|Commander / EDH||Legal|
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|Scars of Mirrodin||Rare|
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Artifact Creature — Construct
, Sacrifice three artifacts: Search your library for an artifact card and put it onto the battlefield. Then shuffle your library.
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Kuldotha Forgemaster Discussion
2 days ago
Thoughts on Darksteel Citadel? There's a bunch of ramp cards unique to artifacts too, I thought I should mention them. Etherium Sculptor, Foundry Inspector, Mycosynth Golem, Inspiring Statuary, Blinkmoth Urn, Krark-Clan Ironworks, Chief Engineer, etc. There's also Kuldotha Forgemaster, a damn good tutor. Thoughts on Argivian Restoration versus your Scarecrone? Clock of Omens versus your Unwinding Clock? It's arguably less useful but it has more control, especially in equipment decks and such.
Hope this helps
1 week ago
Tappedout doesnt like me linking too many cards in 1 post so these are the other cards i wanted to suggest:
1 week ago
Here are some things I like about my silas deck (or cards i would include if i was blue/black instead of blue/black red and therefore had the room) and that might consider including as well.
If you give silas double strike like with Fireshrieker or Grappling Hook he deals damage twice, giving you two triggers of his ability. (Alsowhen combined with deathtouch, silas will survive most combats)
I'm a pretty big fan of Aqueous Form to help let your commander get through.
Mindslaver is pretty gross when you can repeatedly recur it.
Here's a link to my copy if your interested. Vial Renn Affinity
1 week ago
GardenGnome, the Sram deck that is up there right now already plays almost exactly the same, and while I think your inclusion of stax elements to the deck does improve it, it still doesn't change how the deck is super vulnerable to any sort of control, and how the deck is 99% reliant on its commander (Puresteel Paladin is untutorable).
Mono-white is just a terrible color identity, and even if Sram mitigates its main weakness well (not being able to draw cards), he still does it at the expense of at least 35% of your deck being devoted to cards that are otherwise dead at all other times.
He's should stay in tier 3.
Also, after playtesting your list a little, It seems to me that you inclusion of other elements might have hurt the list a little. You still haven't solved the problem of "if you don't draw into Puresteel, you can't chain equipment forever." I just started cycling on turn three with 8 mana off of Metalworker, but I couldn't keep going after just 3 equipments, despite hitting an Enlightened Tutor. If you don't include an extra draw engine like Memory Jar, Alhammarret's Archive, or Kuldotha Forgemaster, Then Sram is giving you a net 0 in card advantage, and you're basically guaranteed to run out of steam if you don't get Puresteel. The more equipments you cut for stax elements the more you increase that likelihood.
2 weeks ago
Muzzio, Visionary Architect is also fun, albeit a bit less predictable
Sharding Sphinx makes a lot of thopters
Leonin Abunas can protect them
Memnarch likes "borrowing" things
I'm not entirely convinced it's good enough here but figured i'd atleast mention Open the Vaults. If the game goes on long enough it's probably worth it
I think the the thing the deck is missing the most is more ways of interacting with your opponent. You have the 1-of dispatch but thats about it. Swords to Plowshares, Path to Exile, Go for the Throat etc, but i think you need more.
3 weeks ago
I'm gonna go on a little "card vomit" here, so if I apologize if I repeat anything I didn't see that's already in your deck. Unwinding Clock, Darksteel Forge, Kuldotha Forgemaster, Silas Renn, Seeker Adept, Arcum Dagsson, Filigree Angel, Master Transmuter, Indomitable Archangel, Leonin Abunas, Muzzio, Visionary Architect, Steel Overseer, Tezzeret the Seeker , Tezzeret, Agent of Bolas, Inventors' Fair, Time Sieve (goes great with Thopter Assembly, cough, cough, infinite turns), Krark-Clan Ironworks, Ethersworn Canonist, Marionette Master, Metalworker, Mirrorworks, Academy Ruins, Glimmervoid, Sculpting Steel, Phyrexian Metamorph, Tezzeret the Schemer, Tezzeret, Master of Metal, and Tempered Steel are all nice cards for any artifact deck.
Well, that's all I really have to say for the moment. Hope this wall of text I just typed helped, and good luck with your first EDH deck.
1 month ago
Inspired by STAX and mono-brown decks of legacy. This has been my go-to for modern nights at my LGS. Great fun to play... although its win record is just average. Probably because my local meta doesn't favor a lot of creatures. Magus of the Tabernacle, Ghostly Prison, & Storage Matrix are very tough for many creature-heavy decks to deal with.
Worst matchups = anything that doesn't play many creatures. So, the sideboard is geared towards dealing with Burn, MUC/Jeskai, & MBC/8-Rack. Playing against Tron is also difficult, because Tron doesn't care much about being taxed. Either it surgically-extracts an Urza land, or it loses.
1 month ago
the problem is that the deck has too few lands to do anything, since you can cheat the Platinum Angel into play only a turn after you got 4 mana - with stuff like Quicksilver Amulet, Master Transmuter, Kuldotha Forgemaster
20 lands is just too few, it would be good if most of the cards you need to win would be 1 or 2 mana (and maybe somestuff at 3 cmc).
I suggest doing the math, or using the miracle of the internets to do the math for ya!
So to be able to cheat the angel in play you will need to have 4 lands by turn 4 (lets ignore the fact that ideally you would need at least 1 in your hand for every turn, for the sake of simplicity, and the fact that the online calculator i found doesn't handle that)
In its current state (with 20 lands) you have 44,05% (53,63% on the draw) chance to have four lands by turn 4.
I personally would not find it acceptable to auto lose more than half of my games.
If the deck were to contain 26 lands you would have much better chances of actually finding the mana you need, with 71,63% (80,17% on the draw) to have four lands by turn 4.
So mathemagic for muggles - or how to use the online calculator i linked:
population size <- the number of the cards in the pile you are drawing from (in this case this is your whole deck)
number of successes in the population <- the number of cards which you want to draw (in this case the lands in your deck)
sample size <- how many cards will you draw in (in this case 7 (starting hand) + 3(a draw / turn) +1 if you are on the draw)
number of successes in the sample <- the number of cards of the choosen kind (population size) you want to draw (4)
And then it spits out all the chances of drawing that much exactly, more less... etc.
However even with the correct number of lands the deck has problems, namely defending the angel, and not having win condition against deck that have some kind of lock (like Ensnaring Bridge, or a Celestial Flare... etc.)