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Artifact Creature — Dragon
: Steel Hellkite gets +1/+0 until end of turn.
: Destroy each nonland permanent with converted mana cost X whose controller was dealt combat damage by Steel Hellkite this turn. Activate this ability only once each turn.
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Steel Hellkite Discussion
2 days ago
Thank you both for your comments. @VmanTo be honest i don't have any Wurmcoil Engine and while i love Steel Hellkite, that love is not enough to completely win my love for Tribal Strategies (still, it is always in the deckbox with a Mindslaver and a pair of Myr Battlesphere). @Shiway87win: i think that the PiliPala combo with Banefire or the Ballista has not its home in this deck. To me, it really needs a less aggressive and more combo oriented shell, which can tutor and preserve the pieces of the combo until turn 3-4.
4 days ago
In terms of ramp, most of the ramp you have are cards that push you only 1 mana ahead, which I think is too small of an effect unless it comes with another valuable effect. Because of this, I would drop Mina and Denn, Wildborn, Sakura-Tribe Elder, Rampant Growth, Animist's Awakening, and Gruul Signet for Worn Powerstone, Astral Cornucopia, Gyre Sage, Khalni Heart Expedition, and Overgrowth. That kind of upgrade to your ramp will ensure that you get huge creatures out very easily. If you want to see other cards that could also fit this role, check out MagicalHacker - List of All Ramp Cards, but I would say that this deck definitely needs cards that advance your manabase by two or more, so ignore the cards that only ramp you by one.
Secondly, I only see three cards in here for draw, so there's no wonder that this deck doesn't hold it's own! We have all been there at some point, so let me emphasize this point: Draw is the most important thing for 99% of decks. Draw will let you have options, draw will let you build board states quickly, and draw will make it harder for you to get mana screwed or mana flooded. All of these are very important. You have Harmonize, Lifeblood Hydra, and Citanul Flute, but let's try to get 7 more cards for draw in here. If you need to take some out after testing, that's fine, but I don't see that being a problem. Too much draw isn't usually a problem with 10 cards that draw in the deck, so I think you should add any 7 of the following 9 options: Abzan Beastmaster, Elemental Bond, Triumph of Ferocity, Drumhunter, Outpost Siege, Lifecrafter's Bestiary, Skullclamp, Wheel of Fortune, and Life's Legacy to your deck to be able to refill your hand quickly and often. Check out MagicalHacker - List of All Draw Cards (Steady) and MagicalHacker - List of All Draw Cards (Burst) if you want to see options I didn't mention or options that aren't quite so expensive. I do think that those 9 cards are probably the best draw cards for your deck though, so picking 7 will bring your draw up to a reasonable amount. (I'll get into what 7 cards to drop soon.)
Next, let's tackle boardwipes. You've got Savage Twister and Chandra's Ignition, which I think are fantastic, but you do need more. There are only a few board wipes that can kill flying creatures and nonflying creatures in red and green at a reasonable mana investment, and those are Nevinyrral's Disk, Chain Reaction, Heaven / Earth, Blasphemous Act, Rolling Earthquake, and Starstorm. I think you can pick any 3 of those to add to the deck and you will be set on board wipes. (This brings us up to 12 cards that need to be dropped.) If you want even more options, again, feel free to check out MagicalHacker - List of All Board Wipe Cards to see more cards that could work, but I think adding any three of the above options would be fine.
Now, let's move on to item removal. You have Decimate, Hull Breach, Vandalblast, Beast Within, and Steel Hellkite. These are all fantastic, but I'd like to see Chaos Warp as well to be able to deal with any permanent.
Lastly, let's take a look at what cards you have to be able to deal with creatures at instant speed. Most people assume that dealing with creatures at sorcery speed is just as strong as dealing with creatures at instant speed, but here is why that is not correct: your opponents' creatures are good cards for you when they are attacking other opponents, and they only become problems when they attack you. For that reason, it's important to remember to have lots of instant speed removal to be able to kill creatures during combat when they would deal lots of damage to you or to kill creatures that are about to allow an opponent to go infinite. That said, your only options for that are Chaos Warp and Beast Within, making Chaos Warp that much more important for this deck.
Now that we have gotten the enablers down, let's talk about the bulk of the deck. To really abuse Rosheen Meanderer, we want the rest of the deck to be about using that X restriction. That said, we do want to use cards that will use that restriction to do things of value. If we are going to make big creatures (which we do want to do), we want to make sure that those creatures can attack to deal damage to players by giving them evasion.
Lifeblood Hydra and Primordial Hydra are the only ones that have an evasion ability naturally, so then we are forced to include things to give evasion. Flying is a good start, so I think that Akroma's Memorial and Homura, Human Ascendant are a place to start. You were right to add some ways to give everything trample, but I would add Khenra Charioteer, Gruul War Plow, and Primal Rage. Those five in addition to your Nylea, God of the Hunt and Archetype of Aggression should be enough ways to make your big dudes go through.
I realize now though that I've lost track of how many cards to add, so instead I am going to make a decklist to show what I would suggest this deck should become. No worries, I will link it at the end.
I would actually add all the creatures that cost X but enter with X counters (excluding the ones that cost double X, since those are not as powerful). And after that, just some ways to double +1/+1 counters or use Rosheen's ability will round out the deck.
Personally, I believe that 37 lands including Sol Ring would be enough since you now have enough ramp, so I brought down the number of lands too.
Hope I was able to help you!
1 week ago
Nice deck, +1. You might want to take a look at my my build of the Kaalia deck for some inspiration. Here are just a few things that I noticed (and they assume a large budget, which obviously may not be the case; use your discretion):
(1) If you want Land Destruction, the obvious additions are--in addition to the things you mentioned-- Ajani Vengeant (which can also tap down/ burn a blocker so Kaalia can get through) and Ravages of War, which is Armageddon except ex$pen$ive. (I don't run it)
(2) Your creature suite: I could see some streamlining. The Akromas are somewhat controversial among Kaalia players. A lot of players think (and I agree) at the end of the day they're just dudes. Big dudes, but just dudes. They don't have anything going on besides large bodies; you can do better. Balefire Dragon would be a good start. It can singlehandedly wipe your opponents' boards. Steel Hellkite can do that too, esp. against tokens. Skithiryx, the Blight Dragon can steal wins, especially when equipped with a sword (more on that in a minute). I personally have some additional utility creatures in my deck like Grand Abolisher and Mother of Runes, as well as some cheaper creatures that can be easily cast if Kaalia gets removed so you're at least doing SOMETHING--Baneslayer Angel, Archfiend of Depravity, Stormbreath Dragon, etc. Some people run the former, but most everyone runs a few of the latter.
(3) Equipment: Would strongly recommend adding Stoneforge Mystic and acquiring Sword of Feast and Famine (combo with Hellkite Charger and Aggravated Assault--which you should also consider adding) and Sword of Light and Shadow (recursion, combo.) The Mystic can also fetch up something as simple as Lightning Greaves or Swiftfoot Boots.
(4) Sweepers: Descend Upon the Sinful is cool and on theme, but basically overpriced by 2 mana relative to the effect that you're really using it for--the sweeper effect. This could simply become the much more efficient Day of Judgment (or Toxic Deluge) and you wouldn't notice the missing angle token. I'm not sure you want to be exiling your creature anyway; ideally you'd be peeling fatties out of the graveyard with something like Phyrexian Reclamation (or Volrath's Stronghold, if you can fit it into your budget.) Merciless Eviction can stay because it's very flexible; I don't personally run it, though again I've considered it.
(5) Mana Base: The Karoo lands (i.e. Orzhov Basilica) are cute, but the Shadowmoor/ Eventide filter lands (i.e. Rugged Prairie) are simply better. If you want an essentially no-strings "Sol" land, try Ancient Tomb. I'd also see about throwing in some more fetches; the KTK fetches can still be had relatively cheap. Also, Darksteel Ingot doesn't fit the game plan all that well--ideally you want 4 mana on turn 3, which the Ingot doesn't accomplish. Mind Stone or Talisman of Indulgence are your next best bets. Also look at Expedition Map because it can both fix your mana and tutor for a utility land like Hall of the Bandit Lord.
(6) The rest of the following recommendations are upgrades/things that would supplement what you're already doing and make the deck better overall. Dark Petition has a cool effect, but it still costs 5 mana. Pick up a Vampiric Tutor if you can. Break Through the Ranks could be Sneak Attack. Etc.
Feel free to inquire if you have any more questions.
1 week ago
Herald of Leshrac is heavy on mana but is some super-secret tech that dunks on midrange and control decks. Grave Titan is also above the curve you were asking for, but it's worth mentioning because of how powerful it is.
The other thing to think about are the larger infect creatures, which are Phyrexian Crusader, Skithiryx, the Blight Dragon, Phyrexian Juggernaut, and Phyrexian Vatmother. You lose the ability to win via normal damage and life loss, but you gain creatures that are really efficient for their mana cost.
Distended Mindbender and Abundant Maw are also reasonable when combined with things like Solemn Simulacrum. Speaking of Eldrazi, don't forget the plethora of colorless creatures that you can jam into your mono-black deck. That includes stuff like Wurmcoil Engine, Duplicant, Grid Monitor, Silent Arbiter, Scuttling Doom Engine, and Steel Hellkite.
2 weeks ago
Well, you only have 10 artifacts in 100 Cards, so you basically still miss everything you might want in an artifact based deck.
It depends on where you want to go though, aggro, control, Combo...I guess aggro is the cheapest Option because you can avoid some of the most expensive staples (but artifacts are still sometimes quite expensive)
My Suggestion would be to bring powerful artifact creatures into Play by several cheap tricks. For example Wurmcoil Engine, Myr Battlesphere, Steel Hellkite...You should definitely Play Goblin Welder and Daretti, Scrap Savant, the both work well with Su-Chi and Cathodion, generate massive Advantage with Treasure Keeper and Scrap Trawler. Master Transmuter might be good as well. Memory Jar, Wheel of Fortune, Windfall to fill your graveyard are always good.
You also Need a lot of Speed, which you can get with artifacts: Sol Ring, Mana Crypt, Mana Vault, Grim Monolith, Voltaic Key, Mox Opal, Mox Diamond, Chrome Mox, Lotus Petal, Lion's Eye Diamond, Coalition Relic, Izzet Signet
2 weeks ago
it depents what creature typ you whant to play.
Just a few brainfarts ok?Steel Hellkite, Dragonspeaker Shaman, Shaman of Forgotten Ways, Rattleclaw Mystic, Foe-Razer Regent, Lifeblood Hydra, Managorger Hydra, Mistcutter Hydra, Frontier Siege ,Atarka's Command ,Shock, Fog ,Garruk, Caller of Beasts etc etc
3 weeks ago
Low impact cards:
Abzan Advantage Giving an opponent the choice is always bad
Ainok Guide 2 Mana does nothing
Shields of Velis Vel If you play more dragons then you don't have to turn everything into dragons
Dromoka Captain 3 Mana for a 1/1 that doesn't help the board
Joraga Auxiliary Bad mana sink is bad
Longshot Squad Should have enough fliers
Sol Ring Should have put a ring on it
Talisman of Unity Painland knockoff
Selesnya Signet Getting the fix
Mind Stone Draw never hurt anyone(except black)
Hedron Archive Go bigger
Everflowing Chalice Sometimes big isn't enough
Fellwar Stone Someone should have what you need
Dromoka Monument At least it can dragon
Llanowar Elves The Classic
Fyndhorn Elves The Sequel
Elvish Mystic The Remake
Avacyn's Pilgrim The easy fix
Rishkar, Peema Renegade Everything is a mana dork
Gyre Sage Lots of mana
Hardened Scales Add ASAP
Sunscorch Regent Value town counters
Destructor Dragon Bad Acidic Slime
Eternal Dragon Good early and late game
Jugan, the Rising Star More counters
Steel Hellkite Removal on a stick
Gavony Township Pump the team
Frontier Siege Free mana or fights
Encroaching Wastes Bad wasteland is better than no wasteland
Mosswort Bridge Building bridges
Command Tower The EDH land
Sea Gate Wreckage Comeback king
Llanowar Reborn Some value
Oran-Rief, the Vastwood Lots of value
3 weeks ago
I like where this deck is going. I am a huge Gruul fan and I very much enjoy Xenagos, God of Revels as a commander. I would recommend Conduit of Ruin and Brutalizer Exarch to search out for big beaters. Void Winnower, Bane of Bala Ged, Artisan of Kozilek, Pathrazer of Ulamog, and any of the Eldrazi Titans all make for amazing finishers in a 1v1 setting and are also back breaking with the Annihilator ability. Hellkite Charger + Savage Ventmaw can give you a lot of extra combats to beat your opponent with. I like using Ulvenwald Tracker, Steel Hellkite, and Terastodon as ways of removing problem cards that stand in your way. Lurking Predators is an insane card once it get rolling and is one I really enjoy in my Xenagos deck. Warstorm Surge and Berserkers' Onslaught are just silly cards that really bring the hurt. I hope this has been somewhat helpful to you and good luck! :)