Welder Automaton

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Welder Automaton

Artifact Creature — Construct

: Welder Automaton deals 1 damage to each opponent.

im_just_a_lamp_bro on Kess Infect - Gorgeous or Gross?

1 year ago

I just noticed that Infected Vermin could work as well as your Welder Automaton, tought you might want to consider using it. Sure, it will kill you the same as your opponents, using its threshold ability three times and then proliferating a single time does the job just fine.

NeonSRK on Gruulfriends: Canon Edition

2 years ago

ctenochaetus

Thanks! So far the deck has been ok, I've only played it in a couple of games so far but it worked out ok in them. If I had to make any changes I might pull out either Spikeshot Elder or Welder Automaton . They're both very effective win conditions, but I haven't once run into a situation where I needed both. Having Jaya's Immolating Inferno as a backup works just fine. I might recommend a little more targeted removal, but that might just be my meta. Good luck brewing!

DuTogira on Pili pala needs help xD

4 years ago

I’d recommend replacing Perplex with Drift of Phantasms . I know it doesn’t look as fun, but Perplex really really blows as anything but a tutor. It won’t stop game winning threats from resolving, but it costs a whole 3 mana. Drift of Phantasms on the other hand is an absolute wall against many aggro decks, and since it has flying it blocks the spectrum.

I’d also try to fit some removal in here. Something like Fatal Push or Path to Exile as a 4 of goes a long way. I know they’re a bit pricier, but they’re worth it if you don’t want to drop big bucks on Ensnaring Bridge .

I might also try to make your wincons into one-of’s that can be tutored by cards like Tribute Mage and Drift of Phantasms . This frees up a lot more board space, especially considering that most of the payloads are really bad without infinite mana.

For wincons, maybe replace Train of Thought and Pyromatics with Whispers of the Muse and replace Profane Command + the auriok salvagers package with a single Welder Automaton (that way it can be fetched by Tribute Mage which can be fetched by Drift of Phantasms ). Also now that Tribute Mage exists (it didn’t when I was brewing), try a Lightning Greaves or two.

Podkomorka on Hallar, the Firefletcher | Pauper EDH

5 years ago

I like what I see so far. The land count seems right. I see many staples that I'd like to see. I'd like to see Path of Ancestry, Darksteel Pendant, Reclaim, Entourage of Trest, Mutant's Prey, Hunt the Weak, the two green cycle lands, Explorer's Scope, Village Elder, Crown-Hunter Hireling.

To make room I would look at the following to take out: Sizzle, Welder Automaton, Wrap in Vigor, Withstand Death, Blinding Fog, Jolrael's Favor, Nature's Panoply, Might Beyond Reason, Saddleback Lagac, Dragonscale Boon.

It's always nice to see new faces in our community :) Welcome!

razelfark on

6 years ago

Couple quick changes you will want to do is to take out the Aetherflux Reservoir and the Modules. The reasoning is that the Aetherflux relies on your ability to chain cast to be effective and you run too many high cost cards to do so. The reason to pull out the modules is that you aren't running any energy cards or counter cards to trigger them. You would need the third module at the very least so you can get the other two to start functioning, I recommend an entirely different deck layout to do that since you have nothing that uses energy.

I would also cut Welder Automaton and Pursue Glory as they do not add much to the deck idea in general.

In place of these artifacts I would suggest using cards like Manalith or Cultivator's Caravan to function as ramp and mana reduction for Metalwork Colossus. To further help this idea you can run Cogworker's Puzzleknot and Servo Schematic to make some cheap fodder and good sacrifice targets if you need to return Colossus back to hand.

You may also want to include Pia Nalaar as an early body that gives you the ability to make it hard for your opponent to block properly.

There are some other changes I would suggest like adding some burn removal and different counter magics, but that is all about preference. Best of luck with the deck.

razelfark on Burninate

6 years ago

I would prioritize Lightning Strike over Shock. The extra damage for the mana helps kills more important targets in the format.

Cards you will likely want to cut from your deck include: Fling, Open Fire, Fireforger's Puzzleknot, Renegade Tactics, Spreading Rot , Dhund Operative, Embraal Gear-Smasher, Spireside Infiltrator, Welder Automaton.

If you want to make use of any of the cut cards let me know and I will try to see about suggesting some card options to help it stay in deck. The reason I suggest the removal of these cards are that most are not synergizing that well with what you say you want your deck to do (ex:Dhund Operative not enough artifacts to run) or are cards that are weaker then other card options (ex: Open Fire < Lightning Strike).

hubatish on Bill Clinton's Combo Number 5

7 years ago

Unfortunately the first combo you listed with Bramblesnap and Pili-Pala will not win on turn 3. The untap cost on Pili-Pala requires the creature not to have summoning sickness just like the regular tap symbol.

A few other random suggestions:For protection have you considered Disrupting Shoal over Vines of Vastwood? You don't have to hold open mana but can still counter a 1 mana spell pitching say a Dizzy Spell or Whispers of the Muse.

I like the Whispers of the Muse tech you're running as it can cycle easily and can be transmuted for with Dizzy Spell. I think you could easily go to 1 Blue Sun's Zenith, especially as you could use Umbral Mantle instead in most games. If you want a pure finisher for infinite mana something like Welder Automaton can even work.

savior2200 on Infinite Crackdown

7 years ago

Changes have been made. Thank you all for your help up to this point. I would like to have a few turn 1 creatures to play though. any suggestions?

Added:

3x Brute Strength4x Inventors' Fair4x Key to the City3x Fiery Temper4x Glint-Nest Crane

Removed:3x Brazen Scourge1x Eager Construct2x Embraal Gear-Smasher2x Lightning Runner1x Spireside Infiltrator1x Welder Automaton1x Weldfast Monitor

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