Iron Man, Master of 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.
Official card text
Flying, vigilance Iron Man gets +1/+0 for each other artifact you control. Whenever Iron Man attacks, if an artifact entered the battlefield under your control this turn, draw a card.
Complete guide
Iron Man, Master of Machines brings the high-tech power of Stark Industries to the battlefield, rewarding players for assembling a vast collection of artifacts. As a legendary creature with flying and vigilance, he is both a powerful attacker and a reliable defender. By coordinating your technological developments, you can unlock his full potential to draw cards and deal massive damage.
A Growing Threat
Iron Man features a static ability that grants him +1/+0 for each other artifact you control. This counts every artifact on your side of the board except for Iron Man himself. Because he has flying, this power boost makes him difficult to block, allowing him to soar over ground defenses and threaten your opponent's life total directly.
Triggering the Draw
To utilize Iron Man's card-drawing ability, an artifact must have entered the battlefield under your control at some point during the current turn before his attack trigger resolves. This ability checks for the 'intervening if' condition both when he attacks and when the ability resolves. If you haven't played an artifact yet that turn, the ability will not trigger at all when he is declared as an attacker.
Vigilance and Defense
Because Iron Man has vigilance, he does not tap to attack. This is crucial for his role as a 'Master of Machines,' as it allows him to utilize his increased power to block on your opponent's turn. Combined with his flying ability, he can effectively guard against both ground-based and airborne threats without sacrificing your offensive momentum.
Strategic Timing
To maximize Iron Man, you should prioritize playing at least one artifact during your first main phase before moving to combat. This ensures his draw condition is met. If you have artifacts with flash or ways to put artifacts onto the battlefield at instant speed, you can even satisfy this condition unexpectedly, though it must happen before the Declare Attackers step.
Interaction examples
During your first main phase, you cast Solemn Simulacrum. When it enters the battlefield, you search for a land. When you move to combat and attack with Iron Man, his ability checks if an artifact entered this turn. Since Solemn Simulacrum is an artifact, the condition is met, and you draw a card. Additionally, Iron Man gets +1/+0 from the presence of the Simulacrum.
If you control Roaming Throne and chose 'Human' or 'Hero' as its type, it will affect Iron Man. First, Iron Man gets +1/+0 because Roaming Throne is an artifact. Second, if an artifact entered this turn and Iron Man attacks, his triggered ability triggers twice due to the Throne's effect, allowing you to draw two cards instead of one.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Iron Man, Master of Machines
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Iron Man, Master of Machines
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Roaming Throne