|Commander / EDH||Legal|
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|Commander Anthology 2018 (CM2)||Uncommon|
|Commander 2015 (C15)||Uncommon|
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Coldsteel Heart enters the battlefield tapped.
As Coldsteel Heart enters the battlefield, choose a colour.
: Gain one mana of the chosen colour.
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Coldsteel Heart Discussion
4 days ago
Looks good, but then again I wasn't expecting any less of you.
Now, I might be missing something, but there are a few cards I'm not sure about;
Coldsteel Heart - it's not a bad card, it's probably the best tapped rock. But in 2c, without a rock hoser that demands a critical mass of rocks (PE or Isochron), without obvious color-hungry plays on t4, idk if you need this one. Also it's 2 life with AdNaus, which is worse than 1 or 0.
Whispering Madness - is there an obvious use other than wheeling I'm missing? Bc 4 mana for a second copy of Windfall seems meh.
Talisman of Dominance - an obvious inclusion in UB if you ask me.
Careful Study - a nice way to dig 2 cards deep, albeit at -1 and at sorcery speed, and a cantrip that opens up nice doomsday piles
manabase - I have a few neat lands that I won't be using on the next tournament ( Bloodstained Mire , Sunken Ruins , Underground River , Drowned Catacomb ...), so I can borrow them if you're interested
It's your deck though. So ultimately you know what works or what doesn't work in here better than I do.
6 days ago
So I'm assuming we are going with a sac outlet style here, and I have a couple of win cons. Exsanguinate / Debt to the Deathless for a large amount using Ashnod's Altar / Phyrexian Altar , Sac outlet procs from Kokusho/Artist/Cutthroat/Evangel, or Mirror Entity swarm.
- Mikaeus, the Unhallowed
- Mimic Vat
- Open the Graves
- Pitiless Plunder
- Sheoldred, the Whispering One
- Bontu's Monument
- Expedition Map
- Razaketh, the Foulblooded
- Debt to the Deathless
- Teferi's Protection
- Songs of the Damned
- Thran Dynamo
- Coldsteel Heart
- Viscera Seer
- Mirror Entity
- Pious Evangel Flip
- Phyrexian Plaguelord
- Solemn Simulacrum
- Oversold Cemetery
- Toxic Deluge
- Smothering Abomination
- Dark Prophecy
- Gate to the Afterlife
- God-Pharaoh's Gift ?
- Grim Haruspex
- Ashen Rider: I personally hate this card, it's so god awfully expensive and it expensive for a pretty vanilla creature... I think that unless you are playing a reanimator style this isn't worth playing at 8 CMC
- Butcher of malakir: I know a lot of people love this card, but I'd rather just play Dictate of Erebos and Grave Pact over this any day, too expensive and too easily destroyed.
- Extractor demon: It's too expensive and mill is one of those things you have to COMMIT to.
- Havester of souls: I'd rather see a Smothering Abomination , Dark Prophecy , Gate to the Afterlife , or Grim Haruspex
- Knight Of The Last Breath: It's really bad.
- Krav, the unredeemed: This one is a bit iffy, it could be really good it could be really bad playtest with it, and if the deck doesn't do what you want it should be onthe first to go list.
- Light of the Legion: You don't have enough white creatures to make this worth while.
- Regna, the Redeemed: It's just WAY too expensive.
- Nomad's Assembly: This could be good, but it's far too expensive
- Storm Herd: This isn't your game plan my friend, I mean sure you could play it and win off it but I think you're better off taking that 10 mana and dumbing it into an Exsanguinate or Debt to the Deathless
- Rise of the Dark Realms: Too expensive, and you have no way to cheat it out.
- Cathar's Crusade: your gameplan should be more sac to get triggers and do silly things, not attacking.
- Divine Visitation: It's a Win more card in a deck that isn't solely based on making tokens, not worth.
- Sanguine bond/Exquisite Blood: I'm just not a fan of the combo, it pisses people off and is no fun. Play one or the other, not both.
- Grave Betrayl: Too expensive in my book
- True Coviction: Triple white in a deck that is prominently black... No thank you... Plus this doesn't contribute to your win con.
- Sword of Light and Shadow: Why? It won't protect against your board wipes, and it's very much not your strategy.
1 week ago
Hi, I would recommend you to get rid of the lands which enter the battlefield tapped like Swiftwater Cliffs. They are not necessary in a two colored deck and slow you down. Basics are probably better if you want to stay in a budget.
I noticed you have only two mana rocks in the deck which produce colored mana. Some more would be helpful to cast your commander as fast as possible and be able to protect it at the same time. Here are some: Darksteel Ingot, Coldsteel Heart, Fellwar Stone.
1 week ago
I would highly recommend a bit more card-draw and a few untappers. Krenko does amazing with a few untappers.
Magewright's Stone is good. Thousand-Year Elixir is great too. Umbral Mantle is decent. Puppet Strings is good on a budget. Illusionist's Bracers are a good choice too. You don't need to go nuts but having three or so untappers in the 99 will serve you well. If you can tutor up Skirk Prospector, Krenko can go infinite with Thornbite Staff, though it just recently spiked in price.
Good red card draw is rare but every EDH deck needs a little. Reforge the Soul, Faithless Looting, Cathartic Reunion, Outpost Siege, Mind's Eye, Skullclamp, and Wild Guess are good. Staff of Nin is good on a budget too.
You have almost no ramp at all. Goblins are pretty low to the ground but every deck needs a little ramp. Krenko usually has a bulls-eye on his back so you'll want to be able to recast him. Sol Ring, Worn Powerstone, Fire Diamond, Mind Stone, Darksteel Ingot, Coldsteel Heart, Hedron Archive, Ur-Golem's Eye, and Gilded Lotus might be good places to start.
I would highly recommend dropping all the combat tricks. In a multiplayer setting with increased life totals they just don't have the "oomf" that they do in regular 60-card formats.
I would also drop Hedron Blade, Stormrider Rig, Claws of Valakut, Goblin War Paint, and Messenger's Speed. No good in EDH. War Horn is decent for Krenko but there are better cards out there so if things get tight you can drop it easily enough.
1 week ago
I would second the 'not enough land' comment from Hades above. I don't think you want to go as high as 40-42 lands but 37-38 is closer to what you'll want/need for a mana curve with a higher end. More mana rocks as well; Coldsteel Heart, Sol Ring, etc. Opaline Unicorn should probably be Darksteel Ingot or Commander's Sphere.
Sibsig Muckdraggers should be cut. If you need to get creatures back from the graveyard, I'd use Phyrexian Reclamation. I wouldn't worry about forcing in zombies for Shepherd of Rot, you just need it to ding opponents for 1 to cast your commander.
All Is Dust could work for you with the emphasis on Devoid creatures.
1 week ago
Hey hkhssweiss, thanks for the suggestions.
Tithe might make it in. I put in Oreskos Explorer instead since I wanted a similar effect but wanted a body for the early game. If I put in any infinite combos with Sunforger then I'll definitely put Tithe in.
Now Faith's Reward is the exact kind of trick this deck would like to run. I thought it was just creatures but since it's all permanents then it's so much better! I had been debating putting in Comeuppance and I'll probably playtest with both cards.
I've also been thinking about Reverberate since it's very flexible and could double up my big game ending spells.
2 weeks ago
If your strategy is mostly based on getting your commander out, I think you need more artifact ramp that produces colored mana such as Coldsteel Heart, Coalition Relic, Commander's Sphere, and Darksteel Ingot. On the land side Command Tower and Temple of Epiphany are cheap enough includes and Sulfur Falls and Spirebluff Canal if you're willing to spend more to shore up the manabase as isn't going to be easy to hit quickly.
2 weeks ago
Cards Missing From Initial Build
Goblin Welder Jhoira, Weatherlight Captain Thopter Engineer Thopter Squadron Blade of Selves Coldsteel Heart Commander's Sphere Retrofitter Foundry Vedalken Orrery Treasure Map Flip Fire Diamond Sky Diamond Thirst for Knowledge Gamble
More Removal/Wipes Blasphemous Act - Staple Release the Gremlins - Gives more tokens Rapid Hybridization, Pongify - Staples and can give yourself a 3/3 token Meteor Golem - High CMC, but can destroy Enchantments which is a huge weakness of the deck.
Master Transmuter - Cheats out your big artifacts, but kind expensive.
Curse of Opulence - A weird staple for this deck, but I think you can figure out why.
Think about how fast you can make tokens. Does it make Purphoros, God of the Forge worth it?
Check through what effects require set up and make sure you don't have too many compared to stand alone cards. Even though Krark-Clan Ironworks does ramp, I wouldn't count it as ramp because it requires set up. Same goes for Storm the Vault Flip (But you have 36 actual lands which is totally fine)
Gamble, Mystical Tutor, Fabricate, maybe Hoarding Dragon (?) - Combos in decks are strong and fun, but really hard to pull of without a descent amount of tutors and/or redundancy. Ignoring combos, each tutor can search out a key cards.
Dramatic Reversal - I don't think you have enough mana rock/dorks to get to infinite mana, and without that it's kind of a waste of a card.
These combos in general don't really synergize with the goal of the deck (infinite mana more than infinite turns) like an infinite token combo would. I think there is a combo with Scrap Trawler and Hangarback Walker that I vaguely remember that you might want to try to find.
Everflowing Chalice - I always go colored mana over colorless if it costs the same, even if artifacts don't need it. It has potential to ramp you a bit more late game, but you usually don't need the ramp at that point.
Inspired Sphinx - 6 mana for a draw 3, maybe 4, and a hefty costed mana sink doesn't seem worth it to me.
Mycosynth Lattice - I might be missing something, but it seems a little narrow sited. It works a little with Darksteel Forge and Combos well with Hellkite Tyrant, but if the deck makes a bunch of tokens you don't need it to win with the Hellkite.
Cut Phyrexia's Core -Negligible effect unless you have a consistent way to abuse LTB triggers.
Caldera Lake - There are far better lands.
Swiftwater Cliffs - Its fine if you want to stay budget.
Reliquary Tower - I don't see a way for you to draw a bunch of cards and overflow your hand, so this isn't really needed.
Scalding Tarn - Obvious include if you want to spend the money.
Myriad Landscape is a 2 land fetch and taps for mana.
Overall, good base. It has potential to go from 0 - 100 and kill everyone out of nowhere.