Artifact Creature — Golem
Blightsteel Colossus is indestructible.
If Blightsteel Colossus would be put into a graveyard from anywhere, reveal Blightsteel Colossus and shuffle it into its owner's library instead.
|Want (9)||MarvtheMallard , Snoddy81 , philmp01 , Phule451 , metergram , Goldrhino541 , fscagliari , MarkTaylorTSax , GrandeKhan|
Printings View all
|Mirrodin Besieged (MBS)||Mythic Rare|
|Mirrodin Besieged: Phyrexia (MBP)||Mythic Rare|
Combos Browse all
|Commander / EDH||Legal|
Blightsteel Colossus occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Blightsteel Colossus Discussion
9 hours ago
Although if you want to have more of a big bomb you might want to go with Ulamog, the Infinite Gyre instead of Blightsteel Colossus. Not only does it offer the same kind of mill protection and recursion, but it also shuffles itself and your entire graveyard into your library which will also trigger Syr Konrad's ability for each other creature in your yard. Plus it costs one less!
6 days ago
Thanks so much for the reply!
You don't think other large creatures like Blightsteel Colossus for infect would be worth adding since it's easy to swing due to being indestructible?
Also, what cards do you think you would remove to add Triumph of the Hordes and the other three you mentioned?
Again, I appreciate the replies and appreciate the effort you put forth in constructing this deck.
1 week ago
One last thing I think is worth mentioning for anyone interested in the idea is that you only have 99 slots in a deck. The benefit to the cards above is that they really only take up 6 slots in a golem tribal deck, since the pool of playable golems isn't that deep, and you'd probably want to run the 6 golems listed as part of the 20-30 creatures in your tribal deck. The expensive, colorless nature of the tribe make Metalworker and Mana Echoes natural fits, and you'll want as many thicc mana rocks as possible to abuse with Gerrard to hit big mana targets for cards like Blightsteel Colossus. Also, with that density of combos, you'll get it by accident, so while I haven't run the math, it might be better to only run 2-3, perhaps with overlapping pieces, then rely on Enlightened Tutor as an all-purpose tutor.
1 week ago
I was toying with the idea of a golem deck built around Gerrard, Weatherlight Hero, a bad tribe in Boros for max jank. I remembered the old Pauper Battered Golem+Banishing Knack combo, and wondered if there were Boros combos. Before I knew it, I realized:
Apparently, Golems are a combo tribe.
1 week ago
I would refer to this as a high powered deck, not quite a cEDH deck. cEDH decks have fast consistent ways to win the game. This deck only has Defense of the Heart as a fast cheap way to put out a creature. And that's assuming the others drop Mana dorks, you get your trigger and find Xenagos, God of Revels+Blightsteel Colossus and you kill one player. Most cEDH comboes kill everyone at once within the first 5 turns rather consistently. I would consider this High powered, and not cEDH. Besides the disagreement on the terminology it looks like a really fun deck to play. You have fast mana, some powerful comboes, and powerful creatures that will dominate almost any pod this is in. This is no doubt a powerful deck, but sadly I think if you go in saying this is a cEDH deck, and join a cEDH pod, you won't really get to play most matches as the game will be over before you can land your powerful creatures. You have no real way to stall cEDH decks from winning before you can beat stick them to death, and even with all the ramp you won't get there in time alot. Check out some cEDH pods on Youtube and you will find many games only last 4 to 7 turns at most. You probably need 5 Just to get really going and you have no interaction to stop them.
3 weeks ago
From here you can generat infinite mana, recast Thrasios and combo off.That line is quite compact however has to be done over multiple turns or requires an external untapper. There are lines which include cards like Felidar Guardian which can combo off in one turn:
- Eat a 3 cmc creature getting Felidar Guardian (untap pod)
Eat guardian getting Karmic Guide (bringing back guardian and unttaping pod)
Eat guardian getting Kiki-Jiki, Mirror Breaker
Copy Karmic Guide getting back guardian and combo guardian and kik for infinite dudes
On the other hand, Polymorph or Mass Polymorph decks are designed with a very low creature count, however all of the creatures have huge impact (think Blightsteel Colossus). Then you use non-creature token generators (e.g. Lingering Souls) to give you fodder to polymorph into big stuff for cheap.
There is also Proteus Staff decks which can be polymorph decks, or can be completely creatureless except of the commander. Since staff lets you order the cards you put back (as opposed to it being random from most polymorph effects), you can stack your library basically let you play the whole deck in one hit. Elsha of the Infinite is a good example of this, since she can play the top card of your library. So you stack your deck andthen use cost reducers/untap effects to let you play all of your mana sources (e.g. mana rocks) and make them mana positive.
3 weeks ago
Cards I would consider throwing in:
Minion Reflector - In a colorless deck with so many mana rocks, paying 2 extra mana to get some big fatties you're running would be great, in my opinion. Maybe even Thran Temporal Gateway to cheat, lets say, Blightsteel Colossus, make a copy of it by Minion Reflector for 2 mana with haste a possibly insantly take someone out? Pretty good if you ask me.
Mimic Vat - One of my most favorite artifacts. Being able to imprint anyone's creature and play it every turn just for 3 mana? Heck yea! In combination with Mirror Gallery, you could do some sick plays. Imprint Ulamog, the Ceaseless Hunger to Mimic Vat, pay 3 and tap it to create a token, when you activate Mimic Vat, it triggers Rings of Brighthearth, pay 2 to create another copy of Ulamog. If you use Strionic Resonator, it gets triggered on triggering Rings of Brighthearth. Or just forget about Mirror Gallery and Ulamog and use It That Betrays instead.
Field of Ruin - Another non-basic land removal and fetches a basic land for everyone. It might be worth running, since you can easily replay it by Crucible of Worlds. Maybe take out Urborg, Tomb of Yawgmoth, unless you combine it with Mana Web.
Soul-Guide Lantern / Tormod's Crypt - cheap and effective graveyard hate.
tron lands: Urza's Tower, Urza's Power Plant, Urza's Mine - not the greatest lands to use in EDH, but unless you've an effective way to fetch Wastes from your deck, tron lands might be worth running.
Oblivion Sower - Very decent Eldrazi to use. Gets you ANY land an opponent's own in exile. Attack few times with Ulamog, cast Oblivion Sower and you're good. It also helps you to get rid off opponent's top deck card if they somehow manipulated it (Vampiric Tutor, Insidious Dreams, etc.). You can even double it's cast effect with Strionic Resonator!
Emergence Zone - Sneaky land that gives your cards flash. Nice way to dump your mana at the opponent's end of turn and finish them on your turn.
Mycosynth Lattice - This is just a dumb combination with Darksteel Forge. But gives your opponents acces to all colors, so watch out for that.
Titan's Presence - Fairly easy creature removal.
Warping Wail - Cheap and flexible instant spell. Does any opponent have x/1 mana dork? Exile it and send them a message. Need some dumb blocker? Warping Wail got you! Is an opponent trying to board wipe you? Nope, they don't!
Cavern of Souls - Choose Eldrazi and watch your blue opponents screan,
Dark Depths - We love big, dumb creatures that win us the game, don't we? Dump in extra mana and slowly wake up Marit Lage! This also works well with Thespian's Stage. T1 Stage into Sol Ring, T2 Dark Depths, tap Sol Ring for 2 mana, use Stage, copy Dark Depths, sac Dark Depths due to legendary rule, after that sac Stage (now copy of Dark Depths but with 0 Ice counters) and get a 20/20 legendary creature token with flying and indestructible.
Void Winnower - This bad boy..or..whatever it is, might be a very nice addition aswell. Your opponents can't even, ba-dum-tss.
3 weeks ago
I have to point out that players here need to stop using the numbering system to measure the power of their decks. "My deck is a 6, 7, etc" isn't communicating anything about your deck. I have picked up from a video near and dear to my heart: How to Power-up your decks by the CommandZone Podcast. They talk about decks in two ways:
What turn can your deck threaten to win on a consistent basis? Turns 1-3? 5-8? etc?
I encourage all of us as Commander players to abide by this standard for the turn 0 talk. No more of this "I build 6's and 7's" and more of "Hey, I run stax and I lock the board down with Aven Mindcensor, Winter Orb and etc. I tend to go out on turn 4. Do you want to play this deck?"