Skip to content
  1. Commander Nexus
  2. Commanders
  3. Ironheart, Clever Champion

Command zone

Ironheart, Clever Champion

Ironheart, Clever Champion

Legendary Artifact Creature — Human Hero

Ironheart wants a deck that fills the table with artifacts that make mana and draw cards. It also works in a deck built around Artifact Creatures, Heroes or Humans.

  • Mana cost4 genericblue
  • Blue ()
  • Power / toughness3 / 4
  • RarityRare

Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for 1 generic.)

Flying

Noncreature spells you cast have improvise.

Build a deck with Ironheart Find it in the app

Archetypes

Cards That Fit Ironheart, Clever Champion

Picked for what they do in Ironheart's deck. When two cards do the same job, the one with the lower comes first. All of them fit Ironheart's color identity.Mana ValueThe total amount of mana a card costs, all added up. A card costing two generic and one green has a mana value of three. Wizards renamed this from "converted mana cost" in 2021, so older cards and articles may still use the old name.Sol RingOpen the full glossary

plan6

The 6 Cards

Does what Ironheart, Clever Champion does6

The 6 Cards

Similar Commanders

Commanders that share the most with Ironheart, and what they share.

Color identityEvery color of mana symbol on a card, in its cost and in its rules text. Your commander's color identity sets the limit for your whole deck: every other card has to fit inside it. A deck led by a green and white commander cannot play a card with any blue in its color identity.Open the full glossaryUPlayers write colors as letters: U for blue. Blue is U because B was already taken by black.ArtifactsAn artifacts deck fills the battlefield with artifacts, cards like Sol Ring that stay in play and keep working turn after turn. Played together, they give you extra mana and extra cards. A handful of keywords turn up on artifacts again and again. Equip means you pay a cost to attach an Equipment such as Swiftfoot Boots to one of your creatures. If that creature dies, the Equipment does not go to your graveyard with it. It stays on the battlefield, and you can pay the cost again to attach it to another creature. Crew means you tap your own creatures with enough total power between them to turn a Vehicle such as Smuggler's Copter into a creature until the end of the turn. A Treasure is a token you can sacrifice (put into your graveyard on purpose) for one mana of any color. A token is a game piece that a card makes, not a card from your deck, and Pitiless Plunderer is one card that makes Treasures. Affinity makes a spell like Frogmite cheaper for each artifact you control. Unearth brings a card like Combat Courier back from your graveyard for one turn, and then it is exiled. Modular creatures like Arcbound Ravager enter with +1/+1 counters and pass them to another artifact creature when they die.Open the Artifacts pageArtifact PayoffRewards you for having artifacts: counting them, triggering off them, or getting cheaper as you play more. Urza's Saga, Mox OpalOpen the Artifact Payoff pageCost ReducerMakes your own spells cheaper to cast. A discount every turn adds up faster than a single burst of mana. Herald's Horn, Foundry InspectorOpen the Cost Reducer pageEvasionAn ability that makes a creature hard to block, so its attacks reach the player. Flying, menace, landwalk and plain 'can't be blocked' are the common kinds.Open the Evasion pageKeyword EnablerGives a whole group of your spells a keyword that changes how you cast them, such as improvise, cascade, convoke or flash. Inspiring Statuary, Imoti, Celebrant of BountyOpen the Keyword Enabler pageAlternative CostLets you cast a spell by paying some other cost instead of its mana cost, like life, a card from your hand, or nothing at all.Open the Alternative Cost page