Steel Hellkite

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Legality

Format Legality
1v1 Commander Legal
Alchemy 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
Vintage Legal

Steel Hellkite

Artifact Creature — Dragon

Flying

: Steel Hellkite gets +1/+0 until end of turn.

: Destroy each nonland permanent with converted mana cost/mana value X whose controller was dealt combat damage by Steel Hellkite this turn. Activate this ability only once each turn.

NV_1980 on Liberating Surprise

6 days 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

1 week 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.

reiser on Urza

2 weeks ago

carpecanum I like that Steel Hellkite, what do you think i should remove to use it? And Silent Arbiter is a good option but with the commander all my creatures have menace and i should have a lot of thopters, in any case i will have to use the deck in a real situation to check if it is totally necessary or not.

carpecanum on Urza

2 weeks ago

Silent Arbiter to make your artifact creatures unblockable?

Bladegriff Prototype and Steel Hellkite for removal. The Metalwork Colossus should come out cheap in this deck.

metalflame on Token Turbulence

4 weeks ago

You should check out my green white token deck. Its got more than a few cards id recommend to fill out your ramp, removal, and draw while keeping the cost of the deck down. Here are a couple examples id recommend.
Kyler, the ULTIMATE HYPE MAN!!!
Myriad Landscape
Krosan Verge
Blighted Woodland
Generous Gift
Beast Within
Darksteel Mutation
Endless Atlas
Steel Hellkite
Angel of Condemnation
Conjurer's Closet
Emiel the Blessed
Intrepid Hero

TempestArmor on Esper Dragons

2 months ago

May I suggest Steel Hellkite? This deck seems to want big mana, esper artifact ramp will get you there for sure!

multimedia on Sivitri - Custom Precon for Dominaria United

2 months ago

Hey, well done, nice reprint choices of Crux, Restraint, Crawlspace, Voyage, Iymrith, Astral, Propaganda, Sea Gate, but you forgot Command Tower. Tower could replace Gateway Plaza which is a terrible land. Interesting clone sub theme, not sure it's needed here, but Reflections of Littjara is a good budget tribal card for cloning.

Consider choosing only one of Collective Restraint or Koskun Falls? Both have high prices for a precon, they're similar cards and either one hasn't been reprinted before. Quicksilver Amulet needs a reprint and it goes with the idea of tutoring for Dragons then cheating mana costs.

Kindred Discovery is another option, it's an excellent tribal card and Dragons can consistently do combat damage to players. Maskwood Nexus lets Sivitri tutor for any creature and all your creatures survive Crux. Revenge of Ravens can be a good budget prison card.

Dragon's Hoard is good mana rock for Dragons. Talisman of Dominance has been reprinted in many current Dimir precons, might as well add it here too. Dark Ritual is more ramp to potentially get a quick Sivitri. Dragonlord Silumgar, Juvenile Mist Dragon, Steel Hellkite are some Dragon upgrades especially Silumgar and Hellkite can destroy nonland permanents which is helpful in Dimir.

Brainstorm, Night's Whisper and Read the Bones are nice budget draw spells. Nameless Inversion is a removal spell that Sivitri can tutor for. Hero's Downfall is now only $0.25. Swiftfoot Boots is haste and protection for Dragon you tutor for.

Thrummingbird, Flux Channeler, Tezzeret's Gambit, Sivitri is a Planeswalker, proliferate can give more chances to tutor and Crux. Sunken Hollow is missing, so is Tainted Isle and Sunken enables Isle.

Good luck with your deck.

metalflame on Dungeons and Dragonborn Paladins - Nadaar Dungeons

3 months ago

Myriad Landscape, Empowered Autogenerator, should be included for ramp in just about every deck. Here are a few cards I consider staples in monowhite, and in general you should consider Endless Atlas, Court of Grace, Darksteel Mutation, Generous Gift, Council's Judgment, Steel Hellkite, Admonition Angel

One thing I do for brewing is try to get a least 7-10 cards that count for the three main card types most decks want which are Removal, Draw, and Ramp

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