Darksteel Citadel


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
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Uncommon
Commander Anthology Vol. II (CM2) Uncommon
Duel Decks: Elves vs. Inventors (DDU) None
Commander 2016 (C16) Uncommon
Modern Masters 2015 Edition (MM2) Common
Commander 2014 (C14) Uncommon
Magic 2015 (M15) Uncommon
Duel Decks: Elspeth vs. Tezzeret (DDF) Common
Darksteel (DST) Common

Combos Browse all

Darksteel Citadel

Artifact Land

Indestructible (Effects that say "destroy" don't destroy this permanent.)

: Gain .

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Recent Decks

Darksteel Citadel Discussion

TheGeneralAdvisor on Forged of Wills, A No-Land Deck.

2 days ago

I’m gonna go out on a limb here and say add Darksteel Citadel so you can play Land Grant. Definitely worth breaking your rule for that one land since you got some metalcraft stuff going on and it’s free ramp.

Pia's Revolution could be a thing too.

kamarupa on Budget Modern: Pariah

6 days ago

Etched Champion might be worth considering, though you'd have to add some Darksteel Citadel at least to have a chance of getting to Metal Craft - but it'd be a good target for Pariah (except against Artifacts). Predator Ooze might be another non-ridiculously high CMC target for Pariah.

JohnnyBoyG on Charging! (infinite turns, charge counters)

1 week ago

Your mana base feels a bit greedy. I know you rarely need colored mana, but when you do, you need a lot of it-you have 7 cards that require at least two colored sources of mana, and you'll need more if you want to play more in one turn. Some of your colorless-producing lands are questionable anyway.

Mirrodin's Core only has synergy with Power Conduit, and it rarely comes up. And the downside is way to severe. If you are using it for colored mana, you can only use it every other turn.

Darksteel Citadel has some uses. You can discard it to Thirst for Knowledge, have it reduce the cost of Stoic Rebuttal, or use it as a sink for charge counters. But overall, these don't actually add much. In particular, you need to have exactly 2 other artifacts, 2 blue mana sources, and a plan for all of your other mana to have it actually synergize with Stoic Rebuttal. (Otherwise you're having one mana unused, which would have paid the third mana anyway.) Overall, it just doesn't help you that much, and it will delay a Winding Constrictor or Stoic Rebuttal more than it does anything good.

Academy Ruins is the most justifiable, and you should probably keep it.

I would recommend using a more traditional mana base, maybe 8 fetches, 4 shocks, 4 basics, 4 fastlands, and 2 Academy Ruins.

Red_X on Do you want to build a snowman?

2 weeks ago

I get the idea for this deck, but I think you have too much air and gimmicky cards. You have a lot of do nothing 0 cost artifacts here to fuel ensoul/tezzeret's touch, but when you don't have those cards the artifacts just sit on the field. Additionally, Phylactery Lich is a BBB card in a two color deck, meaning it's not going to come out on turn 3 as much as you want. and when it does come down it gets blown out by bounce/exile spells or just gets outclassed by cards like Primeval Titan. Reverse Engineer is often just worst Thoughtcast, and Darksteel Axe is a bad equipment that doesn't synergize with chalice. I would throw in Darksteel Citadel as an indestructible artifact that doesn't take up another slot. As it stands, this deck gets absolutely killed by counterspells, Terminus, or Path to Exile. To help this, I would put in something like Paradoxical Outcome, Archbound Ravager, Disciple of the Vault, Grinding Station, or a number of other cards as alternate win conditions. Or, the tezzeret planeswalkers would also fit theme and work well. In short, I would try to find a win condition and then put in some new cards to support (either control elements to live long enough to win, or aggro cards to support a ravager game plan, or card selection to find combo pieces). Like the deck

StoryArcher on Orcstone II (non-budget)

2 weeks ago


I think that Grindclock is an excellent option for this deck - that's a new card for me, thanks for suggesting it.

For me Thoughts of Ruin is one of those cards that can seem better than it is at first glance. Honestly, it seems like a superb way to catch up if your deck is failing early, but its usefulness takes place in such a narrow window (basically turn 3-5), I'm not sure that it has value in this deck.


That's a very good point, the problem is that there are only so many sources of colorless mana you can run in this deck and I think that Darksteel Citadel suits Boom/bust better if you have to choose between the two. If I were running Ponza, that would be a different story of course.

Speaking of Ponza, the land destruction deck that I've been having the most success with of late might technically be 'Ponza', but its really green with a splash of red. Definitely recommend that you check it out as its just a few Blood Moon's away from being Budget as well.

Mwonvuli Takeover

StoryArcher on Mono-Red Land Destruction

2 weeks ago


I know that G/R is the most popular land destruction format and that there's a good reason why - ramp is beautiful - but I find the following factors come into play:

1) Mixed land bases will slow you down by a turn as often as they speed you up by a turn. I can't build decks off of ideal draws, and mono-red not only allows for an easy mana-curve but also lets me put in more sources of colorless mana like Darksteel Citadel and Field of Ruin.

2) Reliance on creature-mana makes me more vulnerable to hurting myself with board wipes which I generally prefer to have as an option.

3) Filling up the deck with ramp leaves a lot less room for removal and actual land-destruction, so you can start off like gang-busters and then suddenly peter out with an empty hand. I really enjoy the effectiveness of Orcish Spy + Millstone, but that's 8 more cards I'd need to find room for to go with the ramp, removal and land destruction.

Having said all that, I'm actually experimenting with mono-green land destruction as well (see Mwonvuli Takeover) and so far it's been a lot of fun.

Geralf_Cecani on U/B Wrath sideboard help

3 weeks ago

APPLE01DOJ the Mox Opals. With Darksteel Citadel and Darksteel Relic, not to mention the plethora of 2 drops, Metalcraft isn't hard, so it's effectively a artifact land. I went with Victim of Night, because it's 2 mana, to avoid cucking myself with Chalice of the Void on one.

As for the wrath question, sweet, Shrivel really didn't cut the mustard; although I may run Languish instead as all my creatures are 5/5s :P

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