|Commander / EDH||Legal|
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|Modern Horizons (MH1)||Rare|
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Creature — Goblin Artificer
When Goblin Engineer enters the battlefield, you may search your library for an artifact card, put it into your graveyard, then shuffle your library.
, , Sacrifice an artifact: Return target artifact card with converted mana cost 3 or less from your graveyard to the battlefield.
Goblin Engineer Discussion
1 week ago
I made a deck trying to work with this card a while ago. Heres what I came up with. http://tappedout.net/mtg-decks/barter-bots/
It worked pretty well before the bannings and such, but now I think that the approach I took is not very well suited for the meta. One thing I would say is that Syndicate Trafficker is very good. I also did not update the deck with the introduction of Goblin Engineer , which could let the deck play a different strategy that fits better.
Idk, thats just what I got from running the version that I made.
2 weeks ago
This has actually been done some by other people in the Whirza community; I recommended that you check out Kannister's stream over on twitch where he is always testing out new variants on Urza. The Karn version is certainly powerful but really it shows what has always been the weakest part of the Urza deck, and that is that it really doesn't do anything amazing.
Kannister explained this once much better than I ever could, but essentially the Urza decks, at least the dominant versions, fall into two categories (I don't include Paradoxical Outcome Urza as I find that to be a very different kind of deck): Stoneforge Mystic Urza and Goblin Engineer Urza. We will start with the Engineer versions first as those have had more success up to this posting. As Kannister explained these builds kind of bridge the line between prison and combo, Goblin Engineer playing particularly well with Ensnaring Bridge . However, when you really look at these lists the deck is at best an average prison deck, it doesn't fully commit to the plan and isn't wholly concerned with locking its opponent; it really only plays a few silver bullets and bridge to slow down the game in most cases. Likewise the combo aspect of the deck is far from optimal as the deck does not have a very streamlined way to consistently end the game turn 3 as its potential is, for this reason it is an average combo deck. The genius behind the list comes when you put those two together, as the combo pieces, particularly Urza, and Thopter Foundry do a lot in the way of slowing down the game and generating continued value. And Goblin Engineer feeds perfectly into the combo being able to fetch either piece. Those two average parts make the deck incredibly complete and difficult to play against.
The stoneforge versions are essentially the same, but instead of the prison aspect, they have a midrange plan that can simply steal games, stoneforge also able to fetch up half the combo if needed.
The Karn versions of the deck represent the most powerful thing that can be done likely, but they come at a great cost, as your list reflects, and as Kannister has noted, playing Karn likely means you can't really play Whir of Invention and because of that you have to make a choice. Do you want the flexibility of Whir and the instant speed, or do you want to go all in on Karn and play a very toolbox approach to the deck. Most chose the former, yet Urza is good enough that the Karn route remains a fine option.
I should also note that in your list you have a Krark-Clan Ironworks in the sideboard. That card is very banned, in fact if it were not banned, myself and many others would likely still be playing Ironworks combo and Urza likely would have a home there somehow.
2 weeks ago
Sometimes a good defense is the best offense ;)
I'm not sure which build you're playing against, but the builds with Goblin Engineer assemble their combo and win on turn 4/5 almost every game 1 against your list. It was difficult to beat it, to be honest. Something less than 25% win percentage on game 1 and around 70% in games 2/3. Set Adrift and Surgical Extraction were the all stars and they were all stars in tandem. However, their sideboard negated a lot of it (permanent removal, Thoughtseize )
After the modifications, this deck matchup showed the most drastic improvement. the double Archive Trap , or more devastating, the double Surgical Extraction , along with the ability to bubble up these cards improved the win rate to around 50% game 1 and an astounding 90% games 2/3. Mission Briefing essentially nullifies Thoughtseize ! In fact, Mission Briefing is quite often the right choice to thoughtseize away.
If you've played against Urza, then you also might realize that that deck also has a plan A. Yet it still packs a few removal cards as well. You have to adapt to the meta!
part of the reason for wanting even a bit more defense was because there were other matchups (like Death's Shadow ) which needed just one more thing to slow them down to eek out the win. they just have so many fast weapons, you can't keep up. and they hit the board so fast. Set Adrift works great when you get it. But even then, it often wasn't enough of a delay to pull out a win. And oftentimes, they have the counterspell in their hand anyway. But having a reasonable removal suite on-hand feels like it's probably enough to pull out some wins. it's a bad matchup regardless, but I'll be testing with more main deck removal to see how it goes.
3 weeks ago
currently Protein Hulk is more for redundancy than combo. I think a better pile might end up being Torch Courier + Lesser Masticore + Goblin Engineer which tutors for any sac outlet. Sac the courier to give engineer haste, (assuming you have 1 red) sac masticore to return the sac outlet, then combo off masticore. A little bit more resource extensive but it wouldn't take as many card slots and courier can also be used to give dorks haste at his worst. Thanks for the help though, I originally never intended to combo off hulk, to me he was more just a tutor but having him as a wincon can be very powerful.
3 weeks ago
I like the deck so far, the birthing pod line is very efficient and I will probably play test it in my list. Currently I think the biggest issue in the deck is speed which comes down to two things, ramp and redundancy.
First off is ramp, I would highly recommend running Dryad Arbor as it is absolutely insane in the right setup. First off at its worst its a summoning sick land, at its best its a turn one ramp spell off Green Sun's Zenith . It has insane synergy with Natural Order , Eldritch Evolution , etc. Additionally you could consider some fast single turn ramp with cards like Lotus Petal , Elvish Spirit Guide , Simian Spirit Guide , Rite of Flame , Seething Song With the spirit guides you also have the added benefit of being able to Survival of the Fittest / Fauna Shaman them for your combo pieces.
Now onto redundancy, especially with different typing. First off I think you could use redundant sac outlets, the best of which would be Thermopod who is a creature tutorable Phyrexian Altar (only for red) which doesn't seem all that good but just the creature typing and mana ability makes him worth it, especially with Lesser Masticore who at least in my build is by far the most efficient way to win. Cards like Thunderblust Protein Hulk also help redundancy but aren't fully necessary due to their inefficiency but can be pretty good with Sneak Attack and Elvish Piper . I also would highly recommend Ashnod's Altar as an additional sac outlet.
A few minor issues I had play testing this deck: Frequently getting mana screwed when trying to use Blood Moon effects. They are insanely good stax effects if dropped early, however you would probably need to drop some utility lands to use them efficiently.
Goblin Engineer lacking an artifact to sacrifice. This is an issue I had in my deck as well and hasn't gotten better and 6 artifacts just isn't enough to consistently use it.
Not having a wincon with Greater Good . This one is easily remedied yet again by adding fast mana. the issue is that drawing your deck off greater good does not always yield enough mana to play an actual wincon such as Goblin Bombardment . This issue happens when Mana Crypt is already in play.
Overall a very good shell but it just needs to increase the speed or go deeper into stax to really create value out of the combo. Hope this helped a bit.
3 weeks ago
Pringlesman I haven't updated this deck recently, but it's been doing pretty well for a while! Krark's thumb is a great wincon, but it is by no means necessary to win; Out of all of the games that I've played with the deck, I've only won one with the card because usually it gets removed very quickly.
The thing with Okaun is that since he only requires 3 winning coin flips to get lethal, you have a pretty reasonable chance to reach that each turn, especially with the amount of coin flip cards in the deck. Even Zndrsplt and Okaun together with nothing else is enough to make you a very formidable threat.
The way I play this deck is quite literally controlled chaos. Most cards like Puppet's Verdict have a huge impact on the board no matter how they resolve, and people don't want to counter them because they aren't sure who they are going to affect. Impulsive Maneuvers is another great example, since if you have ways to chump block, it effectively cuts the amount of creatures that you need to block with in half, and causes a lot more doubt when people are deciding what to attack with.
Anyways, Tribute Mage and Goblin Engineer would be great additions to the deck. I personally like keeping the tutors to a minimum since I like to keep the deck fairly random so that games are unique though, and the deck is still incredibly strong without Krark's Thumb. Thanks for the suggestions though! They'd definitely be good in the deck, it's just a matter of personal preference.
4 weeks ago
Breaking new ground here! Nice. You might consider these cards: Angel's Trumpet , Goblin Engineer , Goblin Welder , Daretti, Scrap Savant , Pyrohemia , Storage Matrix , Damping Sphere , Storm Cauldron , Buried Ruin , Hoarding Dragon
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