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Deck Reviews / [Modern] Blightsteel Colossus - Transmuter/Kuldotha
« on: December 05, 2017, 03:58:34 pm »
Blightsteel Colossus - Transmuter/Kuldotha
I'm a returning magic player; I haven't played Magic in over 10 years, so I probably need a lot of input from more experienced players. This deck is built for Modern.
Any suggestions/changes or criticism would be greatly appreciated! If the entire deck is a bad idea, I would very much like to know that
The following describes the general strategy behind the deck:
Use Expedition Maps to get out one of each of the Urza's lands, with a little luck, by turn 3. Cast 0 mana costs (Ornithopter/Memnite) to enable Mox Opal. Tutor/Cast Lightning Greaves (LG) either turn 1 or 2 if possible. Tutor/Cast Kuldotha Forgemaster (KF) or, if Blightsteel Colossus (BC) is already in your hand, tutor/cast Master Transmuter (MT). Equip KF/MT with LG and use their abilities to cast BC without paying its mana cost. On the same turn, equip BC with LG and attack. With optimal initial conditions, this will be possible by turn 3.
I've included 2 Spellskites (need 4? Or is it better with various counterspells?) to increase the chances of getting this strategy to work, and 3 Mana Leaks (need more/less? Other counterspells instead or a mix of counterspells?) to prevent the opponent from destroying vital artifacts and/or to prevent opponent's combos from resolving. The Platinum Angel can be tutored, costs 7 colorless (and thus can be out by turn 3) and may be used to delay losing the game while attempting to get out the BC. Darksteel Forge may be useful to prevent Platinum Angel and LG from being removed and the sideboarded Padeem, Consul of Innovation with LG attached to it will make all artifacts invulnerable to targeted removals. The 2 Arcum Dagssons may help in getting out Lightning Greaves, Darksteel Forge and the artifact lands Darksteel Citadel.
Any help will be appricated!
I'm a returning magic player; I haven't played Magic in over 10 years, so I probably need a lot of input from more experienced players. This deck is built for Modern.
Any suggestions/changes or criticism would be greatly appreciated! If the entire deck is a bad idea, I would very much like to know that
The following describes the general strategy behind the deck:
Use Expedition Maps to get out one of each of the Urza's lands, with a little luck, by turn 3. Cast 0 mana costs (Ornithopter/Memnite) to enable Mox Opal. Tutor/Cast Lightning Greaves (LG) either turn 1 or 2 if possible. Tutor/Cast Kuldotha Forgemaster (KF) or, if Blightsteel Colossus (BC) is already in your hand, tutor/cast Master Transmuter (MT). Equip KF/MT with LG and use their abilities to cast BC without paying its mana cost. On the same turn, equip BC with LG and attack. With optimal initial conditions, this will be possible by turn 3.
I've included 2 Spellskites (need 4? Or is it better with various counterspells?) to increase the chances of getting this strategy to work, and 3 Mana Leaks (need more/less? Other counterspells instead or a mix of counterspells?) to prevent the opponent from destroying vital artifacts and/or to prevent opponent's combos from resolving. The Platinum Angel can be tutored, costs 7 colorless (and thus can be out by turn 3) and may be used to delay losing the game while attempting to get out the BC. Darksteel Forge may be useful to prevent Platinum Angel and LG from being removed and the sideboarded Padeem, Consul of Innovation with LG attached to it will make all artifacts invulnerable to targeted removals. The 2 Arcum Dagssons may help in getting out Lightning Greaves, Darksteel Forge and the artifact lands Darksteel Citadel.
Any help will be appricated!