Arcane Foundry › Commanders › The Celestial Toymaker
The Celestial Toymaker
Legendary Creature — Rogue Artificer · {W}{U}{B} · Black/Blue/White commander
Whenever The Celestial Toymaker attacks, look at the top three cards of your library. Exile any number of them in a face-down pile and the rest in a face-up pile. Defending player chooses one of those piles. Put that pile into your hand.
At the beginning of each end step, each opponent loses 2 life for each spell or ability that caused one or more players to guess or to group cards or permanents into a pile this turn.
Build a The Celestial Toymaker deck →
What The Celestial Toymaker actually does
Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.
- Triggered ability · attackWhenever The Celestial Toymaker attacks, look at the top three cards of your library. Exile any number of them in a face-down pile and the rest in a face-up pile. Defending player chooses one of those
- Triggered ability · end_stepAt the beginning of each end step, each opponent loses 2 life for each spell or ability that caused one or more players to guess or to group cards or permanents into a pile this turn.
What a The Celestial Toymaker deck needs
Plays as combat trigger. What the commander asks of the other 99 — read from the card and checked by hand.
- drain and life-loss payoffs (the damage is not combat damage)
- haste, evasion and protection for the commander, and extra combats (its own attack is the engine)
The The Celestial Toymaker deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 15× Life loss that is not combat damage — each opponent loses life, repeatably
- 9× Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- 7× Make the commander connect — a body that never deals combat damage never triggers
- 5× Actually remove one problem permanent — preventing its damage is not removing it
- 9× Find the exact card the plan needs
- 2× Answer a spell or ability before it resolves
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
Best cards for The Celestial Toymaker
Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.
Life loss that is not combat damage — each opponent loses life, repeatably
- Zulaport Cutthroat2 mana
- Leechridden Swamp0 mana
- Blind Obedience2 mana
- Cruel Celebrant2 mana
- Elas il-Kor, Sadistic Pilgrim2 mana
- Marionette Apprentice2 mana
- The Meathook Massacre2 mana
- Mirkwood Bats4 mana
Put haste on the commander the turn it resolves — a tap ability is unusable otherwise
- Thousand-Year Elixir3 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana
- Akroma's Memorial7 mana
- Lavaspur Boots1 mana
- Sting, the Glinting Dagger2 mana
- Haunted Cloak3 mana
- Sword of Vengeance3 mana
Make the commander connect — a body that never deals combat damage never triggers
- Elspeth, Sun's Champion6 mana
- Rogue Class2 mana
- Archetype of Imagination6 mana
- Eldrazi Monument5 mana
- Falthis, Shadowcat Familiar3 mana
- Delney, Streetwise Lookout3 mana
- Akroma's Memorial7 mana
- On Wings of Gold4 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Path to Exile1 mana
- Swords to Plowshares1 mana
- Reality Shift2 mana
- Pongify1 mana
- Rapid Hybridization1 mana
- Resculpt2 mana
- Defile1 mana
- Tragic Slip1 mana
Find the exact card the plan needs
- Demonic Tutor2 mana
- Diabolic Intent2 mana
- Vampiric Tutor1 mana
- Imperial Seal1 mana
- Demonic Consultation1 mana
- Grim Tutor3 mana
- Tainted Pact2 mana
- Scheming Symmetry1 mana
Answer a spell or ability before it resolves
- Mindbreak Trap4 mana
- Fierce Guardianship3 mana
- Force of Negation3 mana
- Force of Will5 mana
- Flare of Denial3 mana
- Pact of Negation0 mana
- An Offer You Can't Refuse1 mana
- Arcane Denial2 mana
Answer a whole board at once
- Damn2 mana
- Vanquish the Horde8 mana
- Toxic Deluge3 mana
- Damnation4 mana
- Supreme Verdict4 mana
- Wrath of God4 mana
- Day of Judgment4 mana
- Bontu's Last Reckoning3 mana
Refill your hand
- Esper Sentinel1 mana
- Mystic Remora1 mana
- Skullclamp1 mana
- Curiosity1 mana
- Wizard Class1 mana
- Black Market Connections3 mana
- Braids, Arisen Nightmare3 mana
- Morbid Opportunist3 mana
Keep a permanent you control alive through removal
- Flowering of the White Tree2 mana
- Bastion Protector3 mana
- Gold-Forged Thopteryx2 mana
- Codsworth, Handy Helper3 mana
- Avacyn, Angel of Hope8 mana
- Lost in the Maze2 mana
- Lightning Greaves2 mana
- Swiftfoot Boots2 mana