Chromatic Star

Legality

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

Printings View all

Set Rarity
Tenth Edition (10E) Uncommon
Time Spiral (TSP) Common

Combos Browse all

Chromatic Star

Artifact

(1), Tap, Sacrifice Chromatic Star: Add one mana of any color to your mana pool.

When Chromatic Star is put into a graveyard from play, draw a card.

Chromatic Star Discussion

oberien on Metalworks V2

3 weeks ago

I liked the v1 list and played it at two FNMs. However I didn't find it complex enough being used to Hardened Scales, KCI and Amulet Titan (and Amulet Bloom back in the day). I love the solve the puzzle aspect of decks. The old version felt more like a "cheat 10/10 into play and beat the enemy down" with the infinite loop feeling more like a backup. The new list above seems to focus more on infinite loops, which satisfies my inner MTG player :)

I took the above list to the FNM with slight modifications and went 1-1-1 (could have been 2-0-1 if I knew the deck better). I didn't have any Conjurer's Bauble so I replaced them with Akroma's Memorial , Ghirapur AEther Grid and Karn, Scion of Urza . I really enjoyed playing the deck and slowly discovering more and more ways to win the game :) For those interested, I went for this sideboard: 3 Nature's Claim , 2 Dismember , 2 Abrade , 2 Firespout , 1 Engineered Explosives , 2 Nihil Spellbomb , 1 Grafdigger's Cage , 1 Sun Droplet , 1 Sorcerous Spyglass .

Infinite Combos

General loop: Metalwork Colossus (MC) and Scrap Trawler (ST) on the battlefield, at least {3} mana reduction on the battlefield (e.g. 1 Semblance Anvil and 1 Cloud Key ) and enough CMC for MC, a Metalwork Colossus in the graveyard (GY). Sacrifice MC and ST to the MC in the GY. ST-trigger of MC gets back ST, ST-Trigger of ST gets back any {0}, {1} or {2} mana artifact. Play MC and ST for free. We're back to the beginning but have an additional artifact in hand and increased the storm count.

Another possible loop if artifact reduction is only at {2} is to not sacrifice ST, but only MC and the {2}-mana artifact, ST-trigger of MC get back that artifact, play both. If artifact reduction is only at {1}, it's possible to draw some cards with Conjurer's Bauble (until there are no more artifacts in the GY) or to include Chromatic Star and draw infinite cards. There must always be enough non-creature artifact CMC on the battlefield to cast MC for free.

Infinite Card Draw: Get back Elsewhere Flask and play it (-> draw), then sacrifice it to get it back again in the next iteration. If there's a sac-outlet on the battlefield, it's possible to get back any egg and sacrifice it to the sac-outlet before sacrificing MC and ST to MC in the GY.
Infinite Damage: With Ghirapur AEther Grid in play, just do the most simple version of the loop and tap both to-be-sacrificed artifacts to grid before sacrificing them, dealing one damage. Without grid sac the Mortarpod token for 1 damage, sac Mortarpod and MC to the MC in the GY, ST-trigger of MC gets back Mortarpod . Rinse and repeat.
Infinite Mana: Tap Mind Stone for {1}. Sac MC and Mind Stone to the MC in the GY. ST-Trigger of MC gets back Mind Stone . Rinse and repeat.

Card analysis

I'd like to go through some cards:

  • Arcbound Ravager : I really like this addition. I was missing a sacrifice outlet to get the second Metalwork Colossus into graveyard before. Arcbound Ravager being fetchable with Sanctum of Ugin is just amazing and allowed me to go off in two games in the FNM which I otherwise couldn't have.
  • Grinding Station : I'm not sure about this card in general. I've previously played some variations of Krark-Less Ironworks lists ( Semblance Anvil and Grinding Station ). I see this card in this deck mainly for 3 reasons. (1) Milling the opponent with the infinite combo, (2) using it as a sac-outlet, (3) milling yourself to get a Metalwork Colossus into your graveyard when you already have one on the field to start the combo.
    I don't see the reason for (1), as we already have infinite card draw (eggs) and infinite damage ( Ghirapur AEther Grid or Mortarpod ).
    For (2) I find Arcbound Ravager better, as it can be fetched for with Sanctum of Ugin and doesn't need to be tapped (even though you can respond to the untap-trigger of Grinding Station by tapping it whenever an artifact ETB).
    For (3) I can't really judge that yet, as I didn't really try it out yet. I usually don't have problems finding the second Metalwork Colossus among Ancient Stirrings and Sanctum of Ugin . In longer matchups Inventors' Fair can also be used, even though I didn't need to crack any fairs so far. It might help against Blood Moon .
  • Mortarpod : This is the easiest and cheapest go-to infinite damage card. Even if drawn without a loop, it's still one damage that can take out a Snapcaster Mage to slow down the clock of an opponent ifneedbe.
  • Akroma's Memorial : I personally love this card in this deck. I've added it to the old version, and I also have it in my current deck. First, given {2} to {3} mana reduction, it's pretty easy to cast. It triggers Sanctum of Ugin letting you fetch Metalwork Colossus . If you have it deployed, and have any mana reduction on the field, MC is already free. Nobody expects this card. It adds another sort-of wincon. You can win with this card out of the blue. While I think it may be somewhat a win-more card, it has already won me several games single-handedly. I was able to fly over my opponent's elves. Giving Vigilance, it allowed me to attack with two MC against Spirits, which needed to block one, which left them without lethal and put me into a better spot. I just love this card.
  • Ghirapur AEther Grid : I think this card deserves to be a one-of in the deck. Against creature-based decks, it enables easy removal of the creatures. Control decks can barely do anything once it's deployed. And otherwise it still allows an infinite damage combo if Mortarpod has been exiled.

These are some cards, which may be good, but I don't see their effectiveness quite yet:

  • Greater Gargadon : As an earlier post suggested, this is a possible sac-outlet and threat. The problem is that we usually want artifacts on the battlefield to make Metalwork Colossus cheaper. Additionally, if we're able to get to 10 artifacts, we most likely already have a win condition.
  • Karn, Scion of Urza : I'm very unsure about this card. It gives us card-draw, but I don't think that's important in the current decklist. The only real reason for it I can think of is for the super-large token when we have lots of artifacts in play. But for that it might be too slow. It might help in grindy matchups, but in those MUs we'd just like to combo off anyway. And against control MUs it's not needed as this deck already has an amazing control matchup.
  • Salvage Titan : This card might be worth investigating, but I'm unsure if it goes well with the other ideas of the deck. We don't necessarily want to sacrifice 3 artifacts for a 6/4.
  • Silent Arbiter : This might be good against creature-heavy matchups and go-wide strategies.
  • Torpor Orb : Unsure if there are enough MUs which this card is good in.
  • Sun Droplet / Golem's Heart / Dragon's Claw : These might help against burn / fast strategies. May also help agaist phoenix decks.
  • Ratchet Bomb : Cheap (probably free) boardwipe. Helps against chomp blockers and tokens. Probably shouldn't be cracked for {2} :)
  • Engineered Explosives : Also possibly cheap boardwipe and a one-answers-all type card. Especially useful with Prophetic Prism .

Mana Base

I'm not sure about the landbase. I prefer utility lands over the Aether Hub s. I think that the old mana base fits better. This is probably mainly because I still like having Prophetic Prism over Elsewhere Flask . I haven't tested a lot with the landbase yet, so I'm not sure what the correct way of handling this is.
I often times lose against the deck itself just due to only drawing lands / having no lands. I'm not sure if this is just plain misfortune or if the number of lands is hard to balance between having enough lands on the starting hand and not flooding.

Weaknesses

Matchups

  • Through the Breach / Nahiri, the Harbinger : Alchemist's Vial completely shuts them off. Therefore, this MU is amazing.
  • Control: The Control MU is probably one of the best out there. Always remember having a sacrifice outlet for any Metalwork Colossus on the battlefield, be it Phyrexia's Core or a Metalwork Colossus in the graveyard. Whenever they try to exile one from the battlefield, get back one from the graveyard and get the otherwise exiled one in the graveyard.
    I even won two out of two games against Legacy Miracles (low sample rate, but we both felt like the MU is highly favoured for Metalworks Combo)
  • Very fast creature decks: This deck seems to always just be one turn too slow for very fast creature based MUs. In fact I lost 4/4 games against Sliver.

I don't have a lot of matchup data so far, and the above are mainly just estimates and gut feeling playing the matchup.

Please leave feedback on my observations so far, I really love this deck and it feels like it still has potential.

PlatinumOne on Turnticles

3 weeks ago

the tron lands are not a good fit here. they stop you from playing most of your colored spells. tron decks work because they max out on Sylvan Scrying , Expedition Map , Chromatic Star , Chromatic Sphere , and Ancient Stirrings to ensure the lands all get into play by turn 3 or 4, then they drop colorless threats.

your Part the Waterveil for example becomes a turn 5 play at best with the tron lands. thats only 1 turn sooner than if you didnt attempt to mana ramp at all. tron has a really hard time generating multiple sources of colored mana in a single turn. trying to ramp into big multicolored spells means you're usually lookin at a turn 5 play.

wisegreenbean on DOG MOM

1 month ago

anything that 'stores a draw' seems like a good inclusion. The Mind Stone and Commander's Sphere life sounds gud, but maybe even Chromatic Sphere and Chromatic Star might be worth your time to get your hand artificially empty quickly, and be able to sippy cup your cards back to hand at your leisure. Those might be extreme examples, but certainly anything with utility like Cranial Archive or Relic of Progenitus seems aces. Hedron Archive , Magnifying Glass , Pyrite Spellbomb , Scrabbling Claws , Silent Gravestone are a few other reasonable effects in that style.

Oloro_Magic on which of these two decks ...

1 month ago

No land really comes to mind for what you want, a big problem with playing an eldrazi deck that is not in R/G is you lack the 4 extra copies of such cards. If you are intent on black however you could always just play an Urborg, Tomb of Yawgmoth . Other than that, Gemstone Mine or some manlands like Mutavault or Blinkmoth Nexus feel better than crossroads, you have a good amount of coloured sources so you don't have to worry too much, and if you are, then maybe look to find some room for Chromatic Star or Talisman of Dominance .

The Gryff though, in my opinion though I am not an expert, should go. Sure it triggers sanctum, but really ask yourself how often you will have exactly sanctum + gryff? The answer is not very often and even then the answer to the question of whether that even feels good is worse, one deep fiend can easily be enough to win, chaining them is just a bonus, by keeping gryff you risk becoming too one-dimensional, this is why we haven;t seen fiend really do anything in my opinion, by diversifying your top end and threats you give yourself a better chance at winning, especially in a world where decks are now running Surgical Extraction in the mainboard, Drowner of Hope is a great card, and it also ramps you so its a win-win. That's my quick little attempt at convinving you, either way I wish you the best of luck. Additionally, if you are intent on running black cards out of the board then I would go with 2 Thoughtseize , other considerations I would make are Bitterblossom , Nihil Spellbomb , and (unfortunate price on this one) Leyline of the Void .

As a further note, to fix your mana problem you could always... you know ... play Oblivion Sower ;)

PlatinumOne on Haven't played in 10 yrs. ...

1 month ago

oh almost forgot, Eldrazi Tron is actually a decently popular deck in Modern already.

the thing that makes tron, "tron", is the lands. Urza's Power Plant , Urza's Tower , Urza's Mine . this can give you 7 colorless mana on turn 3. the lands themselves, as well as the primary ways of searching for them ( Chromatic Star , Chromatic Sphere , Ancient Stirrings , Sylvan Scrying , and Expedition Map ) are all super cheap. eldrazi tron (also known as E-tron) is just one variation of tron, but the beauty of tron decks is that the core of it is really easy on the wallet, and you can fill out the rest with whatever big colorless threats you want, or even a few colored threats since theres still room in the manabase for color producing lands, and the "chromatic" cards add colored mana.

itthomas on Tooth and Tron

2 months ago

I really like the idea. I would cut Explore for Sylvan Scrying and add four Chromatic Star . If it were me I would also want to run more than two Tooth and Nail to get the game winning combo more often, but that’s just personal preference. Thanks for sharing this.

tumorman73 on Boros KCI

2 months ago

I'd definitely run Darksteel Citadel for sure. I would also cut the interactive cards like Pacifism , Path to Exile , Leonin Abunas and Lightning Bolt for more artifacts to sac to kci, specifically ones that can draw cards like Chromatic Star , Chromatic Sphere , Terrarion , and Mind Stone . They are good things to sac to kci because they keep drawing through the deck. I've also seen lists that run Pia's Revolution which was pretty powerful.

Kederekt on They See Myr Rollin' - They Hatin'

3 months ago

Obviously you’ll have to change the flavor but green is really nice for this deck. As far as lands are concerned, since you don’t have room for Chromatic Sphere and Chromatic Star like a normal tron deck, I would add 4 forests instead of the normal 1. I would remove buried ruin, ghost quarter, and inventors fair. In place of ghost quarter I would add two Field of Ruin. That way you can still wreck their lands but also grab a forest. That leaves you with, in my opinion, 20 solid lands. You don’t really lose much utility because you have other cards that do the same things. I would still pull the incubator plus the last land spot for 2 mines. Since you have galvanizer you can pull all the matrix. I would pull the perilous and servitors. That gives you room for my beloved lodestone as well as ancient stirrings and sylvan scrying. I want this deck now.

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Chromatic Star occurrence in decks from the last year

Modern:

All decks: 0.14%

Green: 2.99%

Commander / EDH:

All decks: 0.01%