Darksteel Juggernaut

Legality

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

Printings View all

Set Rarity
Scars of Mirrodin (SOM) 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

dracoarmy on It's a Myracle

16 hours ago

I would add 1 or more Darksteel Juggernaut. The Darksteel Myr needs a mount

odiffido on Myr Invasion

1 month ago

maybe add a Mox Opal if it is in your budget, Hovermyr might be good to add some flying. since you have many artifacts, Darksteel Juggernaut would be a perfect mid/late game card for the deck. maybe add some artifacts like Loxodon Warhammer. If this helped could you please upvote one of my decks?

Futuremonk on Budget Padeem

2 months ago

Looks like a fun deck!

Mechanized Production and Darksteel Juggernaut would be great additions.

Barjack521 on

3 months 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)

4 months ago

@BlazingAbsol

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)

4 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

5 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.

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