Coldsteel Heart enters the battlefield tapped.
As Coldsteel Heart enters the battlefield, choose a colour.
: Gain one mana of the chosen colour.
|Want (4)||cheesecrackr , deman464 , Galvain , MisterFamous|
Printings View all
|Mystery Booster: Store Edition (MYSTOR)||Uncommon|
|Mystery Booster: Convention Edition (MYSCON)||Uncommon|
|Commander Anthology 2018 (CM2)||Uncommon|
|Commander 2015 (C15)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Coldsteel Heart occurrence in decks from the last year
Commander / EDH:
All decks: 0.04%
Coldsteel Heart Discussion
8 hours ago
That's what I was leaning toward, Dylan. Here's why:
Between all 10 Guild Signets, Arcane Signet and Fellwar Stone I have access to 12 stones that produce a wide array of colors. Now I could add in Coldsteel Heart, but this enters tapped and only allows me one color, so I'd rather not limit myself so heavily. There are about 10 or so lands I have identified that can also produce any color mana with little downside, on top of the 10 shocks and 10 fetches.
So I think I can build a robust enough mana base to pay for a 10cmc Commander relatively quick. What'd I'd need from to speed things up is draw.
Draw is the single most important aspect of this deck, because without it I'd eventually run out of cards in hand. So, for the purposes of this deck, I think high-impact draw spells such as Sphinx's Revelation are actually well worth it. There is, of course, Karametra, God of Harvests but unfortunately she seeks out basics. Between 10 shocks, 10 fetches and 10 that produce all colors, I already have 30 lands accounted for. If I go even just two of each basic, that's 40 lands in a 99 card library.
Add on top of this the 12 stones I've mentioned and I have a staggering 52 mana-producing cards, leaving me just 37 of them left available to me.
If I put in 25 Gods, this means I will be on average drawing a God every 3rd - 4th turn. This however leaves me with a mere 12 cards left to work around.
This is where the difficult part comes into play; Between the shocks and fetches, that's a staggering 30 life that could be paid into them over the course of a full game. So, naturally I'd want some cards to regain said life.
I want to plan for wraths, as with my Gods being Indestructible I want to blow up the battlefield and reset the game, allowing me openings to swing in for the win. I feel that in order to appropriately push this, I'd want at minimum 5 wraths or wrath-like effects. I think I have settled upon:
This leaves me with just three cards for draw. Bare in mind, Sphinx's Revelation is already listed and Karametra, God of Harvests effectively acts like draw. Something I think a lot of players miss is that there is a difference between draw and card advantage. What Karametra, God of Harvests does is give you card advantage by putting additional cards onto the battlefield. For each 1 creature you pay, you get an additional land for free. This means you remove a card from your deck, thereby increasing the percentages and chances of drawing into something better.
The same is true for fetch lands - Using one land to take another land out of your library is effectively removing 2 cards, meaning you improve percentages.
Between Sphinx's Revelation, Karametra, God of Harvests, Keranos, God of Storms and Ephara, God of the Polis there's a decent amount going on. There's also The Scarab God who I can use as an exile effect against graveyards to give me more bodies on the field, which in turn translates to scrying. The Locust God also works for draw, as well. So that's six already named in the base set. I still have 3 cards left to build into the +99.
Blue Sun's Zenith is an obvious must-have as it ensures replayability. With the insane density of mana in this deck, I'd be stupid to not play it.
I honestly feel Thopter Spy Network is a good choice as well, because not only does it give me 1/1 flyers as chump blockers while I wait on devotion to kick in, it also gives me card advantage when they deal combat damage. I think many players overlook the second ability on this card, as it rarely sees any play in any deck out there.
Finally, I think I rather enjoy the idea of Alhammarret's Archive. It gives me a guaranteed 2nd card per draw, gives me additional resources with all of the above-mentioned draw worked in by the Gods, doubles up all of the X-draw factors, and really helps me push forward the regaining of life.
Now I obviously don't "need" to run 25 Gods, however I want to ensure I am always able to put pressure on the boardstate.
So, for now, that's where I'm sitting. It's about shifting resources and honing in the design to make it both faster and more aggressive.
I know it won't be on par with Ur-Draogn, Scion, Jodah or some of the other more robust 5c Commanders out there, however it's a unique and fun design that's honestly really difficult to stop.
That's why I've settled on Progenitus. He's harder to get out at first, but he damn-near instantly turns all Gods into viable creatures. Morophon, the Boundless still needs to wait to turn them all on, and it could be several turns before any one of them come online.
Having said everything I did in here, the truth is I am building this deck as an excuse.
I really wanted the Stargazer Secret Lair pack so I bought it. I am in love with the artwork and the idea of it just felt so natural to me.
One of the biggest hurdles I've had getting into EDH more is the mana base. The lands in any deck, as we all know, can easily double the cost of it. So, I came to terms and bought all 10 shocks and all 10 fetches. Doing so set me back $430, but now it's a hurdle I no longer face. I can now build stronger mana bases and, therefore, play the game more confidently.
So since I have the Gods from Stargazer and I have the 20 lands, I figured why not combine them into something special and I can just move the lands into whatever deck I need later on.
1 week ago
1 week ago
So I have a few suggestions. Feel free to ignore any/all of them.
I notice Mindlock Orb is in your MB. I think this effect can be powerful in the right meta, but if you do want to run it I think you should run Ashiok, Dream Render first. Being 3 mana rather than 4 is a big deal.
I like that you're running Ponder -- consider running Preordain, too. I realize it's harder to stack your deck for Yuriko triggers with Preordain, but thinking of it as just a 1 mana cantrip should show how good it is. After all, there's a reason it's super-duper banned in modern. Additionally, you can make your Brainstorm a lot better by adding some cheap shuffle effects; currently, if you don't have Yuriko triggers happening, you're likely to get Brainstorm-locked (stuck with two blanks on top of your deck). Traditionally these shuffle effects come from fetchlands like Polluted Delta or Verdant Catacombs, but since these lands are expensive AF, it's worth noting there're other lands that do similar things. Bad River, Flood Plain and Rocky Tar Pit ("Slow Fetches") are good for budget builds, as is Terramorphic Expanse.
If you want to speed up your deck, running as few ETB-tapped lands as possible is pretty much essential. I would cut Submerged Boneyard and Dimir Guildgate for Watery Grave, Drowned Catacomb, Sunken Ruins, Underground River, or even just basics.
Yuriko presents an interesting dilemma as a general: you want your average CMC very high, in order to keep his triggers powerful, but you also want to be able to cast your spells. In general, people use alternate-casting-cost spells to deal with this. Consider running things like Treasure Cruise, Dig Through Time, Temporal Trespass (which makes me giggle when I see it played), The Magic Mirror, Commandeer, etc.
There're other creatures you should consider running, especially if you consider them as recastable after being ninjutsu-ed back to your hand: Baleful Strix, Thalakos Seer, Snapcaster Mage (if you're rich), Cavern Harpy (a personal favorite), Murderous Rider (which strictly better than Murder), Man-o'-War, Rishadan Cutpurse, Spellseeker... Burglar Rat might be funny, though probably not too powerful.
There're some ways to stack your deck not included in your deck. Mystical Tutor and Vampiric Tutor (though vampiric is expensive now) are really, really good. Also note that Counterbalance is another way to exploit topdeck manipulation, especially if you have your Sensei's Divining Top out. Don't forget Mystic Sanctuary.
Finally, don't forget about artifact ramp. Sol Ring is obviously the all-star here, but I think you should be running 2-mana rocks rather than 3-mana rocks. Consider running Arcane Signet, Talisman of Dominance, Fellwar Stone, Mind Stone, Prismatic Lens, Sky Diamond, Charcoal Diamond or Coldsteel Heart instead of Commander's Sphere, Worn Powerstone and Seer's Lantern.
Right. That's all I got. Good luck!
3 weeks ago
Your rock suite could use work. I've never found 3-mana rocks (i.e. Chromatic Lantern, Mana Geode, the cluestones) to be very good at all: a two mana rock on turn two means you can land your general turn three (assuming you make a land drop), but three mana rocks rarely speed you up by a whole turn. Consider running some of the following instead: Talisman of Progress, Talisman of Dominance, Azorius Signet, Dimir Signet, Orzhov Signet, Sky Diamond, Coldsteel Heart, Mind Stone, Thought Vessel... In general, I've found categorically replacing 3-mana rocks for 2-mana rocks is a good way to improve a deck.
I'm not a fan of the anthems route, since it means Skullclamp isn't a viable card-draw engine. That said, if you want to go after the anthems, I suggest Favorable Winds in addition to your other effects.
I don't know how many creatures you usually have out, but if you have 4+ pretty consistently you may want to run Slate of Ancestry. It's a highly underrated card in token-based decks. Also Distant Melody and Windfall. And Thirst for Knowledge/Thirst for Meaning.
Ponder and Preordain belong in any blue deck. One-drop cantrips that provide card selection don't look like much, and a lot of people write them off as not effective enough, but there's a reason these are both banned in modern and overplayed in legacy. I do think you should run Brainstorm, but if you do you should run at least two more fetches to make sure you don't get locked under the cards you put back.
One combo I think is pretty cool is Counterbalance + Sensei's Divining Top. Both these cards trigger your general, and you can flip top to recast it if you need to squeeze out extra triggers. Paired, they produce a pretty tough counter-wall for your opponents to fight through, which notably does not cost you cards.
Right. That's all I got.
4 weeks ago
I've seen a lot of decks built around Feather, the Redeemed and I've been playing Boros in EDH for a long time, so hopefully I can give some helpful advice.
The first thing I noticed- you only have 6 ways to ramp in your deck. Feather decks tend to be very mana-hungry, wanting to always have mana to cast your spells and also have enough open to protect Feather. I find for a Feather deck mana-rocks that cost two mana are ideal. They let you cast a mana-rock turn two, play Feather turn three with one mana held up for a protection spell. You already have some signets, which is good. Other good ones are Talisman of Conviction, Marble Diamond, Star Compass, Coldsteel Heart, etc.
Another thing I noticed is that you're playing both Mirrorwing Dragon and Zada, Hedron Grinder but only have one creature that can generate tokens (that being Monastery Mentor) and no way to tutor said creature. If you're going to be running those bigger creatures that multiply your effects across all your creatures, you're going to want to run more token makers. Some decent ones include Young Pyromancer, Akroan Crusader, and Vanguard of Brimaz.
Finally, I advise upping your land count to 38. Like I said, Feather is a mana-hungry deck, so you want to consistently make your land drop every turn of the game. Having 38 lands as opposed to 36 helps with that.
Also though, how has Underworld Breach been performing in your deck? At first glance it doesn't look like the best card for a Feather deck since you're not exactly filling up your graveyard, but I can definitely be wrong.
4 weeks ago
Hi there! Welcome to the Legion!
Since you are new I must tell you about some very basic deckbuilding fundamentals.
- 36 lands
- 10 Ramp
- 10 Draw
Long Story: Command Zone episode on deckbuilding templates
So let's talk about draw and ramp, the two most important and fundamental aspects of the game. Every deck needs them. and Boros is not particularly good at it. That said, we've got some solid options. Ramp first. I like to focus on 2cmc because it has the best $ to usefulness ratio. I can't comment on all of them, pick according to your budget.
- Sol Ring - every commander deck will have one of these
- Talisman of Conviction
- Arcane Signet
- Fellwar Stone
- Boros Signet
- Sword of the Animist - perfect for casting a equipping around your 3cmc commander
- Mind Stone - also bad draw
- Wayfarer's Bauble
- Coldsteel Heart
- Dockside Extortionist - expensive ritual
- Commander's Sphere - also okay draw
- Coalition Relic
- Myriad Landscape - goes in the land base
Draw: You need to draw into the spells you want to play. Here's how. Again pick based on budget.
- Humble Defector - political tool
- Light Up the Stage
- Ignite the Future
- Tectonic Reformation (Land Tax)
- Knollspine Dragon - dragon synergy
- Tome of Legends - great with two commanders
- Outpost Siege
- Wheel of Fortune - you can see Boros weakness in draw showing here, we have to resort to wheels
- Reforge the Soul
- Magus of the Wheel
Over deck thoughts:
You want dragons and knights. Start cutting all else.
Dump Sunforger. It's a distraction.
That's all for now. Let me know if you have any questions.
1 month ago
jakeyuki12 Hello! Thank you for your feedback and suggestion.
Okay, for the number of lands. I once ran 35 lands, and I felt like I drew too many lands from the cantrips that targeted my creatures. I almost flooded all time and then I reduce it to 33, and still I drew too many lands. That's why I made it to 32. Yes this deck is a bit mana-hungry because you wanted to play your spells in each of opponent turn, but for now I feel okay with 32 because I always get at least a land from the extra draw I get from playing cantrips, and with the 2-mana rocks I can stabilize my board. I also put Wayfarer's Bauble in my deck so it feels okay for me. And before play, I always keep a minimum 3-land hand so at least I can cast my commander.
For mana rocks, of course I want to run at least 2 more like Arcane Signet and Coldsteel Heart but I don't have it yet, I'm waiting for the reprint of Arcane Signet (considering a lot of commander products this year).
My deck is basically killing people with commander damage, buffing it and keeping it alive. But sometimes, if I get lucky hand I could kill people with Aetherflux Reservoir storm, Aria of Flame storm, or Sentinel Tower storm, but it is a rare event. My deck is running pretty okay since the playgroup is not a cEDH and more casual, so I'm happy with this deck right now.
1 month ago
I have a few suggestions for the deck.
First off, you really want to up the number of lands you run in your deck to 38. Feather is a mana-hungry general and you want to have lots of mana all the time. With that in mind, it is important to make your land drop every single turn, and 32 lands in your deck will make that a lot harder to pull off.
With that in mind, I also recommend you run one or two more mana rocks in this deck, specifically two-mana mana-rocks that will let you cast Feather, the Redeemed on turn 3 and be able to hold up a mana to protect her are invaluable. Arcane Signet fits this bill to a T, and stuff like Marble Diamond or Coldsteel Heart will also help out.
Other than that, how is the deck running? I find that Feather decks need to be focused on not too many things at once or they're too all over the place. How has yours been performing?