|Commander / EDH||Legal|
Printings View all
|Commander Anthology 2018 (CM2)||Rare|
|Duel Decks: Elves vs. Inventors (DDU)||None|
|Commander 2014 (C14)||Rare|
|Urza's Legacy (ULG)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
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.
Goblin Welder Discussion
1 day ago
Best budget suggestions I could think of:
Coldsteel Heart - can become the colored source you need the most right now
Goblin Welder - more shenanigans with artifacts that can swap opponents' stuff as well.
Starting to go up in price but would be awesome if you land one, Smothering Tithe , as EDH players love to draw cards.
You have a pretty low overall CMC in the deck, with only one card costing over 5, so maybe cut Temple of the False God for another colored mana source? Grand Coliseum , while hardly optimal, isn't overly expensive to get and would probably get you by long enough to draw a regular source of the needed color[s].
1 day ago
So as I mentioned on twitter. We definitely need more ramp in this deck. My equipment deck ways in somewhere around like 20 or 25 total artifacts, id expect that you end up in similar territory after adding some mana rocks. Worn Powerstone is an absolute staple for me, Smothering Tithe is amazing, and then a handful of the CMC mana rocks are good. Gilded Lotus although slow, I have found helpful for that extra needed mana that you need to move around equipments late in the game. So get your mana ramp count to at least 10, I'm counting 5 right now, but a lot of it is conditional or slow. In limited testing I haven't had great results with Boreas Charger, so I may cut that one, but more testing is needed. Also just noticed sol ring is missing from the list. Highly recommend, its OP.
I think your creature package looks great. Only 2 small changes. Ive never had good success with Hellkite Charger so i would cut that one. It takes 13 mana to cast it, and use the untap combat ability, and doesn't pair well with feast and famine because of the timing of the triggers. So Id cut that one. And I've had mixed results with molten primordial. If there aren't tokens running around everywhere it can be really good, but the second there is chump blockers it loses a lot of value. For 1 extra mana you can play insurrection, which easily kills 1 or more players when Aurelia is play. So if you need that effect I would look toward Insurrection . It can be nice to have an Leonin Abunas or Indomitable Archangel especially if theres a lot of removal in your meta, but its not entirely necessary...just something to think about. Also its not really on theme, but I just really like Iroas with Aurelia. Together they have 6 devotion, so very easy to get into creature form, and attacking with it twice just puts a hurting on opponents. Again not necessary, but i just like it as sort of a separate avenue of attack. Oh and I would add in a Kazuul's Toll Collector the free equip is really nice.
I think you want to cut just a few spells from the deck as well. My votes would be Dawn Charm and Wild Ricochet . Ive never been able to live the dream on wild ricochet and if its in your hand, 4 tends to be a lot to hold up. Dawn charm is just a bit redundant with comeuppance and teferis, and i don't know that you need all 3.
Now with all of this stuff, if there are things specific to your meta it may makes sense to keep some of them. A large portion of my testing was in the MTGO meta which has its quirks.
A few other interesting cards to think about. Ive seen people run Nahiri, the Lithomancer , Daretti, Scrap Savant , and Goblin Welder as other ways to get artifacts back. There also the crazy expensive one from antiquities, agrivian something or other. Any of these could potentially be better in the Daring Archeologist spot just something to think about.
Land base, things are in good shape. Although I would cut, temple of the false god for a basic plains. I have run out of plains with sword of the animist and emeria shepherd and that makes me very sad. Or you could replace it with a spinerock knoll, a card I've come to like a lot recently.
A few other things to think about. I didn't see a lot of double strike. I really like Silverblade Paladin and Duelist's Heritage , makes it really easy to be lethal or generate tons of value with equipment triggers.
But otherwise I really like everything. The mana ramp is the big change, and everything else is just some small tweaks.
Also theres a few cards I've been looking at for a while, but since i haven't been running this build of Aurelia I haven't been able to test. Let me know how Lapse of Certainty , Settle the Wreckage and Rebuff the Wicked are working for you. They are cards I always look at, just haven't had a chance to use them yet. Anyway hope this helps! Heres my list, its a bit outdated now, but still relatively close to where it should be https://tappedout.net/mtg-decks/aurelia-weapons-of-war/
2 weeks ago
empireScum: A few comments back into the archive I mention that Mycosynth Lattice is purely a card for trolling my regular playgroup. I use it with Goblin Welder , Treasure Nabber , and Vandalblast . It definitely isn't something I would normally run, I just like to always have this list reflect the exact one I am playing at the moment.
3 weeks ago
Combos: Infinite Mana:
Krark-Clan Ironworks + Scrap Trawler + Myr Retriever + Sol Ring or Mana Vault or Grim Monolith or Mox Opal . Add Pyrite Spellbomb , Mind Stone , Solemn Simulacrum , Commander's Sphere , or Ichor Wellspring to draw your deck. Pyrite Spellbomb and Mycosynth Lattice on board or Mox Opal lets you do infinite damage with this loop too. Hangarback Walker in this loop makes infinite 1/1 tokens. Walking Ballista in this loop does infinite damage. Aetherflux Reservoir on board leads to infinite life (because the loop takes casting 3+ spells) and thus infinite damage.
Infinite Mana Outlets:
Wipe Your Opponents:
3 weeks ago
empireScum: Thank you for the comment!
So I don't actually play this version of the deck, it started from when someone asked what the budget version of my $1200 deck would look like, back before I reworked that one to cost a lot less.
There are two reasons those lands are included, first being that I took my old list and trimmed everything above $3 in my first pass (why Great Furnace is still there), and second to add back a few more artifacts for the sake of Goblin Welder (who I have an easier time tutoring for). My regular deck normally has between 18-20 artifacts, but it also has heavier draw effects, so it's easier to get to them.
I wanted to treat this as more of a template, so if someone wanted to add anything from a Daretti, Scrap Savant (I'd rather sac a land than most of the artifacts in the deck) or even a Mox Opal that care about number of artifacts, they wouldn't need to adjust a ton more cards to compensate. It's a nice middleground for a few of the ways you can take this deck (artifact heavy, combo heavy, token spam, etc...).
So at first glance, especially compared with all the other Ib decks this one looks like it has about 20 mountains too few, but after playing with Ib for a few years now, more than 38 or 40 sounds crazy to me. With that being said, the number of mountains can definitely go up or down depending on the type of extra land effects the person is running. The main deck is much heavier on library-to-battlefield type effects and has few (or no?) land fetches that go into your hand instead. This deck plays a few turns more slowly, so it includes a lot more hand-to-battlefield effects ( Walking Atlas , Terrain Generator ,etc..) since your hand is more likely to be full, and you get more total turns to draw.
I tend to cast Price of Progress or Acidic Soil , or both, probably every other game, and even at 23x Mountains it always feels like enough, but I also have Magus of the Moon and Blood Moon , two cards I think that should be some of the first upgrades to this budget version.
You're right that they are easier to remove than a normal land, but there are very few nonbasics in this deck still, and the kind of decks it would probably be played against have 3-4x as many nonbasics (some of the last commander decks had more than 25 enters-the-battlefield-tapped lands). PoP and AS aren't going to hit us hard unless we get every single land in the deck out, in which case we sac all but the 6 nonbasics, take 18 damage and everyone else takes like 60. There are many games where I get to do the land-punishment combos where I end the game with single digit health, but I took down the whole table. Being mono-red there isn't really a way to make that any easier outside of Basilisk Collar , the only way I've found in mono-red to get any kind of meaningful health back.
If I had to decide on changing something I would leave all the lands, but maybe add in a Daretti now that he dropped in price a bit more, or a Molten Psyche if I ran some wheels or my opponents had decks that draw lots of cards. That way I could take advantage of the artifacts a bit more.
I hope that helps!
3 weeks ago
Maybe I'm missing something, but looking at the deck Darksteel Citadel and Great Furnace seem maybe a little weak here. Goblin Welder interacts well with them, but wouldn't it just be more beneficial to run more mountains so that cards like Price of Progress and Acidic Soil become even more one sided? Artifact lands can also be hit by mass artifact removal as well, although darksteel citadel is much less susceptible to that. Maybe I'm missing some of the positive interactions though. I'd really appreciate hearing your reasoning for including them.
4 weeks ago
1 month ago
Goblin Welder occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%