Introduction
Altar Tron is a combo deck that ramps with the Urza lands, sifts through a pile of cheap artifacts that scry and draw, and then loops Myr Retriever through Ashnod's Altar so that Golem Foundry turns the loop into unlimited mana and a board of Golems. It occupies a small slice of the Pauper field at 0.7%, so most opponents will see it only occasionally. The results have been strong for a deck of that size: Jakub Puzio won the September 19 C'mon! Katowice tournament with it, finishing 1st at 9-0-2, and copies have kept posting undefeated runs at paper weeklies and in online leagues through September.
The deck beats control decks that try to answer the loop one artifact at a time, and creature aggro decks whose attacks are slow enough for life gain and chump blocks to hold off until the loop comes together. It is favored against Monster Tron, Dimir Faeries, Bogles, Grixis Affinity, Jeskai Ephemerate, Golgari Gardens, Dimir Terror, White Aggro, and Madness Burn, and slightly favored against Mono Red Madness.
It struggles against combo decks that win before the mana and the loop are assembled, and against midrange decks whose artifact removal and graveyard disruption keep the engine from ever running. It is slightly unfavored against Mono Red Rally, and unfavored against Blue Terror, Elves, Spy Combo, Jund Wildfire, Mono Blue Faeries, Esper Affinity, Familiars, and Flicker Tron.
General Strategy
Altar Tron wants to get Ashnod's Altar, Golem Foundry and a pair of Myr Retrievers together with the Urza lands' mana behind them, and then run a loop that produces as much mana and as many Golems as the game calls for. Everything else in the deck serves that goal: Expedition Map completes the Urza lands, Candy Trail, Prophetic Prism, Malevolent Rumble and Eviscerator's Insight sift through the library for the missing pieces, and Weather the Storm keeps the life total high enough to survive the turns all of that takes. The priority that matters most is keeping the loop whole. Nothing in the deck searches for Ashnod's Altar, and the Retrievers only loop when one of them is in the graveyard or in hand as the other dies, so every choice about what to sacrifice, what to dig for and what to expose to removal is made with the loop's completeness in mind rather than with the current board in mind.
The engine has two halves. The Urza lands are the mana half: Urza's Mine, Urza's Power Plant and Urza's Tower make a single colorless each until all three are in play, at which point the trio taps for seven, and Expedition Map is the way to find whichever one is missing. The loop is the other half. With Ashnod's Altar on the battlefield, sacrificing a Myr Retriever adds two mana, and its death trigger returns the other Retriever from the graveyard to your hand; those two mana recast it, it resolves, and you sacrifice it to return the first one. Each pass through the loop costs nothing overall, and each recast is an artifact spell, so Golem Foundry gets a charge counter every time and turns every third recast into a 3/3 Golem. A Golem is a creature, so it can be sacrificed to the Altar for two more mana, which is where the surplus comes from: three passes through the loop net a Golem, and the Golem nets two mana if you want it, so the loop ends with as much colorless mana, and as many Golems, as you choose. Every recast also raises the storm count, so a cast at the end of the loop gains an enormous amount of life.
The Cards
Ashnod's Altar

The Altar's job is to turn each Myr Retriever into exactly the two mana the next one costs, and outside the loop it converts an Eldrazi Spawn, a Myr Kinsmith or a spare Golem into a burst of mana for a Giant's Boulder activation or an Insight flashback. It does nothing until there is a creature to feed it, so it is usually the last loop piece you put on the table.
Myr Retriever

The Retriever is the moving part of the loop and the deck's best insurance policy. Its death trigger returns any other artifact card from the graveyard, so a copy that chump blocks or gets sacrificed to Eviscerator's Insight brings back a countered Ashnod's Altar, a destroyed Golem Foundry, or a spent Expedition Map to find another land. The loop wants one Retriever on the battlefield and the other in the graveyard or in hand, which is why you let a spare copy die or get binned rather than protecting it. As a 1/1 for two it is also the deck's earliest body and a willing chump blocker.
Golem Foundry

The Foundry is the win condition. It counts only the artifact spells cast while it is already on the battlefield, so it goes down before Ashnod's Altar and before any other artifacts you plan to cast that turn. Inside the loop every third recast makes a 3/3 Golem; outside the loop it still rewards the deck's natural flow of cheap artifacts with a Golem every few turns. Removing the counters costs no mana and works at instant speed, so a Golem can appear as a surprise blocker after attackers are declared, at the opponent's end step, or in response to removal aimed at the Foundry itself.
Role Assignment
Altar Tron is a linear combo deck with high inevitability and very little interaction: Giant's Boulder is the only removal in the main deck, and it costs seven mana to fire. The deck's role in any matchup is decided by three questions. Can the opponent keep Ashnod's Altar off the table faster than Myr Retriever can buy it back? Can they exile the graveyard at the moment the loop depends on it? And is their clock faster than the turns the Urza lands and the loop take to assemble, which is usually not before the mid game?
Vs. Aggro. Against creature aggro and burn you are the control deck, whatever the deck's combo heart suggests. Their plan is to win during the turns you spend assembling, so the whole early game is about buying time: chump block with Myr Retriever and Eldrazi Spawn tokens, hold Golem Foundry's counters so a 3/3 appears after attackers are declared, and cast Weather the Storm after a run of cheap artifacts rather than as a two-mana instant. The play that defines the role is deliberately spending a turn on cheap artifacts and a stormed Weather the Storm instead of deploying an exposed loop piece. The loop's inevitability means time is all you need.
Vs. Midrange. Against decks that trade one for one you are the control deck with the better late game. Their removal and discard are pointed at Ashnod's Altar and Golem Foundry, so the contest is their answers against the sheer number of artifacts you can replace and return. The defining play is sequencing to absorb the answers: cast Golem Foundry and the filter artifacts first and let them draw the removal, and keep a Myr Retriever ready to die so a destroyed Altar comes straight back. The one exception to the attrition posture is graveyard exile: against a deck that carries it, the second Retriever is safer in hand than in the graveyard, and the loop waits until the hate has been baited out or destroyed by Giant's Boulder.
Against counterspells and sweepers you are the beatdown, since your plan is proactive and tempo-positive and theirs is to answer each piece. A single counter on is the thing to fear, and the role is about making every counter cost them: a countered Altar goes to the graveyard where a dying returns it, and keeps making Golems off the cheap artifacts they cannot afford to counter. The defining play is presenting the Foundry early and attacking with its Golems while sandbagging the Altar until they have tapped low or spent a counter on something else. is close to dead here and is the card to cut first.
Play Patterns
Let a spare Myr Retriever go to the graveyard instead of keeping it safe in hand. The loop wants one Retriever on the battlefield and one in the graveyard, because the first one's death trigger is what returns the second. A copy that Malevolent Rumble reveals and does not take is already in position, and a copy that chump blocks or pays the extra cost of Eviscerator's Insight returns another artifact on its way there. The exception is an opponent who carries graveyard exile; against them the second copy is safer in hand, where the loop can still start by casting it alongside the first.
Start the loop as soon as Ashnod's Altar, Golem Foundry and one Myr Retriever are on the battlefield with a second Retriever in hand or in the graveyard, even with no mana left. Each sacrifice makes exactly the two mana the next Retriever costs, so the loop pays for itself from the first step and the Golems it produces add mana on top. That means you can spend the whole turn's mana putting the missing pieces into play and still run the loop immediately, instead of passing the turn with the Altar and Foundry exposed to removal.
When Expedition Map can fetch the last Urza land you are missing, activate it before casting dig spells or card-drawing artifacts. Completing Urza's Mine, Urza's Power Plant and Urza's Tower takes three lands from three mana to seven, so everything you skipped this turn gets cast together next turn with mana to spare. Digging first and assembling afterwards leaves you four mana short every turn until the set is finished.
Cast Golem Foundry before Ashnod's Altar and before any other artifact you plan to play in the same turn. The Foundry only counts artifact spells cast while it is already on the battlefield, so every artifact played ahead of it is a lost counter, while an Altar cast afterwards is a counter gained. The Altar does nothing until there is a creature to sacrifice, so it loses nothing by coming second.










