Darksteel Citadel

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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 .

Profet93 on Titan Frenzy

1 month 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

3 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

3 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

5 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.

TheBestMagicCard on Emrakul, the Promised End

6 months ago

Ha! I also just remembered that Sojourner's Companion is included. This card is a weird include, but it acts kind of like Traveler's Amulet and Wayfarer's Bauble, in that it gets a land and it can count for towards Emrakrul in the graveyard. As of now, the only cards it can search for are Darksteel Citadel and Treasure Vault, Treasure Vault being the more like useful option, as it can give you extra mana for the next turn - I think of it kind of like a worse Skittering Invasion - and it can also be a land in the graveyard for Emrakrul's cost reduction.

Ultimately, I think this is kind of cool and dorky, but maybe not powerful enough to include. I honestly haven't used it enough to get a good sense of weather it's worth it or not.

But, I also hope and assume that one day, more powerful artifact lands will be printed, and then it might be actually a really cool card... I could def see taking this out for something more useful, but right now I think I still need to see more play with it before I take it out...

Rasaru on BANE! (Maraxus voltron)

9 months ago

How has the deck been playing recently? Any weaknesses to note?

I absolutely love this deck list, but have a couple of questions and/or suggestions for you.

A. It looks like you have a total of 16 instants/sorceries. Do you ever have an issue with producing treasures with Storm-Kiln Artist? It's an excellent card, but I'm unsure (since I haven't played this list) that you would get enough value here. In it's place you could play something fun like Kazuul's Toll Collector or something that helps you cheat equip costs like Brass Squire. Imagine paying only 3 mana to play a creature, then immediately attaching 3-4 equipment to it for free! lol

B. Although I've played my share of Nettlecyst, I think you have some better options here. It has the opportunity to pump your commmander a great deal, if you're able to take advantage of your treasure generation and get some equipment on the battlefield. But what happens when you play this after all your artifacts get destroyed or exiled? I think in the long term, you'd get more value out of Sword of Forge and Frontier and/or The Reaver Cleaver. The sword costs the same, provides protection, card advantage and has the ability to pump your commander by playing additional lands. While the Reaver Cleaver is not only on theme, but helps put treasures back onto the battlefield, pumping your commander and progressing your Hellkite Tyrant alt win-con strategy.

C. I have some suggestions on your landbase

Great Furnace -> Snow-Covered Mountain - "2008-04-01: A permanent that’s more than one of these types (such as an artifact creature) counts only once." So an artifact land would only pump Bane by 1/1. Ditch this land for another snow-covered mountain to increase your chances of utilizing Valakut, the Molten Pinnacle in the mid/end game.

Darksteel Citadel -> Snow-Covered Mountain - See above comment

Sokenzan, Crucible of Defiance -> Snow-Covered Mountain - I appreciate that this can make blockers (Bane should be the only attacker you care about), but cards like Bedlam make them irrelevant. Let's add a snow-mountain to continue to improve our Valakut, the Molten Pinnacle potential.

Cathedral of War -> Command Beacon - Bane is going to be a target. Why bust treasures, when you can just send him to your hand and cast him for way less.

Bonders' Enclave -> Valakut Awakening  Flip - besides your commander (who is going to be a major target), you only have 4 other creatures with 4+ power. You don't want to have to spend mana to equip something, just so you can turn around and spend 4 more mana, to draw a card. This mdfc offers at least 1 card, for 1 less (floor), which is already better.

D. While, Endless Atlas can stick around for awhile, I think (maybe) you might get more immediate value from Seize the Spoils. It's only once, and yes it's sorcery speed, but you get 2 cards immediately, 2 treasures to pump Bane, and can feed your graveyard, giving Goblin Engineer and Goblin Welder more targets.

E. A fun card you could consider, and is a pet card of mine, is Surestrike Trident. It's so fun to watch people's faces when this hits the battlefield and they read what it does :D

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