Darksteel Reactor

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Darksteel (DST) Rare

Combos Browse all

Darksteel Reactor

Artifact

Darksteel Reactor is indestructible. ("Destroy" effects and lethal damage don't destroy it.)

At the beginning of your upkeep, you may put a charge counter on Darksteel Reactor.

When Darksteel Reactor has twenty or more charge counters on it, you win the game.

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Darksteel Reactor Discussion

Silverdrake on Ctr-Alt-Delet

2 weeks ago

This is hilarious, just shoving as many alt win-cons in one deck as possible, I love it. +1 from me.

That said, I think you're taking the concept a little too far- the only 'control' cards you're running are Insidious Will, Path to Exile, and kinda Banishing Light. If I were you, I'd try to trim some of the 'fat' of the deck and focus on a few of the win-cons you have going here. There's a lot of ways to go about that, but I think your best bet would be to cut the green entirely. You lose Biovisionary, which is the least likely win for you to pull off here, and Doubling Season. Losing Doubling Season makes your wins a bit harder to pull off, but it's the only green card you'd be running which makes your mana harder, plus it's a dead card if you don't have a wincon out.

Surviving for 20 turns is a little unrealistic in modern, even if you had doubling season in to cut it to 10 you'd still find it difficult. I'd say cut the Darksteel Reactors, and probably the Throne of Geths as well. You can go up some more useful artifacts for Mechanized Production to target, like Ichor Wellspring to draw a card every turn, or Norn's Annex to make attacking you more and more impossible each turn. As far as control elements go, you could definitely use some wrath effects like Wrath of God or Supreme Verdict to help keep you alive against aggressive decks where one-for-one removal like Path just won't cut it. You could also go a more enchantment-y route with Ghostly Prison and/or Sphere of Safety to keep your opponent from whacking you to death while you stall for your turn-based victories off of Azor's Elocutors, Approach of the Second Sun, or Mechanized Production. Other worthwhile control-type cards that might be worth considering here: Detention Sphere, Remand, Supreme Will, Journey to Nowhere, Blessed Alliance

Of course, these are all just my thoughts as a longtime player. If you like it the way it is now or you think a certain card/style is fun, go for that :) Whatever you decide to do, good luck!

jwe94 on While Harriman's Away the Friends Shall Play

1 month ago

Hey Kingtalk thanks for the upvote. Once upon a time Inexorable Tide was in the deck and I guess I just forgot to move it into my maybes, as for Conjurer's Closet that's a really good idea that totally slipped my mind. I've thought about Darksteel Reactor, but I'm just not a fan.

Kingtalk on While Harriman's Away the Friends Shall Play

1 month ago

+1 for the Foster's Home reference haha. Inexorable Tide is a worthy include I think, as well as Conjurer's Closet to trigger Toothy as well as any other ETB effects you have, Deepglow Skate comes to mind. Darksteel Reactor Might be good too. Hope that's helpful!

RazortoothMtg on Magistrate

1 month ago

Maybe throw in some tutors for more consistency? Fabricate, Whir of Invention, and Tezzeret the Seeker are all in blue. Tezzeret also helps go infinite with his +1, but I assume this is meant to be more budget bc of Darksteel Colossus over Blightsteel Colossus.

I would also consider Arbor Elf to combo with Fertile Ground (which should probably be Utopia Sprawl), but both of those would probably want you to add more forests (and Overgrown Tomb is a bit pricy).

Power Conduit doesn't seem great. You need another source of counters, so it doesn't really help you go infinite unless you have Darksteel Reactor out. I guess you'll have a decent amount of counters laying around to use until you assemble a truly infinite combo, but I would replace it with some interaction bc right now you have none. If you do go into blue for the tutors, I'd replace it with some counterspells, but I'm not sure which ones. Otherwise, Go for the Throat/Cast Down/Doom Blade all work for cheap removal options.

GoblinsBeatElves on Emrakul Turn 4! (Insane Combo)

3 months ago

Just to give you guys some inspiration, the Gilder Bairn/Training Grounds/Paradise Mantle combo could give you other things as well: infinite +1/+1 counters on a Primordial Hydra, infinite charge counters on Darksteel Reactor or Umezawa's Jitte, a fully loaded Goblin Bomb with infinite fuse counters, Jace, the Mind Sculptor with infinite loyalty counters (or any other cool planeswalker), really anything cool that uses counters. Try some of these out if you want to.

Wingedsword on

3 months ago

Sorry for the double comment albino34, I'm new to the website

The win conditions are normally Mechanized Production, Approach of the Second Sun, Darksteel Reactor, and Azor's Elocutors. I just added Revel in Riches and Starfield of Nyx. However I'm not sure on starfield. My main concern is the mana ramp and not being able to pull things off. I orignally had Drover of the Mighty, Birds of Paradise, and Sylvan Caryatid.

Wingedsword on albino34

3 months ago

Right now the main way to win is by Mechanized Production, Approach of the Second Sun, Darksteel Reactor, and Azor's Elocutors. I also just added Revel in Riches and Starfield of Nyx. Mainly it's just a passive deck I can play with my friends and the big brother to a super friend defender deck I made along time ago.

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