Darksteel Ingot

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology 2018 (CM2) Uncommon
Commander 2017 (C17) Uncommon
Commander Anthology (CM1) Uncommon
Commander 2016 (C16) Uncommon
Commander 2015 (C15) Uncommon
Commander 2013 (C13) Uncommon
Magic 2014 (M14) Uncommon
MTG: Commander (CMD) Common
Darksteel (DST) Common
Promo Set (000) Rare

Combos Browse all

Darksteel Ingot

Artifact

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

: Gain one mana of any colour.

Darksteel Ingot Discussion

theguy419 on Atraxa Control/Tall

2 days ago

certain cards you may really like for the +1 +1 counter strategy: Spike Weaver it gives you the ability to repeat fogs over and over against people who like to swing. Archangel of Thune + Spike Feeder give you the ability to go hecka tall hecka quick and make your dudes as big as you want em. Plaxcaster Frogling gives you the ability to protect your boys with counters on them for hecka cheap.

because you have ghave and things like cathars in your deck, try running Ashnod's Altar and Skullclamp . you can easily turn in to a combo boy with those.

More two mana rocks would be better in your deck then some of the others you chose. look up the full set of talisman cards and throw in some more signets. they recently just completed the cycle of all 10 talisman and those are just nice and cheap ways to assure you get mana faster. the first three turns of a non cEDH game tend to be all set up. having stuff to do on the first few turns is pretty sweet. also throw in Coalition Relic over Darksteel Ingot . you lose out on the indestructible, but gain so much more mana out of it because of atraxa

because you can be a bit more of a combo deck that a guarantee you the people you play with don't expect, you wanna have more tutors in the deck. now you COULD run counterspells, or hear me out, you could run more tutors. stuff like Eladamri's Call , Demonic Tutor , Vampiric Tutor , Enlightened Tutor , Worldly Tutor , Sylvan Tutor and of course instead of Diabolic Tutor try Mastermind's Acquisition . it's the same cost but also throws on a second mode for a wish so just in case people exile something you really could have wanted to use you can grab that bad boy back. also a better tamiyo to run is Tamiyo, Field Researcher .

kamarupa on Militem Honorem

2 days ago

Is there a reason for Darksteel Ingot ? Is it common for your opponents to destroy a mana-fact? Because Gold Myr would be more useful otherwise. But given your sub-2 CMC and 22 lands, I imagine you could drop it completely.

Sigong on Zurgo YeetSmasher

1 week ago

Darksteel Ingot would be good to replace one rock with.

Lotramus on Vampiric Crusade

2 weeks ago

I see the ramp now. The cluestones and outpost don't fit well in my opinion I'd replace them with something like Lingering Souls or remove them completely. I understand Darksteel Ingot .
I'd consider adding Path to Exile , something like Soul Snare (idk the good cards), Oblivion Ring , Darkness or Deafening Clarion instead of Rakdos Cluestone , Veinfire Borderpost , Gatekeeper of Malakir (hard to cast with 3 black) or Syphon Mind .
Good ones to add from your maybeboard could be Blood Artist , Adanto Vanguard instead of e.g. Falkenrath Marauders , Gatekeeper of Malakir .
I'd also replace the ETB tapped lands Urborg Volcano , etc. with basic lands, the tapped lands are slow.

TypicalTimmy on Ajani Vengeant, and his signature ...

3 weeks ago

Commenting here rather than on your page.

I don't mean to sound so overbearingly critical, but your deck is overall lacking in substantial board presence. Oathbreaker is a format in which you want to protect your Planeswalker at all viable costs. You have four creatures. That does not make for a very strong base. I'm going to rip into this deck, but I am also going to offer you suggestions on how to greatly improve upon it :) I hope that you don't take offense to anything I am saying, but I felt like I can do you some good here.

Next, I notice that a lot of your lands are either bounce lands or lands in which you can sacrifice them to get an additional mana for that turn. I am concerned with this style of play, because the bounce lands sort of equal out to the same amount of mana for the turn, and in some cases don't even move you ahead. Sacrifice the lands for extra mana sets you back. Allow me to explain:

  • T3: You have two lands out. You tap both to add to your pool, then play Boros Garrison . The rest of the turn doesn't matter, we are merely focusing on land presence and mana potential.
  • T4: You replay the land you just bounced last turn. Now you have a total of three lands that can produce a total of 4 mana.

The issue here is that you set yourself back on tempo on T3 to become caught up on T4. Rather than producing 3 mana on T3, you only produced 2; And for your efforts on T3, you are no better off on T4 than if you had just played a basic land.

Dormant Volcano and Karoo are even worse, because you have 16 of your 26 lands that contain specific subtypes, each one only being represented on 10 Plains and 8 Mountains. So if you have a Dormant Volcano in your hand but you don't have any lands with Mountain as their subtype, you literally can not play it. Even worse, it has to be an untapped land you return AND it still enters the battlefield tapped. So not only do you lose a land, you don't even get the mana from it and it's highly more restrictive than Boros Garrison .

Additionally, Temple of the False God literally does you no good if you get it out before you have five total lands. Shrine of the Forsaken Gods is better absolutely all around because at least it produces you something.

Now we need to discuss your "pay-to-play" lands; Crystal Vein , Dwarven Ruins & Ruins of Trokair . The issue here is that you may have immediate access to ramp, but you trade that for immediate downfall as you slip farther and farther behind because you no longer have lands on the battlefield. These cards should never go in any deck that doesn't have some means to return them, such as Crucible of Worlds / Ramunap Excavator or Wrenn and Six .

So overall I called out Boros Garrison , Dormant Volcano , Karoo , Temple of the False God , Crystal Vein , Dwarven Ruins & Ruins of Trokair . So let's find some replacements!

This sets you down to 22 lands, which in all of my playing of Oathrbeaker is ideal. This also increases your stones up from 4 into ~6. We will be working on this in a moment.

I get it, you want to blow up lands so your opponent can't play the game. But do you need 10 cards that do that? 11 with Ajani?

Cut out the following, for their listed reasons:

As mentioned before, you want more artifacts that produce mana. You currently have the following:

Remove both.

We added in Heart of Ramos and Tooth of Ramos . We also added in Boros Cluestone and Boros Signet . We now need to look for stones that cost less than . Here is what you add:

Now we still have four card slots open from before. We are sitting now at a total of six stones. We want eight. We will use two slots to add the following:

We now have 22 lands and 8 stones. 30 mana producing cards in a 58 card deck. This means you will SERIOUSLY ramp in Boros.

We still have two slots open. Use these to fit in draw spells. Keep in mind that with Mind Stone and Boros Cluestone , you already do have two cards that can draw if you need it.

  • Faithless Looting : Because it can be played twice, due to Flashback
  • Dawn of Hope : Another 2 CMC permanent that can be used in conjunction with Ajani Vengeant 's -2 for card draw on non-specific colors of mana. Then you can also use it to create tokens with self-fulfilling conditions since they have lifelink. This means you don't have to rely on Ajani going down, and you can still progress the boardstate.

As for a win condition outside of Form of the Dragon , there is also Martial Coup . Since you are snuffing out all of your opponent's lands anyway, as well as their creatures, why not create a literal army of tokens that now stand unopposed?

There is also Curse of Bloodletting , which makes your Form of the Dragon deal 10 damage instead.

You may also want to consider replacing Mudhole with something more viable. Perhaps Lightning Helix ? It burns and gets you life. Acts as another win condition, makes it harder for your opponent to win in the process as your life totals grow farther and farther apart, and plays nicely with the aforementioned Dawn of Hope .

This took me like 40 minutes, so I hope it helps.

Malsorn on ProliferationH

3 weeks ago

Is there a specific reason for Phyrexian Lens ? Otherwise Darksteel Ingot could be a strict upgrade. Otherwise, land count does seem a bit low.

xaarvaxus on Kalemne EDH

3 weeks ago

With Sun Titan in the deck, I'd swap out one of Mana Geode , Darksteel Ingot or Chromatic Lantern for Commander's Sphere for a potential card draw engine.

I'd make room for some more removal, especially for artifacts/enchantments plus something that can get rid of a troublesome land like Cabal Coffers : Wear / Tear , Crush Contraband , Return to Dust , Chaos Warp or Generous Gift .

Descend upon the Sinful could interfere with your Sun Titan and/or Angel of Serenity from getting back your creatures. Maybe something like a good old fashioned Wrath of God while hitting your Boros Charm to save your team?

The Sunforger is a great call and I would defintely add it asap. Unbreakable Formation would go well with it too.

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Darksteel Ingot occurrence in decks from the last year

Commander / EDH:

All decks: 0.16%

Blue: 0.18%

Red: 0.21%

Rakdos: 0.41%

UR (Izzet): 0.69%

WUB (Esper): 0.57%

UBR (Grixis): 0.54%