Infinitium
03-07-2011, 01:50 PM
Myr Welder.
Down to business, I'm going to stipulate that this card, along with other inclusions from Mirrodin 2.0 fixes some of the threat density and consistency problems that have traditionally plagued combo MUD decks (Metalworker + Staff of Domination combo for the uninitiated), and misght elevate it to tier status. Consider the following draft:
4 Ancient Tomb
4 City of Traitors
4 Crystal Vein
1 Gemstone Caverns
1 Academy Ruins
2 Island
4 Seat of the Synod
4 Darksteel Citadel
4 Metalworker
4 Kuldotha Forgemaster
4 Myr Welder
1 Blightsteel Colossus
4 Staff of Domination
4 Thousand-Year Elixir
4 Intuition
4 Mox Diamond
4 Chalice of the Void
3 Trinisphere
Basically a bunch of one and 2-card combos along with Intuition, acceleration and artifact protection pieces. Since the entire argument boils down to it I'm just gonna list the cards that Welder interacts with for fun and profit:
Metalworker: Wins the game by cheating when it taps down. Welder improves survivability against decks packing counters and/or burn spells as well as artifact hate. Having an ass of 4 further helps it survive burn spells should the opponent pack them.
Forgemaster: Wins the game in short by Infectious 11/11 when it taps down. Again Welder acts as #5-8 when the opponent actually tries to stop you from doing what you're doing. In addition, a Welder in play when activating forgemaster can sometimes cement the win by going for the safer Metalworker/Staff combo (sack one piece to Forgemaster, bring it back with Welder and fetch the other one).
Staff of Domination: Welder can copy this too! This is particulary intriguing in that it can also untap Welder for 1, meaning that a Welder imprinting both Staff an Metalworker only needs one artifact card on hand to go infinite as opposed to 3.
Thousand-Year Elixir: Better than Lightning Greaves for a number of reasons despite being slower with Colossus. Doesn't interfere with Staff, allows you to make more mana off Metalworker, allows you to activate Myr twice per turn (which is absolutely huge) and completely circumvents removal in response to equip. Fringe use when Welded in that it allows you to get another activation out of Metalworker/Forgemaster for the win-more inclined.
Intuition: With an unsick Myr in play, EOT Intuition fetching 1xStaff and 2xMetalworker allows you to win the next turn with 1 artifact on hand assuming your opponent doesn't hold removal or counters (and it only gets harder to disrupt the more combo pieces were originally in your graveyard). And that's besides being a demonic tutor in a 1-2 card combo deck.
Artifact Lands: Somewhat cute, but Myr can also imprint artifact lands pitched to Diamond and/or opposing Wastelands. This sometimes helps to ramp mana for Forgemaster.
Anyways the archetype seem more sturdy in testing thanks to Welder, and there's even nothing keeping it from being played alongside its Goblin namesake except space and mana stability issues. Thoughts?
Down to business, I'm going to stipulate that this card, along with other inclusions from Mirrodin 2.0 fixes some of the threat density and consistency problems that have traditionally plagued combo MUD decks (Metalworker + Staff of Domination combo for the uninitiated), and misght elevate it to tier status. Consider the following draft:
4 Ancient Tomb
4 City of Traitors
4 Crystal Vein
1 Gemstone Caverns
1 Academy Ruins
2 Island
4 Seat of the Synod
4 Darksteel Citadel
4 Metalworker
4 Kuldotha Forgemaster
4 Myr Welder
1 Blightsteel Colossus
4 Staff of Domination
4 Thousand-Year Elixir
4 Intuition
4 Mox Diamond
4 Chalice of the Void
3 Trinisphere
Basically a bunch of one and 2-card combos along with Intuition, acceleration and artifact protection pieces. Since the entire argument boils down to it I'm just gonna list the cards that Welder interacts with for fun and profit:
Metalworker: Wins the game by cheating when it taps down. Welder improves survivability against decks packing counters and/or burn spells as well as artifact hate. Having an ass of 4 further helps it survive burn spells should the opponent pack them.
Forgemaster: Wins the game in short by Infectious 11/11 when it taps down. Again Welder acts as #5-8 when the opponent actually tries to stop you from doing what you're doing. In addition, a Welder in play when activating forgemaster can sometimes cement the win by going for the safer Metalworker/Staff combo (sack one piece to Forgemaster, bring it back with Welder and fetch the other one).
Staff of Domination: Welder can copy this too! This is particulary intriguing in that it can also untap Welder for 1, meaning that a Welder imprinting both Staff an Metalworker only needs one artifact card on hand to go infinite as opposed to 3.
Thousand-Year Elixir: Better than Lightning Greaves for a number of reasons despite being slower with Colossus. Doesn't interfere with Staff, allows you to make more mana off Metalworker, allows you to activate Myr twice per turn (which is absolutely huge) and completely circumvents removal in response to equip. Fringe use when Welded in that it allows you to get another activation out of Metalworker/Forgemaster for the win-more inclined.
Intuition: With an unsick Myr in play, EOT Intuition fetching 1xStaff and 2xMetalworker allows you to win the next turn with 1 artifact on hand assuming your opponent doesn't hold removal or counters (and it only gets harder to disrupt the more combo pieces were originally in your graveyard). And that's besides being a demonic tutor in a 1-2 card combo deck.
Artifact Lands: Somewhat cute, but Myr can also imprint artifact lands pitched to Diamond and/or opposing Wastelands. This sometimes helps to ramp mana for Forgemaster.
Anyways the archetype seem more sturdy in testing thanks to Welder, and there's even nothing keeping it from being played alongside its Goblin namesake except space and mana stability issues. Thoughts?