Vital Splicer

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2017 Edition (MM3) Uncommon
New Phyrexia (NPH) Uncommon

Combos Browse all

Tokens

Vital Splicer

Creature — Human Artificer

When Vital Splicer enters the battlefield, create a 3/3 colorless Golem artifact creature token.

: Regenerate target Golem you control.

Vital Splicer Discussion

wallisface on Golem and Friends

3 months ago

Some thoughts:

Myr Moonvessel feels bad because you’re never going to get the mana when you want it. It’s effectively just going to swing for 1 each turn... which feels pretty average for a 2-drop

I personally feel like Door of Destinies doesn’t give you much value. You don’t have heaps of golem spells, and it’s not like they need much buffing anyway. It feels slow.

I also feel you’re better off just completing Tron than fiddling about with Quicksilver Amulet .

My thoughts are that maybe it’s worthwhile splashing a single colour (either Green, Blue or White) to get some better value and buffs for your Golems (aside from your Tron lands, the rest could easily just be a basic land instead to make the rest of your deck better)

Splashing Green gives you a much better way to tutor Golems and Tron with Ancient Stirrings , as well as making your Golems much harder to kill with Vital Splicer .

Splashing Blue offers Whir of Invention to tutor for key pieces, letting you run lots of single-copies of cards and fetching up the one you want. It’d also let your Golems take to the skies with Wing Splicer .

Splashing White would give your golems some significant buffs in Blade Splicer and Master Splicer , while also giving you all those great sideboard cards white tends to have

Darth_Savage on broke god deck

9 months ago

There are probably two ways to do golem tribal, the first, which is in RB would be reanimator effects Trash for Treasure and Endless Obedience probably being your best options, with Platinum Emperion and Mycosynth Golem as the creatures you want to cheat into play. The second option is the splicers, primarily these appear in GW; Blade Splicer, Master Splicer, Vital Splicer, Sensor Splicer and Maul Splicer (for completeness there is a blue splicer Wing Splicer). in addition to these, white also gives you access to Tempered Steel.

If you want a straight up Golem agro deck then that is a little harder. You almost certainly want Lodestone Golem and Golden Guardian  Flip, but early plays are difficult in tribe Chronomaton and Keeper of the Lens are the only 1 mana golems and Soultether Golem the only 2 mana option.

You certainly have set yourself a challenge, the tron lands and cavern will eat land hate and your chosen tribe doesn't have much support, particularly if you aren't playing white or blue. I recently helped another player build an artifact deck Sai and tezzy demo, the aim of which is basically to spam thopter tokens. One card that stands out as not really fitting is Hollow One, since Smuggler's Copter isn't enough support for it. I wish you luck with your brew and hope I've been of some help...

xyr0s on Splicer/Golem Army

1 year ago

Assuming that you go up to 24 lands (or 20 lands/4 birds, elves, or hierarchs), next thing is: curve.

4 Blade Splicer, since you most likely will get to have 3 mana (deck consistency - you want to have the best thing your deck can do happen as often as possible, and in this case the "best thing" is a first striking golem token as soon as you have 3 mana), and you want to be sure you have something to play. Wing Splicer and Vital Splicer seem like 2-ofs, Master Splicer like something you need 3 of. Maul Splicer... it's just so expensive. Maybe 1?

Oh, and Cloudshift should be a played as a full set. The card may contain some text, but that is rubbish. In your deck, it really reads: "Counter target removal spell, put a 3/3 golem token into play". No Precursor Golem to go with that, though (imagine what happens to all your tokens, if you Cloudshift a non-token golem).

You could also go for a SURPRISE! WINCON! by removing all artifacts from your deck, then adding a single (or two... to ensure you don't draw it by accident), huge golem, like Blightsteel Colossus, Darksteel Colossus, Mycosynth Golem, Sundering Titan, Platinum Emperion or something like that, and a bunch of Shape Anew. Sac tiny token, play huge golem, win game. An should that not work out, you still have an army of golem tokens.

butcher234 on

2 years ago

Hey Force_of_Willb, I really appreciate the feedback.

I worked Blade Splicer into the mix which I had mentioned I wasn't sold on yet when I made the first draft of the deck. As for Master Splicer, I feel that there are better and more efficient anthem-type effects that already exist within the deck, and similarly for Vital Splicer since I would rather just grant all of the golems protection with a couple of mana rather than regenerating them for one per golem.

As for the other golems, I made room for Chronomaton since I don't really benefit from green mana dorks with the current draft of the deck, but as for the other creatures, as crazy as it may seem, they are simply out of my budget range right now. Of course if somebody else were building this deck or if I had more money I would include them in a heartbeat. Thanks again!

Force_of_Willb on

2 years ago

being in white and green you have better splicers available than Maul Splicer, try adding Blade Splicer, Master Splicer, and Vital Splicer. Being cheaper you wont need an extensive mana ramp package.

and the splicers work on all creature type golem so you can use cards like Solemn Simulacrum, Chronomaton, Adaptive Automaton, or Metallic Mimic

SuperBacon12 on Mono Green Decimator

2 years ago

complexbeast, the Vital Splicer is very good in the deck because you can use the golem as a regenerating blocker to force your opponent into the late game, two creatures in one card gives maximum value off of Craterhoof Behemoth, and a 4 mana 1/1 can gain you lots of value from emerge on Decimator of the Provinces. Hungry Spriggan is very aggressive and may have been a bad idea in this deck, though.

Darth_Savage, Heroic Intervention is a great idea as a 2 or 3 of in sideboard, but it may be useless in too many matchups to see much mainboard play. Vitaspore Thallid looks pretty good, but I just don't see it being useful enough during games, as Craterhoof Behemoth and Decimator of the Provinces both have haste and are usually enough to win the game as soon as they are played.

Thanks so much for the help! I really appreciate it! If anyone else has suggestions for how to improve the deck, please let me know in comments!

MstrCpr on Eternal Displaceness (combo flicker)

2 years ago

Hey there, really like the deck (made an account just to talk about it).
My first question is why you decided not to play white. My first plans for a flicker deck was white blue, then I met thragtusk and decided to go bant. The way I would build is a bit different, less eternal witness heavy I guess. Therefore white gives me more means to flicker, such as resto angel and eerie interlude. Also Brago of course.
As for other personal choices regarding your deck, I wouldn't run sphynx, battlesphere, or Satyr but thats just me. I'm also not a fan of Walker of the Grove, I would run a different token base using the splicers. Vital Splicer is ok, but Wing Splicer provides flyers, and you can never have enough flyers.
Last I feel like Conjurer's Closet while expensive is very powerful, at the end of your turn return a card or draw two or destroy a permanent is very powerful.
Again, really like the deck, well designed and I like how you made it around your budget cards.

Quills on Overwhelmed by Walking Metal

3 years ago

@SilverIronMan- I'm sure I had Oust in there for some reason or another, but I'll swap it out.

I'll also try a couple Vital Splicers, just to see how the deck would run with them. Planning on swapping them for the Maul Splicer and one Birds of Paradise, unless you have any better suggestions.

And for the last questions, it depends on the situation. I like Eerie interlude incase I need to remake golems.

  • Say I had three out, with the three splicers that created them, but I have to block three larger/deathtouch creatures and lose my golems. Eerie Interlude allows me to get them back. There's also a fun combo with Blade Splicer + Eerie Interlude + Flickerwisp (or any splicer). Using the interlude to flicker both the wisp and the splicer, I get a golem when both enter. But then the wisp makes me target something, s I get to reflicker the splicer.
  • Second Harvest is good when I already have golems on the field and I just want more.

They have their purposes for their situations.

Load more

No data for this card yet.