Coldsteel Heart enters the battlefield tapped.
As Coldsteel Heart enters the battlefield, choose a colour.
: Gain one mana of the chosen colour.
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|Commander / EDH||Legal|
Coldsteel Heart occurrence in decks from the last year
Latest Decks as Commander
Coldsteel Heart Discussion
3 weeks ago
Here's a few that came intuitively:
1 month ago
Thought of two more as well:
Emerald Medallion > Into the North : You want to dump your hand of cheap cards quickly, so medallion will get you the most bang for your buck on anything with colorless mana. Alternatively you could replace Coldsteel Heart here.
Finally finally, you might consider Concordant Crossroads if you can afford it. It'll make it much easier to rebuild your board if it gets wiped or dealt with, or allow you to save up for a big turn when shields are down. I'd put it in for Tawnos's Wand .
1 month ago
Hey! I'm happy to share suggestions, as I've thrown out a few ideas and tried to chat about insight so far. You may want to try and isolate cards you're willing to remove - that way you can still feel like the deck is yours, while being open to prospective ideas / outside perspective ya know?
I'll try to make suggestions with budget in mind!
- Get the same effect with a higher upside and immediately get to discard a Dragon. Non-artifact so it's harder to remove. Mid and late-game card-drawing machine with an evasive Dragon.
- This Neheb is too slow and while the synergy is there, it's going to have trouble making a consistent impact. Even an ETB tapped fetch still keeps you getting the color mana you need while (statistically marginally) thinning your deck and cleaning your future draws.
- Overall, these edits reduce your cumulative curve, provide similar (if not more consistent) discard ability, and much higher ceilings for providing value. Evolving Wilds is your 2nd fetch, so you can keep improving the lands you're getting into play. Daretti lets you move through the deck quicker AND has artifact synergies if you choose to lean into that line of play. Chainer is a discard outlet and haste enabler the turn he comes down, so he's already got the same floor as Mad Prophet with the opportunity to be impactful if he stays on the board.
- Since you've enjoyed leaning heavily into the discard aspect, Temple makes a lot of sense for you to have access to a mid or late-game land to ramp a bit. With all these expensive Dragons, I'm sure you've had a turn or two with plenty of un-used mana (I have!), so this gives you a way to maximize the discard AND set yourself up to keep having access to mana!
- The five-mana CMC for a less-efficient Sneak Attack just feels heavy in this build. Adding Landscape gives you another opportunity to pull lands out of your deck and keep having colors on the battlefield - I'm sure you've noticed but the double and triple-pips of the deck can be VERY challenging at times. Being able to get two Mountains (or your two Swamps) will hugely impact your ability to play relevant spells on time. As far as getting one more haste enabler, even with Chainer already in...
- Tyrant is a win-more and a payoff card. It's a fun ambition, but in a deck chock-full of power and crazy cool Dragons, we don't need this. Instead, big Kolaghan comes down much earlier AND hastes our entire squad.
- Courser enables shenanigans and fantastic temporary Commander fun. It's effect can be much more impactful than Thundermaw Hellkite's in the long-run, and essentially acts as another reanimation spell. Thundermaw's effect is pretty narrow, while Courser's lets us go into the graveyard for a more toolbox-like approach, depending on what we've been able to get into the graveyard so far.
- This might be a little bit of personal preference, and with how many ways this deck has to kill opponents' creatures on your turn, I think it provides a great ceiling while also acting as an early-game blocker. Mana that you can do anything with is so precious in this deck, and it happens to synergize nicely with the best addition to this deck in Kaldheim...
- I personally don't think this deck needs to go wide, otherwise you'd be running more cost reduction ( Urza's Incubator , Dragonspeaker Shaman ) as well as Nesting Dragon . Big-mana decks are always going to need mana, and Goldspan makes it in spades.
- This is a different style of play, I'd just rather avoid exiling my Dragons or only getting a single use out of them...for a minimum of 8 mana and two turns. Feldon has more flexibility in coming down quicker and activating sooner. You're packing High Market and Phyrexian Tower here for sac outlets to get rid of the tokens (same as the Dragons from Zirilan realistically), but you're doing it much earlier in the game, or with mana to spare, with no downside of losing a Dragon for the rest of the game.
- Between all of the Dragon ETB damage and the removal suite available to Rakdos, you don't need more removal, I'm sure you've noticed this! Especially cost-inefficient removal. Having more reanimation effects, especially to act as a or flicker effect? There's WAY more flexibility here for how the Dragon reanimator wants to succeed. I agree that more removal is always good though! With that in mind...
- Play faster, and play with more flexibility. Command will give you options based on how the game's playing, and playing at instant-speed ensures you can be more interactive. Along that same line...
- Flexibility in usage! More than likely this will get rid of a troublesome artifact, and wouldn't you know it that some of the best graveyard hate is on artifacts! The graveyard hosing can also be key and, again, playing at instant-speed gives you more opportunities to disrupt opponents. For a high-curve deck like this, that's really important!
- Let's help Rakdos players see that Arena isn't the powerhouse everyone thinks it is! Exploration does EVERYTHING we could need - especially in your build, which has a higher concentration of Dragons, there's a greater likelihood for you to fill your graveyard quicker! Please give this a shot and let me know what you think!
Four of these cards ETB tapped and make you a turn slower, AND they're bad in the late-game since they have little utility. There's no snow synergy here to justify Coldsteel. Having more land ensures you'll hit your drops throughout the game. Wayfarer's lets you keep some ramp (I prefer Expedition Map, but one discussion at a time) while Archive has mana utility and lets you cash in when you have leftover mana. Smooth out your hands, get more consistent draws and turns, and have the ability to draw more cards.
- All of these Dragons in the yard are going to go to waste if you can't get them out onto the field! This is my favorite low-cost reanimator aside from the namesake - if you wanted to make a case for Stitch Together I wouldn't argue it. Being able to get two Dragons out, albeit tapped, ensures you can keep some board presence. It also lets you use up some of those Sneak Attack / token creations in an efficient way. I know losing some card draw feels a bit weird, and based on how the deck's built up, and from what you've described about your playstyle, it sounds like you may have an over-abundance of card-draw and not enough interaction. Hopefully this changes things!
Non-budget upgrade, and more likely to consistently come down untapped and provide the same color flexibility. If budget doesn't allow this edit, I'd say the non-budget move could be Path of Ancestry .
I do think you need to find room for one of the game-winning, mass-reanimators like Living Death or Patriarch's Bidding , or the new Kaldheim one, I'm blanking on the name. I'd take out Scourge of Kher Ridges for it to give yourself a win condition out of nowhere!
Hopefully these ideas help, or at least spark some further ideation for you to think about! If you want to chat about Bladewing in real-time over Discord or Reddit I'm on both sites as ThePillowman :)
2 months ago
A few small improvements:
on Power nap
2 months ago
I most certainly can! Archelos is super cool and can really warp a landbase, as now you can include so many tap lands that normally aren't too powerful, not only giving you that sort of ability but also making the land base WAY cheaper! You also have to think about the lands BEFORE you put our Archelos though, and so I'd say a balance between better lands and tap lands are what you probably want to head towards. What you have so far looks wonderful, and certainly efficient, though again, you may want to include one cycle of a certain land, maybe Breeding Pool, Overgrown Tomb, and Watery Grave? These guys can help get Archelos out, but after he's out you won't necessarily have to take the shock damage from them which I'd say deserves them a good spot in the deck. Other ones that aren't necessary but could be worth considering are Hinterland Harbor, Woodland Cemetery, and Drowned Catacomb, since again they can come in untapped with Archelos and still be relatively good without him, and of course the bounce lands Simic Growth Chamber, Golgari Rot Farm, and Dimir Aqueduct, since they can get pretty powerful when they come in untapped. Since you have Fabled Passage, Evolving Wilds, and Terramorphic Expanse I'd say it's worth it to slot in a Ramunap Excavator or Crucible of Worlds, since you'd then get two landfall triggers per turn guaranteed, since you can continuously play the sac lands again and again. If this trick proves to be very helpful, you may want to consider slotting in more fetch lands like Prismatic Vista, Misty Rainforest, Verdant Catacombs, Polluted Delta, etc. Speaking of landfall triggers, I think Myriad Landscape would work AMAZING with Archelos, as not only would the Myriad come in untapped, but so would what it searches for, giving you three landfall triggers just off of that one card if you have two mana to spare. So honestly, I don't have too much to say about the lands, I think it's pretty solid at the moment though you may need to playtest a lot to know for sure, however, I did find a bunch of great cards that could work well with Archelos!
- Amulet of Vigor: If Archelos isn't out yet and you have a ton of tap lands, this guy could be of great use, especially for just a single mana.
- Root Maze: SUPER amazing card, this guy can tax everyone but you! On your upkeep untap archelos, have everything come in untapped, then tap him before your next turn and boom now everyone's artiafcts and lands come into played tapped for one mana besides yours.
- Coldsteel Heart: Basically a 2 mana, untapped mana rock with Archelos
- Cryptolith Fragment Flip: This guy can perform your goal of whittling away peoples health, as well as coming in untapped with Archelos. The flip side can also perform that whittling quite efficiently.
- Manascape Refractor: Comes in untapped- could be pretty fun to see how that works out!
- Arcane Signet: You should run this no matter what
- Orb of Dreams: Similar power and ability to root maze mentioned above, this can tax everyone else except you with Archelos
- Renegade Map: Basically 1 mana get a basic land if you have Archelos out
- Sphere of the Suns: Great with Archelos out and coming in untapped
- Terrarion: Seems pretty solid if it doesn't come in untapped
- Worn Powerstone: Like the rest, pretty sweet if it doesn't come in tapped and can be immediately used.
- Moss Diamond/Charcoal Diamond/Sky Diamond: Untapped ability again
- Honor-Worn Shaku: Allows you to tap archelos and get something out of it
- Urborg, Tomb of Yawgmoth: It's amazing why not run it
- Retreat to Hagra: Can be a great way of slowly ruining your opponent's health, especially with the extra land triggers I mentioned before
- Stasis: If you already have the things you need to slowly remove your opponents health, this can pretty much ensure victory.
- Verity Circle: SUPER amazing if I'm understanding it correctly, basically whenever your opponents play a creature since it comes in tapped with Archelos you draw a card, and has the second ability if you are ever in need of it
- A great way to slowly get rid of your opponents health is with recurring triggers that happen every turn, such as curses. Here are some that I found: Trespasser's Curse, Torment of Scarabs, Cruel Reality, Curse of Thirst, and Curse of Fool's Wisdom
- ANY COMBO WITH RETREAT TO CORALHELM. Edhrec names 1000+ combos with this card, so I'd recommend looking through it and seeing if you find anything that would work if you haven't already!
That's all I have, sorry it probably wasn't too much regarding the lands, but I hope I gave you some good stuff to think about! I honestly love the deck it has a super cool theme, and seems like it could work very well! That said though, hope this helps, and have a wonderful day!
2 months ago
Definitely need more rocks with your mana base being so greedy. Fellwar Stone, Sol Ring (it's already been suggested but I'm suggesting it again) Coldsteel Heart, Grim Monolith, Chrome Mox, Lotus Petal, Mind Stone, Sphere of the Suns and Mana Vault.
3 months ago
Hey, good changes you've made by going with two colors, cutting black and adding more consistency with 4 ofs. Scrying Sheets with Snow-Covered lands is interesting. It wouldn't be my first choice if I was on a budget, but if you have the Sheets then play them.
You haven't changed the manabase after adding Farseek. You want a consistent turn two green source for Farseek since that's the best time in the game to cast Farseek. Having only 6 green sources in the manabase is not going to be enough for Farseek. My advice is cut some Mountains for Snow-Covered Forest s. Consistently you will need at least 12 sources of green in the manabase to cast a turn two Farseek therefore consider cutting some Mountains adding 6x Forests?
I think cutting Dragon's Hoard is a mistake since it's ramp that can also be repeatable draw later on. Coldsteel Heart or Colossal Majesty aren't better cards than Hoard with Dragons. Consider 4x Glorybringer; cutting 1x Crucible of Fire for 1x more Glorybringer? Being able to cast multiple Regents and Glorybringers in a row is how you're going to win. Atarka, World Render would do more than Moonveil Dragon ; double strike with Regents and Glorybringers.
I also think cutting Sarkhan's Triumph is a mistake because you have several 1 ofs of Dragons and Triumph can tutor for one of these Dragons. You can also take some more advantage of Triumph with other 1 of Dragons in the sideboard such as Stormbreath Dragon and Thundermaw Hellkite . Colossal Majesty isn't a better card than Triumph. Majesty is better as a sideboard card to replace some removal for more draw for matchups where the game is going to go longer than usual or your opponents have less creatures and more control.
Good luck with your deck.
4 months ago
I'd try to get some more 2 drop ramp spells worked in: Coldsteel Heart, Marble Diamond, Mind Stone, and Fellwar Stone to name a few budget options. If you want of focus on the Voltron aspect of the deck, I'd cut high CMC cards like Angel of Serenity and Admonition Angel. Some lower CMC forms of removal at instant speed that you could fetch with Sunforger would serve you better, and you can free up slots for more equipment or protection spells. I think I'd cut Runehorn Hellkite, too. If you still want the card draw, try Magus of the Wheel or Humble Defector. Trailblazer's Boots is another nice piece of equipment. If you are interested in being able to equip ALL of your artifacts to Wyleth, Bludgeon Brawl can do it.
Sejiri Shelter Flip could substitute for one of your Plains, or possibly Spawning Bed. I'm not sure what that card does for you, but there seem to be better nonbasics. It can offer some protection in a pinch.
Hope this helps. You've got quite a bit of good equipment in there, much better than I have available. +1.