Jhoira / Saheeli – Let’s Build A DOOMSDAY MACHINE!

Welcome to the deck that collects the greatest artificers of the multiverse (and some goblins for some reason) and tries to create a DOOMSDAY MACHINE out of random scraps of metal and some other parts, like goats, maybe.

Historically, this was my Pia and Kiran Nalaar deck, a commander that came with some Thopters to use as spare parts. I wanted a commander though, preferably with some artifact synergies, and that’s where Jhoira, Weatherlight Captain came in. The cards added some less chaotic options in building artifacts, as opposed to how approached the process. Later, Saheeli, the Gifted came out in Commander 2018, and serves as an alternate commander.



I don’t now which of the two is better for the deck. Jhoira should draw you tons of cards, while Saheeli can produce scrap in the form of Servo tokens, and ramp out the more expense artifacts.

The deck itself is low on interaction; It’s generally more concerned doing it’s own thing, trying to convert one resource into another and creating a rube goldberg-esque sequence of activations to come out ahead, and eventually create loops that can be repeated infinitely. It’s a combo deck.

There are some standard combos like the Fifth Dawn Station cycle, but the deck offers some shortcuts into these combos, or alternate ways to set these things up. It’s essentially a puzzle, and I don’t think I know every interaction and combo by heart yet. There are so many.

You can’t count on opponents to just sit there, so there are a bunch of way to get artifacts back from the graveyard. This makes it ok to just discard or sacrifice stuff you don’t need right now, and get it back later. In fact, the deck can use some self-mill to dig for any needed parts. It’s perfectly acceptible to just mill, then use Scrap Mastery to assemble your DOOMSDAY MACHINE at once from the graveyard. Just try not to run into any graveyard hate, or you’ll have to depend on plan B)

  • Plan B) Have Mycosynth Lattice and Kill Switch and shut the game down long enough to find another solution, like:
  • Plan C) Put a Darksteel Colossus under a Prototype Portal, make an army of really big indestructable robots. Or create Lodestone Golems to choke out mana production, or;
  • Plan D) Have Quicksmith Rebel add some stopping power to one of the many self-untapping artifacts like Staff of Domination and go to town. Or;
  • Plan E) Improvise with what you have. It’s a deck; When plans fail, think on your feet and wing it. There is a non-zero chance there is something weird you can do to advance your goals.

The deck also features sub-goals such as assembling Urzatron. That’s not exactly like winning, but at least it’s an achievement when you do it.

There is a lot going on here, so let’s take a look at the current list:

~ Jhoira / Saheeli - Let's Build A DOOMSDAY MACHINE! ~

Commander (2)


Jhoira, Weatherlight Captain
Saheeli, the Gifted

Artificers (11)


Chief Engineer
Feldon of the Third Path
Goblin Welder
Pia and Kiran Nalaar
Quicksmith Genius
Quicksmith Rebel
Reckless Fireweaver
Riddlesmith
Sai, Master Thopterist
Slobad, Goblin Tinkerer
Thopter Engineer

Artifacts (32)


Aetherworks Marvel
Animation Module
Blasting Station
Clock of Omens
Darksteel Forge
Decoction Module
Expedition Map
Fabrication Module
Flayer Husk
Grinding Station
Izzet Signet
Key to the City
Kill Switch
Krark-Clan Ironworks
Mana Vault
Mirrorworks
Mycosynth Lattice
Mycosynth Wellspring
Planar Bridge
Prototype Portal
Renegade Map
Retrofitter Foundry
Salvaging Station
Sculpting Steel
Sol Ring
Soul Foundry
Staff of Domination
Summoning Station
Tamiyo’s Journal
Thran Dynamo
Trading Post
Unwinding Clock

Lands (32)


Island
Mountain
Buried Ruin
Darksteel Citadel
Foundry of the Consuls
Geier Reach Sanitarium
Great Furnace
Inventors’ Fair
Izzet Boilerworks
Mishra’s Factory
Seat of the Synod
Spire of Industry
Sulfur Falls
Terramorphic Expanse
Urza’s Factory
Urza’s Mine
Urza’s Power Plant
Urza’s Tower

Artifact Creatures (17)


Arcbound Ravager
Arcbound Reclaimer
Combustible Gearhulk
Darksteel Colossus
Dross Scorpion
Duplicant
Golden Guardian
Hangarback Walker
Karn, Silver Golem
Kuldotha Forgemaster
Lodestone Golem
Metalworker
Mindless Automaton
Myr Battlesphere
Scarecrone
Steel Overseer
Wurmcoil Engine

Planeswalkers (4)


Daretti, Scrap Savant
Karn, Scion of Urza
Tezzeret, Artifice Master
Tezzeret the Seeker

Sorceries (2)


Scrap Mastery
Trash for Treasure

Aside from the vulnarability from graveyard- and artifact hate, from the list there is one more appearant flaw in this list. The land count is just 32, which should ring some alarm bells. I won’t tell you not to worry about this. Despite the fact there are some artifact concerned with helping you with mana production by either tapping for mana, help find lands or even become lands themselves, 32 ís dangerously low and greedy. Some testing should reveal if it is indeed too low, but if it is there are some ways to get the land count up a couple of percent and make things run a little more smoothly. Some suggestions are:

This should keep the basic functionality, but up the land count a little. If even more lands are needed, it’s probably Karn, Scion of Urza and Pia and Kiran Nalaar that are here for the Rule of Cool, but are non-essential parts of the deck.


The fact that commander decks are required to have exactly 100 cards does mean there are cards we don’t have space for, but would be nice to include. Some of these are:

  • Aetherflux Reservoir. Nothing says DOOMSDAY MACHINE! like a weapon that uses your own forsaken life as a disposable resource. Right now there is little lifegain outside of Wurmcoil Engine and the deck isn’t stormy enough to reliably power this thing up.
  • Mechanized Production. Not only does this produce more scrap (sometimes Colossi!) but also functions as an alternative win condition. At the very least we hope to create a lot of Servos and Thopters. If anything, it occupies a niche similar to Prototype Portal in our deck, so maybe we replace the Portals for Productions.
  • Padeem, Consul of Innovation offers an extra layer of protection for our Artifacts, while also generating some incidental card draw.  Running her would be… nice.
  • The Antiquities War. The card selection and draw is helpful in finding the correct pieces to suplement your current plans, and have all Thopters/Servos/Clues turn into (very telegraphed) 5/5s might be game winning. There is a lot of card draw as it is, though, and any boardwipe nullifies the effect of the final chapter. It was in at one point, but I don’t think it’s good enough, so for now it’s out.
  • Null Brooch. A literal last-ditch effort stopping any spell, while putting artifacts in the graveyard. With all the rest of the stuff in your hand. It protects your Scrap Mastery from being countered a little bit, or blocks some of the mass artifact removal around. Still, our deck has so if we wanted to stop spells, we had less drastic effects to counter things.
  • Other cycles like Kaldra or Empire Regalia – But the deck is crowded as it is, so adding another entire cycle of artifacts just can’t be done.

Anyway, this is the deck as it currently stands. One of upcoming the improvements will probably in the Basic land I’ll be using. I just hope the new Ravnican promo lands won’t be overly expensive! Just look at the Izzet lands:



Yes, having beautiful and thematic basic lands is a crucial part of deck construction. At least it’s incentive to include more lands, while keeping the cool factor.

Posted under Commander / EDH