|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Uncommon|
|Commander Anthology 2018 (CM2)||Uncommon|
|Duel Decks: Elves vs. Inventors (DDU)||None|
|Commander 2016 (C16)||Uncommon|
|Modern Masters 2015 Edition (MM2)||Common|
|Commander 2014 (C14)||Uncommon|
|Magic 2015 (M15)||Uncommon|
|Duel Decks: Elspeth vs. Tezzeret (DDF)||Common|
Combos Browse all
Indestructible (Effects that say "destroy" don't destroy this permanent.)
: Gain .
Darksteel Citadel Discussion
16 hours ago
Darksteel Citadel is a good call. I don 't care for Wild Slash , i won't have many big creatures. Spite of Mogis fits better i think. Bomat Courier seems nice at first, but i'm not expecting to be very agro and he's going to lose his ability to rebuild my hand come turn 3 at the latest. and i'm not sure what i'd take out to add him. the Ghostfire Blade is tempting to protect the Kaboomist from himself, but that would be its only purpose.
I'd gone Izzet specifically so i could get Trail of Evidence and make Saheeli easier to cast. but i really like that devil... probably going to copy this deck and build it around that change and compare.
17 hours ago
If you are looking to get a large amount of instant/sorcery triggers, low cost removal like Wild Slash would be a good idea.
If you are willing to look at Rakdos Mayhem Devil could be a fun alternate win con by saccing your massive number of clues.
Another place to look would be Throne of Eldrane (newest set) for red cards that produce food. I'm not familiar with the set, so I don't have any immediate help.
I really like this idea. I've been so focused on having a deck that holds its own first that my experimentation has taken a back seat.
3 weeks ago
Inventors' Fair is anothe good land you could use. Also grab an Ancient Den and Darksteel Citadel as well to maximize artifact synergies. Refurbish , Emeria, The Sky Ruin , and Open the Vaults can also let you get things out of your graveyard.
Reya is probably too expensive.
Cut Heavenly Blademaster, you don't have enough creatures to take advantage of her.
Kemba, Kha Regent would be a more appropriate one because she generates tokens as blockers and swarmers if neede.
I'm not huge on Nahiri, the Lithomancer . 5 mana to not really get a lot done but make a 1/1 and equip it once. Similarly, Ajani Goldmane doesn't seem to do a lot in your deck. I think walkers like Ugin, the Ineffable and Elspeth, Sun's Champion might just straight up be better fits. You want to capitalize on that artifact synergy.
If you absolutely need something expensive and threatening, Zetalpa, Primal Dawn or Heliod, God of the Sun are good options with baked-in indestructible.
Land Tax and Smothering Tithe may also be very big includes. The second generates artifacts for anything that needs them as well as makes lots of mana or slows your opponents down considerably. Both are good for you.
Finally, you have some fun infinite mana generation in there but... what does it do? You've got no real payoff for abusing Basalt Monolith. There's no way to chain or bounce things, no aetherflux resrvoir, etc. Maybe instead of Doubling Cube , you run more linear ramp like Sword of the Animist , Explorer's Scope , or Land Tax
3 weeks ago
If you want to use Unwinding Clock to untap lands, you'll either need to run one or more of the six existing artifact lands ( Ancient Den , Seat of the Synod , Vault of Whispers , Great Furnace , Tree of Tales , and Darksteel Citadel ) or run Mycosynth Lattice , which will add the artifact type to all permanents (including lands).
3 weeks ago
It seems like you are having the same issue i am when it comes to building decks in pioneer. You have an idea, you start building, you have another idea and add it on, and eventually you are trying to do too many things in a 60 card deck.
It seems like you are only in red for bomat courier mainboard. I would cut red all together.
Darksteel Citadel gives you the option to ensoul for a 5/5 indestructible.
I know you built the deck for Mox Amber , but with only 2 planeswalkers and 2 legendary creatures, i feel the card will do you more harm than good. If you are dead set on keeping the ambers, Oko fits your color scheme and produces artifacts and you could slot in a couple Hope of Ghirapur . Karn, Scion of Urza might be slower than what youre looking for, but he can make some pretty big creatures for you.
Hangarback Walker would be great in here. You can play it for next to nothing, then ensoul it. At minimum when it dies you get 6 1/1 flying thopters.
With so much 1/1 counter support you might want to lean a little more into hardened scales and adding more copies of that and steel overseer. Just some food for thought.
3 weeks ago
If not, when is the latest step when they can stop 5 damage hitting them?
1 month ago
Ok here my Goblin Deck:
Creatures, Goblins, 22:
2 Krenko, Tin Street Kingpin (3 cmc that permanent +1,+1 counter to itself every turn. and when attacks puts out a number of 1/1 goblins equal to uts power), not great by itself, but when its pumped is almost as good as Krenko Mob Boss, but cheaper 3 cmc, FASTER, doesnt TIE up mana like with Mob Boss, so actually better then 4 cmc Mob Boss.
4 Mox Opal
2,3,4 Wooded Foothills
2,3,4 Bloodstained Mire .
The general idea of how tgis deck works is:
Get goblins, creatures out FAST:
Either Kuldotha Rebirth either a Mox Opal, or a Memnite turn 1, or 2 memnites, 1 signal pest, or best ia 1 signal pest, 1, 2 memnites, 3 1/1 goblin tokens from rebirth.
Signal pest, or Wardriver, or Bushwhacker, or Chieftain,or Krenko Kingpin
Turn 3: kingpin, Rabblemaster, Piledriver, Goblin Grwnade
Turn 4: Rabblemaster, Piledriver, Kingpin, Goblin Grenade.
So this gets goblins out fast. Then pumps them up, then Krenko Kingpin, in addition to Kuldotha Rebirth puts out lots goblins that pump up Piledriver, Rabblemaster, STUPIDLY BIG.
So deck goes wide, and stupidly big, and fast, and removes threats, and uses the removal to burn, finiah opponents off.
Also on rare bad draws, can do 15 damage to opponent on turns 3,4 by Goblin Grenade, then Narset Reversal Copy it, for 10 damage then Genade goes back to hand, where I can recast it for 5 more damage for 15 total damage.
This also works great for destroying 10/10, 15/15 tramplers.
So here is a optimal draw, play.
Turn 1: 1,2 Memnites, 2 Mox Opal, use 1 Mox to Rebirth 3 1/1 goblins. 1 signal pest.
Board: 1 Pest, 1,2 Memnites, 3 1/1 goblins, 1 Mox Opal
Turn 2: Chieftain: everything attacks.
Board: 3, 3/2 goblin tokens, 1,2, 2/1 memnites, 1, 3/2 Chieftain. For 16 possible damage.
Turn 3: Kingpin, Pest.
Kingpin: +1 to 1/2 itself. 2/2. +1 +1 from Chieftan, 3/3, +1 from pest. 4/3. Kingpin makes 4, 1/1 goblins that hasted by Chieftain.
7 3/2 goblin tokens.
2, 2/1 memnites
1 3/2 Chieftan
1 4/3 Kingpin
32 max damage possible turn 3.
Turn 4: Piledriver, Wardriver.
Kingpin: +1 to itself, 3/3, +1 +1 from Chief, 4/4, +1 from Pest, 5/4, +1 from pest, 6/4, +1 from Wardriver, 7/4.
Kingpin makes 7, 1/1 goblins hasted, pumped by Chief.
7 + 7 more from kingpin =
14 5/2 goblin tokens, pumped by 2 pest, 1 Wardriver, 1 Chief
1 5/3 Wardriver
1 5/2 chieftain
1 7/4 kingpin
2, 4/1 memnites
2, 2/1 Pest
1 39/3 Piledriver
142 max possible damage turn 4.
1 month ago
I feel like some indestructible lands like Darksteel Citadel and Cascading Cataracts wouldn't be bad additions since then they could be some you turn into creatures and don't need to worry about them being killed.
Darksteel Citadel occurrence in decks from the last year
All decks: 0.23%
Commander / EDH:
All decks: 0.07%
UR (Izzet): 0.61%