Tinker Time
Commander · Blue/Red/Green · 100 cards · Gimbal, Gremlin Prodigy
Tinker Time is a Commander deck led by Gimbal, Gremlin Prodigy in Blue/Red/Green colors. It runs 100 cards built around staples like Sol Ring, Arcane Signet, Chaos Warp, Izzet Signet. Below is the full decklist, the key cards and the community rating.
How to play this deck
You trade efficiently in combat and out-value opponents with versatile threats. Sequencing matters — hold up interaction when the table is hostile.
Commander Gimbal, Gremlin Prodigy defines the color identity and the deck's central engine.
Staples like Sol Ring, Arcane Signet, Chaos Warp hold the strategy together — tutor for them or protect them on the stack.
When mulliganing, aim for 3–4 lands and a low curve. A Temur list needs stable mana to execute its plan.
Win conditions: lean into Commander Deck strengths, avoid overextending in multiplayer, and keep an answer to the table's biggest threat.
Key cards




Full decklist
Commander
Gimbal, Gremlin Prodigy
FAQ
- What format is Tinker Time?
- Tinker Time is a Commander deck.
- How many cards is Tinker Time?
- The deck runs 100 cards in Blue/Red/Green colors.
- Is Tinker Time good?
- Rate it yourself — the community votes on library decks and the best rise to the top.