Goblin Welder


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology 2018 (CM2) Rare
Duel Decks: Elves vs. Inventors (DDU) None
Commander 2014 (C14) Rare
Urza's Legacy (ULG) Rare
Promo Set (000) Rare

Combos Browse all

Goblin Welder

Creature — Goblin Artificer

: Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player simultaneously sacrifices the artifact and returns the artifact card to the battlefield.

Goblin Welder Discussion

MindAblaze on Red artifact help

6 days ago

Is this just a post complaining about playing red instead of blue in edh?

What specific problems are you encountering? You speak to enchantment hate and draw. Anything else?

As far as dealing with enchantments... you’re playing an artifact deck, find some artifacts that can do that job. They’re not going to be as efficient as green answers, or even blue bounce spells like Boomerang , but guess what? That’s the whole point of the color wheel.

Daretti is a draw engine that feeds his Goblin Welder ability. As far as draw goes that’s pretty damn good. The problem it sounds like you’re having is overextending into a Bojuka Bog or some other nonsense graveyard hate. Again, welcome to Magic where all the threats have answers...you wouldn’t want having access to a second hand (graveyard) to really be invulnerable would you?

Play blue if you want to, there are good reasons to do that. But playing red has its own allure, and venting about not liking your deck never got anybody anywhere. Asking questions like “how did you guys solve this problem?” might actually...

Wuzibo on Red artifact help

6 days ago

I've run daretti as a commander since he came out. He was the first commander i ever used. I played it back then, and back then the problem i want to talk about was more a problem, but I feel in 5 years it hasn't been fixed the best.

The problem is that mono blue artifacts just seems infinitely better than mono red if you look at just artifact stuff. When you add blue control power on top of that it doesn't even seem close to me. I've played muzzio decks, so i have some experience with blue artifacts too. Just the artifact specific stuff feels way stronger. Compare Feldon of the Third Path or Goblin Welder to Arcum Dagsson or Master Transmuter . Red artifacts revolve more around the graveyard, which inherently opens up more counterplay in the form of graveyard hate, a weakness blue also does not share.

The 2nd part of this is mostly just blue complaining and looking at red's relative weaknesses. Red has no enchantment removal apart from Chaos Warp , which is red's only real way to deal with indestructible stuff as well. Red also doesn't have as many ways as blue to deal with indestructible things like Cyclonic Rift , polymorph's jest or Frogify . Then look at blue's card draw ability. Unconditional card draw, or Anticipate type effects. Red draw spells almost all require discard or are creature targeting with a 'draw a card' effect tacked on. And unlike black spells, you have to discard before you draw. Or you can get stuff like Avaricious Dragon or Dragon Mage , but they cause you to discard too. yes that helps, but blue card draw usually lets you stack your hand up as big as you want it provided you can grow your hand size, which isn't usually too hard in commander. Then just counterspells. I know that's beat to death, but it's just another +1 for blue.

I feel like mono blue artifacts are still just better than mono red. Mono red can work, but it's not as good. Blue is still too good at too much.

thom-le on Saheeli's Ironworks (KCI) [Primer]

1 month ago

michaeltjin: Thank you for your comment, Solemn Simulacrum is indeed a very interesting card. I don't want just to explain why I skipped this creature, because there are some good reasons to give this card a place in the deck. First he (or it) gives some additional mana available in the early game. There are some recursion options with Daretti, Scrap Savant , Goblin Welder ,... to get an additional boost in the mid- or endgame. Especially the card draw is an ability worth to consider, which is very important for this deck.

I exclude the Solemn Simulacrum for several factors. In an ideal case the commander Saheeli, the Gifted should be placed on the battlefield as soon as possible. Both cards have 4 mana to pay for - therefor the priority lies on the planeswalker. Except for the draw trigger there are not that much connections with other cards in the deck on how the own game development should happen. Primary target is to get the combination pieces on the board.

But as earlier mentioned it's absolutely reasonable to give him a try.

FunnyDuck on Never Break the Chain (Chainer, Nightmare Adept)

1 month ago

Skydaddy Just finished updating the list to reflect what I've been using for the past couple of pod games. I can't remember each specific change, but I altered the strategy of the deck a bit to include a focus on Sneak Attack and other top-of-deck cheaters like Bolas's Citadel which can take great advantage of Chainer's haste granting effect. This inclusion has the added benefit of mitigating some of the effectiveness of repeated graveyard hate against this deck; getting hit by 3 other players' Bojuka Bog s in one game left me unable to do anything at all. I also included more instant-speed recursion effects such as Phyrexian Reclamation and Necromancy which can be used in a pinch to save the best of the bunch in the event a one-time grave exile effect goes off.

I removed the Aetherflux + Citadel combo in the meantime, as the inclusion of Aetherflux specifically felt extremely clunky without any additional artifact support. I have been in talks with some others regarding abusing that combo in Chainer alongside things like Goblin Engineer and Goblin Welder , but that's not the direction I'm looking to take this deck right now.

I know this is probably not what you were hoping for regarding explanations or cuts, but just know that there are more than a few cards I'm looking to work back into the list, namely Lightning Greaves and a second Sac Outlet. But right now the addition of Sneak Attack and other large creatures has been pretty darn fun! This is definitely a unique take on the reanimator style for me, so I'm willing to play it out a bit longer to see how it lasts.

Mj3913 on Gerrard Flicks His Cards

1 month ago

If you add KCI as mentioned above you could also include the artifact lands Ancient Den , Darksteel Citadel , & Great Furnace . Goblin Welder & Goblin Engineer also help to sac artifacts.

Gidgetimer on Choosing Piles with Lili

1 month ago

Off the top of my head, if you are on UR Painter and have:

Volcanic Island

Seat of the Synod


Grim Monolith (untapped)

Grindstone (tapped to make it so that the untapped monolith isn't an immediate combo)

Painter's Servant

2x Goblin Welder

The piles of

Goblin Welder , Grim Monolith , Painter's Servant

Goblin Welder , Grindstone , lands

Make it so that you can combo off the next turn with either pile. The piles of

2x Goblin Welder , Grindstone

Painter's Servant , mana

Make it so that the earliest you can combo with known information is 2 turns away. The difference that the extra turn makes to lili's controller is huge.

SideBae on Izzet League

1 month ago

Speaking as something of an EDH sadist, you should run Curiosity . Enchanting Niv-Mizzet, Parun and then drawing a card creates a loop, provided you continue targeting opponents with the ping. Unfortunately, in EDH you're usually going to have to deal 120 damage to win, and this loop only works so long as you have cards in your library. So in all likelihood, you'll only kill one and a half opponents. You can end the loop by targeting a creature (including your general, if he's the only one on the field), in order to not deck yourself.

One solution to this is to add Timetwister effects. The card itself is in excess of $2,000 these days, so, if you have that kind of money, just buy a small boat. Consider Day's Undoing , Diminishing Returns , Clear the Mind or Time Spiral in addition to your Echo of Eons ... If you cast these after drawing your deck with the Curiosity loop, you can continue shooting people.

Completely shifting gears, I love that you're running Ponder and Brainstorm . Xerox cantrips like these dig you to what you need and past what you don't. Preordain is similarly busted, and Brainstorm goes from good to great with shuffle effects like your Evolving Wilds or Terramorphic Expanse . The Zendikar/Onslaught fetches, like Scalding Tarn or Flooded Strand , are the gold standard here, though they do tend to be very expensive. Slow fetches, like Bad River or Mountain Valley , are similar, cheaper, and still powerful. Faithless Looting is a great card in EDH, as it is in many ways a red Preordain . If you want to go the combo-route, Gitaxian Probe is great for checking for enemy counter-magic.

Gamble is only about $5 these days, and definitely worth including in addition to your Mystical Tutor .

Narset, Parter of Veils is a powerhouse in EDH. I highly suggest including her. If you couple her with the Windfall CrimsonChaos suggested, she can produce a LOT of card advantage.

Dig Through Time is similar to the above suggested Treasure Cruise . I suggest running one or the other, but not both; delve tends to get in its own way, if there're too many delve cards in the deck. Since Dig Through Time sees more cards, if you want to use the Curiosity loop, I think it's better; if you have ethical qualms about infinite loops in EDH, Treasure Cruise is better in that it provides more card-advantage.

A similar source of card-advantage is Mystic Remora . Landing this one turn one can slow down your opponents if you have a slower hand, and in more inexperienced metas it can easily be an Ancestral Recall or two. It's similar effect to your Rhystic Study with a higher cost on the trigger means you can get some real value fast.

Your artifact-ramp can use some work. Chrome Mox is great if you draw your deck and need to cast a Timetwister effect, though it is $40-ish. Talisman of Creativity is extremely powerful, as is Prismatic Lens , Fellwar Stone , the soon-to-release Arcane Signet , Thought Vessel and Coldsteel Heart . In general, two-mana ramp is a lot better than three-mana ramp in EDH, as once you hit three mana you should be trying to do more powerful things. Mana Vault is good for casting Thousand-Year Storm early.

One card I think would be fun to try is Goblin Welder . He lets you reanimate your Inkwell Leviathan for cheap, if you discard it early in the game. Wurmcoil Engine is a great card to sac-recur, as its splitting in two means you end up, over time, netting more and more artifacts to the field. However, this synergy is very slow if you can't untap your Goblin Welder . One thing to consider that is often forgotten with Goblin Welder is that you can use it to target your opponents' stuff. If you're facing down a Blightsteel Colossus and it's controller has an artifact in the 'yard, you can make your opponent sac the Blightsteel and return the (presumably less powerful) artifact.

Depending on your meta, you may want to consider Pyroclasm , Anger of the Gods , Kozilek's Return , etc. These are cheaper than your Mizzium Mortars , and if you're careful you can avoid killing your own dudes.

Presumably, after the first game or two your opponents will start trying to kill your general on sight. Increased cheap interaction will protect him and maintain any advantage you have; Swan Song , Turn Aside , Dispel , Spell Snare , Spell Pierce or even Mental Misstep (in some metas) are all worth considering.

Right. That's all I got. Good luck!

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Goblin Welder occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

Red: 0.57%