|Commander / EDH||Legal|
Printings View all
|Magic 2014 (M14)||Mythic Rare|
Combos Browse all
Artifacts you control have indestructible. (Effects that say "destroy" don't destroy them. Artifact creatures with indestructible can't be destroyed by damage.)
Price & Acquistion Set Price Alerts
Darksteel Forge Discussion
1 day ago
It looks interesting but I see a lot of rocks and half combos but no huge things to really abuse I’d look into some combo pieces and big finisher. Also why no Darksteel Forge
4 days ago
4 days ago
I really like the idea of the deck, its pretty cool!
A couple of card suggestions I think would be advantages to run since flickering is going to be a large part since you don't want to cast your general 4 times, but rather flicker constantly. Mistmeadow Witch is a broken card in this, and your mana base is very good so you can do 1 or two of these per turn. Let alone allowing for your artifact ETB's to trigger something. Another good card is Flicker. Granted its not as useful since its a one time thing, but it can be good in instances. Eerie Interlude flicker your entire board, get value out of ETB's or protect it.
Now for some fun shennagins you can do. So you know that Darksteel Forge? Well you can add in a Nevinyrral's Disk and it will stay on the battlefield, as will all of you stuff. Mycosynth Lattice is another fun card and will allow you to recur stuff that "is" an artifact right back to the battlefield. Crazy right? Salvaging Station is another good card too. It only will grab 1 or 0 cmc from your gy, but it can still be super powerful. There are plenty of meta dependent decisions to make like if you need GY hate, add in Salvaging Station + Scrabbling Claws or a Tormod's Crypt
Hopefully these give you some ideas!
2 weeks ago
This is much better.
I still have a few suggestions though.
- I don't clearly see any win conditions other than a normal beat down. So you're either a genius or I'm missing something.
- I recommend adding some "insurance" for your vehicles in the form of Darksteel Forge and Leonin Abunas.
- For a lot of crew quickly I'd suggest Midnight Guard + Presence of Gond it also helps with the life gain upon entry you have.
- What is your plan for Altar of Dementia?
I love the name change BTW.
2 weeks ago
- I love that you are using Emmara, Soul of the Accord as you commander for this deck. As she can crew and produce new units to crew.
- I never see vehicles in commander and that makes me sad I really liked them.
- That is way to many vehicles in one deck. - Though they are artifacts they technically are creatures. And counting them you have 53 creatures in your deck.
- What is your backup win condition?
- I would suggest adding a few more token dump strategies to get your crew really quickly
- Pick around 10-13 vehicles to have in the deck and replace the rest with Rocks, Boost/Evasion spells, or useful enchantments.
- Work towards a stronger artifact synergy. Cards like Darksteel Forge really help
- Add a few fabricate creatures. Not only are they good board presence but they can either build up creatures with +1/+1 counters but creature count too by dropping servo tokens Angel of Invention being one of my favorites.
This isn't a bad deck but it need some tuning if you want it to be competitive. That's just my two cents, I'd love to see this in action with some revision. Have a wonderful day :D
2 weeks ago
Help Needed for making this deck Optimized. Also I could have missed some combo potential, just started Magic in 2018. Thinking about adding more Infinite Mana Combos like Basalt Monolith + Rings of Brighthearth and Staff of DominationWalking Ballista for Mana sink/additional wincon.
Things that are on my "Cut"-List
Thran Dynamo Good Manarock but, I sometimes just need colored Mana more
One with the Machine Draws 3-4 cards most of the time and fits the Artifact Theme. But there is Better draw, just mention it.
Sphinx Summoner 5 mana Tutor. Meh.
Sydri, Galvanic Genius combos with Aetherflux, but otherwise not useful in my opinion.
Vampiric Tutor Straight out of Budget, using proxy at the moment
Trash for Treasure Sorcery Speed. Early Trash for Treasure isn't useful most of the time.
Cards I really want to play:
Darksteel Forge Protection
Mycosynth Lattice With the lattice, mostly none of your opponents play Artifact Boardwipes anymore. But High CMC
Treasure Nabber In a format that play so many Mana rocks this dude seems great. With KCI you can still sac the rocks for more mana
Memnarch Mana sink/combo with Pili-Pala combo to get Everything. High CMC
Slobad, Goblin Tinkerer Save half of your artifacts on a Destroy Boardwipe. Save important Artifacts for sacing Thopters
Storm the Vault It's land version is even banned
Semblance Anvil More reduce is good.
Mindslaver Hard to achieve but having his effect multiple times and controlling everyone is just a win.
Indomitable Archangel Protection, but high CMC
Blinkmoth Urn If you play an artifact Deck and your opponents don't it's just crazy
All in all for slower/longer games I need much more draw
But these aren't artifacts
Commander's Sphere are reusable
3 weeks ago
A few thoughts:
Urza's Ruinous Blast seems like a good fit for the deck since many of your non-land permanents are legendary. You can't cast it without a legendary creature or planeswalker, which can be a pain, but that shouldn't be too much of a hurdle for this deck.
Wrath of God, Day of Judgment, or Fumigate might be worth thinking about instead of Hallowed Burial. You might prefer creatures go to the graveyard so Yomiji can send the legendary ones back to your hand. (If you never find yourself wanting to wipe the board while you have your commander and another legendary creature, ignore this suggestion.)
Several of your Legendary creatures (including your commander) are quite expensive, so you might want Land Tax to ensure you have lands to play every turn. Sword of the Animist or artifact ramp like Marble Diamond, Mind Stone, Hedron Archive, or Dreamstone Hedron could also help here.
I'm not sure whether you want mass land disruption like Armageddon, Cataclysm, and Winter Orb. They can be effective at converting temporary advantage into a win, but the deck looks like it will play best when you have a lot of mana to cast your spells, and recast your legends if they die with your commander on the field. If you do, focus on effects that destroy or force the sacrifice of lands (Armageddon, Cataclysm, Magus of the Balance, Fall of the Thran, Ravages of War (though that last one is way too expensive because there weren't many printed)) instead of Winter Orb, and use Crucible of Worlds or legendary lands you can get back with your commander to break the symmetry. I'd recommend looking at Flagstones of Trokair, Mikokoro, Center of the Sea, Gods' Eye, Gate to the Reikai, Eiganjo Castle, Geier Reach Sanitarium, and maybe Hall of the Bandit Lord or Legion's Landing Flip. You might also want Dust Bowl in this case. I'm not sure you have enough density of legendary spells for Untaidake, the Cloud Keeper to be good, but it might be worth it.
I don't think Darksteel Forge is that useful here: you have useful artifacts, but not that many and you aren't super reliant on them.
There don't seem to very many activated abilities for Rings of Brighthearth to copy. You may not need that card here.
3 weeks ago
TheRedGoat: I'll keep those power boosters in mind, but I haven't had power issues since changing commanders to Traxos.
Struyk: Hexproof yes. Shroud, no. Once my commander has shroud, I can't target him to equip anything to him, which defeats my gameplan of loading him up.
Cippo: Sea Gate Wreckage is only in the deck once (you'll see this if you sort by Type). It's listed twice because it fills multiple roles within the deck (both as a Land and a source of card draw). I personally prefer Shrine of the Forsaken Gods over Temple of the False God because the Shrine always gives me mana. It sucks pulling the Temple in an opening hand or drawing it early game and having it be a dead land for the first few turns. You're absolutely right, I need a Metalworker in here... someday when budget allows.
Litdaze: Artifact board wipes are painful. Other than Warping Wail, I also have Darksteel Forge but that's about it. And yeah, I've increased the land count a bit. I find I have tons of ramp, just need to make sure I've got 2-3 lands to get me started.
Cereal_Killer: On their own, the Kaldra equipment have nice effects but are expensive to cast/equip. With 99 cards and very few ways to tutor any of them, I don't think I'll ever see the full set in play at once, which really lowers the value of them. Seems a better fit for a 60-card deck where you can include multiple copies (and have a smaller library) for a better chance of hitting all 3.