Metalwork Colossus

Metalwork Colossus

Artifact Creature — Construct

Metalwork Colossus costs less to cast, where X is the total converted mana cost of noncreature artifacts you control.

Sacrifice two artifacts: Return Metalwork Colossus from your graveyard to your hand.

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Have (2) gildan_bladeborn , metalmagic
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Printings View all

Set Rarity
Kaladesh (KLD) Rare

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
2019-10-04 Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Metalwork Colossus occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Metalwork Colossus Discussion

slashdotdash on 5 color no theme deck

1 week ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

ShadowAblaze on Shard Assembler

1 month ago

Mechanized Production is faaar better than Clever Impersonator considering your goal for this deck...

Anyways, I suggest that you remove the temples because they enter tapped and it isn't that good to lose a potential play. A different land you could play would be Spire of Industry which is helpful for getting your colors as well.

If you want something else to sink mana into, Whir of Invention can get another shard or assembler at instant speed.

This deck appears to have a mana ramp more than a mana curve. Merchant's Dockhand is a creature that can be late game deck searching. Terrarion is a decent 1 drop that fixes mana and draws a card on the way out. Scrabbling Claws is more of a sideboard card but it is still worth thinking about.

If used with the dockhand stated above, Chief Engineer can help cast 2 shards or the like by turn 3.

Masterful Replication is kind of insane as an instant because you can untap, cast this, and potentially win with Mechanized Production. If you want a creature to win Metalwork Colossus can be a big beater.

Here is a short list of cards to consider: Padeem, Consul of Innovation is protection and card draw. Mystic Forge is another way to generate card advantage. Saheeli, Sublime Artificer is a short term copier but she also can make a token army. Emry, Lurker of the Loch is good for recursion.

This was a lot but I hope you found it insightful. Regardless, I like the deck +1!

Snowmen1 on Help finding interesting cards to ...

2 months ago

Here's some stuff that caught my attention over the past few sets. Dreadhorde Arcanist, Wishclaw Talisman (looks like you can activate, hold priority, and sac it. May be something for a new eggs combo deck idk) , Charming Prince (saw brief play, but Im thinking maybe use it in a taxes shell to get an Akroma, Angel of Fury out on turn 3 using vial), theres a cycle of cards like The Cauldron of Eternity (of which this one seems like a great card to get a Metalwork Colossus out with), Fae of Wishes (which saw brief play in places but may be cool in a control shell), theres Elvish Reclaimer (which could go in a variety of shells, especially a Spreading Algae deck that I really want to see made).

I would also suggest trying to take a look at the changes that have been seen by modern such as the mox ban. Maybe something you could look at is making an affinity deck with Arcbound Ravager among other classic cards that no longer have a home.

Some decks that Im working on right now that you may also like to work on are BG Undying (which has been a lot of fun and felt very good), and Stompy (which is not the most compelling, but is very underrated, and got some new toys.)

Other cards I know have interested people I know would be: Brought Back, Resplendent Angel, Goblin Engineer, Astral Drift, and Echo of Eons (pretty much just look at modern horizons).

Hope some of this is of interest for you.

DrukenReaps on Druken Distortion

2 months ago

With my commander discarding stuff I wonder if colorless reanimation is enough of a thing? I've got a few pieces... I'll try and find room for some more...

Sword of Light and Shadow, Workshop Assistant, Scrap Trawler, Myr Retriever, Metalwork Colossus, Junk Diver, Conqueror's Galleon  Flip, and Trading Post are all possibilities. Returning to hand is actually perfect for the commander's ability. Of course an empty hand is also good (luls) so maybe Null Brooch?

usaDiabetic on Dimir Artifacts w/ Rona

4 months ago

Emry, Lurker of the Loch seems perfect in here. Same with Ashiok, Dream Render. Both around $2 is on the very edge of budget but I like them both in here. Myr Battlesphere could also be a fun add. Sticking with Myr I really like Myr Retriever. Metalwork Colossus could be a big dummy for you that just keeps coming back. Maybe Dimir Signet instead of locket? Finally Burnished Hart could give you some much needed ramp.

Either way deck looks rad, Cheers friend!

Brutal_B on Padeem Artifacts

5 months ago

I'd definitely find a spot for Mirage Mirror . Voltaic Servant would fit in nicely as well. Throw Seat of the Synod back in the main. Master Transmuter if it's within your budget. Sai, Master Thopterist should be an auto include. Saheeli's Artistry ? Metalwork Colossus ?

I'm not gonna tell you what to take out as that is hard for me to do on my own decks let alone someone else's, so I'll leave the deciding to you.

elkion on

5 months ago

Definitely seconding Gearhulk if you can spring for it ($$$). If you're open to spending more, Brazen Borrower is great because it bounces a wider range of things and recoups card advantage by giving you a flash threat which plays well with your counter gameplan.

Diamond Mare and Skygate are wayyy too weak to be playing for as little payoff as the serpent. They are also a bit awkward with your Ratchet Bomb. Generally I don't think the artifact plan and the counter plan really mesh since you want to tap out on your turn for artifacts. But if you really wanna do Artifacts, check out Metalwork Colossus and maybe Glint-Nest Crane

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