Meteor Golem

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Meteor Golem

Artifact Creature — Golem

When Meteor Golem enters the battlefield, destroy target nonland permanent an opponent controls.

NV_1980 on Urza's Apprentice's Time to Shine

2 months ago

Interesting deck idea! Sharding Sphinx seems well suited to this deck, both as a token generator and as a target for copying. March of Progress could also be pretty hilarious during later stages of a game. For some additional targeted removal, Meteor Golem could also be a nice copy target.

multimedia on Updated Urza Precon Upgrade

2 months ago

Hey, on a low budget well done with upgrades so far to the precon. Research, Paradise, Padeem, Glimmervoid, Ethersworn, Extinction, Wurmcoil, the mana Myrs, Fellwar, Kappa, Raffines these are all fine upgrades.

Some cards from the precon to consider adding back in.

Bident of Thassa is very good, it's another artifact repeatable mass draw effect with Constructs. Liquimetal Torque is a mana rock for ramp or it can make Urza or Padeem an artifact and doing so makes these cards much better. If Urza is an artifact he gets all bonus for being one, gains his own menace making it easier to do Commander damage to opponent with him. 4/5 Urza without menace can still do Commander damage, but he's easier to block by opponent then if he has menace. When Padeem is an artifact it gains hexproof which increases protection a lot.

Skullclamp can be nice repeatable draw for the mana cost and by adding the mana Myrs then you added fodder that can die to draw cards when not useful anymore to make mana. You have sources of 1/1 Thopters and these pair well with Skullclamp. Armix, Filigree Thrasher is a 3 drop artifact creature to help Urza affinity and with menace it can be deceptively good repeatable creature removal.


The mana curve of the precon is very high and you haven't reduced it much. Even when not counting Extinction, Monitor, Ethersworn, Kappa and Urza Commander the mana curve here is still too high. Some cards to consider cutting to reduce the mana curve.

Shimmer Dragon of these suggestions is a good card, but it's a high mana cost creature that's not an artifact and you can get better repeatable draw from less mana cost sources such as Bident of Thassa. Angel of the Ruins is another good card of these suggestions, but Meteor Golem is also a 7 drop who removes any nonland permanent. I think Meteor is better and you don't need both Angel and Meteor. You don't need Noxious Gearhulk since Necron Deathmark is a better creature removal effect for less mana. Flash is better than menace + life gain.


My favorite budget creature with blue artifact strategies is Master Transmuter. Some of best card art and has one of the most powerful repeatable effects with artifacts for it's price. Bounce any artifact you control and because Transmuter doesn't target then put that same artifact right back onto the battlefield.

This bounce interaction can give you a lot of value with artifacts that have an ETB ability for only 1 mana to bounce. Great with Monitor and Ethersworn. With Ethersworn after bouncing choose to put another artifact from your hand onto the battlefield or nothing since then you can cast Ethersworn again next turn to cascade again. Bounce Baleful or Infiltrator to put Wurmcoil onto the battlefield and then cast Baleful or Infiltrator next turn for more draw, etc.

Transmuter has many other uses too such as can save an artifact from opponent target removal or board wipe, bounce the artifact in response and then if not a board wipe put the artifact right back onto the battlefield safe. Can even bounce itself to protect itself.

Good luck with your deck.

Sheld on Ilharg's Invocation

2 months ago

Hi seshiro_of_the_orochi,

Thanks for the suggestions. I have one copy of Terror of the Peaks in my dragon deck and I do not plan on buying another for this deck because of its price. I already run Warstorm Surge. :) Meteor Golem is great, but I don't run him just because to me he feels too boring. Tectonic Reformation is a great suggestion! I will consider that.

seshiro_of_the_orochi on Ilharg's Invocation

2 months ago

Terror of the Peaks and it's budget buddy Warstorm Surge would both be great additions to benefit from fatties entering the board. Meteor Golem is another big creature you want to drop for free. Finally, how about Tectonic Reformation? You'll propably get to a point when you don't need more lands, so giving them cycling seems useful.

DrukenReaps on Liberating Surprise

3 months ago

Grind, Profet93 it's no Sculpting Steel and certainly not Mirage Mirror but it still turns into any of my creatures, instants, or sorceries. I mean I guess I'm unlikely to have a reason to copy All Is Dust or a legendary creature, still feels like a decent number of targets and utility to it. Some of those are still not optimal really leaving me with the following- Conduit of Ruin, Endbringer, Junk Diver, Meteor Golem, Wandering Archaic  Flip, Scour from Existence, and Titan's Presence. I can even use it along side Mirage Mirror to grab a permanent copy of an opponent's creature. Alternately with Wandering Archaic to double up on some instant or sorcery my opponent's let me have.

A few Wastes still might not be a bad idea but I'm just not convinced cutting Mirrorpool is correct. It certainly doesn't seem like my weakest land to me. I think I'd sooner cut Eldrazi Temple, Tomb of the Spirit Dragon, Command Beacon, Winding Canyons, or/and maybe even High Market. Even the Urza lands, as my personal experience with them is that they are just non-basic Wastes lol. Though, I do want to give them another go since I only just put them back in the deck.

DrukenReaps on Liberating Surprise

3 months ago

Profet93 I basically just swapped Kozzy for Liberator. Only made a handful of other changes (some you suggested) but figured I'd make it as a separate entry on here. Colorless is my favorite though :D

For Portal I think when I consider some of my other removal is Meteor Golem and Scour from Existence the 9 mana price tag isn't that bad to remove 3 creatures from each opponent. It's a trade off as I'm not choosing which ones but it still sets them back outside of token based decks. I've only gotten to play it twice so far, so not a lot. They let it stick around too so I was getting pretty sweet value out of it. I think they were half expecting I'd play it again if they blew it up... They weren't wrong. Still I consider it experimental but it's nice when indestructible and shroud/hexproof are commonplace.

Immortal Sun is another that I'm testing. I was mostly just curious how often it becomes a dead card or causes me issues vs what I get out of playing it. I don't expect it to stay in the deck though.

Sanctum is a hold over from Kozzy being the commander. That's a good catch! Doesn't do me much good now since I don't have a cast trigger on my commander. I'll find a decent swap.

Ancient Tomb I'd say is in the same boat as Cavern of Souls. I just don't want to spend the money on a land xD

I'd like to keep Meteor Golem but I hadn't even seen Cityscape Leveler until NV_1980 mentioned it lol. Which seems odd because I was pretty sure I looked through the set pretty thoroughly before buying more cards, ah well. I'm a little hesitant to give my opponents extra mana they can use repeatedly but it's worth testing the card at least. After all I'm testing Immortal Sun and expecting failure there lol. The mana does have a harsh limitation on it too.

NV_1980 on Liberating Surprise

3 months ago

This is wonderful! I'm missing a very, very important card for especially your deck and strategy though: Unwinding Clock. In my view, a must have in this deck. Steel Hellkite would give you some more excellent removal. Also, I would prefer the new Cityscape Leveler over Meteor Golem as it guarantees more uses of its destruction ability (especially when you cast it with flash). And as long as I'm talking about removal, Walking Ballista is also very good.

TypicalTimmy on Doubling Cube instead of Mulligans

3 months ago

Wasn't there a fix already proposed? The "French" Mulligan, I believe it was called? Where you draw 7 and, when you decide you'd rather not keep a hand of 6 lands and 1 mana rock, you take those seven cards and throw them at the bottom in a random order. You draw the next seven and decide if you'd like to keep. If you do, you choose 1 of the 7 and that too goes to the bottom.

If you do not keep, all 7 go to the bottom and you draw the next seven. If you keep that, you choose 2 cards and those go to the bottom.

  • (They may all get shuffled in, I'm not sure.)

Either way, the best way to end poor draws and needless mulligans is to just adhere to proper deck building techniques, such as land ratios and mana curves. That won't guarantee you 100% of the time that a hand is usable, but it will significantly improve your odds.

Although the BEST method is to implement redundancy. For example, having a "midrange" deck with only 5 removal spells is entirely pointless. You'd want probably 12 removal spells, so you constantly draw back into something new, to keep the midrange game going. Hell, you may want something like 12 instant / sorcery removal spells, a few kill-ability spells such as Steel Hellkite and Meteor Golem, probably like three solid wraths to reset the boardstate, and maybe even a Planeswalker or two that can kill creatures just to have some added and repeatable utility thrown into the mix.

Redundancy. Now when you take a hand, as long as your mana curve is tight and your mana base is fluid, you'll be able to be more flexible in your plays.

We, in Commander, don't get the benefit of running playsets of the best spells in the game. We don't get 4x Counterspell and 4x Lightning Bolt and 4x Mutagenic Growth. So we have to make due with a Dreadbore and a Terminate and a Murder and a Go for the Throat and a Walk the Plank and a Fatal Push. Because now, if you draw a theoretical hand of say, 3 lands, some enchantment, an expensive creature and two of anything listed above, you're probably going to be good. Because you can get your lands out and hold your removal against someone's Commander to buy you time - as is how you'd want Midrange to play. As an example.

But, seeing as this is a General forum, the idea still remains. Redundancy. Run 2x, 3x and 4x of the very best cards. Now, your hand is far more predictable and solid, all the time.

Redundancy is how you win games.

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