|Commander / EDH||Legal|
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|Commander 2017 (C17)||Rare|
|Commander 2014 (C14)||Rare|
|Scars of Mirrodin (SOM)||Rare|
|Promo Set (000)||Rare|
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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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|Have (54)||johnsongrantr , Unjust_DiabIo , MagnaAura , ironax , Lucretian , angesoir , sonnet666 , Riku580 , marcus638 , golgarigirl , bradyofportdetroit , tragic_slip , ZombieFood , NOGzFTW , switchkill65 , pokemate0 , Nemesis , Auriel , Friedrice24 , Famicomania , joshw335 , thetechzombie , Shiromakuro , MoJoMiXuP , Hellsing , mziter501 , rebelteddybear , zn.tportlock , Benniator , buildingadeck , KillDatBUG , Andre_Whales , Va1mar , DrLitebur , LTmiller , Xunfor6iv3nX , AlucardZain , DarkMagician , corys , pskinn01 , chrysaries , Spinalripper , miracle , rhinoloupe , ZeroKotaha , rikertchu , Swamy , DFDGamer , Diamonddragon2002 , KingOfGrixis , goodair , Riders_of_Brohan , MattN7498 , rockleemyhero|
|Want (3)||acbooster , Feyd-Rautha , rakdos24|
Steel Hellkite Discussion
11 hours ago
Hi, there! Deck looks solid for budget colorless, but for some optimization I'd suggest to remove some of the lesser artifact creatures and equipment (I'd go for the Manakin, Sparring Construct, Bone Saw, Short Sword etc) and put in Loxodon Warhammer, Grappling Hook which can double as both removal and double strike buff, maybe go old-school and combine it with Kusari-Gama for one-player boardwipe. O-Naginata is nice but only if you have it already since the commander has trample so it's redundant. Hammer of Nazahn, Darksteel Plate or Shield of Kaldra are nice options to protect Traxos, but they are like 5$+. For creatures you can add Steel Hellkite which is a budget staple and moonlights as removal for stuff you normally can't kill (enchantments most notably) and Arcbound Crusher can get massive with the amount of artifacts in the deck. Semi-budget back-up target for all the equipments (if say a Darksteel Mutation befalls Traxos) is Etched Champion since it has protection from all colors. A bit of a more gimmicky suggestion is Conqueror's Galleon Flip - it can draw(biggest problem in colorless), cycle and return stuff from the graveyard, however it takes certain effort to flip it.
Hope I helped, cheers!
1 week ago
I think you took Steel Hellkite, he's pretty good, I also don't personally run him, but he's a good Dragon. I'd rather have him over other guys that don't really have any abilities like Akroma, Angel of Wrath.
Also figured I'd mention since you were asking about Flameblast Dragon, Bruna, the Fading Light doesn't work off of Kaalia of the Vast either, she only Triggers her ability when she is "Cast", Kaalia of the Vast puts her into play, never "Casts" her. So just keep in mind when playing her, if you do cheat her you lose the benefit, mostly have to hard cast. Quicksilver Amulet the same doesn't trigger Bruna, the Fading Light. Brisela, Voice of Nightmares pretty sweet though.
1 week ago
Sculpting Steel, Karn, Silver Golem, Darksteel Forge, Steel Hellkite, Mycosynth Lattice, Hellkite Igniter (or as my friend and I call him "Rocket-powered turbo dragon), and Hellkite Tyrant might help too, I just realized, and Great Furnace as well.
You're not running enough Planeswalkers either. Try Teferi, Temporal Archmage, Saheeli Rai, Ugin, the Spirit Dragon, Daretti, Scrap Savant, Tamiyo, the Moon Sage, and Jace, the Mind Sculptor (he's gone down in price tremendously since he was reprinted and allowed back in modern). They're all really great.
2 weeks ago
I think your mana curve is going to be the biggest problem with this deck. Rakdos, Lord of Riots can go a long way toward reducing the cost of casting creatures, but you're putting an awfully large burden on the poor guy. A full fifth of your deck has a converted mana cost of 6+. Each and every one of these is going to be a dead draw in the early game; most are going to be dead draws later, since your hand will already have been flooded with other creatures you want to play.
I would recommend cutting a bunch of your larger creatures, and focus on the ones that really make a difference. Some I would certainty keep Emrakul, the Promised End, Kozilek, Butcher of Truth, and Steel Hellkite.
You should cut Kozilek, the Great Distortion--you do not have enough lands that produce to cast it consistently.
I would cut endless one Endless One. Yes, you can potentially cast it for an obscenely high P/T--but it still is a vanilla creature. Lacking trample, its utility is questionable.
Those are just my initial thoughts--I have not playtested the deck (or the commander in general) enough to know what works and what does not.
I would also cut all three planeswalkers. While the direct damage/life loss they provide is pretty nifty, they come out a bit late and are not cost-reduced by Rakdos.
I'm going to try to focus the rest of my post on some lower-mana cards you can use to replace high-costed cards you cut. However, I wanted to first mention Neheb, the Eternal--a card that has great synergy with your commander's battleplan.
Here are some other goodies to consider:
Chaos Warp: Red and Black have a terrible time with artifacts and enchantments--this is one of the few playable options Rakdos has for these threats.
Dark Ritual: One of the best Black cards ever printed.
Necropotence: One of the best cards of any colour ever printed--there's a reason it is banned in Legacy and restricted in Vintage.
Vial Smasher the Fierce: An early creature to play that becomes incredibly threatening once you start dropping 6+ mana creatures (particularly since then you get to cast even more creatures with that additional damage).
3 weeks ago
I've got a few thoughts. And by a few I mean many. But first, Tolarian Academy is banned.
Comboing in Esper
Mycosynth Lattice gives Sydri the ability to destroy target land for 1 mana of any color. Also combos with Darksteel Forge to make your whole board indestructible.
Salvaging Station + Disciple of the Vault + Seat of the Synod + Sydri, Galvanic Genius = infinite damage. Tap Seat to make Seat a 0/0 creature via Sydri's ability who dies, triggering Disciple's ability and untapping Station. Tap Station to return Seat into play and deal infinite damage.
Thopter Assembly + Time Sieve = infinite turns.
Thopter Foundry + Ashnod's Altar + Sword of the Meek = infinite colorless mana.
You're in blue and black with almost no card draw or tutoring. Demonic Tutor, Mastermind's Acquisition, Diabolic Tutor, Phyrexian Arena, Consecrated Sphinx, Blue Sun's Zenith, Rhystic Study, Sensei's Divining Top, Trinket Mage. All are great in EDH.
RemovalAgain, you're in the two colors best for removal in a format that relies on either having removal or being faster than removal, and you run no removal in a slow deck. Swords to Plowshares, Path to Exile, Oblivion Ring, Vindicate, Utter End, Vraska's Contempt, Merciless Eviction, Supreme Verdict.
It's easy enough to say "just run duals and fetches," but they really do make all the difference in the world for Esper decks. Shocklands and buddy lands cycles are great places to start. You want to minimize "enters tapped" unless the secondary effect is relevant. Chromatic Lantern is the best 3 CMC mana rock in the game and you should run it.
Wurmcoil Engine, Steel Hellkite, Batterskull are all amazing cards. Nevermore and Gideon's Intervention are solid defenses. Venser, the Sojourner is cool. Ajani Goldmane and Telepathy are just bad.
1 month ago
Zoetic Cavern - replaced with better land option
Trepanation Blade - doesn't really belong b/c it's not a mil deck
Syphon Flesh - replaced with better wipe option/ not a token deck
Stranglehold - good card, really just inspires a lot of hate in my playgroup (searching for lands
Stoneforge Masterwork - moving away from Counters/ doesn't help kaalia
Scale Blessing - moving away from counters
Righteous Cause - good card, but not a lifegain deck(will probably find its way to my Oloro deck
Prismatic Lens - deck is overflowing with mana ramp and this one doesn't help as much as the others
Master Warcraft - fun card, can't seem to use it efficiently, might add it back in
Lightkeeper of Emeria - Good early blocker, swapped for a fatty, might add it back in
Gleam of Authority - Moving away from counters
Contagion Clasp - moving away from counters
Cathars' Crusade - moving away from counters
Bomb Squad - moving away from counters/swap for fatty
Reya Dawnbringer - recursion
Hall of the Bandit Lord - Haste option
Karmic Guide - recursion
Swiftfoot Boots - haste option/protect Kaalia
Gisela, Blade of Goldnight - more effective aggro
Tainted Field - land upgrade
Merciless Eviction - wipe upgrade
Steel Hellkite - fatty/wipe
Harvester of Souls - card draw
Hallowed Burial - wipe upgrade
Bogardan Hellkite - a lot of options with this fatty(spot removal, aggro, clear small tokens)
Kokusho, the Evening Star - aggro upgrade
Austere Command - wipe upgrade
Rune-Scarred Demon - tutor option
1 month ago
So in essence, this is supposed to be some sort of pillow-fort deck, right? However, even fort decks have at least some sort of way in which to close out a game and this deck does not appear to have any (aside from maybe several reasonably strong creatures). So unless you add some win-cons, maybe in some sort of combo form, all I can see this deck do is just bother opponents' game plans.
Some ideas on this front:
- some more creatures that can harm your opponents once they're sufficiently disabled. Especially useful examples that come to mind are Heliod, God of the Sun, Thassa, God of the Sea, Guileand Steel Hellkite;
- Opalescence and/or Starfield of Nyx; turn all your enchantments into creatures and sweep the field;
- Enter the Infinite; since you already have Omniscience in the deck, this just makes a lot of sense to me;
- Unwinding Clock; very useful in an artifact-dominated deck and can also create an infinite combo with Mindslaver (btw, I would also recommend adding Paradox Engine in a deck that is using many non-land mana sources and other stuff that needs to tap for utility);