ferrum heart

by dknight27 on 12 May 2009

Main Deck (60 cards)

Sideboard (0 cards)

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Deck Description

ok so i took a little advice and cut it down, also i added vault of whispers to give it more artifact lands, what do u think now

Deck Tags

  • Artifact

Deck at a Glance

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Mana Curve

Mana Symbol Occurrence

013000

Card Legality

  • Not Legal in Standard
  • Not Legal in Modern
  • Not Legal in Vintage
  • Not Legal in Legacy

Deck discussion for ferrum heart

all the artifacts help each other out for a big finish, what do u think

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Posted 12 May 2009 at 18:23

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wow! cool deck! the only thing i might change is replace some of the blue mana with urza's tower, mine, and powerplant, then you could be busting the monsters out way faster.

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Posted 12 May 2009 at 19:11

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i thought about the urza lands, but they r a bit shaky for my taste, they only work if all 3 r out there, which normally wouldnt be a risk at all cause u have nothing to lose and only gain possible, but i also have the cards that require blue mana, that the urza cards cant put forth, these cards (the ones that require blue) r a key part of the deck, so i am hesitent to take out all the islands and replace them with the urza cards, im not sure

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Posted 12 May 2009 at 22:08

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Few suggestions:

- Darksteel Forge
You don't need your artifacts to be indestructible if you have a bajillion of them. It's just big and clunky.

- Frogmite
- Myr Enforcer
+ Mycosynth Golem
If you've got obscenely expensive cards in here, might as well throw in a few more. Getting rid of those cuts down on cards and they're mediocre anyways.

+Counterspell or
+Assert Authority
This is wanting for control
+Thoughtcast
+Walking Archive
And card advantage

+ Krark-Clan Ironworks
+ Steel Wall
You're going to be covering your head until you build up a head of steam, so throw in the walls. Later you can sacrifice them for mana with the ironworks.

-Darksteel Colossus
+Fabricate
You don't need four, might as well have more solutions. You could fetch a sol ring if you needed it, rather than being stuck with two colossi from the draw.

-Tinker
-Copy Artifact
Well, they seem like inelegant solutions to me, that's all. Drop the copy artifacts, you don't need six Darksteel Colossi. Drop the tinker, and, if you'd like, replace it with a Master Transmuter or two.

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Posted 12 May 2009 at 22:46

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Oh, and it occurs to me that I come off as a snooty jerk, and I prefer that people don't figure that out, so I shall include this:

The concept's good. Getting stuff for cheap is good. Darksteel Colossus is good. Bashing people with Darksteel Colossus is good. Anything, really, that involves a Darksteel Colossus is good.

That said, cut it down from 78 cards. Make 60 card decks, you'll be glad you do. They're more consistent. In this case, you would also get a greater proportion of artifact lands. Ditch irrelevant stuff. Memnarch is neat, but he doesn't fit. Stealing stuff is neat, but you're busy doing other things and you need the mana and the cards.

Create synergy where you can. Cranial Plating is good. Master of Etherium is good. Myr Servitor is good as a salvageable blocker, but do other things with him. Use the Krark-Clan Ironworks.

Whoops, lapsed into snooty jerk again. Well, what can you do?

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Posted 12 May 2009 at 22:58

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i changed it up a bit

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Posted 13 May 2009 at 09:56

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