Steel Hellkite

Steel Hellkite

Artifact Creature — Dragon

Flying

: 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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Trade

Have (1) metalmagic
Want (7) Galvain , bloodmoonhowler , dyreth , night2 , Styrex , jakwok21 , Eudaemoniac

Printings View all

Set Rarity
Commander 2018 (C18) Rare
Commander Anthology 2018 (CM2) Rare
Commander 2017 (C17) Rare
Commander 2014 (C14) Rare
Scars of Mirrodin (SOM) Rare
Promo Set (000) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Steel Hellkite occurrence in decks from the last year

Commander / EDH:

All decks: 0.08%

Red: 0.44%

Blue: 0.18%

Rakdos: 0.24%

Latest Decks as Commander

Steel Hellkite Discussion

Cravv on The Mimeoplasm [Competitive] EDH

1 week ago

You play only 2 fetches and 0 dual lands. You have no use for Chromatic Lantern or Thran Dynamo. Change them to Mana Crypt and Mana Vault. Also Woodfall Primus, Steel Hellkite, Solemn Simulacrum and Yavimaya Elder are not doing much. Putrefax, Phyrexian Dreadnought, Frantic Search, Fathom Mage, Entomb, Reanimate, Abrupt Decay, Assassin's Trophy are missing. You have only TWO instant speed removal and only one counterpell and you call this competetive?

MRDOOM3 on Bacon with a Side of Malignus. (Ilharg EDH)

1 week ago

@Profet93- Yeah, Sundial of the Infinite keeps creatures I put on the battlefield with Ilharg on the battlefield, something about skipping straight to the cleanup step or something like that.

In terms of enchantment/artifact removal, I suppose there's already Meteor Golem and Steel Hellkite, but I'll take a look at more enchantment hate.

At this point I'm kind of just thinking about what to cut for more draw power like Tormenting Voice or Faithless Looting, I mean, I already have Cavalier of Flame, Sandstone Oracle and Dragon Mage in the deck already, but doesn't hurt to put in a bit more recursion, I guess.

Overall, if I start with a haste-giver for Ilharg like Generator Servant (along with a big beatstick in my hand), this deck can move pretty fast. I can get Ilharg out and swinging on turn 2-3, and depending on the beatstick, games can end a few turns afterwards.

Heliogabale on Thantis, the Warweaver: Tokens out of Control

2 weeks ago

Cool idea for a deck. it does feel a bit confusing though, giving your opponent all these tokens without being sure you won't be the target of attacks. You are going to be dependent on cards like Crawlspace and No Mercy for your survival, which could be tricky once your friends get to know the deck.

The Karoo lands (like Golgari Rot Farm and the such) are bad here, because you are not playing Exploration or Burgeoning, so you are just bouncing lands to your hand and playing lands tapped. I would replace these with Filter Lands (Graven Cairns, Fire-Lit Thicket and Twilight Mire). I am also not a fan of Temples, you could go a long way with Myriad Landscape and some basics instead.

Decimate is not great, you need four targets when it resolves or it fizzles. I prefer Gaze of Granite that will destroy all these pesky tokens if needed.

Harmonize and Read the Bones are both single-use cards that could make way for repeat draw engines of other. I feel Rhythm of the Wild could be a great addition. Sylvan Library is auto-include for me in green; if you don't have that, maybe get a Phyrexian Arena in there.

Ring of Xathrid also looks like a low-value card that could make way to something impactful like a Steel Hellkite, again a great card to manage your opponent's tokens.

Hope this is helpful!

almightyfleag on Nikya Spell less

4 weeks ago

Any thoughts on which cards are the ones that should be cut? I like you suggestions of Steel Hellkite, Gruul Ragebeast, Feral Hydra, and Garruk's Horde.

BossPrime on Nikya Spell less

1 month ago

For your consideration:

Card Draw / Tutor:

IMO, with no tutors or card draw like Harmonize you need to dig deep to find answers on the board. These should help you find the card you need.

Pump:

Since the mana isn't restricted to just casting creatures use that mana to help make your board big. Monstrous and firebreathing effects are another area to investigate. Steel Hellkite even helps clear the board of what ails you.

Win-Con:

End the game with these.

Other:

Gruul Ragebeast allows you to remove trouble creatures, see also Thorn Mammoth and Apex Altisaur. Primal Surge isn't a creature but basically says place your deck on the field. Ruric Thar will never punish you and allows aerial blocking.

multimedia on Draconic Command

1 month ago

Hey, if you have Smothering Tithe and Arcane Signet then add them because they're some the best ramp for five colors to play.

Cards to consider cutting:

  • Fountain of Renewal
  • Armillary Sphere: there's better ramp options since this only puts the basic lands into your hand not onto the battlefield.
  • Moldervine Reclamation: the least good repeatable source of draw here and being a five drop makes it high mana cost redundancy that you don't need.
  • Blood for Bones: lackuster reanimation because you have to sac a creature first. You have reanimation that comes with a Dragon, Teneb and Bladewing which is better reanimation with Dragons.
  • Dance of the Manse: nice to reanimate artifacts/enchantments if the strategy of your deck is to self-mill or interact in other ways by getting artifacts into your graveyard. That's not the strategy here therefore this card is not doing much.
  • Farseek: good ramp only if you can search for a dual land. Currently Farseek can't search for a dual land which means it could be replaced with a better card for ramp such as Arcane Signet or Smothering Tithe.
  • Ryusei, the Falling Star: this Dragon is subpar because you only get the value from it when it dies, but you don't have a consistent way to kill your Dragons nor should you add one.
  • Crucible of Fire: Dragons already have high power and flying they don't need an anthem effect like this.
  • Helm of the Host: can be a powerful card, but needs support to be one. Your deck doesn't have that support and adding it just for Helm is not needed.

If you're looking for Dragon power then consider moving from the sideboard to the main deck Utvara Hellkite and Steel Hellkite? Utvara is among the best Dragons because it creates a Dragon for each Dragon you control that attacks, each Dragon not just Utvara which can create a huge Dragon army.

Utvara is busted with Dragon Tempest, Scourge of Valkas and Temur Ascendancy, Kindred Discovery, Elemental Bond. Tempest/Ascendancy because they give it haste. Tempest/Scourge because each time a 6/6 Dragon is created it does damage to target creature or player equal to the amount of Dragons you control. Ascendancy/Discovery/Bond can be a lot of draw because each 6/6 Dragon created draws you a card.

Scion of the Ur-Dragon and adding Utvara are reasons to also include more tutors that can search for them and put one of them into your hand. Steel Hellkite is also a Dragon upgrade as it's repeatable attack ability can wipe out an opponent's board state, one opponent at a time. Steel is good with lots of ramp.

multimedia on Plasma In The Sky

1 month ago

Hey, your Commanders care about two types of creatures, Dragons and Knights. This is the simplest approach to consider is add more Dragons and some Knights? A higher amount of Dragons than Knights seems better with your two Commanders because double strike with Dragons who already fly is more powerful then Knights with flying.

Dragons are high mana cost creatures therefore consider more ramp? More ramp so you can cast Dragons especially Khorvath faster. Sylvia doesn't do much until you have a Dragon on the battlefield which ramp can help with.

You can't play Gruul Locket and Orzhov Locket in a Boros Commander deck. Can only play cards that are red, white or red/white because these are the color identities of your Commanders. Cards with black and green even though they also have red or white aren't legal with Boros.

What's the budget for your deck? Cards $1 or less each to consider adding:

Lands

Mana Rocks/Other Ramp

Dragons/Cards that support Dragons

Dragons who can pump their own power which is called "firebreathing" are good with double strike.

Knights

Draw

  • Mask of Memory: an equipped creature with double strike who isn't blocked does combat damage twice to an opponent meaning you draw four cards.
  • Rogue's Gloves: with flying it's easier to do combat damage.

The nice thing about these equipment is the interaction with double strike. These equipment can also be repeatable draw and if the equipped creature dies, the equipment isn't destroyed, can equip another creature.

Removal

I offer more advice. Good luck with your deck.

hejtmane on EDH Under $1 is Back ...

2 months ago

A great card for green is Into the Wilds you get to look at the top card of your library upkeep if it is a land put it on the battlefield best part does not count as your land played for your turn so filters your land + can be ramp oh and is like 25cents

Abundance is another variation of filtering your deck also green

Den Protector budget eternal witness

Echoing Truth flexible bounce because if it is tokens it hits all the same tokens

Creature exile Reality Shift Crib Swap

Look at charms some are cheaper than others some will fit budgets some may not but see example below Sultai Charm

More removal Status / Statue Turn / Burn

Shenanigans Reins of Power ignore the $5 ones someone is trying to rip people off outside those they are all 50-85 cents

Polymorphist's Jest

Look for value creatures like Savage Ventmaw Giant Killer Steel Hellkite

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