|Commander / EDH||Legal|
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|Commander 2015 (C15)||Uncommon|
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Coldsteel Heart enters the battlefield tapped.
As Coldsteel Heart enters the battlefield, choose a color.
: Add one mana of the chosen color to your mana pool.
Price & Acquistion Set Price Alerts
|Have (7)||xXThormentXx , Yawkcorb , angesoir , releasethedogs , ironax , Mousemke , Riku580|
|Want (2)||Xue-Kaihua , Big-Foot|
Coldsteel Heart Discussion
2 days ago
Wow I am behind on comments!
Deck updated everyone! Check it out!
thrane Hi! Thank you! I have considered all of those! Shielded by Faith will be tested out soon, the rest I don't like. Sunbird's Invocation in particular I find interesting but am hesitant to try it. It costs a lot mana-wise for inconsistent results. I covered Sunbond in the primer: "This deck isn't really all that into attacking or going tall, and the two-for-one potential makes me nervous." Thanks for the comment!
Furiosto thanks for the commant! I went over him in the primer: "The "you win the game if you have X life" cards: Felidar Sovereign, Test of Endurance, Celestial Convergence and cards like them are boring ways to win. I've played with them, and every time they are played they either do nothing, warp the game in an unfun way, and/or actually work, winning me the game in the most anti-climatic way possible. I want to win the game. I don't want one of my cards to do it for me."
Rabid_Wombat Hi! I don't run enough colored spells to make them all that helpful. With so many artifacts and spells like Lightning Helix that they don't help, I feel I'm better served by a Coldsteel Heart and the like. Thanks!
1 week ago
Very cool deck! Since your goal is to keep it casual I'll suggest cards that are upgrades to stuff you already have, that way you can do what you've been doing just a bit faster/more consistently.
Mana Ramp:At the moment I see 7 sources of artifact ramp in your deck. I'd highly recommend increasing that to the 10-12 range, it will drastically speed up your deck.
Card Draw:The 6 card draw spells you have here are fine but I'd recommend adding at least 5 more, specifically card spells that help you discard into your graveyard or fill up your hand on the cheap.
Land:If you up your mana rock count to the 10-12 range, you can drop your land count down to 32-34 and have no issues.
The best way to go about improving your landbase is focusing on adding lands that enter untapped and can give you multiple colors.
Are just a few examples of lands you should consider adding in place of slower, enter tapped lands.
That's just the basic rundown of how to improve the core of your deck and make it a bit more consistent. Hopefully those ideas help!
3 weeks ago
I'm really not a fan of Precognition Field - if you want that effect, play Future Sight, its 10x better. Also not sure why you'd be playing Howling Golem - it's a 3 mana 2/3 that you need to attack with to get any value, and even then it gives everybody value. If you need more mana rocks, Fellwar Stone, Mind Stone, and Coldsteel Heart are so much better. Playing a Kiki combo is definitely an option, and it is certainly a way to end games, but it looks like you'd need to naturally draw both halves to make it work, so I'm not sure it's worth it.
4 weeks ago
I would remove the following cards: 1. Soldier of the Pantheon- It has too small of an effect. 2.Blinding Light- It is Sorcery speed so it can only be used offensively and the effect is too small. 3. Defy Death- This effect is alright but is really situational. It is a victim of having only 100 cards.4. Staff of the Sun Magus- Too small of an effect.5. Scroll of Avacyn- Too small of an effect.6. Marble Diamond- Mediocre card that is just "alright".7. Coldsteel Heart- same as Marble Diamond.8. Reverse Damage- 100% reactive cards are often dead draws.9. Chastise- Same as Reverse Damage.10. Moonlit Wake- To small of an effect.11. Sun Droplet- +1 life a turn is awful. Use this card as a coaster.---The above cards are all bad and are easy cuts.-The last two cuts are hard, but id suggest one card for sure:12. Sensei's Divining Top- with only 1 card draw engine Well of Lost Dreams and no other shuffle effects, the top is not very good at all. Great card in a bad situation. I would cut it.---As for the 13th cut; you will have to playtest and see what feels underwhelming, too often.
4 weeks ago
1 month ago
Just some lower end stuff, nothing too fancy, let me know if you have anything. I know there are lots of worthless cards on here, but I'm trying to keep trades above 10$
1 month ago
I would cut some of the less impactful cards and replace them with mana rocks and card draw spells. I'm not sure if the defender & elemental tribal themes are helping at all either, I would cut them all and focus on supporting the dragon strategy. Dragons are great blockers, you just need a bunch of mana rocks to cast them a tad earlier. 2 CMC mana rocks like Coldsteel Heart, Fellwar Stone, Izzet Signet, Boros Signet, and Azorius Signet are best, but any "taps for mana" artifacts would do I think. Looks like it could be a fun deck once it gets going. I would also use smaller cantrips like Brainstorm, Preordain, Ponder, Serum Visions, and Sleight of Hand to help you smooth out draws and find your mana early.
I know I'm suggesting some big changes, but I think they will improve the deck's performance tremendously. Cards I saw to cut in addition to the defender & elemental themes: Narset, Enlightened Master, Crown of Empires, Fortune Thief, Soaring Hope, Earth Rift, and Flowstone Flood.
1 month ago
Krenko wants to move fast so here is what I would cut and add:
Door of Destinies is too slow; Quest for the Goblin Lord too little boost; Boggart Shenanigans 1 too much mana; Warstorm Surge seems win-more; Wheel of Fate cannot control it well; Kindred Charge too expensive; Vanquisher's Banner too expensive; Goblin Charbelcher don't see a way to manipulate this effectively; Conqueror's Galleon if kept I'd add Throne of the God-Pharaoh; Chancellor of the Forge too expensive; Goblin Assassin fun but expensive; Goblin Recruiter have doubles so cut 1 and add Goblin Matron; Metallic Mimic a slow lord that may not be truly needed; and Ogre Battledriver kind of win-more.
Foundry Street Denizen can get huge like Reckless One; Goblin Chainwhirler will be fun; Goblin Dark-Dwellers expensive but good utility; Lightning Crafter consistent burn; Mogg War Marshal more goblins; Wily Goblin mini ramp; Zo-Zu the Punisher can punish heavy ramping decks;
Fling works well w 2 (or 3 if you add FSD) for obvious reasons; Mizzium Mortars overload ftw; ; Fork, Reiterate, Reverberate, Increasing Vengeance, and Howl of the Horde let you 2 for 1 spells, even your opponents, so you can counter a counter or copy ramp to get ahead or copy a kill spell for your own satisfaction too; Battle Hymn, Brightstone Ritual, Pyretic Ritual, and Seething Song to get moving quicker.
Relic of Progenitus and Tormod's Crypt for graveyard hate; Coldsteel Heart, Fellwar Stone, Fire Diamond, Ruby Medallion, Hazoret's Monument, Sol Ring,Wayfarer's Bauble, Armillary Sphere, Traveler's Amulet, Expedition Map for ramp (see a theme? You want 1-2 (a few 3) CMC ramp in here).
Now, Zada, Hedron Grinder is my baby and I think you should add her in with a few spells that will be fine without her but amazing if she is out: Crimson Wisps and Expedite draw and give haste, which you want Krenko to always have just in case he might get killed. With Zada you still get haste but draw 10+ cards; Heat Shimmer and Twinflame let you get a 2nd utility goblin or Krenko (sacking original) for even more goblins. With Zada she will double your entire board.