Card of the Day Home

Decks to Beat - Tournament Winning Decks!

Card of the Day - A single card reviewed by several members of our crew.  Updated 5 days per week!

Card Price Guide

Featured Writers  
Judge Bill
DeQuan Watson
Ray Powers - Monk's Corner
Jeff Zandi
Jonathan Pechon
Chrstine Gerhardt
Jason Chapman
- on Peasant Magic

Deck Garage
Jason's Deck Garage

MTG Fan Articles
Deck Tips & Strategies
Peasant Magic
Tourney Reports 
Featured Articles  
Single Card Strategy

Magic Quizzes & Polls

Message Board 
Magic League

Contact Us

Pojo's Book Reviews



Pojo's Magic The Gathering
Card of the Day

Image from

Krark-Clan Ironworks 
Fifth Dawn Uncommon

Reviewed June 18, 2004

Constructed: 4
Casual: 3.6
Limited: 1.9

Ratings are based on a 1 to 5 scale
1 being the worst.  3 ... average.  
5 is the highest rating

Click here to see all our 
Card of the Day Reviews 


* game store owner in CA, ShuffleAndCut


If you even slightly like playing combos, buy 4 of these cards now.  Ironworks will enjoy the same popularity and longevity (unless it suffers the same fate as Skullclamp) as Fact of Fiction.  There always seem to be some amazing uncommon in each block.  This is one of them.  Not so great in limited, but in any constructed format, it's good times!

Constructed: 5
Casual: 4.5
Limited: 1.5
   Current Price:
Krark Clan Ironworks - Fifth Dawn - $5.39

Judge Bill

*Level 2
MTG Judge

*game store employee

Krark-Clan Ironworks
This is the result of Wizards wanting to make combo viable again. Congratulations, Wizards, you've done it. And in a big way.
Remember this quote from the banning of Skullclamp?
"Every deck is required to warp itself around this one-mana card, and almost every successful deck abuses it. In addition, games that involve Skullclamp simply aren’t as much fun to play, especially when those are the only kinds of games going on."
Simply cut and paste this quote with regards to Ironworks for the next three months.
I suspect this will get banned in casual playgroups long before it does in Type 2.
In limited, though, this isn't any good. Yes, it is an accelerant, but you lose multiple creatures or equipment if you use this. I'd stay away.
Constructed: 5
Casual: 5
Limited: 1.5

2 Grand Prix Top 8's

Multiple Pro Tour appearances

Krark-Clan Ironworks


Egads, we’ve found it!  The card that might be more ridiculous than Skullclamp!  Seriously, this has already been broken into about 25 different ways, using every combo piece from Myr Retriever to Disciple to whatever else people can find.  Combo is back, thanks guys.


Now, I know you guys like ridiculous combos at the group tables, you just don’t like to win so quickly with them.  You can do ridiculous things with this, so the applications of this card are really open to the imagination.  If your pool of Mental cards is favorable enough, then go ahead and try to run this, if you can use the mana right away.


Draft is the weak spot for this card; it requires a ridiculous build of Affinity and some ridiculous bomb-ish cards to make this playable, along with a ridiculous draw.  Basically, that much ridicule all in one place makes for a small window of opportunity to play this card.  In short, don’t.


Constructed:  4.5

Casual:  4.0

Limited:  1.5


Jeff Zandi

5 Time Pro Tour

Level 2 Judge

Krark-Clan Ironworks
Throughout the years, all the way back to Candelabra of Tawnos, artifacts
that can repeatedly be used to create HUGE amounts of mana have been key
cards in COMBO DECKS. Krark-Clan Ironworks is just such a card. Suddenly artifact lands can produce three mana when you tap them for one mana, then sacrifice them to the Ironworks for two more mana. What kinds of cards will be in a deck full of artifact lands? More artifacts. What happens when you play more artifacts with Ironworks in play? You have more opportunities to sacrifice artifacts for mana when you need it. Why would you need so much mana? Tooth and Nail and Fireball are two answers that spring to mind. Ironworks has no business in your draft decks. Combos are for constructed decks.
CASUAL:              4.5
LIMITED:             2.0

Ray "Monk"
* Level 3 DCI Judge
*DCI Tournament Organizer
*Game Store Owner (Gamer's Edge)

Krark Clan Ironworks


I think everyone agrees this card was a bad idea. I’m not even sure what to say about it except “it’s a bad idea.” Have I mentioned how much I hate that Disciple of the Vault was not banned? Yeah well, I only mention it because Disciple makes this card even better.  This card has been reviewed to death. Go look at the deck lists. Go complain to your friends about it. Send Mark Rosewater virtual crack. Have fun with it.


Constructed:                 5

Casual:                         2

Limited:                        1



* game store owner (The Game Closet - Waco,TX)

* pro tour player

NUTS NUTS NUTS!  That's what this card is.  NUTS!  Don't ask why...well ok...I'll tell you anyway.  It simply works with a bunch of different combos.  It's easy to work in and get some mana to do lots of things.  It doesn't have a lot of value in limited play.  I'm sure it has very little in casual play, since there are many better combos.  However, in constructed, I would put money on the fact that you will be seeing this pop up in some crazy combos starting on the 20th of this month.
Constructed: 4
Casual: 2
Limited: 1.5

Secret Squirrel on the

Krark-Clan Ironworkers
This is the card from Fifth Dawn that one must wonder what WotC designers and developers were smoking when they created it.  With all the artifacts running around, this can fuel just about any spell Affinity needs.  Fireball is a popular combo with this. Also, it just gets you mana.  It will definitely see play in Affinity/Raffinity and maybe a few other decks. 
It should also see play in limited.  Ditch your used up sunburst cards for mana to fuel your bomb.  I don’t see this in casual though.  Most cards that play shouldn’t be used up, and should therefore have a purpose of being played and should stay on the table. Nevertheless, it’s still good, but probably won’t be abused as much (though there are some other sick combos with it in casual). 
Constructed: 4.5
Casual: 3.5
Limited: 4


Krark-Clan Ironworks –



Serious Constructed – Do I even have to say it? This card will break the

format open. It combo’s with so many cards, and can pull the legendary

turn 2 kills. Disciple of the Vault + 2 Myr retrievers, Myr Incubator… List

goes on.


Casual – Depending on how strict your playgroup is, it’s going to be

hard to find a use for this card, without making the deck look like a tier 1

standard deck. Though, outside that context, it will definitely be worth

the fun to try to use it in some wacky Timmy deck that uses a lot of

artifact lands to play the kill spell (blaze etc.)


Limited – Not really worth it for mana acceleration. Myrs and talismans

will usually be much more worth your time and consideration. Usually

when you have 4 mana, there isn’t going to be many cases that you’ll

have the resources (expendable artifacts) to sacrifice for the bomb in

hand. Late pick.


Serious Const. – 5.0

Casual – 3.0 (Varies)

Limited – 2.0


Copyright 2001


Magic the Gathering is a Registered Trademark of Wizards of the Coast.
This site is not affiliated with Wizards of the Coast and is not an Official Site.