Darksteel Juggernaut


Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Scars of Mirrodin Rare

Combos Browse all

Darksteel Juggernaut

Artifact Creature — Juggernaut

Darksteel Juggernaut's power and toughness are each equal to the number of artifacts you control.

Darksteel Juggernaut is indestructible and attacks each turn if able.

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Darksteel Juggernaut Discussion

Futuremonk on Budget Padeem

1 week ago

Looks like a fun deck!

Mechanized Production and Darksteel Juggernaut would be great additions.

Barjack521 on Kydele & Thrasios

4 weeks ago

as a rule of thumb whenever playing Darksteel Juggernaut it's a good idea to include whichever color of artifact lands you can manage , in this case Seat of the Synod andTree of Tales, perhaps even a Darksteel Citadel especially since it's indestructible

jafonel on Lodestone Replicants(Competitive)

2 months ago


I agree. In most games it doesn't make a difference, but Wurmcoil is strictly a better card than Juggernaut. Honestly I think you could use Wurmcoil Engine, Steel Hellkite, or Darksteel Juggernaut and all would be very effective. I do like the suggestion though, so I am going to go with Wurmcoil.

BlazingAbsol on Lodestone Replicants(Competitive)

2 months ago

I like the idea a lot. However, Darksteel Juggernaut seems like an odd finisher. Have you considered Wurmcoil Engine instead? I can't imagine the one mana making a huge difference in this kind of deck. Also, have you ever had issues getting colorless mana for your Mirrorpools?

greatdevourer on All Hands on Deck

3 months ago

Let me start by saying that I think you have a great theme and you've done a great job of sticking to your theme elements.After going over your list, here's the recommendations that I think might help you.

Cards to take out (to get down to 100):
Golem Foundry is just a weak card. It is kinda nice getting a golem token for casting 3 artifacts, but I've never been happy playing that card. It always ends up feeling like a waste of board space.
Metalwork Colossus is really nice, but with all of the vehicles and other creatures, it seems kinda mana intensive and you're not really working on a sacrificing artifact theme.
Blinkmoth Urn is symetrical, meaning it helps you opponents as much as it helps you. Yes, you may have more artifacts than them, but do you really want to give your opponents free mana? And they get that free mana before you do.
Darksteel Juggernaut is a great card in a draft, or in another deck where you're primarily focused on attacking each turn. But the requirement of attacking each turn makes this card feel like it doesn't fit.
Sram's Expertise is cute, and I understand why it is in the deck but a few 1/1 tokens seems kinda weak for this deck.
Chief of the Foundry helps out the vehicles, but not the dwarves.

Those initial cuts gets you down to the 100 cards for Commander. Now to make the deck a bit stonger.
These changes might help make your deck more resilient againt various opponents. Obviously, you'll need to temper these recommendations with your collection, budget, and local metagame.

I'll start with lands. Nine (9) out, Nine (9) in.
Take out:
Spinerock Knoll, Better in a combo deck.
Shinka, the Bloodsoaked Keep, Not enough legends
Wind-Scarred Crag, Boros Guildgate, and Stone Quarry come into play tapped. You have too many lands that come into play tapped and it slows you down.
Drifting Meadow, Forgotten Cave, Secluded Steppe, Smoldering Crater, the cycle lands are nice in a deck with lots of graveyard recursion or when you're focused on cycling cards. But you're deck isn't set up for those things and these are just more lands that enter the battlefield tapped and slow you down.
Kabira Crossroads for it. The 2 life usually isn't enough in Commander games to make a big different.

Put in:
4 Plains
2 Mountain
Sejiri Steppe is something to consider. And the Boros Garrison makes it better.
Move the Rugged Prairie and Sacred Foundry to the mainboard from your maybe board.
Don't ignore the plain old basic lands. Even if you just use a couple of each. You never know when an opponet will play a "Every seach for a basic land" card and you're left out of the party.

I would also consider Holdout Settlement and Springleaf Drum to help take advantage of Depala, Pilot Exemplar's ability to load your hand with creatures and vehicles. Remember that you can tap a creature with summoning sickness to activate the Settlement or the Drum since you aren't activating the creature's ability.
Lightning Greaves is a tough card to consider. Yes, it is a great card. But does it really help that much? You aren't themed around equipment. I would drop in in favor of something that helps more often.

One-shot effects like Built to Last and Built to Smash are not really good in a multiplayer game.

I hope these suggestions help give you some ideas. Let me know what you think. Feel free to look over my decks and let me know what you think of the suggestions.

foxboy93 on Breya Commander 2016 Budget Upgrade

7 months ago

Budget to me is like, under 5$, so if something is over that point my bad

Panharmonicon, since you have alot of ETB effects from both artifacts and creatures.

Pain Lands I would also consider, helping to really get the deck's tempo up to speed, as well as more mana accelerants, like Burnished Hart. Having lands that enter untapped means that you will have faster playing.

Leonin Abunas is also another Padeem, Consul of Innovation, just without the draw effect stapled to him.

Grafted Exoskeleton could be a way to kill people as well, using Breya, Etherium Shaper to bolt people till they die of infect damage

pila-pala and Grand Architect is a good budget way to make infinite mana. Nim Deathmantle should also find a spot, providing another inexpensive way to combo with Ashnod's Altar and Breya.

Since creatures is the main focus, another fun card to consider is Reparations. I personally havent played it, but when your creatures or yourself are being targeted, you get to draw a card. Maybe you end up getting a Cyclonic Rift you can cast too, who knows.

Something else I noticed is not a very big removal package, even a few cards, like Counterspell or Stoic Rebuttal are great counters! Since its an artifact deck, you can also include cards with Affinity for Artifacts, or Metalcraft, such as Dispatch, Broodstar, Thoughtcast ect.

There could also be budget tutor cards, like Diabolic Tutor, and cheap card draw like Phyrexian Arena, Thirst for Knowledge and what have you.

Another focus you could go is more of the ETB effects, so Flicker effects might also be really cool. Otherworldly Journey, Mistmeadow Witch, Turn to Mist, Conjurer's Closet, Ghostly Flicker, Brago, King Eternal ect can give you additional ETB triggers and even more things, not to mention a small way to protect your cards.

Another thing to note is there isn't alot of recusion. So if you are in a board wipe heavy meta, that means it'll be hard to keep cards on the table. Cheap recursion cards like Beacon of Unrest, Victimize, and what have you.

Other "buff" effects, like Tempered Steel and Intangible Virtue(since the deck is mostly about the thopters) can help to really get those small flying dudes a hell of alot bigger, really quick.

Some cheap "beat sticks", something to include to help you close out a game could be Darksteel Juggernaut, Sphinx of the Steel Wind, Sphinx Sovereign, Thopter Assembly, Steel Hellkite all provide a nice big guy to start hammering down on the opponent. There have been too many times where I will see a token strategy get shut down, and they don't have anything to help them to begin rebuilding.

KnightsBattlecry001 on The Metalic War Machine

8 months ago

Magister Sphinx seems interesting. Darksteel Juggernaut could be good as well with the amount of artifacts I'm running. Thanks for the suggestions crocata I do really appreciate it.

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