Viewing offers in Near Mint condition
Technodrome
Oracle Text
Reach, trample
This creature can't attack or block unless its power is 6 or greater.
{T}, Sacrifice another artifact: Draw a card. Put a +1/+1 counter on this creature.
Card Details
Character Background
Technodrome reads like a siege engine that starts as a dormant bunker and slowly becomes the war machine it was always meant to be: a cheap 3/3 artifact creature with reach and trample, but one that must “power up” to actually attack or block. Its best home is a value-oriented artifact shell, especially midrange or control decks that can afford to feed it spare baubles over time. The activated ability turns redundant artifacts into cards and growth, so tokens, Treasures, Clues, and cheap utility artifacts all become fuel. A strong deckbuilding tip is to pair it with repeatable artifact makers or sacrifice fodder, since every activation both advances your draw engine and helps clear the 6-power threshold. Once online, Technodrome becomes a surprisingly threatening finisher that can stabilize the air, pressure life totals, and snowball advantage in long games.
Generated using gpt-5.4-mini
Buy from sellers
Peer-to-peer marketplace offers
Have a copy to sell?
List it in under a minute and reach buyers already browsing this page.
List Technodrome
Set your condition, quantity, and price. Your listing appears in the offers table above as soon as you publish it.
- No listing fees — CardFlippr takes a small cut only when your card sells.
- Buyers message you directly through CardFlippr to arrange payment and shipping.
- Pricing is suggested from the last 30 days of market activity, but you're always in control.
Public Decks Using This Card
No public decks are currently using this card.
Character Background
Technodrome reads like a siege engine that starts as a dormant bunker and slowly becomes the war machine it was always meant to be: a cheap 3/3 artifact creature with reach and trample, but one that must “power up” to actually attack or block. Its best home is a value-oriented artifact shell, especially midrange or control decks that can afford to feed it spare baubles over time. The activated ability turns redundant artifacts into cards and growth, so tokens, Treasures, Clues, and cheap utility artifacts all become fuel. A strong deckbuilding tip is to pair it with repeatable artifact makers or sacrifice fodder, since every activation both advances your draw engine and helps clear the 6-power threshold. Once online, Technodrome becomes a surprisingly threatening finisher that can stabilize the air, pressure life totals, and snowball advantage in long games.
Generated using gpt-5.4-mini · Updated at 2026-08-11 01:40:44 UTC
