Darksteel Citadel

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy 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
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Darksteel Citadel

Artifact Land

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

: Add .

Taida on Affinity and what to cut

23 hours ago

Maybe you can try Experimental Synthesizer. Gives you some draw until end of turn, and you can sac it with whatever, and the effect triggers again. I also like Etched Champion quite a lot, as it is quite difficult to remove and is both amazing blocking and attacking. A substitute to Cranial Plating could be Nettlecyst, or you can even run both. Something like Skilled Animator, Kenku Artificer or Ensoul Artifact can also be very fun, especially if used on an Ornithopter or any indestructible land such as Silverbluff Bridge or Darksteel Citadel. Another affinity card I have a sweetspot for is Broodstar, but it needs colored mana, so it is not as easy to cast as a Myr Enforcer.

dnthymamai on Urza's Iron Alliance

1 month ago

Nice artifact deck!

I would suggest you think about some of these cards:


  • Super winning condition: Masterful Replication! Its second mode can turn all your artifacts (pesky 1/1 fliers and artifact lands included) into your best creature. That can be a Construct that Urza makes (or Bronze Guardian, etc). This way all of your "useless" artifacts can turn into death machines of extreme power or double strike. Plus, you can also save your whole board when the enemy casts Wrath of God by turning every one of your creatures into a Darksteel Citadel if you are lucky to have it on board.

Profet93 on Kozilek - cEDH

1 month ago

To be clear, I wasn't necessarily suggesting Ward of Bones per say. That being said, test it out and lmk how it goes.

Regarding Pararaoh's Statue, I understand the potential. Having a stax piece like orb and then statue can make it more difficult for opponents. Maybe ramping into it for 6 mana early game hoping there is another stax piece along side of it, just for them to usually cast nature's claim or another cheap removal spell just feels bad.

Swapping out Ward of Bones and Statue in favor for either more ramp or interaction such as Not of this World would be much more beneficial IMO.

Another potential land that might be worth considering, especially given that you run Karn now is Darksteel Citadel. It can help with triggering mox opal as well, not that it is really an issue.

Profet93 on Karn? No, Voltron!

1 month ago

I think it's a great first start jake1511. Nice avg cmc of 3.52. You might want to increase the speed a tad but given it's a colorless deck that's easier said than done.

Howling Mine - Without a way to untap, it provides opponents more advantage. I understand you need draw, but IMO, this isn't the way to do it

Lithoform Engine - Winmore

Mirror Shield - IMO hexproof redundancy is not needed, other ability is not typically useful. Really depends on how much redundancy you need

Pariah's Shield - I don't see a synergy. Put it on your commander and hope it tanks the damage? 8 mana total is steep

Portal to Phyrexia - Way too costly for what it does.

Ratchet Bomb - Depends on how often you actually can find it useful. Usually charging it for a few turns hoping to get the right amount of counters is difficult.

Shield of Kaldra - Without other Kalrdra, this isn't helpful enough

Sword of Hours - This is not a 1/1 counter deck

The Immortal Sun - Anti-synergy with 3 of your walkers, potentially swap for Staff of Nin for similar effect without anti-synergy

Trading Post - I like the saccing artifacts to draw, making tokens in a pinch. Just doesn't feel like it does enough

Vexing Puzzlebox - Mana rock for 3cmc with a unlikely ability to reliably use

Vorrac Battlehorns - Unimpactful

Aladdin's Lamp - WAY too costly

Anduril, Flame of the West - No benefit to use tokens, aside from skullclamp maybe

Azor's Gateway - Hoping this goes 5 turns uninterrupted is a big ask

Brass Knuckles - Kind of cool but not good on it's own. I do sort of like it, plus the art

Golem-Skin Gauntlets - Kind of cool, but not good on it's own.

Basalt Monolith - Ramp + Combo with Forsaken Monument for

Cloud Key/Semblance Anvil - Ramp

Sensei's Divining Top - Dig

Cloud Key/Anvil/Artifact cost Reducer + Mystic Forge + Top = Draw your entire deck

Expedition Map - Find the land you need, ensure you get your land drop.

Might want to add 1-2 more lands depends on your ending avg cmc and amount of rocks + personal playstyle.

Gerrard's Hourglass Pendant - Recover from a boardwipe

Darksteel Citadel - Artifact land for Karn

Mycosynth Lattice - Lots of shenanigans, super double edged sword.

Lattice + Karn, the Great Creator = Hard lock. Karn has a lot of useful abilities on his own, ignoring lattice.

Profet93 on Titans, The Clean-Up Crew

3 months ago

darkemoji

  1. Got you, wasn't sure of intended power level but I saw some combos and thought you might want more. I will say, most people who do play against stax would prefer for that user to have combos to end the game rather than suffer. Nevertheless, noted.
  2. As above
  3. Expedition map could find you blinkmoth well which is nice.
  4. Great
  5. The combo is fun but yes, niche. But Karn himself is great. In EDH, people are bound to have lots of mana rocks. But if it isn't for you, I understand.
  6. Perfect swap

A) What is the purpose of The Irencrag?

B) Darksteel Citadel - Artifact count increase

C) Cursed Totem - Only anti-synergy with one card in your deck and can stop mana dorks and other pesky abilities. Pairs well with torpor orb.

D) Regarding your question if Chimil, the Inner Sun, I suppose it would depend on your meta's amount of blue players. My issue with it is that it, itself can be countered. My other issue is that sometimes there is a card thats 6cmc+ and you lose it because of it. It can produce some value for sure. If you're really worried about blue, then perhaps add some of the following....

E) Cavern of Souls - Easiest solution

F) Conqueror's Flail - Might not be the best but forces interaction pre-combat. Not just anti-blue either.

G) Defense Grid - The least impactful but easiest to use. You only have one instant and you don't need to equip anything.

Do be aware that they can still activate abilities, just not cast spells. Cursed totem could fix that of course, just worth mentioning. I love your numbering system, great job.

Other cards in your maybeboard worth including are....

H) Blinkmoth Urn - Synergy with blinkmoth well and will always put you ahead of everyone else.

I) Metalworker - Assuming this is due to $ or power limiting reasons?

MrSilk on TIME PRISON - Infinite turns control

5 months ago

CptnHndsm Thanks for the upvote and comment!

Truth be told I dont need a whole lot of colored mana in this deck, there's really only three cards that would need a single colored mana. Everything else is purely colorless.. So I kinda figured I could keep in other good colorless land like Karn's Bastion, Darksteel Citadel and Glimmervoid

This deck doesnt have much in the way of counterspells or protecting the combo, but once you get the combo off once, you've basically already won the game so the deck works as fast as it can to get enough charge counters and digging down into the deck with Ancient Stirrings and Emry, Lurker of the Loch

You can reliably get your opponent stuck in the Time Prison by turn 4 or 5 with this list.

Thanks again for the comment! I spent tons of time building and testing this deck!

legendofa on Mox Quartz

5 months ago

Circle of Dreams Druid doesn't represent a specific character, place, or event, but rather a specific subclass of druid. In 5th Edition D&D, the thirteen main classes each have a number of specializations called subclasses. Each character chooses a subclass for their main class, usually at second or third level, that gives them more exclusive abilities, but you only make this choice once per class--once you choose your subclass, that's it. The Circle of Dreams is a druid subclass that emphasizes protection, safety, and travel (so the flavor's a little off, but a lot of the AFR cards concede flavor for gameplay).

I think Mox Quartz is too strong and reliable, since its mana cost is strictly generic mana. CoD Druid uses heavy color costs to restrict its utility. As it stands, this card is a supercharged blue Sol Ring. A cost of or even might be better, since there are a lot more utility artifacts than creatures at mana value 0-1.

T1 Seat of the Synod, T2 Darksteel Citadel, T3 Treasure Vault, Mox Quartz, and you're mana-positive with no further investment or opportunity cost, and I'm deliberately leaving out other colors and mana rocks--Sol Ring, Fellwar Stone, signets and talismans and so on. This would be a major threat in Commander and devastating in everything else.

zandl on The Iron Giant

7 months ago

Darksteel Citadel seems like a no-brainer here. Demolition Field, Crawling Barrens, Mishra's Foundry, and Blinkmoth Nexus could just as easily find homes here. I think you could easily trim Wastes for all of these and still have enough for virtually every situation. This also powers up Field of the Dead slightly.

Utility lands are where colorless shine, baby. A lot of your power comes from them.

Load more