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
23 hours ago
1 week ago
1 month ago
Welding Sparks may work as well.
hope this helps!
2 months 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.
2 months ago
3 months 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.
3 months 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!
3 months 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!