Darksteel Forge

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.)

Browse Alters

Trade

Have (1) Azdranax
Want (0)

Combos Browse all

Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Latest Decks as Commander

Darksteel Forge Discussion

Sultai_Sir on Don't feed the Troll

1 week ago

Hey man, love the deck! Some suggestions, thematic and otherwise:

Armix, Filigree Thrasher : Don't throw your food! But seriously, you should run this card. It comes down before Gyome, and you can swing on Turn five and just blow up your opponent's stuff.

Marionette Master : Probably the best wincon you could ask for.

Herald of Anguish : Big beater that can land on Turn 5.

Kuldotha Forgemaster : Tutor up whatever huge fattie you want each turn, which leads straight into my next pick...

Darksteel Forge : Great in any artifact deck.

Krark-Clan Ironworks : SO MUCH MANA

Honor Troll : TROLLS

Savvy Hunter : Om-nom-nom.

Hot Soup : Food.

wallisface on Thopter Sword whir

1 month ago

Some thoughts:

  • Mana Drain is not modern legal, so you shouldn't be running that :)

  • I would personally drop the large cmc cards, as modern is quite a fast format and they won't get a chance to see play a lot of the time - also they appear to be sucking up a lot of places in your deck by requiring you to run mana rocks. I'd ditch Darksteel Forge , Doubling Cube , Manalith , Vedalken Orrery , Mastermind's Acquisition and Master Transmuter here, as all of them are either too slow, or not doing enough (or both). You want to plan to have won the game on turn 5 or sooner (in a goldfish situation), and none of these cards help to make that dream consistent.

  • I feel like Mirrormade is probably also not strong enough, as i'm not sure what you'd target with that that'd be worthwhile?

  • As you're in blue and black, I would highly recommend some early game disruption to make sure that your pieces get to stay in play happily. Stuff like Thoughtseize and Inquisition of Kozilek would do wonders here.

  • As far as strengthening your ability to grab cards and solidify your board, stuff like Whir of Invention and Emry, Lurker of the Loch both help you get everything going a lot faster. They also let you run more of a toolboxy build where you can run a bunch of 1-ofs in the deck and fish them up for any given situation (i'm thinking single copies of Ensnaring Bridge , Relic of Progenitus , Welding Jar ), as well as being able to recur stuff like a playset of Mishra's Bauble for constant gain with Emry.

  • I think given the above suggestions, there is really strong odds that you can win faster without Time Sieve than with it (by just swinging with a bunch of thopters). Maybe drop down to a single copy of that card also, so you can toolbox for it in the rare times where it provides a faster clock.

TheoryCrafter on K’rrakaka

1 month ago

Have you considered Blood Tithe ? It hits all your opponents at once and gains you life from it.

Even though your deck is not heavy into sacrifice, Blood Artist and Zulaport Cutthroat are worth considering if nothing more than penalizing your opponents for killing your creatures.

Pharika's Libation is another card that can get rid of enchantments. Something that is important if your opponent plays Tainted Remedy , which I lost to once when playing my K'rrik deck.

Another card you may want to consider is Emissary of Despair . If your opponent has any combination of Darksteel Forge , Mycosynth Lattice , and Padeem, Consul of Innovation on the battlefield it may be your only shot at staying in the fight.

Happy Hunting!

TheFathersZwei on Silas Renn and Kodama Artifacts Value Engine

1 month ago

Thanks! Only had a chance to playtest it once so far since building and it probably needs more tweaking, but in other decks Padeem, Consul of Innovation has been great for just getting boardwide hexproof for artifacts since there's a lot of spot removal and fewer board wipes in my playgroup; having the extra draw is just a bonus if you can meet the condition, but if you can get out Darksteel Forge you're golden on that too 9 times out of 10.

TLDR; I feel like it really depends on your playgroup comp. with how helpful he can be

TheWanderinGPlaneswalker on Colorless Golos

2 months ago

Oof. My first test hand was Mishra's Workshop , Mana Vault , Jhoira's Familiar , Thespian's Stage , Commander's Sphere , Bonders' Enclave , Kuldotha Forgemaster . Turn one mishra's into vault into golos turn 1. Golos plays vesuva from deck. So turn one double tapped Mishra's Workshop , a tapped mana vault, and a golos. 2nd turn my draw was an Ancient Tomb . Turn 2 I just wont even use the ancient tomb to make a point. Play Commander's Sphere and play Kuldotha Forgemaster . Turn 3 draw is Darksteel Forge . Heck at this point... Play Ancient Tomb , tap all mana to get 9 to play Darksteel Forge from hand. t3 darksteel forge. Also, t3 I'll tap Kuldotha Forgemaster at instant speed likely on end of opponents' turn sacrificing golos, sphere, and vault, to get Blightsteel Colossus t3. t4 I draw a sanctum of ugin. Tap both mishra's workshop and the bonder conclave to cast golos. Search for dark depths tapped. Play Thespian's Stage from my hand. At eot on opponents turn I can tap the ancient tomb to pay the mana for stage, to turn it into dark depths to make a 20/20 marit lage token. I'm also attacking with an 11/11 infect, trample, double indestructible (I know 2x instances doesn't count for that keyword) creature on t4. Also at the end of that same turn 4 I can marit lage into play.

So this was literally the first playtest I've done with this deck. And for this to be the inagural playtest that's kind of exactly beyond what I would want to happen XD. The idea is to fast ramp and use golos to help that, then play out eldrazi and replay golos again to search for more lands to be able to convert the mana into colored mana to start spinning the golos wheel for powerful eldrazi or more ramp to spin the wheel more times. The same kind of strategy both kozilieks have just as a mana ability instead of a cast trigger. The 2nd hand I accidentally drew looked much more mundane, so I doubt this would ever be the norm, but I still could see regular hands allowing a t5 eldrazi probably. I mean, I would expect that in a colorless eldrazi deck with tons of ramp anyway, the difference is they would always have the eldrazi to play and then the fuel after that from all the cards they drew. But this was a cool start I just had to share. Mana vault AND mishra's turn 1 into golos to double mana vault turn 1 is DISGUSTING. But that's what happens when you draw 2 eternal format ramp artifacts/cards turn 1. Just sharing on my own post because this is the kind of thing that's legendary and want to put keep it around. Maybe you'll enjoy it too XD

worldmaker1 on Svella, ice shaper

3 months ago

my dude, you have to change your basic lands, snow cards like Svella, Ice Shaper can only be cast if you have snow lands. also Kenrith's Transformation is good removal, and you most likely want Rings of Brighthearth and Darksteel Forge

libraryjoy on Zo-Zu Castle, the Punisher

3 months ago

I did read your post over there, and that's what brought me here. Actually, I think you can make this work, but I would do some work to protect yourself, like the 2 cards I mentioned, and maybe have fewer lands and more mana rocks. Make sure that when you lock the board down, you still have ways to interact. Apparently I didn't read Ruination well enough. Maybe Darksteel Forge to protect your mana rocks? Cards like Fire Diamond, Iron Myr, Sisters of the Flame, Heart of Ramos, etc. would prevent you from needing to play a lot of lands. However you adjust your strategy, make sure that you can mitigate your own damage while maximizing how hard you hit your opponents. Good luck!

MrKillStar on Angels Brought The Apocalypse

6 months ago

I really like Angel themed decks, but the only problem is, most angels are just super expensive and looking at your deck list, there is just no ramp, except very few cards... Im just gonna type some cards, maybe you'll like some, most likely not all of them, just so you have some larger pool of cards to choose from. :)

Myriad Landscape/Burnished Hart is alright; Land Tax is just auto-include in most decks; Caged Sun is also good, but you need to ramp into it somehow; Sword of the Animist is ok, but you need to swing with a creature and there are no Haste enablers (not even Lightning Greaves.

First of all, I would cut exile board wipes, since it just hurts mono-white without ramp the most (Play of the Game and Perilous Vault). You could hold priority and cast Teferi's Protection, but.. dont really know about that... :D

Sunscour should have really good place in mono-white deck.
Endless Horizons - is something like budget of Land Tax, but can also help to thin your deck after you get enough mana on board.
Planar Bridge,Planar Portal,Thran Temporal Gateway,Belbe's Portal,Cryptic Gateway - to either search for anything or put big stuff directly on board. Urza's Incubator should be there to reduce mana cost of your big angels.

worldslayer -> protect your creatures and artifacts: Show

Card draw in white isnt the best, so using artifacts is really helpful, both for ramp and card draw: Show

Some mana rocks for sure: Show

Some ramp with white creatures and spells: Show

Load more