Deck list and concept created primarily by Adam Phillips (The Pharmacist)
Deck List
Heart of the Deck:
4x Goblin Welder (Primary utility)
4x Metalworker (Explosive capabilities if left unchecked)
4x Lodestone Golem (Mana disruption/ MD Combo hate and quick finisher)
3x Sundering Titan (Primary win condition vs most decks)
4x Tanglewire (Heavy Mana disruption)
3x Trinisphere (Primary combo hate and mana disruption)
The core of the deck revolves around using Welder tricks or Propelling cards into play with Metalworker. The win conditions all have Mana disrupting potential which combined either with the speed of Metalworker or "cheated" into play with Welders puts a large amount of pressure on decks very quickly.
Card Advantage;
4x Thirst for Knowledge (Primary card advantage and huge with Welders)
2x Staff of Domination (Secondary card advantage and alternate win with Metalworker)
2x Crucible of Worlds (Primarily meant for protection from opposing Wastelands and meant for Reoccurring Wastelands of our own)
2x Intuition (Meant to function as a tutor for the deck but also serves as card advantage when paired with either Academy Ruins or Goblin Welder)
The deck is more focused on tempo as opposed to late game card advantage but with the power of any of these cards the deck can compete into the mid game and with either Titans or Tanglewire holding back your opponent it can be very easy to pull ahead in the mid game. A Titan paired with a Welder typically means Armageddon for your opponent and a Metalworker paired with a Staff and 3 Artifacts in hand is game over for any deck. The deck plays out like a combo deck with multiple combo's that more or less all flow together.
Tool Box:
1x Duplicant (Useful for Emerkul and as reoccurring removal with Welders)
1x Mindslaver (Capable of being paired with Ruins for a lock, a card in testing at the moment)
The tool box may need to be expanded in the future for now it functions as giving options when making Intuition piles.
Mana Sources:
3x Mox Diamond (may go to 4 but the deck feels light on land at times)
4x City of Traitors
4x Ancient Tomb
4x Wasteland
4x Shivan Reef
3x Seat of the Synod
3x Great Furnace
1x Academy Ruins
The mana is pretty straight forward, as many explosive lands as posable with Artifact Lands to pair with Welders and Thirst, Shivan Reefs in order to survive Titan hits. The 1x Academy Ruins works fine with Intuition where Ruins is almost always one of the cards picked.
Potential Sideboard:
2x Hibernation (Vast majority of creature based decks in the format run Green creatures, when paired with the mana disruption can easily be a game winner)
1x Zuran Orb (Potential option for burn, probably won't make final cut)
2x Pithing Needle (General Utility)
4x Chalice of the Void (Meant as combo hate, may or may not survive final cuts)
3x Propaganda (Amazing verse any creature based deck, will be 4x eventually and is an option in the MD)
1x Tormod's Crypt
2x Relic of Progenitus
Other cards considered not in our initial list:
Smokestack - Should probably be in the deck but through initial testing has not been needed, may make an appearance in the future.
Grim Monolith and Voltaic Key - In testing turned out to be more cards and too situational to be worthwhile.
Sphere of Resistance - A strong possibility for the deck, may be an alternative to Chalice in the SB.
Fabricate - Intuition just seems to be stronger all around.
Tezzeret - Always seemed to come up short, a strong alternate finisher but the tutoring and untapping are very underpowered most times.
Triskelion - A strong possibility, other considerations are the various Masticores.
We have yet to reach any type of match up analysis as the deck is still very new. After about a month of testing we feel the MD is finally getting rounded out to the point where some heavier testing is warranted. Heavy removal especially paired with heavy discard is a large problem with the limited number of card advantage in the deck. Blue aggro control is heavily favored which making up most of the field has lead to the development of this deck.
I like the start of the deck. I really don't have a ton of suggetions since I see alot of the ones I talked with Adam about in here already. Mox Diamond seems a little out of place, but I see why it's in the deck. You need the extra mana ASAP. How often is it that you don't have the land to pitch to Mox Diamond because your only runing 23 lands.
Also has Esperzoa been considered at all? It seems like it could be really good in here. Bouncing Tangle Wire, and Titan seems like it could be fun.
Quote Scrumdogg @ Amrod's:
"Didn't you know that Mike Glow invented this format?? We are all just renting it."
The EPIC Syndicate - Grindermen
Team Disquailified Poster Duey Cheatem & Howe.
I have worked on decks like this before, and seen some of them played, and I think that some large concerns that really have to be dealt with before the deck becomes competitive are:
1. How to protect goblin welder (can't easily chalice for 1 to block swords)
2. Even with goblin welder down, how do you get your big bombs into your graveyard (besides having them countered, but if they have the opportunity to counter something, the tempo between you welding it out is usually enough to get some big scary down like goyf)
3. Even mono-colored stax decks have problems hitting the right combo of mana if one of their lands gets wasteland'd, and when you add a manabase that is needed for two color stax you have the terrible dillema of having a losetowaste.dec
4. When you start adding cards to abuse welder/medalworker , you have to start cutting the lock pieces that make stax a decent deck in the first place.
5. When you start adding lots of big splashy affects to stax type decks, you lose consistency and the number of "Must Counter" spells.
Suggestions:
With the Gloom and Doom out of the way, my suggestion is to pick red or blue and go with mono-colored. There is some fun stuff coming out in the new set in both colors, and you might be able to work with that.
Considering ssilver's points, all of which seem valid, have you guys tested the deck Mono-Blue with Master Transmuter in Goblin Welder's slot and Chalice of the Void in some of the utility/toolbox slots? It would seem like it would keep the general game-plan/theme of the deck but be less susceptible to hate. Admittedly an active Welder is insanely powerful, it just seems hard to protect from an abundance of 1cc removal.
The deck reminds me of an old extended deck which was awesome!
http://www.deckcheck.net/deck.php?id=176
Maybe less consistency and more dig?? More one ofs I'd say. Like, just one Staff of Domination, one crucible, one Smokestack, etc.
Thirst for knowledge is key here, what about careful study? Enlightened Tutor? Gamble?
Ensnaring Bridge? Thoptor Combo?
Triskelion + Intruder alarm + Welder + other creatures in graveyard= fun. Works well when saccing artifacts to thoptor.
Yes it's hard to protect welder, but most decks only run 4 swords and there going to have to choose what to kill welder or metalworker.If they kill the Welder then just combo off with metalworker or just drop Titans.
You have 4 Thirst in the deck and 2 Intuition. Getting card into the graveyard is never a problem.
There's still a lot of way to lock your opponent of the game with this deck. Bringing back Titan and Duplicant every tun seams to be a good lock to me. Plus you can always go for the Slaver lock.
There's a lot of "must counter" cards in this deck and your big splashy affects are your win conditions.
Last edited by Jander78; 09-23-2010 at 09:37 AM. Reason: Fixed quote tags...
Trying to trade into power!!!
Hit me up if you have any unlimited power that isn't creased. Maybe we can make a deal.
I've always been working on Welder lists, but can't seem to fit a good one. I saw some lists on Deckcheck that looks strong. However, the spoiling of Riddlesmith from SoM made me tinker again with the decklist, here's what I have for a prison-manadenial kind of Welder deck (the other welder deck I play is now posted on N&D: Welderstone Survival).
4 Seat of Synod
4 Great Furnace
4 Shivan Reef
4 Ancient Tomb
4 City of Traitors
4 Goblin Welder
3 Riddlesmith
4 Steel Overseer
4 Master of Etherium
4 Esperzoa
4 Aether Vial
3 Voltaic Key
2 Grim Monolith
2 Winter Orb
4 Sphere of Resistance
1 Thopter Foundry
3 Intuition
1 Sundering Titan
1 Wurmcoil Engine/Inkwell/flex slot
The philosophy of the deck is playing a lot ofspells on turn 1: Aether Vial/Key/Winter Orb/Sphere/Steel Overseer.
Sphere would ramp up the required mana for a general game but this deck is built about it:
1) Vial works around Sphere (therefore bad matchups are Merfolks/gobs on the play)
2) Tomb/Cities work around Sphere
3) Welder/Riddlesmith works around Sphere
4) Monolith-key
Winter Orb kills the following decks (Lands, Landstill, Countertop topping all day, Enchantress aka any deck that requires a lot of mana usage). Although against Vial decks, Winter Orb is a dead card. Synergies with Winter Orb
Aether Vial, Welder/Riddlesmith, Tombs/Cities, Monolith-key work around Winter Orb nicely
Voltaic Key actually has quite a number of targets in the deck:
- Steel Overseer, Grim Monolith, Aether Vial. It also untaps Master to block a big goyf
I can probably drop the Key + Steel Overseer combination for better cards but I personally dislike playing Ravager post m10. Ravager is an all-out balls-in-the-wall approach and I feel that artifact decks can no longer go that way without sacrificing many matchups. The next bestslot is Steel Overseer, argubly weak, but in a deck that is bent on prolonging the game with Winter Orb and Sphere effects, your army gets fairly big. His main inclusion in the deck is the synergy with Thopter Foundry (Intuitioned) and under Sphere/Orb effects, you start gaining a sizeable flying army and winning in the mid-game
Intuition grabs cards synergistic with Welder (robots, lock pieces) and it makes postboard options stronger i.e. grabbing singleton Ensnaring Bridges, Chalices etc.
Esperzoa does quite a number of function for the deck
1) Resets Monolith
2) Bounces a Sphere to reduce your cost for your turn
3) 4/3 evasive beater that grows with Master/Steel Overseer and is on curve for vialing purposes
4) provides more digging with Riddlesmith by bouncing artifact
Riddlesmith functions as:
1) Discard outlet for Welder (this is the main reason, everything in the deck that is discarded is reusable by Welder, so his discard drawback is not really a drawback)
2) Digging to draw answers/threats. He keeps the deck going with every spell that you play
3) Makes Intuition stronger when you intuition for robots and you can discard in your graveyard.
@ crz87 I like the deck list you posted, but it's not the way I was really heading with mine. I do agree with you that Riddlesmith will be good in any welder deck and I'll be looking into adding it to mine.
As far as my deck goes. After some more testing lastnight I'm going to be dropping the 1 Duplicant and the 1 Mindslaver. There just to weak at times. I'll be adding 2 Smokestack for now. I'm looking into adding a 3rd as I feel you need 3 in the deck.
The s/b I dropped the 2 Hibernation and the 1 Zuran orb. They are now 3 E.E. I feel E.E is just stronger and it's recurring removal.
Trying to trade into power!!!
Hit me up if you have any unlimited power that isn't creased. Maybe we can make a deal.
Esperzoa would be a very powerful addition, especially if we could fit some stuff with CIP effects into the list.
Have you tested imperial recruiter as a way to fetch both welder, duplicant, metal worker? Easy to cast with your mana base and gives the option to run a singleton magus if you felt it worth wild. I'll add more when I'm not on my way out the door.
We talked about this deck forever ago, but it was more an oops I win combo deck at the time.
heres the thread I made and the ideas we came up with. I don't know if it will be any help to you or not. Good luck.
Link
I love it. Have you guys ever played around with transmute artifact?
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