Arcane Foundry › Commanders › Ultra Magnus, Tactician // Ultra Magnus, Armored Carrier
Ultra Magnus, Tactician // Ultra Magnus, Armored Carrier
Legendary Artifact Creature — Robot // Legendary Artifact — Vehicle · {4}{R}{G}{W} · Green/Red/White commander
More Than Meets the Eye {2}{R}{G}{W} (You may cast this card converted for {2}{R}{G}{W}.)
Ward {2}
Whenever Ultra Magnus attacks, you may put an artifact creature card from your hand onto the battlefield tapped and attacking. If you do, convert Ultra Magnus at end of combat.
Living metal (During your turn, this Vehicle is also a creature.)
Haste
Formidable — Whenever Ultra Magnus attacks, attacking creatures you control gain indestructible until end of turn. If those creatures have total power 8 or greater, convert Ultra Magnus.
Build an Ultra Magnus, Tactician // Ultra Magnus, Armored Carrier deck →
What Ultra Magnus, Tactician // Ultra Magnus, Armored Carrier 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 Ultra Magnus attacks, you may put an artifact creature card from your hand onto the battlefield tapped and attacking. If you do, convert Ultra Magnus at end of combat.
- Triggered ability · attackWhenever Ultra Magnus attacks, attacking creatures you control gain indestructible until end of turn. If those creatures have total power 8 or greater, convert Ultra Magnus.
- Keyword · more than meets the eyemore than meets the eye
- Keyword · wardward
- Keyword · living metalliving metal
- Keyword · hastehaste
What an Ultra Magnus, Tactician // Ultra Magnus, Armored Carrier deck needs
Plays as team keywords. What the commander asks of the other 99 — read from the card and checked by hand.
- creatures that profit from indestructible (it grants the team it)
- expensive permanents worth cheating into play
- evasion and protection for the commander, and extra combats (its own attack is the engine; it has haste)
The Ultra Magnus, Tactician // Ultra Magnus, Armored Carrier deck plan
The roles the Forge fills for this commander, and how many cards of each.
- 14× A permanent that does something every turn it is on the battlefield — the deck's body, for a commander whose text asks for nothing specific
- 14× Expensive on paper, cheap to actually cast — the flip payoff for a mana-value damage trigger
- 4× Evasion that does NOT target or attach — for a commander your own auras and equipment cannot legally touch
- 4× 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
- 1× Answer a whole board at once
- 7× Refill your hand
- 2× Keep a permanent you control alive through removal
Best cards for Ultra Magnus, Tactician // Ultra Magnus, Armored Carrier
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.
A permanent that does something every turn it is on the battlefield — the deck's body, for a commander whose text asks for nothing specific
- Crashing Drawbridge2 mana
- Ozolith, the Shattered Spire2 mana
- Cleric Class1 mana
- Bontu's Monument3 mana
- Enduring Vitality3 mana
- Kami of Whispered Hopes3 mana
- Mirror Entity3 mana
- Oketra's Monument3 mana
Expensive on paper, cheap to actually cast — the flip payoff for a mana-value damage trigger
- Blasphemous Act9 mana
- The Great Henge9 mana
- City on Fire8 mana
- Excalibur, Sword of Eden12 mana
- Ghalta, Primal Hunger12 mana
- Vanquish the Horde8 mana
- Ancient Stone Idol10 mana
- Cavern-Hoard Dragon9 mana
Evasion that does NOT target or attach — for a commander your own auras and equipment cannot legally touch
- Akroma's Will4 mana
- Glaring Spotlight1 mana
- Elspeth, Storm Slayer5 mana
- Garruk's Uprising3 mana
- Iroas, God of Victory4 mana
- The Wind Crystal4 mana
- Elspeth, Sun's Champion6 mana
- Inquisitorial Rosette2 mana
Make the commander connect — a body that never deals combat damage never triggers
- Garruk's Uprising3 mana
- Iroas, God of Victory4 mana
- Elspeth, Sun's Champion6 mana
- Eldrazi Monument5 mana
- Goblin War Drums3 mana
- Delney, Streetwise Lookout3 mana
- Akroma's Memorial7 mana
- Gruul War Chant4 mana
Actually remove one problem permanent — preventing its damage is not removing it
- Path to Exile1 mana
- Swords to Plowshares1 mana
- Wild Magic Surge2 mana
- March of Otherworldly Light1 mana
- Beast Within3 mana
- Generous Gift3 mana
- Nature's Claim1 mana
- Erode1 mana
Find the exact card the plan needs
- Green Sun's Zenith1 mana
- Nature's Rhythm2 mana
- Worldly Tutor1 mana
- March of Burgeoning Life1 mana
- Archdruid's Charm3 mana
- Chord of Calling3 mana
- Eldritch Evolution3 mana
- Eladamri's Call2 mana
Answer a whole board at once
- Vanquish the Horde8 mana
- Wrath of God4 mana
- Blasphemous Act9 mana
- Chain Reaction4 mana
- Day of Judgment4 mana
- Street Spasm1 mana
- Shatter the Sky4 mana
- Split Up3 mana
Refill your hand
- Esper Sentinel1 mana
- Ragavan, Nimble Pilferer1 mana
- Skullclamp1 mana
- Sylvan Library2 mana
- Garruk's Uprising3 mana
- Professional Face-Breaker3 mana
- Archivist of Oghma2 mana
- Beast Whisperer4 mana
Keep a permanent you control alive through removal
- Flowering of the White Tree2 mana
- Hexing Squelcher2 mana
- Bastion Protector3 mana
- Codsworth, Handy Helper3 mana
- Guardian Augmenter3 mana
- Cryptothrall4 mana
- Saryth, the Viper's Fang4 mana
- Avacyn, Angel of Hope8 mana