Rusted Relic

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Rusted Relic

Artifact

Metalcraft —— Rusted Relic is a 5/5 Golem artifact creature as long as you control three or more artifacts.

Alkadron on Animating Faerie

4 years ago

Fountain of Ichor , Guardian Idol , and Rusted Relic are all spectacular cards to animate. (They get big; their printed abilities all overwrite the 0/0 P/T the faerie gives them).

Sky Skiff and Renegade Freighter are also solid choices. (Animating them overwrites their printed P/T, so crewing them doesn't make them bigger. But the Skiff as a 4/4 flier is solid, and the freighter as a 5/5 trampler is nice).

I was tossing around the idea of some Arcbound kids as well, to go with the proliferate and to stack bonus counters on your animated Darksteel stuff.

Clockwork Gnomes is also very good here.

the ideas I threw together are here Animating Faerie ideas

Ouroboros_47 on Blue Steel Affinity

4 years ago

What about Myr Enforcer or Rusted Relic ? Snapsail Glider and Chrome Steed aren't bad options either.

Boza on UW Gearseeker Metalcraft

7 years ago

Notes:

  • I like the idea going on here, but card selection and implementation could use some improvement.

  • There are several very suboptimal choices in there that do not make a lot of sense. But first, exclusions that make no sense:

Myr Enforcer, Frogmite - the best that pauper affinity has to offer.

Ardent Recruit, Auriok Sunchaser - best metalcraft rewards in these colors.

Any countermagic whatsoever. Counterspell is quite legal in this format.

Inclusions that make no sense:

Glint Hawk - runs against the tempo of the deck.

Thraben Inspector - 3 mana, draw a card, play a 1/2 is not really a good offer in this deck.

Alchemist's Vial - the effect is horrible. It was a bad card to play in draft, even more so in pauper.

Rusted Relic - not a very good rate for pauper.

With your average mana curve being about 1.5 mana, you do not need more than 17 lands.

Just some general pointers to get you started on improving the deck. Sideboard choices will come later.

dontpanic503 on Blast Of Golems

7 years ago

Love the idea behind this. As food for thought, there are two ideas I've seen floating around that work well for Golems that I particularly love. In both cases, you'll want to remove Rusted Relic and Will-Forged Golem, cus they'll ruin the plan.

First thought is Shape Anew combo. The basic idea is that you use your Splicers to create golem tokens, then hit a token with Shape Anew, turning it into a singleton copy of Blightsteel Colossus in your deck. (Obviously, it needs to be the only artifact in your deck.) I actually have Modern deck built entirely around this combo, using Thopter & Golem makers as sac fodder: Modern Shape Anew Rebrew. You can also use Darksteel Colossus instead, but the infect version is better in almost every way for this purpose, besides costing more $$$.

Second thought is Madcap Experiment combo. Again, you'll need to take out all artifacts except the one you want, and in this case the one you want is Platinum Emperion. Once the Emperion hits the battlefield, you won't take any damage from all the cards you turned over with the Experiment.

The great thing is that both Platinum Emperion and Blightsteel Colossus are Golems, so you'll be able to give them all the boosts from your Splicers. Flying seems particularly useful here, so if you opt to go this route, I may consider going up to 4 Wing Splicer. More countermagic and control can replace the Will-Forged Golem and Rusted Relic to protect your final threat once it's out.

Anyway, just some thoughts. :)

Furbag on Artifact deck

7 years ago

There seems to be a critical lack of focus with your deck. On a few test hands I played, I either had a hand full of spells I couldn't cast or couldn't use, or I was flooded out with mana and nothing to spend it on. Here's just a few suggestions I came up with:

Darksteel Ingot is overcosted and not really worth playing unless you are playing Affinity, which you aren't.

Drop Door of Destinies. It doesn't work the way you think it does.

Prophetic Prism is a good mana filter, but you don't really need it with all the other ways you can generate colored mana. It's only useful as a cantrip.

Spidersilk Net Should really be more of a sideboard card. You are already running plenty of other removal options, so there's no need to get fancy with ways to block fliers. I guarantee you will never draw this card when you need it most.

Sunforger is a great card in a red/white Boros deck with a heavy focus on instant speed burn, but in your deck it can only tutor for exactly 4 cards and it costs 8 mana to do so. Consider just running more copies of dispatch and path to exile, rather than relying on sunforger as a tutor, which is only marginally better than something like Ghostfire Blade or Loxodon Warhammer considering your deck type and the converted mana cost. If you are dead set on keeping equipments in your deck, swap it for one of those instead.

You've got a lot of mana acceleration cards like Rampant Growth and Burnished Hart but nothing to really spend it on outside of Creepy Doll and Mage-Ring Responder. Mage-Ring Responder is a good bomb, but it requires you to pay for it every time you use it. Creepy Doll is okay, but a little overcosted for your deck and doesn't serve as a closer or a bomb to end the game.

Let move on to some positives:

Sol Ring is efficient mana generation and counts towards artifact counts for affinity/metalcraft. You don't really need colored mana in your deck for the most part except for when you need to cast an instant or sorcery or you are casting Skyreach Manta or another card with the sunburst mechanic.

Dispatch is great in an artifact deck. I would run 4 of those over Path to Exile, since you end up getting the same effect without drawback very easily.

Reclusive Artificer is a smart addition for an obviously artifact-dense deck, but you only have a single copy in a 60 card deck. It could potentially be your closer if it did damage to players, but unfortunately it doesn't.

In summary, I would suggest you tighten up your strategy a little bit. Figure out which one of these cards is the strongest - the one that wins you the game most often.

Is it Creepy Doll? Then I would cut anything that doesn't help you abuse that powerful ability coupled with indestructibility (e.g. Lure or something similar).

Is it Skyreach Manta? Consider adding more 5-color friendly cards and going for a full sunburst strategy. A good start would be Etched Oracle (one of the best sunburst cards ever printed), Energy Chamber, Clearwater Goblet, or Emblazoned Golem for starters. If you go that route, Alloy Myr and the other artifact mana dorks from Mirrodin will be your best friends.

Is it Mage-Ring Responder or Rusted Relic? Find ways to ramp up your mana production and get them out faster. a 7/7 that can deal 7 damage to a creature on turn 4 is very likely to win you the game if you can consistently pull it off. Try cheating massive artifact creature and other bombs into the field with Tinker, Polymorph, or just outpace your opponent with mana dorks and insane ramp.

Your deck has the trappings of a metalcraft deck, a sunburst deck, and a combo deck with Creepy Doll, you just need to figure out what you want it to be and define your win condition more clearly. Look up a sunburst or metalcraft primer and take some notes on what cards appear frequently, or copy their decklists and use them as a springboard or inspiration for your own unique take on the deck archetype.

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