Blightsteel Colossus


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Mirrodin Besieged (MBS) Mythic Rare
Mirrodin Besieged: Phyrexia (MBP) Mythic Rare

Combos Browse all

Blightsteel Colossus

Artifact Creature — Golem

Trample, infect

Blightsteel Colossus is indestructible.

If Blightsteel Colossus would be put into a graveyard from anywhere, reveal Blightsteel Colossus and shuffle it into its owner's library instead.

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Blightsteel Colossus Discussion

Shrazik on Brudiclad's transformers

1 week ago

An important bit of information to remember is that Brudiclad's second ability applies to ALL TOKENS, not just creature tokens. So cards like Brass's Bounty or Curse of Opulence become game ending.

As for suggested cards, I agree with BS-T that there are a few cards in here that will tend to under perform, especially the larger legendary creatures. I'm saying that they are bad, just that you shouldn't rely of getting Helm of the Host to make it work. You have the right idea when it comes to putting in cards like Ancient Stone Idol, Blightsteel Colossus, Sharding Sphinx. Getting a token of one of these cards is almost gonna guarantee you a victory. These are the kinds of cards that you wanna be running. So lets add some cards that do this.

Cards like Reef Worm, Scuttling Doom Engine, and Hangarback Walker are gonna protect you from the inevitable board wipe. Lets be honest if you're playing tokens, board wipes will all kill you. And people will definitely be saving them to use on you.

Efficient Construction, Tamiyo's Journal, Clone Legion, and Metallurgic Summonings will help you rebuild your board state just in case you're on the receiving end of a Cyclonic Rift. A card that has become far too common in the commander/EDH format.

Flameshadow Conjuring, Twinflame, Heat Shimmer are cards that will get you tokens of those heavy hitters when you're ready to swing in for the kill.

I hope that my suggestions help you in some way. I tried to explain my reasoning as best I could. Either way the important thing is that you have the information. However you decide to use it is up to you.

AKBZ on Meren’s Bitter Ordeal [Primer]

1 week ago

When you have two replacement effects, you get to choose which one is the replacement effect. An example of what I am talking about. Rest in Peace Blightsteel Colossus. They both use the word “if”. So, when the colossus goes to graveyard, you get it put back into your deck, not exiled. It is the same with dredge and Underrealm Lichs ability. They are both replacement effects replacing your draw. If Underrealm Lich is out, and Life from the Loam is in graveyard, and you cycle Barren Moor you can choose to dredge 3 or use Underrealm Lichs ability. When it comes to draw step you get to choose which effect to resolve. They work in tandem by one doing its thing when convenient, not excluding each other. This is how all replacement effects work. If there is two effects trying to replace the same thing, you get to choose. Another example. One opponent controls one Notion Thief, and another controls another Notion Thief, and you control Life from the Loam in graveyard. You draw an extra card outside draw step. You can choose opponent A to draw that card, or opponent B, or you can dredge three. Now you draw another card, but can’t dredge. You now choose either opponent A or opponent B to draw a card. The key thing here is replacement effects don’t use the stack, so no matter what turn order opponents are in, you choose which to resolve. Also, you can choose not to dredge. You don’t have to do it if you don’t want to. As for Life / Death, you only use it with Razaketh, the Foulblooded. You cast Life / Deaths both halves targeting the demon. Now, you can use your lands as tutors to setup your winning turn, or win on the spot if you have almost everything but needed a few more things. The reanimation aspect is nice because it allows the card to always be useful, but the life half is only useful with the demon. It would allow your deck more resiliency, while always giving you a path to victory if you have the demon on board, as this is usually the first thing you tutor for. It also helps when you get boardwiped, as now you have no other creatures to sacrifice to the demon. And then finally Songs of the Damned is only useful with the demon, because as you tutor, you still need a lot of mana to cast what you tutor. So, instead of waiting for a turn after tutoring ten times, you can win on the spot by just casting Songs of the Damned a bunch of times. Here is an example of the line. You use Life / Death to bring back Razaketh, the Foulblooded, while at the same time casting life. You activate the demon, getting Songs of the Damned. You cast it and get back 10. You the sac another creature, getting worldshaper. You then sac another creature, getting Cabal Coffers you play coffers, activate, get mana. You sac another land creature, getting Bitter Ordeal. Then you sac another land creature getting Eternal Witness, casting it and getting back Songs of the Damned, recasting it with your floating mana, and getting the same mana. Then you proceed with the win that you wanted, because at this point you should have all the mana you need to cast out the rest of the combo. And this all started at three mana bringing back the demon.

multimedia on Muldrotha

1 week ago

Hey, this is a good start, nice base of Elves and interesting choice to use Muldrotha as Commander for tribal Elves; I haven't seen this before. When I see something new with Elves I get excited :) Elves having access to both blue and black gives you some great options of under played Simic and Golgari Elves. Even though this is Elves and ramp, consider expanding on the idea that Muldrotha's ability lets you play multiple types of permanent cards not just creatures from your graveyard even the same turn? You can only play one creature a turn from the graveyard with Muldrotha unless that creature is an artifact creature or enchantment creature, but Elves have neither. There's only 5 nonland cards that are permanents that aren't creatures here.

Consider expanding on the use of enchantments? I'm not saying to cut a lot of Elves you still want them, but have a more well rounded mix of nonland permanent cards to also take better advantage of Muldrotha as Commander. Consider this ratio: 35 lands/30 creatures/10-15 enchantments/5-10 artifacts/5 instants/5 sorceries? Instead of playing a lot of instants and sorceries instead play enchantments that do the same thing or nearly equal effects. For instance Unearth is a good card for reanimation, but so is Animate Dead and Animate Dead can be cast from your graveyard thanks to Muldrotha, where as Unearth outright can't.

All my card suggestions are budget, no card over $6 and most are $1 or less. Cards to consider adding:


Ezuri is a huge payoff for playing tribal Elves and ramp, repeatable Overrun a ton of times and attack with a huge trampling Elf army. Momir's ability seems great with Muldrotha since you can play green and blue cards from your graveyard with her. Other cards that give you benefits when you cast creatures such as Beast Whisperer, Lifecrafter's Bestiary seem excellent with Muldrotha and Elves. You're still casting creatures from your graveyard with Muldrotha even though her ability says play, that still means cast. The only reason her ability says play and not cast is because you can play a land, you can't cast a land. Underrealm can be repeatable source of draw/card advantage and adds self-mill which is good with Muldrotha.


Value creatures:

Other than Blightsteel Colossus and Rune-Scarred Demon the other big creatures you're trying to ramp into aren't really worth it because they're just big creatures who don't give you any value. With Muldrotha you can really take advantage of creatures who give you value when they ETB (enter the battlefield) or die because you can potentially repeatedly play them each turn from your graveyard. Getting a continuous source of value from many single cards is very good in Commander. Symbiote and Quirion Ranger is a combo with Archdruid/Priest/Channeler letting you tap and untap them many times a turn to make a lot of mana.

As far as playing three colors with Elves it can be problematic because green is the most important color to be able to cast the one drop green Elves consistently you need a ton of Forests. My advice is to play primarily green (20x Forests) and just light splash the two other colors (2x Swamps, 2x Islands and 11-12x dual lands) in the manabase. Joiner Adept and Lantern can be a huge help here with land color fixing. It's better to play more Forests and then use other cards to get blue and black such as Tribe Elder, Farhaven, etc.

Good luck with your deck.

SynergyBuild on Modern eggs

2 weeks ago

I get that. I have found that I can go mono-blue and win more often with the Trawlers, as I need less lands to pull it off that have color, so I can run Inventors' Fairs to get my combo out more often and Darksteel Citadels to use the Ironworks more. I get that that isn't your plan, but it works more for me.

If you don't want to have it as dependent on the Ironworks, I guess that a Kuldotha Forgemaster, Lightning Greaves, Blightsteel Colossus win could work too, however that is a little janky... maybe just a more card efficient Salvage Titan styled list?

Artatras on First Dmir/Grave deck help

2 weeks ago


I'm happy you are building a Lazav deck because he is such a fun commander to play with, although he's a very atypical graveyard-themed general. I personally think you shouldn't see him as a classic reanimator engine, but instead more as a voltron deck.

I do agree with TheAmazingSteve and DrukenReaps on the Blade of Selves + Phage the Untouchable nonbo. In addition to that, I wouldn't include Blightsteel Colossus either. The colossus can't stay in the graveyard due to its last clause, so you would have to copy it with Lazav at instant speed as soon as it hits the graveyard, with the shuffle trigger still on the stack. This means it would cost you , plus any other mana you need to put the Colossus in the bin with a spell or ability like Entomb or Frantic Search. Even if you are planning to hard-cast the Colossus instead of copying it, is probably too much for the Dimir colours since we aren't that good at ramping.

I would cut the entire surveil package and replace it with loot spells like Frantic Search and Thirst for Knowledge, or graveyard tutors like Buried Alive. Looting is better than surveilling and self-milling because you have more control over your discards. If you already have a creature in hand, you can draw three and then choose to discard that creature. With surveil and self-mill, you increase randomness.

Also, I would not include reanimation spells like Reanimate and Sheoldred, the Whispering One. The thing with Lazav is that he doesn't support reanimation very well, because his ability doesn't allow you to save any mana. For this reason, I would not include big creatures like the Eldrazis or Jin-Gitaxias, Core Augur. Instead, it would be nice to focus on cheap creatures with high stats and bad ETB effects, because those won't trigger when you copy them with you commander. I'm thinking about Hunted Horror, Eater of Days and especially Phyrexian Dreadnought, hands-down the best card for a Lazav deck. Another auto-include in any Lazav deck is Invisible Stalker, because it can offer evasion and protection to our commander.

A sweet combo you can include is Crackdown Construct + Ornithopter. When you have both in the graveyard, you pay and turn Lazav into the Construct. Then pay to turn him into the Ornithopter. The Lazav-Construct ability triggers, since you activated an ability (Lazav's), and your commander gets +1/+1 until the end of turn. In response, you pay again to transform him into the Ornithopter and he gets another +1/+1. You can do this trick as many times as you like putting each trigger on the stack, and at the end of the day Lazav will finally become a flying Ornithopter but with an infinite amount of +1/+1 buffs until the end of turn.

Apart from that, I would increase the amount of lands to at least 35/36 because you need as much mana as possible to activate your commander's ability multiple times in the same turns and hold up counterspells at the same time.

A final note: you can't play Norn's Annex in a Dimir deck. Although it has phyrexian mana in its cost, its colour identity is still white.

I hope I have helped you with your deck. Let me know if you have any doubts. If you want, you can take a look at my Primer for Lazav. It is more on the competitive side, but I think you can find some ideas. I will link it down below. Cheers!

"The Many-Faced God" - [[Primer]]

multimedia on Mayael the Anima

2 weeks ago

Hey, looks good, looks fun.

Consider adding these cards:

Cards to consider cutting:

  • Colossus of Akros
  • Emrakul, the Promised End
  • Nylea, God of the Hunt
  • Primordial Hydra
  • Ulvenwald Hydra
  • Brutalizer Exarch
  • Collected Company
  • Eerie Interlude
  • Panharmonicon
  • Boundless Realms
  • Primal Surge
  • Rout
  • Release the Gremlins
  • Boros Garrison

Consider these cards to make the deck more competitive:

Rack is busted with Mayael. You can repeatedly use cards in your hand to set-up the top of your library so when you look at the top five with Mayael you'll always have a creature to cheat into play. Sneak is excellent as an alternative way to cheat big creatures onto the battlefield while giving them haste. The Eldrazi: Kozilek and Ulamog are among the biggest and best creatures to cheat into play. Annihilator is busted with haste and when these Eldrazi/Blightsteel are sac EOT they go back into your library.

Competitive Commander manabases use Fetch lands. They're especially good with three, four and five color decks because they give you so many choices of lands since they can tutor for dual lands. ETB tapped lands are not what you want to play when being competitive. You want all your lands to ETB untapped so you can use the mana they provide the turn you play them otherwise you'll get too far behind, not able to cast spells. Consider these lands for a more competitive manabase: Fetch lands, Shock lands (already have them), Battle lands (already have them), Battlebond lands, Filter lands, Check lands, Rainbow lands?

Fetch lands:

Battlebond Lands:

Filter Lands:

Rainbow Lands:

Other Lands:

Consider this more competitive manabase example:

  • Ancient Tomb
  • Arid Mesa
  • Bloodstained Mire
  • Bountiful Promenade
  • Canopy Vista
  • Cinder Glade
  • Clifftop Retreat
  • Command Tower
  • Fire-Lit Thicket
  • Flooded Strand
  • Homeward Path
  • Mana Confluence
  • Kessig Wolf Run
  • City of Brass
  • Reflecting Pool
  • Rootbound Crag
  • Rugged Prairie
  • Sacred Foundry
  • Spire Garden
  • Stomping Ground
  • Sunpetal Grove
  • Temple Garden
  • Reliquary Tower
  • Windswept Heath
  • Wooded Bastion
  • Wooded Foothills
  • Yavimaya Hollow
  • 5 Forest
  • 2 Plains
  • 1 Mountain

Good luck with your deck.

TheAmazingSteve on First Dmir/Grave deck help

2 weeks ago

Unfortunately, the Blade of Selves and Phage do not work, as the copies will kill you. It would be really cool if it did.

I would cut a lot of the cards that surveil and do little else, and likely replace them with faster self-mill like Stitcher's Supplier.

I would also cut some of the smaller infect abilities. Keep Blightsteel Colossus though.

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