Goblin Welder

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2014 (C14) Rare
Urza's Legacy (ULG) Rare
Promo Set (000) Rare

Combos Browse all

Goblin Welder

Creature — Goblin Artificer

: Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player simultaneously sacrifices the artifact and returns the artifact card to the battlefield.

Price & Acquistion Set Price Alerts

C14

ULG

000

Ebay

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Goblin Welder Discussion

Barsan on Daretti: One Scrappy Chap

3 days ago

He comes in the Preconstructed set so I know you have him but Feldon of the Third Path belongs in any deck with Goblin Welder because of the Feldon of the Third Path + Goblin Welder combo that lets you recur any artifact for 3.

majorappliance on Artifact Red

4 days ago

for artifacts that sac, i like Ichor Wellspring and Mycosynth Wellspring (although low cmc to sac with bosh). Of course, Goblin Welder is redundancy with your daretti.

dlamars on SquEEEEEEEEEEEEEEEE

5 days ago

xander11 well you don't have to go crazy with artifacts but I think some really help. Mind's Eye, Memory Jar, Ruby Medallion, Unstable Obelisk, Meekstone and even Pyromancer's Goggles can be great in the right deck. Goblin Welder is occasionally good for removal too. Hope that helps!

dlamars on SquEEEEEEEEEEEEEEEE

6 days ago

Hi, I really like the deck and I've made a lot of mono red decks recently so hopefully I can add some good suggestions:

Daretti, Scrap Savant - I think even for pure looting he is a great addition and meshes well with squee. Red has the corner on the market for artifact recursion so it might be a good idea to consider Goblin Welder too. Artifacts like Memory Jar or Eldrazi Monument(flying is pretty relevant with goblins) are excellent in mono red and win games.

Past in Flames/Recoup - Personally I include them in every mono red build, they are pure gas when you need it either from the hand or graveyard. Almost 1/4 of your deck is sorcery/instant spells so they could be relevant.

Wheel of Fortune/Reforge the Soul/Runehorn Hellkite/Magus of the Wheel - Unfortunately Wheel of Fortune doubled in price recently but the other options are great when you find yourself needing gas to close out a game.

Goblin Chieftain/Goblin Warchief - Haste is extremely important for goblin tribal. Krenko and company draw a lot of hate so it is best when you can tap them immediately or attack.

Anyways hope these help!

Barsan on Your Mind is my Battlefield.

1 week ago

I would consider The Scarab God and Mesmeric Orb. The Scarab provides you a nice little adjustable clock and triggers Ludviec pretty reliably and The Orb amps up your mill game and can be recurred easily with one of your commanders.

Less impactfully:

Blightsteel Colossus is strictly better than his pre-phyrexia alter ego; I would definitely run Sewer Nemesis or Consuming Aberration over Bonehoard.

Tezzeret the Seeker can go get you any artifact up to 4 mana, even if you can't defend him.

Mindslaver adds a neat shift to the political climate in EDH. Make your enemies friend into his enemy.

In a Red capable self mill deck Feldon of the Third Path and Goblin Welder might be strong additions.

Faithless Looting is good. Also there are a lot of really good tutors out there I would look into acquiring,

And you shouldn't really consider Mindcrank to combo solely with Bloodchief Ascension. If you ran Duskmantle Guildmage too it might be worth consideration but it would still be a dead card 9 times out of 10 unlike The Orb.

Liquidbeaver on Ib Halfheart, Goblin Sac-tician [PRIMER]

1 week ago

Pallino: Since they both effect activated abilities, here is all the stuff that can take advantage of one or both (Note: You don't have to pay the original cost of the ability - like saccing the creature - each time you copy it):

Burnished Hart - Both, up to a total of 6 basic lands.

Feldon of the Third Path - Both, up to a total of 3 copies of graveyard creatures.

Goblin Chirurgeon - Both, regenerating up to 3 creatures for each sac'd Goblin.

Goblin Sledder - Both, up to +3/+3 for each sac'd Goblin.

Goblin Welder - Both, up to 3 switched artifacts.

Ib Halfheart, Goblin Tactician - Both, up to 6 goblin tokens for each pair of Mountains sac'd. This gets out of control with Purphoros/Impact Tremors out.

Kiki-Jiki, Mirror Breaker - Both, up to 3 copies of 3 different creatures you control.

Krenko, Mob Boss - Both, up to 3 sets of Goblin tokens. This is especially strong because it recounts the number of Goblins for each cast. 5 goblins on the field already turns gets 5 additional tokens from the first ability, then the copy that ability for an 10 additional tokens, and copy it a third time for 20 additional tokens for a total of 40 Goblins!

Moggcatcher - Both, up to 3 tutored Goblins into the battlefield.

Siege-Gang Commander - Both, up to 6 damage distributed 2 at a time to a creature or player.

Skirk Fire Marshal - Both, up to 30 damage to each creature and player.

Skirk Prospector - Both, up to 3 red mana from one sac'd Goblin (still costs 2 colorless though).

Aggravated Assault - Just Rings, up to one additional combat for an extra 2 colorless (as opposed to casting again for 3RR)

Goblin Bombardment - Just Rings, 2 damage per each sac'd Goblin.

Scroll Rack - Just Rings, draw 2 times the number of cards set aside.

Surveyor's Scope - Just Rings, fetch 2 lands times the number of players with more than two lands than you. In a 6 player game I've used Ib to sac down below the threshold for every opponent, and then used Scope with a copy from Rings to bring 10 lands into play!

Arid Mesa - Just Rings, fetch two lands.

Bloodstained Mire - Just Rings, fetch two lands.

Myriad Landscape - Just Rings, fetch four lands.

Scalding Tarn - Just Rings, fetch two lands.

Strip Mine - Just Rings, destroy two lands.

Wooded Foothills - Just Rings, fetch two lands.

As you can see, there are a lot of ways to take advantage of them that aren't all that obvious. Honestly though, I would probably include them just for their benefit to Krenko and Ib alone.

Goblin Welder I tend to get more use out of. He is nice to draw naturally, but I will also tutor for him if I am having a particularly hard time with certain artifacts on the field. I don't run it anymore, but it combos really well with Liquimetal Coating.

Feldon of the Third Path is definitely more situational, but between him and say an Elixir of Immortality, where I will also get back all the lands I purposely sac'd (lategame this lowers the chance I would topdeck a spell I want over my 10th land that I don't.), I would rather have Feldon all day long. Bringing back a hasty Krenko, Purphoros, Grenzo, or Skirk Fire Marshal for even a turn can be enough to win the game. It is definitely more of a fringe benefit card, but I still like having that little bit of "recursion" in there over nothing at all.

Pallino on Ib Halfheart, Goblin Sac-tician [PRIMER]

1 week ago

Nice, thanks!

Also, you say Rings of Brighthearth and Illusionist's Bracers double a lot of stuff in this deck, but how exactly?

Solemn Simulacrum ability doesn't count, and Burnished Hart / Ib still requieres the sac, isn't it?

Goblin Welder and Feldon of the Third Path seems situational. They work really well with Krenko and the Catcher but are the really worth two slot?

Ziembski on Starke of Rath EDH

1 week ago

You may want to try out some "risky" red soft locks using Krark's Thumb with Planar Chaos/Tide of War/Impulsive Maneuvers.

Think about Uphill Battle and Smoke too.

How about all double-damgers? Dictate of the Twin Gods and Furnace of Rath, those goes crazy with Heartless Hidetsugu.

Mindslaver + Goblin Welder + Spine of Ish Sah may be also fun.

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