Welding Sparks deals X damage to target creature, where X is 3 plus the number of artifacts you control.
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Welding Sparks Discussion
2 weeks ago
I suggest cutting a few cards that feel to me like they don't belong as much, such as Lupine Prototype, Welding Sparks, Barrage Tyrant, Gideon, Ally of Zendikar. Fine cards, but they don't work your combo.
3 weeks ago
1 month ago
So what kind of success have you had with the Welding Sparks and Angel of Invention? they both feel a bit expensive to be 4X in this kind of deck I'm curious if you might get better results swapping them out for cheaper alternatives. Harnessed Lightning or Shock in the main board could be good and if you can find any Toolcraft Exemplar would (or maybe Thraben Inspector for budget) would be good to add as a turn 1 play. Since you are trying to be aggressive.
1 month ago
hey man, welcome to the greatest game, ever :) I sincerely hope this will bring you endless joy.
First off, I wanna back up everything Freezingfist said - those are all some excellent pointers :)
I have a few points of my own: Cards like Welding Sparks are reat, if you're runnin many artifacts, but you're not :) I'd suggest switchin it out with a more regular burnspell like Lightning Strike which can target either players or creatures. Whilst on the subject of artifacts: Ovalchase Daredevil probably won't pull it's weight as much as you'd like.
Two-Headed Cerberus is great because of double strike, but there's a number of reasons I'd save it for another deck: When you're running more than two colours - it's really hard to cast spells with more than one of the same kind of mana symbol in their cost. Also His doublestrike only really shines in a deck where your can consistently boost his power with things like Titan's Strength or Touch of Moonglove, and right now, you don't have a lot of powerboosts :)
Monastery Swiftspear is an amazing card! don't ever part with it :) but - it has prowess, and your deck is currently very creature heavy, so I just don't think you'll get enough out of her in this deck.
I notice a few creatures that mention energy counters. They're cool, but in my experience it's not really worth it to use them, unless you're building the deck around energy counters, and thus have more cards that give or use them. so you could probably find things that fill their spots more efficiently ;)
When gauging the overall value and potential of a creature, I ususally go with the "bear"-rule. "bear" references an old green card that simply was a green 2/2 for 2 mana. It supplies a ration of Power/Toughness to Casting cost of 1:1. This is considered an efficient baseline, and if something breaks this mold in a negative way, it's usually a poor choise to include. Like a 2/1 for 2 mana, or a 3/3 for 4. Abilities like flying, or first strike, and so on mitigate the loss in value - at least in my oppinion, and some abilities are worth more - if they are very powerful :) I bring this up, and I hope it doesn't come off as patronizing, because some of your creatures "underperform" a little :) Like Skyswirl Harrier: 3/4 for 5 mana, ain't good. even with flying added - in my oppinion, that makes it a 4/5 for 5 mana. It's not terrible, don't get me wrong, but you could get something better :)
I really hope this wall of text isn't too much, and that you can find something useful in there :)
Again, I just wanna welcome you to a great game, and a great community :) Stay frosty!
1 month ago
Want a good way to improvise? Use Tamiyo's Journal. It will provide artifact tokens that be tapped to improvise, extra triggers for Welding Sparks, and then sacrificed to draw cards. Here is the kicker with that; because they are considered permanents, them leaving the battlefield from the sacrifice will trigger the Revolt mechanic!
1 month ago
You are correct - there are problems with your mana.
For your curve I would add another land.
I would also skew your colours more towards - your early spells are mostly , and those that aren't are likely to be played later in the game, when there are good Opponent targets.
If you have a Spire of Industry I would run:
If you don't, I would run:
It often does take some income to make decks work.
If you could afford 4x Wandering Fumarole that would really lift your deck. They are that good, that's why they are expensive.
I have a deck and this is the Sideboard I run:
Sideboards are tricky beasts, though. They have to be tuned to match the decks you are playing against.
You need to ask yourself, "How are decks beating me," then put cards in your Sideboard to shut down their plans.
You don't really have enough spells to make Dynavolt Tower worthwhile. I would take it out and look through the spells you have to see if you've got some that can throw a spanner in the works.
Stuff that returns Opponent cards to hand can be a real tempo loss for them at any point in the game, but particularly at the end.
Hope that helps. If you adjust your deck leave a message on my profile, and I'll take another look at it.
Are your children's decks on Tappedout? If so, can you link them?
2 months ago
Welding Sparks would be absolutely amazing in this deck.
I run it in an Artifact-heavy deck and it smashes face.
2 months ago
Ok. Budget may vary changes. My brother played R/W vehicles and has done very, very well from it (dual 4-0 FNM since release of Aether Revolt).
Heart of Kiran + Depala/Toolcraft/Veteran is very solid. At least a +2 of and a -2 Sky Skiff who just doesnt cut it as well.
+1 Fleetwheel Cruiser for -1 Ovalchace Dragster - it is just better and requires no crewing. Oh, and it can survive a thraben inspector/sylvan advocate chump block.
+3 Peacewalker Colossus for -2 sky skiff and -1 ovalchase dragster - it can crew any vehicle for 1W. It can be crewed if you need it to. They can also have 2 of them crew each other with good results.
Sideboard - Siege Modification vs non black (as Fatal Push is your worst enemy, and having something pushed with Siege Modification makes it a 2 for 1 loss) but you can quite easily turn 4 clock someone with it and Consulate Dreadnought.
Gideon, Ally of Zendikar against control as they hate it. 1-2 more Start Your Engines vs midrange - heck you are running 15 vehicles or so mainboard - maybe find room for 1-2 more of these bad boys. Turn 4-5 play will often come close to GG.Maybe Welding Sparks vs bigger creatures. Harnessed Lightning and Stasis Snare can also be exceptionally handy.
Hanweir Battlements x2 can be in the mix to give haste. Heck if you do that Hanweir Garrison can be amazing to play - attack, maybe just trade for something similar but keep the extra tokens or at least force blocks - and if they don't or can't it gets out of hand. Heck, if you meld it, its a clock all of its own turn 6 - it goes big and nasty, and most people just cant recover. This is the least solid of the advice that I give- it is always a gamble.
Anyway, good luck and let us know how it gets on.