Quote Originally Posted by bruizar View Post
Also, skip pyroclasm. Use Whipflare to save your revokers and metalworkers.
One of the matchups that I want pyroclasm for is death and taxes. One of the best cards death and taxes has against us is phyrexian revoker. So I would never run whipflare over pyroclasm for this reason.


Quote Originally Posted by deadlock
Whats the best second equipment besides Batterskul (for godo)l? I am torn between a second skull, SOFI or Jitte.
I think its a mistake to run more than 1 godo (even 1 may be too many), as being red and not an artifact is a big deal. More batterskulls or wurmcoil engines are preferable. Equipment like jitte and sofi are bad in a deck like this, because the only creatures you have either don't want to tap down to attack (metalworker, welder, kuldotha), or don't need equipment because they are already giant and hard to kill (blighsteel, wurmcoil, titan).

Quote Originally Posted by kingtk3
what changes would you do to the mana base (including the use of mox diamond but not of talisman of impulse because I think it's just too bad here) in order to play 3 daretti?....are 33 artifacts sufficient for metalworker activations or could you see swapping one for the fourth monolith?
since you weren't impressed with lodestone golem in your build, do you think dropping them for 3 trinisphere could be an upgrade?
I honestly just wouldn't run red with cloudposts.

33 artifacts is what it is. Sometimes metalworker doesn't tap for much mana, sometimes it hardcasts a blighsteel. At any rate, worker is better than monolith and at the very least is a nice lightning rod. I hadn't considered cutting lodestone for trinisphere. I just fear the deck is threat-light as it is, but I might try it. I really just want a playable artifact that's less than 6 mana. Or a hexproof beatstick...

Quote Originally Posted by enzee
I'm a sucker for value tricks and my instinct says to put welder and/or daretti in there. I understand why that guy didn't, since he's trying hard to drop a chalice for 1 on turn 1, and then he can't cast welder anyways.

Would you say the 12post version is a little more straight forward in how it operates? While I believe I'm a strong player in general, I'm also realistic considering my lack of legacy experience.
I would point out that Santomassino certainly knew about welder and daretti, and decided to not play them. Also note that cavern of souls gets welder through chalice, and is a common play for me. The 12post version is more straight forward, and the welder lists more intricate. However both are far from complicated decks, running no instants or library manipulation or removal. You ramp and play big things, you'll be fine with whatever list you run.