Everything in the Tinker Time Commander deck: all 100 cards with current prices, what the deck is worth against the sealed price, the 10 new cards, and whether it is worth buying.
Artifact creatures you control have trample. At the beginning of your end step, create a 0/0 red Gremlin artifact creature token. Put X +1/+1 counters on it, where X is the number of differently named artifact tokens you control.
This deck is likely fun and synergistic out of the box and provides a few tools for existing artifact decks. It’s not too hard to find upgrades (Goblin Kaboomist, anyone?), but it’s not that unique of a strategy and feels very reminiscent of the Saheeli, the Gifted / Brudiclad, Telchor Engineer deck from C18.
It’s also a huge financial bust, which makes it one of the weakest offerings here.
If you’re looking to upgrade Tinker Time, look no further.
Tinker Time is a Temur artifact deck that tries to tie together all the trinket-y artifact tokens that Wizards has created over the years. You’ll see plenty of Food and Clue tokens and a commander that actually cares about the distinction between Treasure and Gold tokens.
Gimbal, Gremlin Prodigy wants you to amass a collection of artifacts with different names then pays you off by making Gremlin artifact tokens with trample. Alternatively, you can use Rashmi and Ragavan to make Treasure tokens and steal your opponents’ cards. Gimbal is the more synergistic commander, while Rashmi and the monkey are just generically powerful.