • Resolve Mirrorworks trigger, pay floating from Altar, creating a Retriever copy.
  • Sac Retriever copy with Altar, returning Retriever to your hand and trigger Imotekh.
  • Repeat

Myr Retriever also combos with Scrap Trawler and Ashnod's Altar for infinite Necrons even on an opponent turn with Shimmer Myr.

  • Sac Retriever with Altar, recur an artifact and trigger Imotekh.
  • Sac Trawler, recur Retriever and trigger Imotekh.
  • Sac a Necron, cast Retriever, sac Retriever, recur Trawler and trigger Imotekh.
  • Cast Trawler and repeat.

This combo you need to make it infinite, for Retriever and for Trawler to repeatedly cast them from your hand. By sacing one Necron each iteration of the combo makes an extra , making for infinite Necrons also makes infinite colorless mana. Workshop Assistant and Junk Diver are other artifact Retrievers who can replace Trawler in the combo.


You still have four cards to cut, consider these four? A direction to consider for cuts is further reduce the mana curve? Traxos, Scourge of Kroog is just a beater, all the other 4 drop artifact creatures here do something else as well as being a beater because of menace. Ghouls' Night Out, you don't need this effect with a 5 mana spell that isn't an artifact.

Batterskull is just a beater and it has a very high equip cost which you can't reduce to use it after the Gem is removed. The life gain from Batterskull could be helpful especially with Bolas's Citadel and Anrakyr the Traveller, but I wouldn't play a 5 drop to get life gain when you can gain life from other much lower mana cost sources. Resurrection Orb is another source of lifelink that also has a high equip cost, but Orb is much better for overall strategy here than Batterskull.

Sceptre of Eternal Glory and The Golden Throne are better ramp than Solemn Simulacrum. A reason to cut Solemn is having lots of four drop ramp is not where you want to be with ramp, 0-2 CMC, some 3 CMC ramp is better for gameplay. Mind's Eye is better 5 drop than Ghouls' Night Out and Batterskull, but Eye could also be cut for lower mana cost draw.

Overwhelming Remorse could be cut for Canoptek Tomb Sentinel? The cost reduction of Remorse can be good, but very situational. The potential repeatability of Canoptek since it's an artifact creature to reanimate is better and Canoptek can exile any nonland permanent which is very helpful effect to have in mono black.

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