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Colossus of Akros
Artifact Creature — Golem
10: Monstrosity 10. (If this creature isn't monstrous, put ten +1/+1 counters on it and it becomes monstrous.)
As long as Colossus of Akros is monstrous, it has trample and can attack as though it didn't have defender.
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Colossus of Akros Discussion
1 week ago
Some cards to look at: Mycosynth Golem, Spine of Ish Sah, Copper Gnomes, Lux Cannon, Trinket Mage, Treasure Mage, Trophy Mage, Training Grounds, Brainstorm, Scroll Rack, Long-Term Plans, Kuldotha Forgemaster, Lightning Greaves, Frogmite (it's a lol card), Rings of Brighthearth (with maybe Basalt Monolith if you want the whole combo), Illusionist's Bracers, Aphetto Alchemist, Clock of Omens, Voltaic Key, Scarecrone, Padeem, Consul of Innovation, Show and Tell, Metalworker, Lightning Greaves, Ancient Tomb, Chrome Mox, Memnarch (Memenarch), March of the Machines, Colossus of Akros, Thran Dynamo, Duplicant, Mindslaver and Academy Ruins, Batterskull, Phyrexian Metamorph, Darksteel Juggernaut, Metalwork Colossus, Null Rod (if you're feeling cheeky), Omen Machine, Platinum Emperion, Platinum Emperion, Wurmcoil Engine. If you want a couple more combos, Muzzio isn't the best at combo-omg, but lemme know an I'll list a few more. Hope this helped!
2 weeks ago
2 weeks ago
What's your budget look like, before I make crazy suggestions?
2 weeks ago
Colossus of Akros is a good card for this deck. However, as my budget is very, very low I cannot include it now. Thanks though.
2 weeks ago
I really like this deck a lot and even used it as a starting point for a similar deck I am building. One creature that I like a lot with a deck like this though is Colossus of Akros. It is a great defender that is also indestructible and when you get the mana to make him monstrous you have an 20/20 defender that can attack with trample and indestructible.
3 weeks ago
To begin with, I would cut Dismiss into Dream, Colossus of Akros, Thing in the Ice Flip, Erebos, God of the Dead, Illusionist's Bracers, Future Sight and Steel Hellkite. I don't believe that any of these cards warrants a slot enough to keep them.
4 weeks ago
@TheDeckMaker2300:oh jeez, long comments necessitate long responses: (also, I havn't been on in a while, sorry)
The decklist hasn't bee updated, but the maybeboard sure has! I need to figure out what I can take out now...Also, apologies for the brutalistic formatting, i'm not sophisticated enough to make this reply look very nice.
Diabolic Tutor and other searches: i had more in at an earlier version, and while they are certainly good, they sort of take away from the fun of the deck. I found myself searching for and playing for the same 2 or three win cons every game, which is not the point of the deck. That's why i prefer more limited searches like Bring to Light or Wild Research
Final Fortune, I've thought long about. I'm still on the fence, but don't think it would be very fun to play against. Almost all of the win cons give the opponent a turn to respond (except Coalition Victory, hence banned) and this is so that there's interaction and counterplay. Final Fortune takes that away, and so while it certainly makes the deck better, (and fits the theme/playstyle perfectly!) I dont want to end games with a sudden. "oh hey, does anyone have any counter spells, or instant speed enchantment removal? if not, i win..." That being said, its such a cool card, it fits with the theme of big risks, big rewards (Doomsday), and can even be synergized with anti-lose mechanics! maybe if I found something to take out....
charge counters: the very first iteration of the deck was mostly about odd counter manipulation. I used all those weird storage counter lands, and could get them super high for a helix pinnacle insta-win. The problem is that those cards arn't very flexible, for the most part. theres a high likelihood that any of those proliferate or counter duplication cards would be dead drops in hand, or would become useless after someone o-ringed the win con. (granted, there are many cards in the deck which are dead drops (stupid Mortal Combat, I've never won with you...))
Barren Glory: ooooh, I am a big fan of Kaervek's Spite, so long as you inform your opponent beforehand that they are basically at 15 life to start (mind games!) I coulda sworn Apocalypse was banned, but even it if wasn't it does not look fun to play against.... I think I'll be making a spot for Kaervek's Spite asap, thanks. \
Infinite Reflections seems like a more expensive version of Mirrorweave, and as I only need the trigger to check once, the permanency is unnecessary. It's also less flexible, but can target legendaries... hmmmmm.... that might be sideboarded for my friends Kokusho, the Evening Star deck, at least.
Alhammarret's Archive: this is one baller card! i don't have a lot of creatures or attacking going on in this deck, and when i gain life, id rather it be in fell swoops, not in trickles, so this is awesome.
Epic Struggle: the problem is that most of the token generators are too slow to really make it- they would require at least 3 or 4 turns to get over 20 creatures. In order to make them viable, therefore, I'd have to run multiple copies, which again runs into the problem of having too much support for one win con. that being said, tokens make good chump blockers, so they wont be a dead drop ever... def on my watch list.
Amulet of Vigor would simply make this deck play two turns faster. it would be so good. It's 7$, but I may splurge for it...
for the gate synergy: I'm actually mana flooded more often than not, if you can believe it, so I'm loath to put in more ramp. i usually have a small graveyard, and a huge exile pile, otherwise Splendid Reclamation might be a good idea. (granted, with Morality Shift it would be killer!)
Helix Pinnacle: I'm actually happy with where this is right now- its a 1 drop that's hard to remove, and even if someone does remove it it's, again, a 1 drop so i won that trade. There are easy and cheap ways to get infinite mana, 99 paths to infinite mana, but i usually can afford to dump 1-3 mana in each turn, so mid to late game, when i'm sitting on near 20 mana, its a viable threat people have to watch out for. artifacts: neither of those really need that much support, and so whenever possible I try to save deck slots for those that need the support. that being said, if theres a way to get a large amount of artifacts out at once, feasibly, not just 4 or 5 or a slow growth, i might consider it.
MORTAL KOMBAT!!!!: lost cause... it has enough support in the deck to make it technically possible, but I'm resigned to it being a dead drop at this point...
Laboratory Maniac: i have Demonic Consultation in other decks, i don't recall why it isn't in this one... the problem with a lot of the cards that work with the manic is that they get close, but don't actually destroy my library. and given how easy he is to remove or work around, the combo needs to be perfect, or else trying for it just hurts me. That said, he is one of the more frequent ways I win, or at least one of the more frequent threats I have.
Mayael's Aria: I like the Colossus of Akros and Serra Avatar a lot- they both work as stalling mechanics, and that gives cover for their true purpose, the Aria! (do note, this deck is always in danger of just getting killed by people swinging at it... :( )
NDE: Hatred is niiiiice, however 6$, so i probably shouldn't find a slot for it... as far as NDE support goes, it's actually covered quite decently, this is another one of those cards which sees play a lot. the liches are super cool cards, and i dont think they work very well here, but I honestly would like to make a deck centered around those mechanics, or other 'below-0' life total mechanics.
I thought long and hard about Transcendence, but there's no way to make it viable without a ton of support, and
i already have a zedruu deck where Transcendence is just cruel in.
Thanks for your help! its always nice to see people taking an interest in something I've done, and its always awesome to get new ideas or have new combos pointed out to me!