GGoober
09-17-2010, 03:06 PM
Hi I'm back again, and those of you who followed my 2-page Welderstone Survival deck, here's a list to share with a SoM spoiling for Riddlesmith
http://img59.imageshack.us/img59/6894/riddlesmith.jpg
This is such a cool card that I set to work on my old Welderstone Survival (old old list) that has quite a few powerful synergies.
2 Tree of Tales
4 Forest
3 Tropical Island
4 Taiga
1 Volcanic Island
3 Misty Rainforest
4 Wooded Foothills
3 Aether Vial
4 Sensei's Divining Top
3 Grindstone
4 Survival of the Fittest
3 Intuition
4 Birds of Paradise
3 Riddlesmith
3 Goblin Welder
3 Painter's Servant
4 Tarmogoyf
1 Trygon Predator
1 Squee
1 Anger
1 Sundering Titan
1 other robot (Wurmcoil Engine/Inkwell/Reaper King best slot IMO yes laugh but he wins me games :D)
Sideboard:
3 REB (go to 6 if it's blue/combo heavy meta)
3 BEB/Spell Pierce
3 Krosan Grip
4 Tormod's Crypt
1 Llawan
1 Jaya
(other slots: genesis, relevant robots e.g. platinum angel against combo, Ensnaring Bridges!!)
My old list was GWr utilizing Pridemages and ETutors. There was little reason to run blue for just TfK/Intuition since the deck could not support FoW. With the spoiling of Riddlesmith, blue becomes a much more natural color. Previous GUr versions I tested could only support 3 TfK or Intuition, and seldom both without running to too many 3cmc cards. The huge benefit of Riddlesmith is that it functions as a static-mini TfK in play that is a creature count towards Survival. It's ability is not as strong as TfK but it sticks there and has great synergy with Top and the rest of the deck. I'll get into the synergies of the deck.
Riddelsmith
- Riddlesmith + Top = :1: cycle.
- Riddlesmith + Squee + Top = :1: draw a card
- Riddlesmith + things to discard: any artifacts (welded back eventually), Squee, extra copies of tops etc.
- Riddlesmith + artifact spell: dig further for synergies.
- Riddlesmith + Intuition: grab squee/artifacts (tops, robots) and start digging or anything you want to discard.
- 2 or more Riddlesmith: dig even faster, lots of things to discard in the deck anyway.
Goblin Welder
- Welder + Riddlesmith = non-Survival/Intuition way to recur robots.
- Welder + Intuition: Cheap wins.
- Welder + Survival (anger) = the name of this deck.
- Welder + Top: Tap top draw a card in response weld it out (just a small one).
- Welder + Vial@2 + Survival = I don't need to cast spells to win the game, the engine does not require any spells to be cast.
- Welder + Reaper King (if you play reaper king, he's awesome and people lose to him) = Painter's Servant not only wins with Grindstone but recurring Servants with Reaper King Vindicates for free!
Painter's Servant
- Usually discarded in the yard. Activate Grindstone in response weld grindstone out for Painter (doesn't require full mana cost for Grindstone combo to work). Painters in yard is one of the biggest resource in the deck
- Painter + Grindstone yeah
- Painter + REB/BEB postboards
- Painter + Llawan/Jaya + Survival
Intuition
- Intuition + Riddlesmith: setup card advantage/recursion (Squee,robots) engine
- Intuition + Survival: setup survival
- Intuition + Welder:
Sensei's Top
- Top + Grindstone = scry bad cards away
- Top + Survival = shuffle
- Top + Riddlesmith = :1: cycle
How to play the deck:
The deck has many synergistic engines so drawing just 1-2 combination of cards sets the deck going in motion:
Here are a combination of hands that the deck commonly draws
Hand A: Survival + creatures + 2 lands
I usually go for Welder + Titan + Anger against control decks if Survival resolves after grabbing Squee.
Against aggro, I'll set up wurmcoil engine asap and make sure to not activate Welder avoiding the Wurmcoil getting Pathed, or I can chain Goyf walls and beat later.
If the control player is seemingly dealing with Survival, you want to setup for Grindstone combo, discarding 1 Painter in your yard and holding the Welder in your hand and baiting counters then resolving Welder to win the game.
Hand B: Survival + Grindstone
This hand is what I feel to be a solid hand. Reason being if either Grindstone/Survival sticks, you are in good shape for the next few turns. If Survival sticks, gg. If Grindstone sticks and Survival is dealt with, then any painter you draw and resolve wins it, if they're countered, then Welder resolving wins it. There'a a ton of ways to bring the engine together in this deck. Previously, my GWr version is weak in this since it has no digging power, however with the printing of Riddlesmith, you can dig very fast and discard 'useful' cards in your GY, and having intuition as another powerful tutor/engine to speed things up
Hand C: Intuition + Welder
Resolve Welder first, and if Intuition resolves, fetch up robots/Survival depending on the matchup. If you suspect removal on Welder soon, then go for robot engine, otherwise if you suspect your opponent fizzling Welder activation, go for Survival. If the matchup isn't something like 2 turns against combo, I usually grab Survival since it gives a more inevitable mid-game, but this depends on what your opponent is playing
Hand D: Intuition + Riddlesmith
Grab a combination of Top/Squee/Robot or 3 Survival depending on the matchup. Against control, I would go for 3 Survival if they're dry on counters, otherwise grab Top/Squee/Robot for more digging. If you already have those cards in hand, go and grab Welders. If you have Welders, grab Aether Vials etc. Hopefully you get how this deck is working.
Hand E: Goyf + something
Just go beat down style or stall against matchups and setup engines.
Hand F: Top + stuff
Keep because Top is very strong in the deck (welder/Riddlesmith, digging into Survival, more engines). If you have Top + Riddlesmith, it's a strong hand.
Hand G: Top + Grindstone
Worthwhile to keep due to powerful digging, and Grindstone on yourself works with your Welder engines. Note that Grindstone is a powerful answer against opposing Tops (when they tap out of mana after topping but be careful not to help your opponents scry bad cards away).
Hand H: Welder + BoP + nothing useful
Problems with this deck is it will draw crappy hands like these i.e. small creatures and no potential to grab engines fast. I mull these hands away. The big problem I had with my GWr old list was this very fact. I can get my engines going but once disrupted and topdecking, I can just draw useless 1/1s, 0/1s and lose very fast. With this new build, there is so much more digging, and this problem is less severe, hence why I'm excited to pick it up again.
Matchups (no testing done yet, speculating based on old results with my GWr list
Zoo:
Somewhat 50/50 depending on your hand. If you have Survivals, you're favored. If you just have 1/1, 2/1 dorks, they're going to eat you fast. Drawing the Painter Grindstone godhand works for you too. Focus on setting up Survival engine and noting Pridemage i.e. plan for Pridemage and make sure your hand wins fast (grindstone combo) or chain goyfs to stall while resetting up engine. Postboard board they should be more favored with Krosan Grip, so you really need to mulligan aggressively and be aware of Pridemage + grips
Merfolks:
Favored 60/40. Everything you cast is going to win the game since they have no active removal. They can only proactively counter your threats. If a Vial/Survival/Welder resolves it's over. Since you don't play many green creatures, UB builds packing Perish don't do much. Postboard REB and Jaya + Llawan makes this very favorable for you while retaining your engines
Goblins:
40/60. No removal against lackey means GG for this deck game 1 unless you have strong and fast hands going into Welder + Wurmcoil or Painter + Grindstone. Postboard, REB + Jaya + llawan helps a little. Focus on getting Wurmcoil out against them but be careful not to let them disrupt your Welder activating with vialed Stingscourgers or cycled gempalms, not a favorable matchup unless they get an average Lackey hand and not a broke one, then Survival engine wins strongly against them.
Landstill
60/40 All you care is playing around EE/Deeds. Everything else, you should dominate. I'm a landstill player and this matchup is quite tough for Landstill. They have to deal with: Vial/Grindstone/Survival/Welder. And honestly, Riddlesmith is a huge threat to them since you are digging faster into threats than they are into answers. Recurring Sundering Titan is what beats this matchup all day long.
Combo
35/65 to 40/60 Not a favorable one game 1. Game 2 Platinum Angel + Sundering Titan + REB/BEB is still a little too slow. Possible to sideboard according to meta with Mindbreak Traps but matchup isn't worth improving. You can get a god hand of Painter Grindstone against them uness they're playing Shelldock Isle DDFT.
Countertop
60/40 Same as Landstill MU but more favored unless they're packing Trygons MD. Counterbalance resolving before any of your engine resolving is quite deadly. But statistically, you will get either one of Vial/Survival/Grindstone/Welder before they can get out Counterbalance so from that perspective you are good. I would go for Survival engine -> Welder + Titan against them, especially if they're running UG versions so your lands are preserved.
NO: Progenitus/Iona/Emrakul
Depends on how fast they get it out and what you have on board. Should usually be 45/55 since you setup your win-conditions by turn 3. Postboard REB against SnT, Llawan/Jaya deals with Emrakul well with Painter. Progenitus is a problem but NO decks get it out consistently on turn 3, and takes 2 turns to win, so you have just enough time to win as well. Bant NO is the tougher of these MU to play against but REB is pretty strong against them.
Stax:
45/55 Not too favored but resolved Welder/Vial is what beats this. Welder is a huge beating for stax.
Black discard/tempo
40/60 Quite tough since Survival is mana heavy. I'll opt for Vial hands and keeping Riddlesmith online is crucial to stabilizing your hand back in shape fast.
Tempo decks: CT/TA/New-Horizons
45/55 Resolve Survival, grab Wurmcoil engines stabilize and win. Their disruption may get to you though. CT is a tougher matchup because of burn reach and hitting Painters, but that deck is not too played ATM. New Horizons is much more favored since they have less removal and their threats come later. Crypt is great against NH as well. REB postboard for this matchup helps you a ton.
Other thoughts/shells:
Since the spoiled card is new, there are many other shells that I'm exploring with
Shell A: (UBr Countertop Grindstone/Reanimator)
This shell is probably the strongest but I have an attachment to my homebrew Welderstone Survival. I'll play this version in a combo-heavy, fast-paced metagame.
- Welder
- Riddlesmith
- Bob
- Painter
- Grindstone
- Top
- Entomb
- Robots
- Reanimate
- FoW
- Brainstorm
- Counterbalance
- Intuition
Shell B: (Same shell as Welderstone Survival but more aggro approach)
I'll play this list in a slower, more controllish metagame (i.e. less zoo, more countertops/lands)
- include 4 Vengevines somewhere, good synergy with Survival/Riddlesmith
http://img59.imageshack.us/img59/6894/riddlesmith.jpg
This is such a cool card that I set to work on my old Welderstone Survival (old old list) that has quite a few powerful synergies.
2 Tree of Tales
4 Forest
3 Tropical Island
4 Taiga
1 Volcanic Island
3 Misty Rainforest
4 Wooded Foothills
3 Aether Vial
4 Sensei's Divining Top
3 Grindstone
4 Survival of the Fittest
3 Intuition
4 Birds of Paradise
3 Riddlesmith
3 Goblin Welder
3 Painter's Servant
4 Tarmogoyf
1 Trygon Predator
1 Squee
1 Anger
1 Sundering Titan
1 other robot (Wurmcoil Engine/Inkwell/Reaper King best slot IMO yes laugh but he wins me games :D)
Sideboard:
3 REB (go to 6 if it's blue/combo heavy meta)
3 BEB/Spell Pierce
3 Krosan Grip
4 Tormod's Crypt
1 Llawan
1 Jaya
(other slots: genesis, relevant robots e.g. platinum angel against combo, Ensnaring Bridges!!)
My old list was GWr utilizing Pridemages and ETutors. There was little reason to run blue for just TfK/Intuition since the deck could not support FoW. With the spoiling of Riddlesmith, blue becomes a much more natural color. Previous GUr versions I tested could only support 3 TfK or Intuition, and seldom both without running to too many 3cmc cards. The huge benefit of Riddlesmith is that it functions as a static-mini TfK in play that is a creature count towards Survival. It's ability is not as strong as TfK but it sticks there and has great synergy with Top and the rest of the deck. I'll get into the synergies of the deck.
Riddelsmith
- Riddlesmith + Top = :1: cycle.
- Riddlesmith + Squee + Top = :1: draw a card
- Riddlesmith + things to discard: any artifacts (welded back eventually), Squee, extra copies of tops etc.
- Riddlesmith + artifact spell: dig further for synergies.
- Riddlesmith + Intuition: grab squee/artifacts (tops, robots) and start digging or anything you want to discard.
- 2 or more Riddlesmith: dig even faster, lots of things to discard in the deck anyway.
Goblin Welder
- Welder + Riddlesmith = non-Survival/Intuition way to recur robots.
- Welder + Intuition: Cheap wins.
- Welder + Survival (anger) = the name of this deck.
- Welder + Top: Tap top draw a card in response weld it out (just a small one).
- Welder + Vial@2 + Survival = I don't need to cast spells to win the game, the engine does not require any spells to be cast.
- Welder + Reaper King (if you play reaper king, he's awesome and people lose to him) = Painter's Servant not only wins with Grindstone but recurring Servants with Reaper King Vindicates for free!
Painter's Servant
- Usually discarded in the yard. Activate Grindstone in response weld grindstone out for Painter (doesn't require full mana cost for Grindstone combo to work). Painters in yard is one of the biggest resource in the deck
- Painter + Grindstone yeah
- Painter + REB/BEB postboards
- Painter + Llawan/Jaya + Survival
Intuition
- Intuition + Riddlesmith: setup card advantage/recursion (Squee,robots) engine
- Intuition + Survival: setup survival
- Intuition + Welder:
Sensei's Top
- Top + Grindstone = scry bad cards away
- Top + Survival = shuffle
- Top + Riddlesmith = :1: cycle
How to play the deck:
The deck has many synergistic engines so drawing just 1-2 combination of cards sets the deck going in motion:
Here are a combination of hands that the deck commonly draws
Hand A: Survival + creatures + 2 lands
I usually go for Welder + Titan + Anger against control decks if Survival resolves after grabbing Squee.
Against aggro, I'll set up wurmcoil engine asap and make sure to not activate Welder avoiding the Wurmcoil getting Pathed, or I can chain Goyf walls and beat later.
If the control player is seemingly dealing with Survival, you want to setup for Grindstone combo, discarding 1 Painter in your yard and holding the Welder in your hand and baiting counters then resolving Welder to win the game.
Hand B: Survival + Grindstone
This hand is what I feel to be a solid hand. Reason being if either Grindstone/Survival sticks, you are in good shape for the next few turns. If Survival sticks, gg. If Grindstone sticks and Survival is dealt with, then any painter you draw and resolve wins it, if they're countered, then Welder resolving wins it. There'a a ton of ways to bring the engine together in this deck. Previously, my GWr version is weak in this since it has no digging power, however with the printing of Riddlesmith, you can dig very fast and discard 'useful' cards in your GY, and having intuition as another powerful tutor/engine to speed things up
Hand C: Intuition + Welder
Resolve Welder first, and if Intuition resolves, fetch up robots/Survival depending on the matchup. If you suspect removal on Welder soon, then go for robot engine, otherwise if you suspect your opponent fizzling Welder activation, go for Survival. If the matchup isn't something like 2 turns against combo, I usually grab Survival since it gives a more inevitable mid-game, but this depends on what your opponent is playing
Hand D: Intuition + Riddlesmith
Grab a combination of Top/Squee/Robot or 3 Survival depending on the matchup. Against control, I would go for 3 Survival if they're dry on counters, otherwise grab Top/Squee/Robot for more digging. If you already have those cards in hand, go and grab Welders. If you have Welders, grab Aether Vials etc. Hopefully you get how this deck is working.
Hand E: Goyf + something
Just go beat down style or stall against matchups and setup engines.
Hand F: Top + stuff
Keep because Top is very strong in the deck (welder/Riddlesmith, digging into Survival, more engines). If you have Top + Riddlesmith, it's a strong hand.
Hand G: Top + Grindstone
Worthwhile to keep due to powerful digging, and Grindstone on yourself works with your Welder engines. Note that Grindstone is a powerful answer against opposing Tops (when they tap out of mana after topping but be careful not to help your opponents scry bad cards away).
Hand H: Welder + BoP + nothing useful
Problems with this deck is it will draw crappy hands like these i.e. small creatures and no potential to grab engines fast. I mull these hands away. The big problem I had with my GWr old list was this very fact. I can get my engines going but once disrupted and topdecking, I can just draw useless 1/1s, 0/1s and lose very fast. With this new build, there is so much more digging, and this problem is less severe, hence why I'm excited to pick it up again.
Matchups (no testing done yet, speculating based on old results with my GWr list
Zoo:
Somewhat 50/50 depending on your hand. If you have Survivals, you're favored. If you just have 1/1, 2/1 dorks, they're going to eat you fast. Drawing the Painter Grindstone godhand works for you too. Focus on setting up Survival engine and noting Pridemage i.e. plan for Pridemage and make sure your hand wins fast (grindstone combo) or chain goyfs to stall while resetting up engine. Postboard board they should be more favored with Krosan Grip, so you really need to mulligan aggressively and be aware of Pridemage + grips
Merfolks:
Favored 60/40. Everything you cast is going to win the game since they have no active removal. They can only proactively counter your threats. If a Vial/Survival/Welder resolves it's over. Since you don't play many green creatures, UB builds packing Perish don't do much. Postboard REB and Jaya + Llawan makes this very favorable for you while retaining your engines
Goblins:
40/60. No removal against lackey means GG for this deck game 1 unless you have strong and fast hands going into Welder + Wurmcoil or Painter + Grindstone. Postboard, REB + Jaya + llawan helps a little. Focus on getting Wurmcoil out against them but be careful not to let them disrupt your Welder activating with vialed Stingscourgers or cycled gempalms, not a favorable matchup unless they get an average Lackey hand and not a broke one, then Survival engine wins strongly against them.
Landstill
60/40 All you care is playing around EE/Deeds. Everything else, you should dominate. I'm a landstill player and this matchup is quite tough for Landstill. They have to deal with: Vial/Grindstone/Survival/Welder. And honestly, Riddlesmith is a huge threat to them since you are digging faster into threats than they are into answers. Recurring Sundering Titan is what beats this matchup all day long.
Combo
35/65 to 40/60 Not a favorable one game 1. Game 2 Platinum Angel + Sundering Titan + REB/BEB is still a little too slow. Possible to sideboard according to meta with Mindbreak Traps but matchup isn't worth improving. You can get a god hand of Painter Grindstone against them uness they're playing Shelldock Isle DDFT.
Countertop
60/40 Same as Landstill MU but more favored unless they're packing Trygons MD. Counterbalance resolving before any of your engine resolving is quite deadly. But statistically, you will get either one of Vial/Survival/Grindstone/Welder before they can get out Counterbalance so from that perspective you are good. I would go for Survival engine -> Welder + Titan against them, especially if they're running UG versions so your lands are preserved.
NO: Progenitus/Iona/Emrakul
Depends on how fast they get it out and what you have on board. Should usually be 45/55 since you setup your win-conditions by turn 3. Postboard REB against SnT, Llawan/Jaya deals with Emrakul well with Painter. Progenitus is a problem but NO decks get it out consistently on turn 3, and takes 2 turns to win, so you have just enough time to win as well. Bant NO is the tougher of these MU to play against but REB is pretty strong against them.
Stax:
45/55 Not too favored but resolved Welder/Vial is what beats this. Welder is a huge beating for stax.
Black discard/tempo
40/60 Quite tough since Survival is mana heavy. I'll opt for Vial hands and keeping Riddlesmith online is crucial to stabilizing your hand back in shape fast.
Tempo decks: CT/TA/New-Horizons
45/55 Resolve Survival, grab Wurmcoil engines stabilize and win. Their disruption may get to you though. CT is a tougher matchup because of burn reach and hitting Painters, but that deck is not too played ATM. New Horizons is much more favored since they have less removal and their threats come later. Crypt is great against NH as well. REB postboard for this matchup helps you a ton.
Other thoughts/shells:
Since the spoiled card is new, there are many other shells that I'm exploring with
Shell A: (UBr Countertop Grindstone/Reanimator)
This shell is probably the strongest but I have an attachment to my homebrew Welderstone Survival. I'll play this version in a combo-heavy, fast-paced metagame.
- Welder
- Riddlesmith
- Bob
- Painter
- Grindstone
- Top
- Entomb
- Robots
- Reanimate
- FoW
- Brainstorm
- Counterbalance
- Intuition
Shell B: (Same shell as Welderstone Survival but more aggro approach)
I'll play this list in a slower, more controllish metagame (i.e. less zoo, more countertops/lands)
- include 4 Vengevines somewhere, good synergy with Survival/Riddlesmith