Darksteel Citadel

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Darksteel Citadel

Artifact Land

Indestructible (Effects that say "destroy" don't destroy this permanent.)

: Add .

king-saproling on Momo: Twice the horns, twice the fun

22 hours ago

Sure! I suppose you could run Tiller Engine or Bomat Courier as a secondary target. Walking Atlas is possibly the strongest card in the deck so I think having ways to find it would be valuable.

Maybe you're right though, maybe Recombiner wouldn't fit in this iteration of Moraug. I could see an artifact-combo-based Moraug list being cool though. Like it could go infinite using things like Great Furnace + Goblin Welder, or Salvaging Station + Darksteel Citadel + stuff, and tutors like Recombiner, Goblin Engineer, Gamble, Hoarding Dragon, Inventors' Fair, Moonsilver Key, Goblin Matron, etc. Lots of constructs that'd fit the strat too like Salvager of Ruin, Scrap Trawler, Workshop Assistant. Sorry got way off topic haha

BOXES_O_MOXES on Gut, True Soul Stealer [Pauper EDH][PDH]

1 week ago

Hey there! kortioznikas,

If you need card draw, I would highly consider Bonder's Ornament and Network Terminal over the Cluestone/locket package or in combination with. You can add Tree of Tales and Great Furnace along with Darksteel Citadel and Slagwoods Bridge to help with Network Terminal's "tap an artifact" requirement. Those two rocks tend to be my go to becasue they stay on the field and don't require a sacrifice to draw.

Housegheist on Imotekhs eternal Artifacts

2 weeks ago

multimedia

First off: thank you for your upvote and in depth analysis. It really helped to trim some cards

I agree, that the cmc has to be a lil bit lower. My thought was, if I reanimate them I do not have to pay the cost. But sure, 3.5 is a bit high.

I cuttet Phyrexian Triniform as I think, once in a million I can trigger it’s encore. Triplicate Titan on the other hand fits the whole strategy, provides enormous evasion and evasive artifact creatures if it dies. I will give it a try, Hexmark Destroyer connects hard or creates room for other creatures… and is a necron… it’s sooo hard… but doesn’t fit that well.

But I admit that Darksteel Juggernaut is just a resilient but not always big threat… like a “win more” option. Hasn’t made the cut, as well as Diamond Mare, Phyrexian Fleshgorger and Technomancer. The last one was hard, but I do not think that I can abuse it’s ETB often enough. You where also right with Szarekh and Scarecrone, they are new to the list. I like Ugin and thought 1/3 of my spells would be enough, maybe he doesn’t make it… otherwise he provides support in pseudo-card-draw, removal and cost reduction,… have to think about it. Unfortunately Tortured Existence is not in my collection, therefore I didn’t choose it. I made also room for War Room and Phyrexia's Core (and Darksteel Citadel as well… what was I thinking :D

Mind’s Eye should provide a lot of (needed) continuous card-draw. Sculpting Steel was already in the list… but I have to ask… you would cut Mirrorworks? It is an Bramble Sovereign for ANY artifact… creatures as usual artifacts as well… it’s a bomb! :O

Max_Hammer on Shorikai go vroom

4 weeks ago

So, right now, Commander included, you've got 126 cards. Seeing as you're only 26 over the cap, this shouldn't be too bad.

This is a low mana cost deck with a lot of draw, you probably only need 34-36 lands if you're being generous. If I were you, I'd drop some of the slower lands, such as Temple of Enlightenment, Skybridge Towers, Prairie Stream, Azorius Chancery, Castle Ardenvale, Castle Vantress, or even Port Town.

You might also want to include more fetch lands, too. Flooded Strand, Fabled Passage, and Flood Plain all come with a pretty high price tag, but they're all good.

On the other side of the coin, Brokers Hideout, Obscura Storefront, Evolving Wilds, Terramorphic Expanse, Myriad Landscape, Esper Panorama, and Bant Panorama are all cheaper fetch lands that you could use.

Drawing mana late game can be a dead draw a lot of the time, so being able to remove that excess from your deck can be a really nice tool to have, so you can draw just what you want. Maybe take out cards that are fast, but not necessary such as, Skycloud Expanse, Sea of Clouds, Mishra's Factory, and Crawling Barrens.

Changing it to this (or a list of just 35 mana), should bring us down to 122 cards.

As for non-land ramp, you have a lot. I’m going to say you want to kick out Silver Myr, Gold Myr, Mind Stone, and Ornithopter of Paradise. Normally I’d say more, but for this specific deck that seems to love ramp, this seems more than fine.

118 left.

For the rest, I’d say Ondu Inversion  Flip, Access Denied, Tezzeret the Seeker, Tezzeret, Artifice Master, Phyrexian Metamorph, Cultivator's Caravan, Invoke Justice, and An Offer You Can't Refuse, all mostly because they’re too expensive.

That leaves you with 109

Okay, so, this decklist is surprisingly tight for being 30~ cards over and I don’t know where to kick the last 9 off. Maybe Artificer Class? Maybe some of the creatures/vehicles? Idunno, good luck.

Voodoo_Gremlin on Estrid's En-Stax-Ments

2 months ago

lcarl3035, I understand what you're saying but, I won't be making changes based on your suggestions.

I prefer to put my land enchantments on basic lands to play around my Back to Basics and play with Earthcraft. The artifact lands are all shut down by my own Stony Silence.

Cascading Cataracts and Darksteel Citadel don't produce coloured mana on their own. Which can be an issue early on. All the other lands you suggested come into play tapped which is also problematic.

lcarl3035 on Momo: Twice the horns, twice the fun

2 months ago

I would add Darksteel Citadel and Cascading Cataracts just so you can "destroy" them with Cleansing Wildfire and Geomancer's Gambit without actually losing lands.

lcarl3035 on Estrid's En-Stax-Ments

2 months ago

Since you seem to be using lots of land enchantments, I would add some indestructible lands like Cascading Cataracts, Darksteel Citadel, Razortide Bridge, Tanglepool Bridge, and Thornglint Bridge just so that land destruction doesn't waste your enchantments as much.

WarpedZerghead on Sen Triplets

3 months ago

What I found worked best for a Sen Triplets deck is using blue and white for control so you can have your artifacts do all the work getting combos into play.

Control

Stop players from stopping your fun: the match is yours and they simply haven't realized it yet. Dispatch quickly sets you up for a nasty rebuttal in between whichever counter-spell you choose to deploy. Vindicate, Mortify and Fracture (to name a few..) will help them learn that you mean business.

Land Fetch

Utilizing Esper colors, Black is the tutor-for-all, Blue is great artifact tutoring and White for some artifact but also enchantments. Good enchantments to have on hand are Paradox Haze (which you have) and Artificer's Intuition. Intuition is good because you can use it to get a Sol Ring in hand, another cost artifact you might have, or, any of the following "artifacts that cost :

This cards makes for great and tutoring in a non-green deck as it can be used again and again and there are quite a few you can fetch. Another option is Tezzeret the Seeker that can get you your lands by using the -X ability for 0 to put them into play, unless you want to get a different combo/ramp artifact instead.

Artifact Tutor

Besides the obvious Vampiric Tutor an Demonic Tutor for your get-anything option, there are many options still available for finding the cards you need that are artifact type.

If you are ok with losing a few artifacts, Kuldotha Forgemaster is the ticket as I will sometimes even sac my artifact lands to get better beef on the ground. Otherwise, Sphinx Summoner will get you something in hand and provide you with a flier and a card. Some new cards that play well alongside the Trinket Mage are the Tribute Mage and Trophy Mage cards. Trinket gets you your Sol Ring or another artifact where Tribute and Trophy get you and , respectively.
Artifact-related lands you want to look into are Inventors' Fair for artifact tutoring and Buried Ruin to get something back into your hand from the graveyard.

Ramp Boost

With such a vast array of artifact-type cards - especially mana ramp - you'll want an Unwinding Clock to be sure to keep everyone on edge.

Combo

Combos? We've got combos!
This is my new favorite infinite trigger set using Dross Scorpion + Myr Turbine + any of the following sacrifice outlets:



Steal their Kool Aid

Your Commander will lock a player out of your turn but it also allows you to play their hands. This is a good time to drop any lands they might have in their hands to keep them starved and likewise cast their good ramp spells to get you ahead or continue to lock them out. In the event they finally are able to cast something, you can respond with a Desertion counter-spell (mana permitting) and stick whatever creature/artifact they were trying to cast back in their Vault of Whispers. Thada Adel, Acquisitor and Daxos of Meletis are also nasty foes that puts an opponents deck against themselves. Bribery and Acquire are a malicious and personal jab that should only be used at every chance you get assert your dominance on the board and your opponents deck.

Conclusion

All these cards stand alone from what you can do to further abuse you opponents with just your commanders abilities: it is a multi-pronged deck that throws multiple threats at your enemies making them scramble to deal with one thing while still getting overrun by another.


Have fun...

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