Artifact Creature — Dragon
: Steel Hellkite gets +1/+0 until end of turn.
: Destroy each nonland permanent with converted mana cost X whose controller was dealt combat damage by Steel Hellkite this turn. Activate this ability only once each turn.
|Want (2)||Zhixx , backpack69|
Printings View all
|Commander 2018 (C18)||Rare|
|Commander Anthology 2018 (CM2)||Rare|
|Commander 2017 (C17)||Rare|
|Commander 2014 (C14)||Rare|
|Scars of Mirrodin (SOM)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Steel Hellkite Discussion
1 week ago
You’ll want about 20 lands for a 60 card deck. If you’re running Sol Ring and Voltaic Key, then I suggest also running 4 Basalt Monolith so you can ramp really hard. Also, Manifold Key is (almost) strictly better than its counterpart.
3 weeks ago
I would also like to comment on some cards you have that ive considered while building my deck.
Id also cut Mindslaver, if you dont have an infinite combo with this i dont think its that good to play it, yes you could always return it from your graveyard, but by then everyone will be trying to kill you.
3 weeks ago
1 month ago
Steel Hellkite has 2 things going for it. It can get rid of pesky artifacts and enchantments that slow you down and wipe out tokens. I have other removal options so I don’t run it myself.
1 month ago
Whats your thoughts on Steel Hellkite? It seems often suggested but I feel like with the ability to bring back removal options it feels "slow" and not something I necessarily want to waste feldon's ability on.
1 month ago
Changes are coming to this Scion of the Ur-Dragon EDH/Commander deck!
The ten check lands (Glacial Fortress, Drowned Catacomb, Dragonskull Summit, Rootbound Crag, Sunpetal Grove, Isolated Chapel, Clifftop Retreat, Sulfur Falls, Hinterland Harbor, Woodland Cemetery) are being replaced by the following:
Introduced in Ikoria: Lair of Behemoths, the triomes are more versatile than the check lands. Each offers an additional color and are perfect targets for our fetch lands. In fact, any turn 1-3 fetch lands should target triomes. Additionally, late game we can cycle an unwanted triome and draw a card, an ability previously missing in the deck.
For the cost of one life, Mana Confluence gives us one mana of any color. In the best case scenario, Exotic Orchard will act as Command Tower #2. In the worst case scenario, Exotic Orchard is worthless. In the most likely scenario, Exotic Orchard will be closer to a Command Tower than a useless rectangle of cardboard. Unclaimed Territory limits our colored mana to casting only dragons, but still provides for our non-dragon spells.
Including Fellwar Stone and Smothering Tithe increases our ability to ramp. Fellwar Stone is an artifact version of Exotic Orchard while Smothering Tithe taxes each opponent with for each card drawn. Failure to pay the tax gifts us with a Treasure. Slimming the land count from 40 to 38 by adding artifact/enchantment ramp is noteworthy. It's an attempt to cast Scion of the Ur-Dragon more quickly and try to outpace our opponents.
A few other changes:
Fierce Guardianship replaces Chromium the Unmutable. Chromium the Unmutable was slotted into this deck in order to protect Scion of the Ur-Dragon. It costs a card to do it, but in the end after activating Scion of the Ur-Dragon and becoming a copy of Chromium the Unmutable our General/Commander will have hexproof until the end of turn. I believe Fierce Guardianship can protect Scion of the Ur-Dragon better.
Guardian Project replaces Steel Hellkite. Removal is strong in our deck? Card draw is not. In order to add the awesome card-drawing ability of Guardian Project, we remove Steel Hellkite. This exchange was not difficult, as activating Scion of the Ur-Dragon to become a copy of Steel Hellkite was as rare as winter roses.
Rhystic Study replaces Wipe Away. I'm pretty sure our lack of card draw was documented earlier. By adding Rhystic Study, we add one of the best card-drawing spells in our format. Our removal is strong, and swapping out a removal spell for Rhystic Study is warranted.
Our land count dropped from 40 to 38, but gained more versatility throughout the mana base.
Our number of dragons dropped from 28 to 26.
Collectively I believe that these 13 changes make the deck stronger and more balanced. What do you think?
1 month ago
If you have Risen Reef, Zendikar's Roil is a must include for a potentially infinite and always hilarious combo! Take out Brainstorm, that card is stupidly overrated unless your deck focuses on topdecking, otherwise it practically does nothing. I'd also recommend throwing in some landfall cards with the amount of ways you have to get lands onto the battlefield. Try out Tatyova, Benthic Druid, Ob Nixilis, the Fallen, Avenger of Zendikar, and Roil Elemental. I'd also recommended taking out Ponder based off the same reasoning of brainstorm, Steel Hellkite because it's usually not going to get through is too slow with much better targeted removal available to you, Briarhorn because I have no idea why it is in your deck, AEtherize because it is too dependent on the situation (go for Cyclonic Rift which just got the reprint), Barrin, Tolarian Archmage because the theme of your deck isn't bouncing and there are better removal spells out there, Gitaxian Probe because it just shouldn't be in this deck, Thought Scour due to the same reasoning of brainstorm and ponder, and Gray Merchant of Asphodel because your devotion to black doesn't seem like it would be that high to me. Here is a list of some better removal spells to consider, keeping the double etb triggers in mind: Ravenous Chupacabra, Reclamation Sage, Beast Within, Assassin's Trophy, Shadowborn Demon, Agent of Treachery
Also, I'd highly recommend more ramp in the form of the talismans/signets just so the deck can run more soothly, especially with your higher mana curve.
1 month ago
Great choice for a budget!
Piranha Marsh is a suprisingly effective land. I'm often very happy to play this on turn 5 to get Rakdos out.
Insolent Neonate is also surprisngly effective as an enabler with Menace. Being able to use him as card draw later is a big bonus.
Duplicant is .75 cents. That should be cheap enough to make your budget, right? It's removal and potentially another fatty that can be very cheap with Rakdos.
Knollspine Dragon is 1.28, but being able to draw tons of cards after an attack is brutal.
Steel Hellkite is .99 cents. Definitely worth an include.
Increasing Ambition is 1.26, which is pretty cheap for a good tutor.
Dragon Mage hits hard and wheels you into more fatties. .20 cents.
Demonlord Belzenlok is 1$ can has a pretty good chance of drawing you a lot of cards.
Pestilence Demon is freakin' awesome. .48 cents.
When Sire Of Insanity gets out early, the game usually ends. .67 cents.
Gorgon's Head doesn't make much sense here since most of your pingers don't hit creatures.
Staff of Nin is cool, but just way too expensive on mana to be worth it.
Ill-Gotten Inheritance seems pretty weak. You don't want your enablers at 4 mana, usually.
Morgue Burst is really expensive. It just doesn't seem worth it.
Tectonic Giant could easily be cut.
Since a lot of the budget mana rocks are 3 mana, maybe you should look into more 2 mana or less pingers, so that you can get to your Rakdos on turn 4 more often.