Goblin Machinist

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Goblin Machinist

Creature — Goblin

(2)(Red): Reveal cards from the top of your library until you reveal a nonland card. Goblin Machinist gets +X/+0 until end of turn, where X is that card's converted mana cost. Put the revealed cards on the bottom of your library in any order.

passascats on Bottom decking?

5 years ago

I liked Goblin Machinist in my grenzo deck. Good Luck!

Eron_the_Relentless on Goblin Machinist Turn 4 Win! 36.8 Damage

7 years ago

@RobinsonGattis The mana you gain from Soulbright Flamekin helps you summon Goblin Machinist. You can activate its ability three times for three mana with the help of Training Grounds.

PookandPie on Alternate play mode for commander

8 years ago

The tutor limit would prevent cards such as Vampiric Tutor, Demonic Tutor, etc. (any, "Search your library" spell) from finding things such as Cabal Coffers or any other land while being Strip Mined. "Find any card" tutors should still be able to tutor any card (otherwise they are made weaker for no reason), but it gives away important strategic information by simply allowing your opponents to know which deck you're searching.

If you search the lands 'library' with Demonic Tutor, that could be a clear sign to your opponents that you're mana screwed, thereby giving them information they would not have in normal Magic: The Gathering, which could easily cause you to be the target of multiple Strip Mine/Wastelands, simply because they would have the most impact being used against you in this situation (also, it could be very easy to see when someone is going for their Gaea's Cradle or Cabal Coffers, which is information you would not normally have). Similarly, should your opponents be destroying lands and you use it to search the spells 'library', then they know you're either stopping whatever is causing lands to go to the graveyard or your hand is full of lands, meaning you are not scared of them (which is information the opponents would not normally have).

One of these instances hurts more than the other, but it is a loss of what typically makes black tutor-alls powerful. It eliminates the guessing game of, "What exactly did he go grab that can stop me?" and replaces it with, "He grabbed nothing to stop me since he checked the land library."

Sometimes, you need to Intuition for three lands. Sometimes, you need to Green Sun's Zenith for Dryad Arbor. Sometimes you need to spend an Arcum Dagsson activation to grab a Darksteel Citadel. Deck size restrictions stop fun combos from functioning with Ad Nauseam, notwithstanding, Ad Nauseam would either be overpowered as a 5 mana draw 30 for 0 life, or it would be reduced to being half-worthless.

Coiling Oracle either draws a card, guaranteed, ramps a land, guaranteed, or it does both depending on which library it can check (making it significantly more powerful than before, since it required topdeck manipulation to always get your desired result). Countryside Crusher either does nothing or gets 30+ counters immediately. Druidic Satchel, Courser of Kruphix, Erratic Explosion, Erratic Mutation, Fathom Trawl, Goblin Machinist, Explorer's Scope, Into the Wilds, Nissa, Sage Animist, Abundance, and more, become either significantly weaker or stronger. Other problem children were mentioned above, like Goblin Charbelcher, Mind Grind, Trepanation Blade, Mind Funeral, etc.. Cards like Selvala and Woodvine Elemental would be guaranteed value, while Treasure Hunt and Scouting Trek do nothing. Hermit Druid and Avenging Druid become guaranteed, giving Hermit Druid decks a leg up as they no longer are required to have a Wasteland weakness.

Honestly, I just don't see why you don't begin the game with an Abundance token on the battlefield. Keep the 1 library setup, but if you need lands, get them until you are satisfied. Using lands is integral with tons of cards in MtG, and segregating the libraries seems unnecessarily messy. What you want to do is guaranteed by Abundance, so why not just start with a token of it in play if it's really that important? Seems like it would break fewer things and be a more elegant solution than "Some tutors work, some don't, some cards work way better than they used to, a fair number don't work at all." Sure, the guy with a dubious starting hand (no colored mana producing cards, but all combo pieces) can keep the hand rather than shipping part of it away, but that still seems like a better solution, to me.

Problem summary:

-Loss of strategy when tutoring in multiplayer games
-The sheer number of cards that don't work, are now guaranteed value, or are significantly weaker is not worth this library split. Abundance does what you want, begin with a token of it in play (or in the Command Zone, if you don't want to ever let it get destroyed).

Take my skepticism with this, however:

Grain of Salt