Darksteel Forge

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic 2014 (M14) Mythic Rare
Planechase (HOP) Rare
Darksteel (DST) Rare

Combos Browse all

Darksteel Forge

Artifact

Artifacts you control have indestructible. (Effects that say "destroy" don't destroy them. Artifact creatures with indestructible can't be destroyed by damage.)

Darksteel Forge Discussion

DuTogira on Red artifact help

1 week ago

Oblivion Stone , Nevinyrral's Disk , and Perilous Vault handle enchantments for starters...
look man, I totally get the blue hate thing, but red artifacts can be good too. The problem with artifacts in general is that they’re not that good unless you’re willing to spend a small fortune on them.
I’m talking Crucible of Worlds + Wasteland locking people with Mana Web + Winter Orb , Ensnaring Bridge , cheating in a Darksteel Forge . Blue has better artifact support sure, so it can be cheaper to build a decent artifact deck in blue. But red can still get nasty, you just have to drop a lot more money into the deck for it to feel good.

Wuzibo on Red artifact help

1 week ago

Idk it's just general blue hate i guess. I stopped playing 3 years ago because blue was so prevalent it seemed unfun unless you played blue.

I already run The Chain Veil and Crawlspace . Ensnaring bridge is my next add. I usually lockout by blowing up lands with Darksteel Forge and Mycosynth Lattice and then Obliterate or Nevinyrral's Disk or Oblivion Stone . I can Mind Slaver lock people too. Winter Orb works great for that too, especially with Unwinding Clock . I also use Platinum Angel and a pay life source to make my life total less than 0. Then i use Soul Conduit . Moltensteel Dragon is a go to here, because then I can make him huge and take out 2 people in a turn.

Do you see the problem with everything i listed there besides Obliterate and Moltensteel Dragon ? It's all available to blue. Blue is dominant in legacy, vintage, modern, usually standard, and edh. Also, the graveyard hate i am referring to is not only Bojuka Bog I was thinking specifically starting the game when an opponent has Leyline of the Void out, or when one casts a similar enchantment. Red can't deal with enchantments, and that is why it remains the weakest color. White has exile effects for all permanent types(i think, maybe not lands). Red doesn't have enchantment removal.

Can someone point me to one single red enchantment removal spell besides Chaos Warp , which can hugely benefit the opponent? Not a combo like Mycosynth Lattice + Vandalblast but a red "destroy/exile all enchantments"(that isn't banned, - Worldfire - or a 'Destroy/Exile target enchantment". That's why I'm struggling with mono red vs other decks.

@shadow63 I don't run any other walkers. Do you think I should?

Krypt on [EDH] Emry, Lurker of the Loch

2 weeks ago

Buckshot11 The way I see her there's plenty of ways to build her, she's effectively a blue Daretti, Scrap Savant in that she provides you with both advantage (in the form of self mill) and consistent recursion. Any deck he helms could be retrofitted for her, exchanging the red artifact support for blue.

You could build her as a stax commander, using her to keep Tangle Wire online. You could also build a blue Dredge deck, using some of those blue zombies and Mirror-Mad Phantasm to fill your yard with bombshell artifacts like Darksteel Forge or Platinum Emperion .

Another rout is to take cue from her art and go voltron, using Invisible Stalker and River Sneak like creatures to poke with Equipment, which Emry will protect from removal.

Tyranus68 on Kozilek, The Inevitable

3 weeks ago

RileyJP300 Thanks! I see what you mean with Temple of the False God as it would only help during turn 5 at the earliest which is when you should have Kozilek, the Great Distortion out, and thus hinder you if you have it as one of your openings hands. My land base has remained relatively unchanged to how it was when it was first made and so there are definitely lands that I didn't know about, that I'm egar to put in but I've just been lazy about as they're lands. At the moment I'm thinking of trying out Warping Wail and Winter Orb and a bunch of different utility lands. As unless I have Soul of New Phyrexia or Darksteel Forge out I can be set back by quite a bit, and Winter Orb will slow my opponents to a crawl. Whilst my rocks keep me going, especially with how it'll interact with things such as Clock of Omens and create interesting politic's situations. However, I don't think Not of This World will make a cut as I can easily cast Kozilek, the Great Distortion several times with amazing hand refills. Whilst I won't go for as many basics as you have, I'll probably add a couple more to ensure my library is never empty of them.

Lavos1127 on Virtus the Veiled/Gorm the Great

4 weeks ago

Love the build but have you thought about adding Darksteel Forge and Mycosynth Lattice ?

SideBae on Urza EDH Deck

1 month ago

Hey man! I have a few suggestions; feel free to ignore any/all of them.

  1. In Vintage, there's an idea called 'Xerox.' This refers to replacing a small portion of your land-base with low-cost cantrips, which can help you find lands if you need them, or dig you past them if you don't. The best ones currently available are Ponder , Preordain and Brainstorm ; I suggest you at least run Ponder and Preordain instead of two Snow-Covered Island s. The reason I'm not so adamant about Brainstorm is that, sans land-based shuffle effects, you're very likely to get stuck with cards you don't want on top of your deck a good amount of the time. If you want to run it, I suggest running at least four fetch lands (like Prismatic Vista or Flooded Strand ). Other cantrips to consider are: Sleight of Hand , Impulse , Serum Visions , Opt , etc.

  2. I don't know how this deck plays, but I do not think the Urza's lands are very good in EDH. It takes some effort to assemble tron in a four-of, sixty card format like modern; in EDH, getting all three of these specific lands can be a huge amount more trouble than it's worth. I suggest just running basic Island s instead, since these produce blue mana and don't die to your own Back to Basics or an opposing Blood Moon / Ruination / Wasteland .

  3. I don't know what the budget on this deck is, but since you're running Power Artifact , I assume it's high. I suggest running Grim Monolith in addition to your Basalt Monolith -- the Power Artifact -combo still works, and this one has the advantage of being mana-positive if you cast it early game.

  4. Mox Opal is really good. It's about $100, but in an artifact deck it is always an all star. If able, run it; if you can't but your group allows proxies, print one out.

  5. I don't think the Darksteel Forge -with- Nevinyrral's Disk combo is very good. It's a lot of mana to get online, and your opponents will have a turn to react (since Nevinyrral's Disk ETBs tapped). I think more mana rocks, like Mind Stone or Everflowing Chalice , are probably better. Especially since you already have Cyclonic Rift with a Mystical Tutor to get it.

  6. Since I've never played with this list, I don't know exactly how the games will go. However, if you find them going long frequently enough (maybe around 50% of the time), you may have some luck with Muddle the Mixture as a tutor. Normally, I dislike this card, as the transmute ability is only sorcery speed and three mana can be a lot to pay. However, it gets so many pieces of your combos, I think it may be worth including; it can fetch up Isochron Scepter , Dramatic Reversal , Power Artifact and (if you should choose to run it) Grim Monolith . It also can get non-combo cards like Cyclonic Rift in a pinch.

  7. There're some cool U artifact tutors to consider. If you want cards on par with your Power Artifact , Transmute Artifact is a pretty busted card that'll grab your combo pieces when you need them. (Side note: Basalt Monolith also goes infinite with Rings of Brighthearth ; idk if you want to run it, but I figured I'd mention it.) Reshape can be a redundant, if significantly less powerful, Whir of Invention .

  8. You may benefit from two or three more mass card-draw effects. I think you should run either Treasure Cruise or Dig Through Time (but not both, since delve can get in its own way), as well as one or two other spells like Fact or Fiction , Thirst for Knowledge , Chemister's Insight , etc. Notice that, except for Treasure Cruise , these are all instants.

  9. I think you may have overlooked Spell Snare as a counterspell. I think this card is, in general, highly underrated in EDH; however, I think it would be especially good here. It is a hard counter for a very frequent CMC, and can easily get rid of an unwanted Demonic Tutor , Sylvan Library or Cyclonic Rift . Better yet, it counters Null Rod , Collector Ouphe , Stony Silence , Kataki, War's Wage , Gaddock Teeg , Thorn of Amethyst and Lavinia, Azorius Renegade . It's cheap enough that leaving up mana for it isn't a problem, and it can keep you from getting hosed pretty well.

Good luck!

Art-n-Lutherie on Robbing Hood: Memnarch in Tights

1 month ago

Thanks for the suggestions @Tanukiboi. My first draft of this deck had Bribery, Treachery, and Desertion in it and then through play testing I decided to focus more on making Memnarch do the work. I still am not 100% satisfied with the state of the deck and it’s a work in progress for sure. Those very well may make their way back in. Main reason I axed them actually was to help lower the mana curve. My first several games showed that my biggest problem was not having enough mana to perform multiple plays in a turn. So I cut Darksteel Forge and several other higher cmc things I felt I could do without to turn the focus more on tutoring out infinite combos. Still, as I said it’s not a completed work XD

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Darksteel Forge occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Blue: 0.22%

Red: 0.18%