Machinesmith Automaton 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
Trample Whenever another artifact you control enters, put a +1/+1 counter on this creature.
Complete guide
Machinesmith Automaton is a relentless engine of growth that thrives in artifact-heavy strategies. By rewarding you for simply playing the game, this Robot Villain quickly becomes a massive threat with built-in evasion.
Scaling Power with Artifacts
The core of Machinesmith Automaton is its triggered ability. Whenever another artifact enters the battlefield under your control, this creature gains a +1/+1 counter. Because it possesses Trample, every counter added makes it significantly harder for your opponent to block effectively, as excess damage will carry over to the defending player or planeswalker.
The Timing of the Trigger
The ability triggers specifically when an artifact enters the battlefield. This includes artifact creatures, equipment, Clue tokens, or Treasure tokens. If multiple artifacts enter simultaneously, the ability triggers once for each of them. Note that Machinesmith Automaton must already be on the battlefield to see the other artifact enter; it does not trigger for itself.
Common Missteps
A common mistake is forgetting that 'artifact' includes non-creature permanents. Another point of confusion involves static effects; the +1/+1 counter is added via a triggered ability that goes on the stack. This means opponents have a window to cast removal spells like Lightning Bolt before the Automaton grows larger if they respond to the entry trigger.
Strategic Implementation
Play this card in decks that utilize token generation or 'Enter the Battlefield' loops. Since it counts any artifact, even cracked Treasures or fetched artifact lands will fuel its growth. It is best deployed early so that subsequent plays maximize its power before the combat phase.
Interaction examples
With Machinesmith Automaton on the battlefield, you cast Solemn Simulacrum. When Solemn Simulacrum enters, two abilities trigger: its own land-search ability and the Automaton's counter ability. You can stack these in any order. The Automaton receives a +1/+1 counter, becoming a 4/3 with Trample, while you also thin your deck for a basic land.
If you play Roaming Throne and choose 'Robot' or 'Villain' as its type, it enters as an artifact creature. This triggers Machinesmith Automaton, giving it a +1/+1 counter. Now, whenever another artifact enters, the Roaming Throne's static ability causes the Automaton's trigger to fire twice, granting two +1/+1 counters instead of one.
Guide written with AI from the official text and rulings. Official English text prevails.
How it works : Machinesmith Automaton
Original English text — Wizards of the Coast / Scryfall
No additional ruling has been published for this card.
Popular combos
Real combos played by the community, sorted by popularity.
Urza, Lord High Artificer + Animation Module + Machinesmith Automaton
- 1Cast Animation Module by paying
.
- 2When Animation Module enters, Machinesmith Automaton triggers, putting a +1/+1 counter on it.
- 3Animation Module triggers. Holding priority, activate Urza's first ability by tapping an artifact you control, adding
.
- 4Resolve the Animation Module trigger, causing you to pay
to create a 1/1 Servo artifact creature token.
- 5When the Servo enters, Machinesmith Automaton triggers, putting a +1/+1 counter on it.
- 6Repeat from step 3.
Falco Spara, Pactweaver + Sensei's Divining Top + Enthusiastic Mechanaut + Machinesmith Automaton
- 1Activate Sensei's Divining Top's second ability by tapping it, causing you to draw a card and put Sensei's Divining Top on top of your library.
- 2Cast Sensei's Divining Top from the top of your library by paying
and removing a counter from a creature you control.
- 3When Sensei's Divining Top enters, Machinesmith Automaton triggers, putting a +1/+1 counter on Machinesmith Automaton.
- 4Repeat.
Falco Spara, Pactweaver + Sensei's Divining Top + Cemetery Prowler + Machinesmith Automaton
- 1Activate Sensei's Divining Top's second ability by tapping it, causing you to draw a card and put Sensei's Divining Top on top of your library.
- 2Cast Sensei's Divining Top from the top of your library by paying
and removing a counter from a creature you control.
- 3When Sensei's Divining Top enters, Machinesmith Automaton triggers, putting a +1/+1 counter on Machinesmith Automaton.
- 4Repeat.
Falco Spara, Pactweaver + Sensei's Divining Top + Lyse Hext + Machinesmith Automaton
- 1Activate Sensei's Divining Top's second ability by tapping it, causing you to draw a card and put Sensei's Divining Top on top of your library.
- 2Cast Sensei's Divining Top from the top of your library by paying
and removing a counter from a creature you control.
- 3Lyse Hext's prowess ability triggers, giving it +1/+1 until end of turn
- 4When Sensei's Divining Top enters, Machinesmith Automaton triggers, putting a +1/+1 counter on Machinesmith Automaton.
- 5Repeat.
Falco Spara, Pactweaver + Sensei's Divining Top + Council of the Absolute + Machinesmith Automaton
- 1Activate Sensei's Divining Top's second ability by tapping it, causing you to draw a card and put Sensei's Divining Top on top of your library.
- 2Cast Sensei's Divining Top from the top of your library by paying
and removing a counter from a creature you control.
- 3When Sensei's Divining Top enters, Machinesmith Automaton triggers, putting a +1/+1 counter on Machinesmith Automaton.
- 4Repeat.
Falco Spara, Pactweaver + Sensei's Divining Top + Armor Wars + Machinesmith Automaton
- 1Activate Sensei's Divining Top's second ability by tapping it, causing you to draw a card and put Sensei's Divining Top on top of your library.
- 2Cast Sensei's Divining Top from the top of your library by paying
and removing a counter from a creature you control.
- 3When Sensei's Divining Top enters, Machinesmith Automaton triggers, putting a +1/+1 counter on Machinesmith Automaton.
- 4Repeat.
Falco Spara, Pactweaver + Sensei's Divining Top + Stone Calendar + Machinesmith Automaton
- 1Activate Sensei's Divining Top's second ability by tapping it, causing you to draw a card and put Sensei's Divining Top on top of your library.
- 2Cast Sensei's Divining Top from the top of your library by paying
and removing a counter from a creature you control.
- 3When Sensei's Divining Top enters, Machinesmith Automaton triggers, putting a +1/+1 counter on Machinesmith Automaton.
- 4Repeat.
Falco Spara, Pactweaver + Sensei's Divining Top + Machinesmith Automaton + Iron Lad, Young Avenger
- 1Activate Sensei's Divining Top's second ability by tapping it, causing you to draw a card and put Sensei's Divining Top on top of your library.
- 2Cast Sensei's Divining Top from the top of your library by paying
and removing a counter from a creature you control.
- 3When Sensei's Divining Top enters, Machinesmith Automaton triggers, putting a +1/+1 counter on Machinesmith Automaton.
- 4Repeat.
Legal formats
Commentaires
- Sois le premier à commenter cette carte.
Read next
Meta decks with Machinesmith Automaton
No archived Top 8 deck with this card yet.



Solemn Simulacrum
Roaming Throne









