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Rules guide · Enchantment

Does MachinesHow it works & interactions with other cards

By the ManaCount desk· 5 min read· Teenage Mutant Ninja Turtles· March 6, 2026
Carte Magic Does Machines

Does Machines is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

(Gain the next level as a sorcery to add its ability.) When this Class enters, mill two cards, draw two cards, then discard two cards. {1}{U}: Level 2 When this Class becomes level 2, return up to two target artifact cards from your graveyard to your hand. {4}{U}: Level 3 At the beginning of combat on your turn, put three +1/+1 counters on target artifact you control. If it isn't a creature, it becomes a 0/0 Robot creature in addition to its other types.

Complete guide

Does Machines is a versatile blue Class enchantment that fuels your graveyard, recovers resources, and transforms utility items into powerful combatants. Whether you are digging for answers or animating your board, this card offers a structured path to victory. It is the perfect engine for players who want to turn their scrap into a mechanical army.

A Systematic Transformation

Does Machines operates like all Class cards, starting at Level 1 and allowing you to pay mana as a sorcery to unlock higher levels. Each level adds new abilities to the card without removing the old ones. Level 1 focuses on card selection, Level 2 acts as a double recovery spell for artifacts, and Level 3 provides a repeatable power boost that can turn even the most passive artifact into a threatening creature.

Resolving the Levels

When this enchantment enters the battlefield, you immediately mill two cards, draw two, and discard two. This sequence ensures you have targets for your future Level 2 ability. When you pay the cost to reach Level 2, you target up to two artifact cards in your graveyard; these return to your hand as the ability resolves. Finally, at Level 3, the triggered ability occurs at the start of every combat on your turn. If the target artifact isn't a creature, it becomes a 0/0 Robot creature and receives three +1/+1 counters, making it a 3/3 attacker. Note that if it was already a creature, it simply gains the counters.

Vital Rules and Interactions

If you use Level 3 to animate an artifact that is also an Equipment, that Equipment becomes unattached immediately. Furthermore, if you animate a Vehicle, its base power and toughness are set to 0/0 by this effect, and crewing it later will not change those base stats—though the counters will still apply. The 'Summoning Sickness' rule applies to the new creature based on how long the artifact has been on the battlefield, not how long it has been a creature.

When to Deploy Machines

You should play Does Machines early when you need to fix your hand or stock your graveyard with powerful artifacts. It is best to wait to advance to Level 2 until you have high-impact artifacts like Mystic Remora or Rhystic Study in your graveyard to ensure maximum value. The Level 3 ability is your late-game finisher, turning extra mana rocks or utility artifacts into repeatable threats.

Interaction examples

The Graveyard Loop

If your Rhystic Study was destroyed earlier in the game, playing Does Machines allows you to mill and discard cards to find other threats. Once you pay {1}{U} to reach Level 2, you can target the Rhystic Study in your graveyard to return it to your hand, bypassing the usual difficulty of recovering enchantments in blue by utilizing the artifact-centric nature of this Class.

Cumulative Upkeep Synergy

If you choose not to pay the cumulative upkeep for Mystic Remora, it is sacrificed. By leveling Does Machines to Level 2, you can return that Mystic Remora from your graveyard to your hand to cast it again, resetting the age counters and keeping your card draw engine running efficiently.

Solo Animation

With only Does Machines on the field and a simple non-creature artifact like a Treasure token, reaching Level 3 allows you to target that Treasure. At the start of combat, the Treasure becomes a 0/0 Robot and gains three +1/+1 counters. You now have a 3/3 creature that can still be sacrificed for mana if needed, though it will leave the battlefield.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Does Machines

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    If the target artifact is an attached Equipment, it becomes unattached. If an Equipment without reconfigure becomes an artifact creature, it can't be attached to another creature.

    No other card is named in this ruling.

  2. #2· Wizards of the Coast

    Each Class starts at level 1 and has the abilities in the top section of its text box. Once a Class advances to level 2 or level 3, it has all of the abilities listed in the associated section of its text box as well.

    No other card is named in this ruling.

  3. #3· Wizards of the Coast

    The resulting artifact creature will be able to attack on your turn if it's been under your control continuously since the turn began. That is, it doesn't matter how long it's been a creature, just how long it's been on the battlefield.

    No other card is named in this ruling.

  4. #4· Wizards of the Coast

    Class cards have multiple text box sections. Other than the top section, each section contains a class level bar that includes a cost and a level number. Each represents an activated ability with the listed cost that advances the Class to the level listed in that bar.

    No other card is named in this ruling.

  5. #5· Wizards of the Coast

    Gaining a level won't remove abilities that a Class had at a previous level.

    No other card is named in this ruling.

  6. #6· Wizards of the Coast

    The artifact retains any types, subtypes, or supertypes it has.

    No other card is named in this ruling.

  7. #7· Wizards of the Coast

    There's no restriction on how many Class permanents you can control, whether they're the same or different classes. Each Class permanent tracks its own level separately.

    No other card is named in this ruling.

  8. #8· Wizards of the Coast

    If the target artifact has station, its base power and toughness will be set to 0/0. Adding charge counters to that artifact won't restore the power and toughness printed in any of its striations.

    No other card is named in this ruling.

  9. #9· Wizards of the Coast

    If the target artifact is a Vehicle, its base power and toughness will be set to 0/0. Crewing that Vehicle will not restore its power and toughness.

    No other card is named in this ruling.

  10. #10· Wizards of the Coast

    Does Machines's level 3 ability doesn't remove any abilities the target artifact has.

    No other card is named in this ruling.

  11. #11· Wizards of the Coast

    You can't activate an ability that advances a Class to a particular level if that Class is already that level or higher. For example, if a Class is already level 2, you can't activate the ability that advances it to level 2 again.

    No other card is named in this ruling.

  12. #12· Wizards of the Coast

    An ability that advances a Class to a higher level is a normal activated ability. It uses the stack and can be responded to.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Darksteel Reactor
+Eternity Vessel
+The Ozolith
+Does Machines
#1

Darksteel Reactor + Eternity Vessel + The Ozolith + Does Machines

Win the game
  1. 1At the beginning of combat, Does Machines's last ability and The Ozolith trigger.
  2. 2Resolve the Does Machines trigger, making Eternity Vessel a creature.
  3. 3In response to the remaining trigger, cause Eternity Vessel to leave the battlefield.
  4. 4The Ozolith triggers, putting a number of charge counters on itself equal to the charge counters that were on Eternity Vessel.
  5. 5Resolve The Ozolith trigger from step 1, moving all counters from it onto Darksteel Reactor.
  6. 6Darksteel Reactor triggers, causing you to win the game.
Solar Array
+Freed from the Real
+Does Machines
#2

Solar Array + Freed from the Real + Does Machines

Infinite +1/+1 counters on a creatureInfinite +1/+1 counters on artifact creatures you castInfinite charge counters on artifacts you cast
  1. 1Animate Solar Array, if needed.
  2. 2Cast Freed from the Real by paying its mana cost, attaching it to Solar Array.
  3. 3Activate Solar Array by tapping it, adding {U} and causing the next artifact spell you cast this turn to have sunburst.
  4. 4Activate Freed from the Real by paying {U}, untapping Solar Array.
  5. 5Repeat from step 3 as desired.
  6. 6Cast any artifact spell, triggering its sunburst ability an infinite number of times, either putting infinite +1/+1 counters on charge counters on the artifact.
Voltaic Construct
+Everflowing Chalice
+Does Machines
#3

Voltaic Construct + Everflowing Chalice + Does Machines

Infinite colorless manaInfinite untap of artifact creatures you control
  1. 1Animate Everflowing Chalice using Does Machines.
  2. 2Activate Everflowing Chalice by tapping it, adding at least {C}{C}{C}
  3. 3Activate Voltaic Construct by paying {2}, untapping Everflowing Chalice.
  4. 4Repeat from step 2.
Solar Array
+Pemmin's Aura
+Does Machines
#4

Solar Array + Pemmin's Aura + Does Machines

Infinite +1/+1 counters on a creatureInfinite +1/+1 counters on artifact creatures you castInfinite charge counters on artifacts you cast
  1. 1Animate Solar Array, if needed.
  2. 2Cast Pemmin's Aura by paying its mana cost, attaching it to Solar Array.
  3. 3Activate Solar Array by tapping it, adding {U} and causing the next artifact spell you cast this turn to have sunburst.
  4. 4Activate Pemmin's Aura by paying {U}, untapping Solar Array.
  5. 5Repeat from step 3 as desired.
  6. 6Cast any artifact spell, triggering its sunburst ability an infinite number of times, either putting infinite +1/+1 counters on charge counters on the artifact.
Voltaic Construct
+Basalt Monolith
+Does Machines
#5

Voltaic Construct + Basalt Monolith + Does Machines

Infinite colorless manaInfinite untap of artifact creatures you control
  1. 1Animate Basalt Monolith using Does Machines.
  2. 2Activate Basalt Monolith by tapping it, adding {C}{C}{C}
  3. 3Activate Voltaic Construct by paying {2}, untapping Basalt Monolith.
  4. 4Repeat from step 2.
Voltaic Construct
+The Eternity Elevator
+Does Machines
#6

Voltaic Construct + The Eternity Elevator + Does Machines

Infinite colored manaInfinite colorless manaInfinite untap of artifact creatures you control
  1. 1Animate The Eternity Elevator using Does Machines.
  2. 2Activate The Eternity Elevator by tapping it, adding {C}{C}{C}
  3. 3Activate Voltaic Construct by paying {2}, untapping The Eternity Elevator.
  4. 4Repeat from step 2.
Basalt Monolith
+Training Grounds
+Does Machines
#7

Basalt Monolith + Training Grounds + Does Machines

Infinite colorless mana
  1. 1Cause Basalt Monolith to become a creature using Does Machines.
  2. 2Activate Basalt Monolith's first ability by tapping it, adding {C}{C}{C}.
  3. 3Activate Basalt Monolith's last ability by paying {2}, untapping it.
  4. 4Repeat from step 2.
Voltaic Construct
+Thran Dynamo
+Does Machines
#8

Voltaic Construct + Thran Dynamo + Does Machines

Infinite colorless manaInfinite untap of artifact creatures you control
  1. 1Animate Thran Dynamo using Does Machines.
  2. 2Activate Thran Dynamo by tapping it, adding {C}{C}{C}
  3. 3Activate Voltaic Construct by paying {2}, untapping Thran Dynamo.
  4. 4Repeat from step 2.
03

Legal formats

standardfuturehistorictimelessgladiatorpioneermodernlegacyvintagecommanderoathbreakerstandardbrawlbrawlcompetitivebrawlalchemydueltlr
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