Kuldotha Forgemaster

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal

Printings View all

Set Rarity
Scars of Mirrodin Rare

Combos Browse all

Kuldotha Forgemaster

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

Madhava on Scalestacks

4 days 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.

Suggestions are welcome. I've considered adding Chalice of the Void, which would require me to retire Culling Scales... and that wouldn't exactly help out Metalwork Colossus to come out.

I've also considered swapping out the current creatures for a Kuldotha Forgemaster + Blightsteel Colossus setup.

Xica on Fast Platinum Angel

4 days 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.)

Daedalus19876 on Reyhan and Silas Renn (Affinity)

5 days ago

I like the idea of the deck! It seems unfinished, though: could use a Greater Good and Attrition as powerful sac outlets, and possibly a Cauldron of Souls to make your board much more resilient.

I really wish that your colors included red; Marchesa, the Black Rose would be bonkers in this deck. Lifeline does something similar.

You do need a way to manage to actually HIT with your big creatures (and Silas Renn), though. Champion of Lambholt might work, but my go-to is usually Eldrazi Monument or Akroma's Memorial (both of which Kuldotha Forgemaster can find).

The mana base seems rough, but a tri-color list is relatively forgiving when your commander isn't a must-have. Does it play okay?

From your maybeboard I'd add Ashnod's Altar, Hangarback Walker, Lifecrafter's Gift, and Master Biomancer.

Hope this helps!

enpc on

1 week ago

All good. If most of your creatures are alos artifacts, I would recommnd potentially replacing Ashnod's Altar with Krark-Clan Ironworks. A good win condition you could look at running as well is Hellkite Tyrant + Mycosynth Lattice. Especailly if you use somethign like Kuldotha Forgemaster to deploy the lattice just before combat damage is done.

CalUrycki on Breya Goodstuff

2 weeks ago

You've got a lot of things to do with miscellaneous artifacts, and not a lot of lands. Your ramp suite could use a once-over. I would play all the on-color signets and talismans for ramp. Whir of Invention is great too, given what you're looking for. Reshape is another great pickup if you have little artifacts floating around. It's getting closer to competitive/combo oriented but Mindslaver is a great artifact to consider as well.

Trinket Mage has a few targets, but a few more silver bullets might be good. Think like Pithing Needle, Relic of Progenitus, etc.

Kuldotha Forgemaster is definitely a staple in these sorts of decks as well.

SageOfStone on 1v1 Akiri, Line-Slinger 4-1-17

2 weeks ago

In 1v1 decks, I definitely like using a lot more 1 for 1 removal. Lightning Bolt is actually super good. You're playing enough artifacts, so Dispatch also seems good.

You play a lot of artifacts. I could see you making good use of Kuldotha Forgemaster. Spire of Industry seems like a good fit.

With a 2cmc commander, casting him turn 1 more often can be quite useful. Chrome Mox and Simian Spirit Guide can help with this.

Kamerot on Argentum

3 weeks ago

First off, thank you for the huge compliment, I'm honored.

Second, I love Sharuum, very fun commander that you can do a lot of. I'm just gonna list cards that pair well that you can use to help build your deck whichever direction you choose. Grand Architect - great card for generating mana, has several combos to create infinite mana.Padeem, Consul of Innovation - protection and card advantage. Leonin Abunas - protection. Sydri, Galvanic Genius - can give deathtouch and lifelink to your creatures also creates chump blockers if you ever need it. Reprocess - card advantage, pairs well with Sharuum since you can get them back. Retract - protection against wipes. Training Grounds - since you have a lot of activated abilities this will help cut costs. Flickerform - combos with sharuum, any other type of card that does this works well too. Sorin Markov - gives you redundancy with Magister Sphinx.

I agree with everyone else about running as many multi lands as you can even if they aren't great. Having the right colors helps so much. And I'd definitely find a way to get cheap 1/1 creatures into play like ChinoEX said, servos or myrs will net you a lot of mana early on and since you're running Kuldotha Forgemaster, they work perfect for fodder.Hope this Helps, good luck!

acht_deck_manager on All Your Base Are Belong To Us

3 weeks ago

Some cards I definitely want to think about putting in and looking to see if I have copies of

Cards I think I'm willing to cull:

I will probably pull out Braids, Conjurer Adept too, albeit I've been itching to play her in something ever since I picked up a copy. On the fence about it because I can be.

Probably should add in some more draw too. Thinking Blue Sun's Zenith could fit in among other things

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