Meteor Golem

Meteor Golem

Artifact Creature — Golem

When Meteor Golem enters the battlefield, destroy target nonland permanent an opponent controls.

Latest Decks as Commander

Meteor Golem Discussion

Lanzo493 on blue eqvialent of disenchant

22 hours ago

Blue mostly just bounces enchantments. To actually get rid of them, your only options are artifacts like Meteor Golem or waiting it out with Reality Acid.

Lanzo493 on Budget Reanimation Targets

1 day ago

When it comes to reanimation targets, you want creatures that function identically to spells. Removal spells, draw spells, etc. That way you can go all-in on the reanimation strategy while also pulling off interaction at the same time. With that in mind...

Solemn Simulacrum for ramp and draw

Duplicant/Meteor Golem for removal

Etali, Primal Storm because he's just straight value

Flayer of the Hatebound can deal lots of damage in a reanimator style deck

Worldgorger Dragon goes infinite with Animate Dead, Dance of the Dead, and Necromancy very easily. Then you have infinite mana to do stuff with. It's worth the price tag and is a wincon in reanimator cEDH decks.

Tendershoot Dryad/Avenger of Zendikar can take over boards. They aren't all that cheap, though.

Phylath, World Sculptor can make tons of tokens and is more budget friendly

Vilis, Broker of Blood is surprisingly budget, and takes over any game

Gray Merchant of Asphodel is designed to be reanimated as many times as possible

Sepulchral Primordial/Diluvian Primordial are like spells on big sticks

Any of the eldrazi that shadow63 mentioned

I'm mostly familiar with mono-red reanimator because of my commander Feldon of the Third Path. He would work great in a reanimator deck, too. Especially one with lots of creature-based shenanigans. Also, Chainer, Nightmare Adept is great at reanimating. He also gives Korvold haste and any creature you have in hand (provided you discard it and cast it from the yard).

ToxicHawk on Colorless/Blue Artifact Deck Help!

6 days ago

Thanks for all the help MagicMarc. I have adjusted the deck to the way it is now. I am curious and open to more input. Thanks. I went for a mana ramp/destroy aspect. Master Transmuter+Spine of Ish Sah+Meteor Golem to return and play it over and over. Then an infinite mana loop with Basalt Monolith+Forsaken Monument.

ToxicHawk on Colorless/Blue Artifact Deck Help!

1 month ago

MagicMarc & Lanzo493 So that's what I have trouble with. I'm terrible at making a deck that has a theme. None of my decks really have one single theme. So I usually end up losing in our games. I of course wasn't going to play with the cards listed above as they are. That would just be a horrible idea. I just got together the majority of the artifact cards I owned and was looking for advice on what theme I should follow based off what I already own. Then I can fill the rest with supporting cards if I have them or I can buy some more. Even when I decide on a theme to follow I didn't really have a large knowledge of magic cards to add support for them as I play just once a month with friends. I mainly collect the cards rather then build decks. It would be nice to finally show up and have one deck that plays well during our game nights. I am really liking the idea of ramping mana and getting either big or medium artifact creatures out quick. Or the destroy aspect of Meteor Golem for disrupting the opponents game and similar cards. So I guess what I am asking is based off all that information what theme would you two follow if you were building an artifact deck also keeping in mind what I already own?

MagicMarc on Colorless/Blue Artifact Deck Help!

1 month ago

You need to decide what you want the deck to do before you can start cutting cards. Without knowing your build goal, you will not be able to know where to cut.

What do you wan this deck to do? Examples/ideas:

Is this deck mainly aggro? then keep the big monsters and the ramp. Cut the little creatures that are not mana dorks or cost reduction.
Is this deck mid-range good stuff? then cut creatures until you get 14-18, And add interaction cards to stop or negate your opponent's plays.
Is this a combo deck of some kind? For example; Is it built around Icy Manipulator + Voltaic Key for it's control? then get rid of the other stuff that is not part of that game plan.
Or is it going to cheat stuff out with Amulet and bridge? Then get rid of the icys and keys and focus on cheating big fat bombs out early.
Is it a toolbox deck? then cut your bombs and strong cards to 1 copy each and add more tutors to the deck.
These are just a tiny sample of archetypes, I am just showing how you can decide what kind of deck this is. Once you do, a lot of the cuts may become obvious depending on what you want for the deck.


But there are some cuts you should do no matter what goal you have:

-3 Fabricate (You already have 4 tinkers and 2 tezzerets), -1 Black Vise (Without support for it only 1 copy of this is just an annoyance when it shows up in your hand or is in play), -1 Paradox Engine (This is a freaking amazing card but it does not do a lot for this particular deck) , -1 Winter Orb (Like vise, without support it is not that useful with 1 copy), -1 Colossus of Akros (You have better big bombs already), -4 Etched Champion (this is a vanilla 2/2 most of the time and is probably the worst creature in your list), -4 Ornithopter (These are okay with the other cards in your deck but you will ramp into big stuff so fast they are just not too useful), -4 Welding Jar (at the very least cut it down to 2 since it synergizes with Academy Ruins. But Academy Ruins, Tinker, and Tezzeret the Seeker do the same thing kind of as this already. Id cut all of them to the maybeboard and see how it plays).
In a vacuum, none of these cards are bad by themselves. But none of these cards help you reach your goals for the deck. And only having 1 of something has a very low chance of seeing play. So if it does see play, it needs to do big things for you.

For your lands, they are another resource for the deck. So I would suggest filling in your land base with support cards. Stuff like;

+3 Buried Ruin (if you dont want to get more academy ruins), +2 Rogue's Passage (they don't hurt and can let you win off the back of one of your big creatures), +2 Arch of Orazca (really, slots of any land that gives card advantage), +5 more Islands or so, whatever gets you to 20-22 lands. If you dont want any of the other non-island cards, just add islands.

Your deck has very little interaction and I would suggest adding some to the deck. There are hundreds of options but I would look to add stuff that is similar to any of the following cards:

Spine of Ish Sah, Unstable Obelisk, or Meteor Golem. These cards synergize with academy ruins and buried ruin and can be Tinker targets when you need them. Just 1 or 2 copies of cards like these in the deck you can tutor for. Once you bring one of them online, you can keep bringing them back repeatedly to destroy your opponent's game state.

Then you need instant speed answers you can use to respond to what your opponent's do. Interaction is important and you will lose games just because you didnt have a Disenchant in your hand. Add copies of stuff like Scour from Existence, Titan's Presence, Not of This World or even repeatable stuff like Capsize or similar.


tl;dr
I am not saying you have to do any of the things I suggested. But you do need to decide what you want to do with the deck, cut cards, and add land and add interaction to the deck or it may just stay a hot mess like it is now.

king-saproling on Jazz Hands Venser

1 month ago

Cool deck! You might consider these: Lunar Force (this one is really cool. after its trigger goes on the stack, bounce it to your hand with venser. the opp's spell will still be countered by lunar force. it also prevents counter wars as force will counter everything on the stack while it's out), Reality Acid, Vedalken Mastermind, Erratic Portal, Kefnet's Monument, Sunken Hope, Perplexing Chimera, Mirrormade, Cloudstone Curio, Sigil Tracer, Displace, Ghostly Flicker, Equilibrium, Meteor Golem, Duplicant, Merchant Scroll

MagicMarc on Mono-Red answer for Stony silence?

1 month ago

I have a few more outside the box suggestions.

If you are staying mono-red there are still some more modern answers that fit more readily into your deck.

You could sideboard in Capricious Efreet. Its a little pricey but gives you an attacker/defender that at some point is going to kill your opponent's stuff.

Speaking of attackers, no one has mentioned using attacks to get rid of the enchantment with stuff like; Argentum Armor which is decent or worse, Worldslayer.

I also did not see if these were mentioned; Ugin, the Ineffable can do the job or even Meteor Golem.

Or ultimately, any creature with annihilator, like, Ulamog, the Infinite Gyre.

They are all high mana cost but coming out of your sideboard for games versus the Stony Silence deck are viable options and most of them do not hurt the rest of your deck's playability.

michales on Daretti, Scrap Savant EDH Commander MULTI

1 month ago

I would also like to comment on some cards you have that ive considered while building my deck.

I would get rid of Planar Bridge, i think the cost to tutor is too high, even if you would fetch a Darksteel Forge you are saving just one mana (not to mention casting cost of planar bridge alone)

Id also cut Mindslaver, if you dont have an infinite combo with this i dont think its that good to play it, yes you could always return it from your graveyard, but by then everyone will be trying to kill you.

My problem with Steel Hellkite and Magma Mine is that they arent just that good imo.

Reflecting on your maybeboard, Duplicant is a great removal card that you can benefit from. Hellkite Tyrant not so much, it probably wont survive until you get to get that sweet insta-win.

Palladium Myr and Meteor Golem are just very sad cards i think.

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