Artifact Creature — Construct
When Workshop Assistant dies, return another target artifact card from your graveyard to your hand.
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Workshop Assistant Discussion
5 days ago
CynicalDog Probably not a bad idea to replace three wastes with the Urza's trio, even though I've never seen all three on the board at the same time.
MagesOfTheBeach The only real problem is exile. There isn't much we can do about people exiling all of our combo pieces. Null Brooch is the best protection we have as well as Conqueror's Flail (which I may add to the deck). But, every deck has that problem.
1 week ago
May I ask why Door of Destinies and Coat of Arms are in the list? You have a large mix of creature types, so they're never gonna pump your creatures that much, and Artifact isn't a creature type, so they don't really fit all that well. Other than that, a very ambitious and interesting deck. Soul of New Phyrexia offers you some protection in Colorless, and Workshop Assistant and Scrap Trawler give you some additional recursion. Spine of Ish Sah and Duplicant give you some removal as well, and cards like Karn, Silver Golem can become a wincon by turning your artifacts into creatures. Just some suggestions, have fun with the deck.
1 week ago
2 weeks ago
I also recommend checking out Ichor Wellspring, Mind's Eye, Wild-Field Scarecrow, Dreamstone Hedron, a Sin Prodder for a win-win, an annoying card but not useless Urza's Blueprints, an Illuminated Folio combined with winding clock is good, Im unsure how much colorless mana you have access to but Endbringer, and Mycosynth Wellspring for land and card advantage.
As for other things that could help out Blinkmoth Urn for some sick manas. Arcbound Crusher can help with closing a game out by getting real swole creature. Shimmer Myr useful myr if you wanna move to towards myr tribal. A Workshop Assistant makes a great thing to pitch to your commanders negative. A Contagion Engine gives you your commanders negative ability every turn you pay for it. a Rings of Brighthearth can give you double effects on abilites bit pricy though.
3 weeks ago
I've increased budget to sub in 2 Aetherflux Reservoir and 2 Mechanized Production, and replaced Defiant Salvager with Syndicate Trafficker. Also looking at Workshop Assistant and Herald of Kozilek, but for the sake of less sac artifact sources which may defeat the purpose. Added one Metalwork Colossus. I also noticed trouble getting a 3rd land, lucky for all of the 1-drops. I wish that we had an online multiplayer option to test decks on Tapped Out. I think you have a good thing going with this deck.
3 weeks ago
No prob. I would also recommend replacing something, likely the Thops, with Scrapheap Scrounger. It's too good to leave out. I also recommend taking out the Workshop Assistants, since the main goal is already to recycle things when they die. It makes for a slower tempo and messes up the mana curve. I'd actually replace them with more lands, because, even though it's an aggro deck, you need more than 19.
1 month ago
Thanks for the feedback! Now, Spire of Industry does seem like a natural fit in this deck, so I'm gonna experiment with it and see if the life loss is that important. As for Reckless Fireweaver, the very first version of this deck did actually run it, alongside Workshop Assistant and Efficient Construction to have a constant supply artifacts to trigger it. The problem I had with was that it felt kinda slow and limiting, as it stops you from ramping in order to get value from it. That being said, it could still work since the deck has no real 2 mana creatures.
1 month ago
Hey man! Sure, I'd love to help. Not sure how on budget are you, and since you have some pretty darn expensive cards I'll make sugestions based on that. If it just happens that you had the cards from before and don't have too much to spend, just tell me and I'll give another options.
Well, I'd start by adding more lands. Always play Between 35 and 40 lands in your deck, unless it's an mono G elf deck that can go lower, or a deck that want lots of lands like Tasigur, Gitrog Monster or Omnath RG. Steam Vents, Watery Grave, Blood Crypt, Badlands, Underground Sea, Volcanic Island. Fetchlands would be perfect Polluted Delta, Bloodstained Mire, Scalding Tarn, Misty Rainforest, Marsh Flats. Check lands, Filter lands and Painlands. Urborg, Tomb of Yawgmoth, High Market, Academy Ruins and Tolaria West as utility. Prioritice on lands that come into play untapped.
I usually don't consider cards like Phyrexian Altar or Cathodion as a ramp because it's not going to ramp you over the curve. I consider them as combo piece or sac outlet. That being said, add more ramp like the signets, Mana Vault, Mox Diamond and Chrome Mox for fast mana. Expedition Map would be awesome to grab that beautiful Mishra's Workshop.
As for the combos, the first thing is Nim Deathmantle and Ashnod's Altar. Those two can go infinite with TONS of cards, like your Wurmcoil Engine: Sac wurmcoil to add 2 mana, triggers on the mantle and the wurm dying. Put the tokens onto the battlefield, then sac one of them for 2 mana (now you have 4 mana in your mana pool). Use the mana to reanimate Wurmcoil with the mantle. Repeat again for infinite tokens (with deathtouch?), and since you have infinite tokens, you also have infinite colorless mana. This works with any creature that enters or leaves the battlefield with two or more tokens. It also works for infinite mana with your Cathodion. These combos with your Disciple of the Vault win immediately, although I prefer Blood Artist because he helps you to stop other players that wants to go infinite sacrificing creatures. Krark-Clan Ironworks is also a good sac outlet that gives you mana.
Triskelion goes always side by side with Mikaeus, the Unhallowed. Remove one counter to ping for 1 to your opp. Remove the other two to shoot Triskelion itself. It dies with no counters in it so Mikaeus brings it back now with 4 counters. Hit your opponent for 2, then hit Triskellion for 2, repeat for the win.
A combo deck loves to have tutors to win fast. Keep in the Forgemaster and the Transmute, and add Tezzeret the Seeker , Demonic Tutor, Fabricate, Whir of Invention, Arcum Dagsson, and the mages pack Trinket Mage, Trophy Mage and Treasure Mage.
For the controling part, this deck needs more actual control and removal. Damnation, Toxic Deluge, Blasphemous Act, Vandalblast, Counterspell, Counterflux, Force of Will, Pact of Negation, Slaughter Pact.
As for what to take out, there are a lot of cards I see there that don't do much for the strategy but this is up to you. My suggestions on what to take out would be: Golem Artisan, Hellkite Igniter, Hellkite Tyrant, March of the Machines (unless you put the Mycosynth Lattice to land lock your opponents xD), Breaker of Armies, Conqueror's Flail, Silent Arbiter, Library of Leng, Genesis Chamber, Gravepurge, Moltensteel Dragon, Clone Shell, Bearer of the Heavens, Burn from Within.
Man, that was a wall of text xD tell me if you have any questions.