Titan Forge

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Titan Forge

Artifact

, : Put a charge counter on Titan Forge.

, Remove three charge counters from Titan Forge: Put a 9/9 colorless Golem artifact creature token onto the battlefield.

wallisface on Art-Infect

1 year ago

Some thoughts:

  • As has already been said before, infect decks generally want to be just running creatures that can deal infect damage - you currently have a LOT of cards that have no place in an infect deck, namely Alloy Myr, Coretapper, Darksteel Myr, Evolution Sage, Obelisk Spider, Shimmer Myr, Titan Forge and Myr Matrix are all creatures (or make creatures) that are completely useless for an infect strategy.

  • You seem to have a lot of cards that are just 1-ofs and 2-ofs here. That's going to lead to a really inconsistent (and so weaker) deck. Aim to mostly play playsets of cards if you can.

  • You seem to have a bunch of cards that have no real place in either Infect or Modern in general. Mana rocks like Dimir Signet, Coalition Relic, Myr Reservoir certainly have no real place in an Infect deck, and don't really make it into any Modern deck unless they're doing something particularly janky. Leyline of Abundance, Force of Vigor, and Dimir Charm are all also really weird spell choices.

  • You have nothing to do one turn 1. Infect decks are known for being fast and reliably threatening lethal on turn-2 or turn-3. Not being able to cast something on turn-1 reliably is going to put you ages behind and put your opponent at a huge advantage. You should have at least 8-12 cards you can cast on turn-1 (so far you have 0, meaning you're always starting a turn behind your opponent). Furthermore, sooo many of your lands enter play tapped that you won't even be able to reliably do something on turn 2... fix that landbase!

  • Your mana curve goes waaay too high. I would suggest ditching all of your 4 and 5 mana cards, and at least halving your amount of 3-mana cards (if not removing them entirely).

  • You're running waaay too many creatures for infect, and you don't have nearly enough ways to pump them. This is going to cause you all sorts of problems. Infect creatures are generally weak, so you want to aim to end a game quickly, and going-wide doesn't help you achieve that.

An example of where to start with infect is here - this page lists 3 infect decks of various budgets, and should give you a good idea of the direction the deck should head in.

DiscordantlyYou on The Titan Forge

2 years ago

TheVectornaut, thank you so much for the feedback! Having played the deck in my casual circle I can say that your suggestions are definitely keen ones, I'll definitely be implementing Voltaic Key into the next version. The Energy Chamber 's are kinda nice, but just as you'd observed they really have only been helping out the Titan Forge and occasionally pumping a few +1/+1's onto the Myr's, but it's definitely a weak link, think I'll cut it to 2x.

Contagion Clasp is interesting, gives me something on the enemy board to proliferate as well, I might give that a go and see how it turns out. I think I'll try siding out 2x of my Thoughtcast 's for Tezzeret's Gambit to see which I prefer, being able to draw 2 for often 1 Blue is nice, but the added proliferate could be a deal maker, I'll have to see how I like it!

Seriously great suggestions, I'll take them under advisement!

TheVectornaut on The Titan Forge

2 years ago

I don't have any experience with Titan Forge but from playing with Sydri, Galvanic Genius in EDH, I know that ways to untap artifacts tend to be quite strong in cases whre you have a lot of activated abilities that require tapping. The two big ones would be Voltaic Key and Unwinding Clock . If I had to cut something, I'd maybe say Energy Chamber since it has no tap/untap synergy and can only get you one charge counter a turn. Chamber is better with exactly Forge because you don't have to pay the 3 mana repeatedly, but Key would be better for basically everything else. I do really like the proliferate idea here too since it works across your entire board. Some other options in that direction could be Contagion Clasp or a swap of Thoughtcast for Tezzeret's Gambit .

clonalselection on The Center Does Not Hold

2 years ago

Chopping block thoughts:

Unwinding Clock seems kinda meh now; this worked better with cards I've already filtered out like Lux Cannon (replaced with Ugin, the Ineffable ) and Titan Forge (which was just slow, etc.). Still works with Winding Canyons and Clock of Omens though, hmm...

Pit Trap is a dear old rattlesnake I'd part with painfully, depending on how proactive I want this slot to be. But there are certainly better options.

Improvements, highly interested in testing:

Thought-Knot Seer ~ hello, goodbye Cyclonic Rift

Breaker of Armies is cheaper and possibly more productive than Desolation Twin (see "possible plans" in the discussion).

Wandering Archaic  Flip might be tasty to tax/copy things like Demonic Tutor or Ponder but might be too passive.

Credit Voucher for a supplement to Scroll Rack and other shuffle effects.

Ize19 on Yes, This Deck is For Real

3 years ago

Don't know if you're interested, but a good addition might be Mimic Vat , to combo with your Coretapper . Creating a hasty Coretapper every turn for 3 mana means you can activate your Golem Foundry , Lux Cannon , Titan Forge , or Magistrate's Scepter every turn, or you can super charge/accelerate your Astral Cornucopia , Empowered Autogenerator , Everflowing Chalice , Grindclock , or Darksteel Reactor . Again, just a suggestion, +1 for the fun deck!

TheSuspiciousOrange on Flying Golems

3 years ago

carpecanum Hello! Thanks for the suggestion!

I did originally have it in the deck, along with Titan Forge! However, they were deep mana sinks that only generate one golem per cost so I found myself not really using them when I had them out when I could use my mana to ramp other ways to get golems out (or more cost reducers, fishing for protection and flying things, etc). With Golem Foundry, I'm playing artifacts anyway so it generates golems a bit more reliably and at no additional cost.

Ize19 on Favorite non meta creature

3 years ago

One of my all-time favorite creatures would have to be Coretapper. Tap him, add a charge counter. Sac him, add two charge counters. Throw him into a Mimic Vat, and suddenly whatever artifact you have that requires removing 3 charge counters can be done once a turn, every turn for 3 mana! Destroy target permanent(Lux Cannon)? Pay 3 mana. Create a 9/9 Golem(Titan Forge)? Pay 3 mana. Take an extra turn(Magistrate's Scepter)? Pay 3 mana! Honestly, whenever I see decks that want charge counters that aren't running Coretapper, it boggles my mind!

Peoni on The Modular Factory

3 years ago

Here are a few cards you might like that work especially well with your proliferate theme and might be fun to play around with:

Energy Chamber, Engineered Explosives, Lux Cannon, Power Conduit, and Titan Forge.

Paradise Mantle also seems like it would be especially good on Traxos.

Solid list. Very fun and fair. I really like it a lot. :^)

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