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|Scars of Mirrodin (SOM)||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 weeks ago
This is just a start FYI
Note: Add more lands as you should have at least 30+ and "Cycling" is not doing anything for this deck other than spending your manna and slowing you down, cards like Diabolic Tutor and Fabricate or Kuldotha Forgemaster will cost you close to the same and get you exactly what you want.
2 weeks ago
Blightsteel Colossus + Lightning Greaves. Kuldotha Forgemaster and Planar Bridge can cheat blight in at instant speed pretty easily.. Or both blight and greaves at the same time usuing Rings of Brighthearth i run a very similar list and am on the fence about adding a mass land destruction package myself outside of the Strip Mine/Wasteland/Dust Bowl + Crucible of Worlds package how do those spells work for you
2 weeks ago
thegigibeast: I ran Myr Battlesphere for quite a while but for the sake of consistency, I dropped it. It is definitely one of the best cards when trying to win with Kuldotha Forgemaster but at , there was almost always something else that I wanted to cast more. That and it severely under performs as a finisher so if it is not being used for combo shenanigans or acceleration with a Clock of Omens, it is fairly bad considering the other options this deck has to end the game at or around . Pretty much the only time I ended up missing the card is when I could cheat it into play with Kuldotha Forgemaster or in situations where I was already far enough ahead that it didn't really matter and I just wanted to abuse Clock of Omens some more. That and it doesn't go well with The Tabernacle at Pendrell Vale or Torpor Orb.
I definitely still see it as a great budget option for a more casual meta, but in cEDH, it is just too slow and unimpactful, especially because it does not synergize with some of the stax cards I am running.
2 weeks ago
3 weeks ago
merrowMania: Hall of the Bandit Lord is a decent card if you are focusing more on combat wins than I am. Also, like any good cEDH deck, I often do quite a bit of damage to myself through Mana Crypt and Ancient Tomb, etc. so the 3 life from Hall of the Bandit Lord adds up, especially when doing Candelabra of Tawnos shenanigans. You are right about Maze of Ith though. That card is one of the few pieces left from when I built this deck as a casual deck. However, even in competitive games, if enough stax pieces hit the field to shut people down, they will start attacking with whatever creatures they have and Maze of Ith has saved me far too many times for me to be willing to cut it. Also, like every other land, Candelabra of Tawnos allows for some ridiculous stuff to happen with it.
That said; Tana, the Bloodsower/Tymna the Weaver, Yidris, Maelstrom Wielder, Selvala, Heart of the Wilds, Captain Sisay, Animar, Soul of Elements, Karador, Ghost Chieftain, and even some builds of The Gitrog Monster (and this is just the Tier 1-1.5 lists) attack with creatures often enough that Maze of Ith is still useful. Considering I run other lands that do not traditionally tap for mana, both Urborg, Tomb of Yawgmoth and Chromatic Lantern are important cards used to circumvent this and are cards I try to play early in most games. All of this is enough form me to justify the inclusion.
TLDR: Maze of Ith has been better for me than Hall of the Bandit Lord due to this list focusing more on combo/stax than combat wins and Maze of Ith is better at keeping me alive if I slow the game down with multiple stax pieces.
Ohthenoises: Staff of Nin makes more sense. I was thinking that you were referencing making infinite mana off of the Spine of Ish Sah + Paradox Engine combo and then just using Staff of Domination as your win condition. This is definitely a reasonable Kuldotha Forgemaster line, especially because it still works if you only have exactly enough mana from nonland sources to recast the Spine of Ish Sah.
3 weeks ago
I am very glad that my list was helpful to you.
I ran Endbringer for while but without a haste enabler it is fairly slow and only really shines when you have an Unwinding Clock. It is definitely a good budget option, but for a competitive meta, it is just not high enough of an impact card from my experience. It is great at sniping some mana dorks or combo pieces like Hermit Druid which is always a great feeling, but against most of the Tier1-1.5 decks, it is just too slow and too fragile for me to justify it. Also, I run The Tabernacle at Pendrell Vale and fetch it out fairly often due to the ridiculous impact that card has against creature based decks so I try to run creatures that are still + mana after paying for Tabernacle (i.e. Palladium Myr) or win the game (like and Eldrazi God) which fully justify the mana to keep them around.
And on the topic of the Spine of Ish Sah + Paradox Engine combo, I just realized that I forgot to list that in the combos section of the primer. That is definitely one of the strongest combos in the deck. I never really thought of using the Kuldotha Forgemaster line to get Staff of Domination though. I always just grabbed Krark-Clan Ironworks to complete the combo and just destroy all permanents I don't control. I guess the result is the same.
3 weeks ago
Sorry for the double post, missed editing by that much.
As I mentioned on the Tier list page I play your list with some swaps for budget, The Rube Goldberg Engine. I go into what I said about the Spine being my go-to combo there. I put in a lot of reps with the deck and found that people have a really hard time dealing with Engine + Spine when you manage to double activate Kuldotha Forgemaster to go get both parts. (Snag Engine then snag Spine.) I like going with that line since it also lets me untap Staff of Domination infinitely on the spot with the next tutor.
3 weeks ago
Finally decided to break down and update the list to reflect all the changes that have been made in the actual deck since it's inception and the new commander decks seemed like just the perfect time. As they say out with the old and in with the new.
For the most part these changes are fairly self explanatory. Seeing as we are a deck that is completely committed to an "all in" strategy there's no point in denying ourselves any extra card draw or cost reduction. The deck is by far much less likely to run out of steam. The only ones that are a little more in the grey area would be the Ash Barrens over another plains and the Bloodforged Battle-Axe which you could sorta argue is a sidegrade to the Gorgon's Head.
What's out on the other hand I'm still on the fence about as a whole. After give or take a month or two of testing these bad boys were the biggest do nothings of the deck either being just some of the more lack luster of the equipments and Cursed Totem always feeling a turn too late to prevent them still getting some value out of their dorks. Sensei's Divining Top is the only one that I ever had any dilemma over and you could just swap out the Ash Barrens for it if you wanna be a cool kid.
Decks still a work in progress but it's coming together. Gonna test out Hammer of Nazahn at some point once I figure out how to make room for it.