
Memnarch, the Warden
Memnarch, the Warden Commander Deck
The deck is a colorless artifact ramp list built around Memnarch, the Warden. It floods the board with cheap artifacts and Myr tokens, with cost reducers, affinity and big mana to land a 10-drop early. Memnarch attacking then draws a card for each artifact, refilling the hand to deploy oversized threats, Myr armies and sweepers that hit only colored permanents. How it wins: It attacks with a wide, pumped Myr army, Myr Battlesphere and Memnarch, often given evasion and haste by Akroma's Memorial, or ends the game with the Dawnsire, Sunstar Dreadnought plus Stuffy Doll damage loop, pinging and Walking Ballista as reach. Key roles: - Artifact cost reduction and big mana: Tron lands, artifact mana and cost reducers make the high-cost commander and colossi castable well ahead of curve, sometimes for free. (Darksteel Monolith, Urza's Workshop, Urza's Incubator) - Myr tribal engine: Myr creatures tutor, copy and generate more Myr, while lords and untappers grow the swarm and make its mana denser. This inflates the artifact count that Memnarch's attack trigger counts. (Myr Turbine, Myr Galvanizer, Myr Battlesphere) - Artifact-count card advantage: With many artifacts out, a single Memnarch attack draws a huge hand, backed by no-maximum-hand-size effects and a draw-pumping Wizard equipment that attaches to Memnarch. (The One Ring, Diviner's Wand, Spellbook) - Sacrifice and untap mana loops: Sac outlets turn tokens and spare artifacts into mana, while untappers reuse mana rocks and Turbine. Death-trigger Myr recoup value from each sacrifice. (Ashnod's Altar, Krark-Clan Ironworks, Clock of Omens) - Colorless one-sided board control: Sweepers that spare artifacts or colorless permanents leave the deck's own board intact, and Dawnsire deals 100 damage to a creature each time the deck attacks. (All Is Dust, Crystalline Entity, Dawnsire, Sunstar Dreadnought) - Damage combo and reach: Stationing Dawnsire and aiming its 100 damage at an indestructible Stuffy Doll redirects lethal damage to a player. Ballista pings and Fleshraker triggers add more reach. (Stuffy Doll, Dawnsire, Sunstar Dreadnought, Walking Ballista)
Memnarch, the Warden decklist
- Akroma's Memorial
- Ashnod's Altar
- Clock of Omens
- Cloud Key
- Commander's Plate
- Darksteel Monolith
- Dawnsire, Sunstar Dreadnought
- Diviner's Wand
- Genesis Chamber
- Herald's Horn
- Ichor Wellspring
- Krark-Clan Ironworks
- Manifold Key
- Mind Stone
- Myr Turbine
- Pariah's Shield
- Sol Ring
- Spellbook
- The One Ring
- Thought Vessel
- Urza's Incubator
- Voltaic Key
- Darksteel Citadel
- Hall of Echoes
- Reliquary Tower
- The Mycosynth Gardens
- Urza's Cave
- Urza's Mine
- Urza's Power Plant
- Urza's Tower
- Urza's Workshop
- War Room
- 28× Wastes
- Alloy Myr
- Crystalline Entity
- Darksteel Angel
- Darksteel Myr
- Emrakul, the Exigent Doom
- Foundry Inspector
- Geode Golem
- Glaring Fleshraker
- Hovermyr
- Jhoira's Familiar
- Karn, Legacy Reforged
- Karn, Silver Golem
- Kozilek, the Great Distortion
- Liberator, Urza's Battlethopter
- Manakin
- Mycosynth Golem
- Myr Battlesphere
- Myr Convert
- Myr Enforcer
- Myr Galvanizer
- Myr Kinsmith
- Myr Landshaper
- Myr Moonvessel
- Myr Propagator
- Myr Quadropod
- Myr Retriever
- Myr Scrapling
- Myr Sire
- Myr Superion
- Myr Welder
- Omnath, Locus of the Void
- Ornithopter of Paradise
- Palladium Myr
- Shimmer Myr
- Steel Overseer
- Stuffy Doll
- Walking Ballista
- Null Elemental Blast
- All Is Dust