Darksteel Reactor is indestructible. ("Destroy" effects and lethal damage don't destroy it.)
At the beginning of your upkeep, you may put a charge counter on Darksteel Reactor.
When Darksteel Reactor has twenty or more charge counters on it, you win the game.
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Darksteel Reactor Discussion
3 weeks ago
As always, what's my budget, what cards do you own/not own? That's the first step. Maybe artifacts like similar to Ichor Wellspring, like Filigree Familiar that give you benefits for entering the battlefield. You definitely need at least 3 more lands. Buried Ruin should be one of them. Boros Garrison is another good include. I'm not a fan of Mindslaver, myself. It's too mean. My current favorite Boros combo is Basalt Monolith + Zirda, the Dawnwaker for infinite colorless mana. I always like to have Elixir of Immortality to bounce my graveyard back to my library, especially if there are mill effects involved. I like Darksteel Forge and Darksteel Reactor, but your mileage may vary. Foundry Inspector would definitely not be a bad idea. Maybe something like Stensia Masquerade or Archetype of Courage to give your team first strike, if you don't want to pony up for Akroma's Memorial. Puppet Strings is a good way to get an extra activation of your commander. Scrap Mastery is good. I'm also a fan of Darksteel Juggernaut. Sorry this is pretty scattered. I hope it gives you some ideas. Here are a couple of artifact decks I've built in the past, that you may find interesting:
4 weeks ago
These are a few options if I go the infect route with this deck.
Blighted Agent, Flensermite, Glistener Elf, , Hand of the Praetors , Phyrexian Swarmlord , Spinebiter , Viral Drake , Darksteel Reactor , Grafted Exoskeleton , Grim Affliction , Nest of Scarabs , Relic Putrescence
4 weeks ago
Some options if I decide to do the infect route.
2 months ago
You can link cards in your question by enclosing the name in double brackets.
Yes, that works how you think it does. Placing the counters isn't contingent on the destruction. So if there are already 10 charge counters on Darksteel Reactor , Dismantle will attempt to destroy it and fail and then allow you to put 10 counters on an artifact. If you choose to put 10 charge counters on Darksteel Reactor its final ability will trigger and you will win the game.
2 months ago
Interesting deck, but it seems like you have far too few win conditions, or at least efficient win conditions while far too much control. Of a sort.
Nephalia Drownyard only works if you have infinite turns and gets shut off if opponents are running shuffle titans (which you could exile with Jester's Cap or many other cards but you see my point. Darksteel Reactor isn't a good win condition either, considering you only have 6 counterspells. One non-creature based artifact removal kills that and it's unlikely that you've drawn a counterspell or kept it. You do have a land that gets it back but your opponents have still reset your win condition.
40 lands is still excessive tho, you could comfortably drop that to 37. Competitive decks run like 34.
And while you have 7 mana rocks, Chromatic Orrery is a horrifyingly bad card for this deck. Extremely expensive cmc, you have so much card draw that the activated ability should never be relevant. There's so much card draw that you should be able to mana fix just fine with your good mana base so the mana fixing ability is also never relevant.
It really just feels while your deck wants to make sure that your opponents don't have win conditions, your own win conditions are pretty weak. This stalls out the game and tends to make people really annoyed at you.
Also, you're an Oloro, Ageless Ascetic deck and you running basically no lifegain. At the very least that should be a bit more prominent just for easy draw.
I do not understand your budget either. Is your deck proxied or is this just a theoretical/Cockatrice deck? Because you have both a The Tabernacle at Pendrell Vale a Moat but you're also running a Scour from Existence It's totally fine if you have, I'm just curious.
Otherwise this deck stuffs decks that want to go for a specific combo, never really seen that before.
Seems fun, don't take my criticism personally, I've done my best to make it objective.
Have a wonderful day.
3 months ago
Thanks for the comments!
I did have Helix Pinnacle in, but Vorel can't target it to double its counters so I ended up cutting it for Darksteel Reactor . It is a threatening card that's hard to remove so I'll try to squeeze it back in. Illusionist's Bracers is a big yes for sure. This started as a budget deck, but now I can put it in.
I do like Ezuri, Claw of Progress aswell and will try to find a cut for it soon.
3 months ago
This is the start of a project inspired by a TED talk. The speaker was part of a commission to create the perfect Pepsi, but the data he’d gathered was less than helpful. Instead of forming a nice, easy bell curve, the gathered preferences formed seemingly random clusters. That’s when he had an epiphany: a perfect Pepsi was impossible, but perfect Pepsis were. Some people liked it sweeter, some with less carbonation, some with more citric acid. I don’t remember how Pepsi took that report, but it was an interesting insight and I never forgot it.
Years later, I was reading the comments on an article about the ten best commanders. Most of them railed against the writer’s choices. Why wasn’t this one at the top, why wasn’t this guy on the list, why were all the picks garbage… That's when it occurred to me. Salt aside, the article was chasing the perfect Pepsi. Any article trying to rank options would be, because the commanders don’t exist in a vacuum. They exist in context, and what works in one place is a wretched pile in the next. There is no perfect commander. However, there are perfect commanders, and that’s what we’ll be thinking about here.
Over the course of this project I’ll be discussing the thematic strengths of various colors and color combinations. Each article will highlight nine commanders who showcase those themes in different ways, then close with a personal favorite. This isn’t meant to be a list of the optimal but rather the fun, a celebration of the format.
Today’s topic is White, held by some to be the weakest color to run solo in commander. Funny, since this “weakest” color has little miss indestructible-on-a-stick Avacyn, Angel of Hope , that black hole of aggro Elesh Norn, Grand Cenobite , and the wombo combo beast Heliod, Sun-Crowned himself. We’re not here to discuss the powerhouses, though. We are here to talk about why you would play mono-white in the first place. White, friends, is where you come to drown your opponents in tokens, where Voltron stashes the best kitties, and where the friendless beast Stax makes its lonely home.
While Marrow-Gnawer and Krenko may live in the limelight of mono-colored horde decks, white is where said horde hangs its thematic hat. Here be the lion’s share of “creatures you control get” goodies, crowned by the mathematically grueling Cathars' Crusade . Here be the Hero of Bladehold and the Knight-Captain of Eos . Here! Be! Elspeth!
First in our trifecta of white weenie lords is Mikaeus the Lunarch. Stick him at the head of a horde and watch his minions git gud. There are quite a few shenanigans, like Elite Scaleguard , that will delight in having this guy at the head of a deck.
Going a different direction, Darien makes minions himself rather than relying on token generators from the deck. Opponents will be understandably leery of touching his pilot with anything less than lethal damage. Add in Soul Warden and a few of her friends and things get downright silly.
Lord of keyword soup. What more needs to be said? Go in fear of his motley crew, in all probability lead by Zetalpa, Primal Dawn .
Anyone can sink money into a fistful of swords or powerhouse auras and turn their pet legend into an unholy terror. White, though, has the greatest affinity for soloing Voltron. Equipment or auras, or even both, there’s a deep pool of support to chose from. The keyword Protection is part of what makes the swords so lethal, and white hands out that keyword like candy.
Drawing is white’s weakest point, you say? Sram laughs at you and your lies as he beats you senseless. There is a pile of white cards that reward you for playing auras or for playing artifacts. Sram isn’t so picky. Be like Sram.
I really like this guy. Moving gear for free is great, but passing out double strike like free samples is downright brutal. Bloodforged Battle-Axe , anyone? Even as an equipment he does silly, silly things with friends like Kami of False Hope or Ranger-Captain of Eos .
Hulk or horde? Why not both? Stack some toys on Kemba and watch your board grow, then go full theme and drop Raksha Golden Cub to take the throne with your army of cranky Norwegian forest cats. Include Leonin Shikari and (cat)ckle with glee. I wasn't joking about white, Voltron, and kitties.
Here’s the mean side of white. Blue may counter you, red may burn you, black may drain you, but only white truly embodies the spirit of the Smallpox flavor text. Whether you share the pain with cards like Hushbringer or dish it out with Drannith Magistrate and friends, opponents will go in fear of those terrible words “can’t” and “don’t.”
If you’re building stax, we can assume making allies in the game isn’t a priority. Horoki has no friends. Horoki needs no friends. Only rocks. Rocks, and something to put victims out of their misery.
Somewhat kinder than Horoki, but only somewhat, since you don’t suffer with them. Their creatures can’t tap for mana. Their creatures can’t sacrifice each other. Their creatures can’t. So many can'ts, so little can.
Maybe you can’t outramp them, but you can slow them down. Thalia functionally robs opponents of turns, blockers, and, if you rob them enough, of the win. A 3/2 with first strike is already good for three mana, and at this point is just icing on this vicious cake.
And, for my personal favorite...
A rule of thumb of mine is that one mark of a good deck is that it can function without its commander.
This is a rule I gleefully break most of the time.
Rune-Tail will automatically flip on turn three in almost all games, and a commander with effects like this make Pariah and other, similar cards downright hilarious. I made and took apart a Rune-Tail deck over a decade ago. It was a terrible mess, but a fun one, and the tech available for it has grown since then. The deck was built around walling up, gaining life and otherwise stalling until a win-condition like Darksteel Reactor or Felidar Sovereign could be triggered. It was a fun idea, but these days I'd probably build Halvar for fun or Sram if I wanted to win.
That's it for this round. Thoughts and questions are welcome. I hope you enjoyed it, and will come back next week for Blue!
Code goes here
6 months ago
Planeswalkers tend to be go-to wincons for proliferate decks, but this seems more tuned around specifically +1/+1 and creature aggression, so I'd probably recommend something built more towards that. Anything Infect could do the job, Triumph of the Hordes can turn a good boardstate into a winning swing, and if it falls through, even just a few poison counters on each opponent turns into a ticking clock with proliferate effects.
Simic Ascendancy is a good fit and a good choice for this, but without a way to ensure you can get it consistently, you're second best choice is to just include a few more options. Darksteel Reactor would make a good backup, but a handful of tutor effects (depending on your budget) can help you get your wincons when you need them more consistently.