Metalworker

Legality

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
Urza's Destiny (UDS) Rare

Combos Browse all

Related Questions

Metalworker

Artifact Creature — Construct

: Reveal any number of artifact cards in your hand. Add to your mana pool for each card revealed this way.

Metalworker Discussion

Jhornback1 on Killer Kykar Primer

3 weeks ago

Axurial Thank you for all of the suggestions and the run down for some cards. I was able to make some changes and worked around with the mana base to be more blue intensive and added some stones. I decided to leave The Locust God in the deck since I like to have a plan B & C just in case plan A gets shot down on sight. I know with my Urza deck, people see Metalworker and it dies or doesn't hit the field, so I always need a backup!

Now the goal is to find enough people to trade with to make this thing happen. Otherwise it won't be built until Commandfest in November! haha

RileyJP300 on Kozilek, The Inevitable

4 weeks ago

Wow I wish I had some of these cards! Metalworker is completely insane. That said if you're looking for a way to squeeze in any of your maybeboard lands you could remove Temple of the False God . most of your mana comes from artifacts, not lands, and that card does nothing until you have four other lands out, so usually its completely dead in the opening hand and bad as a top deck until you have the lands to make it work. I'd rather have a basic than that in most cases. Something that I did with my Kozi deck is maximize the amount of Wastes in the land base. Its a neat way to explore what nonbasics are the best and it lets you play some pretty sweet cards like Endless Atlas , Walker of the Wastes , Terrain Generator , and best of all, Extraplanar Lens . Thespian's Stage is almost always a copy of a land that taps for two, and sometimes an opponent forgets you can target their lands with its ability and drops a Dark Depths which can be hilarious. Other than lands, I would HIGHLY recommend finding space for Warping Wail and Not of This World . The amount of times Warping Wail has saved me from a board wipe or Not of This World has saved an expensive eldrazi from cheap removal cant be understated. bonus points since Not of This World counters abilities, too. Good stuff though, I bet this deck ramps like Tony Hawk on meth.

Caerwyn on Lazav plus training grounds combo

4 weeks ago

My mistake - I clearly was having a minor brain fart and forgot Training Ground's restriction on reducing the cost below one mana. I'm guessing that the people on the thread might have made the same mistake. Thanks for the correction!

Correctly, you need to produce at least three mana from the combo to break even (one for each of the two transformation, and one for the untap on Pili-Pala). Four if you are using Apprentice, because its mana ability requires you to put mana into it.

Which means this still can work if you have a Metalworker with two artifacts in-hand. The others, not so much.

Caerwyn on Lazav plus training grounds combo

4 weeks ago

Please remember to link your cards using double brackets:

[[Pili-Pala]]

Pili-Pala , Palladium Myr , Metalworker , Apprentice Wizard , Lazav, the Multifarious , and Training Grounds .

Training Grounds reduces Pili-Pala 's ability to just ; Turning Lazav into Pili-Pala to ; and turning Lazav into any of the others for .

So, for each option:

  • Lazav turns into Palladium for , and taps for . You are up . Turn it into Pili-Pala, untap, you are up and a colored mana. Spend the to turn back into Lazav, you still have one extra colored mana left over. Repeat forever - each time you will net infinite colored mana.

  • Same for Metalworker , though you need at least one artifact in your hand to get this to work.

  • Apprentice Wizard does not work quite as well - you have to spend the colored mana to activate its tap ability, but you'll still net infinite .

SideBae on Eldrazi Horror

1 month ago

I'm surprised no one has mentioned it, but Timesifter happens to be one of the dumbest cards to run in colorless EDH. Most other decks are going to be doing their best to keep their curves reasonable, but since you have just buckets of colorless mana-producers your curve is going to run very high. If you run Sensei's Divining Top too, you can probably take around 80 percent of the extra turns.

Sculpting Steel is an excellent way to copy whatever your biggest mana-producer is.

I've never liked the tron lands in EDH. My reasoning is mainly that the reward is too difficult to obtain in a singleton, ninety-nine card deck, and that running more non-basics leaves you more open to attack from Back to Basics , Ruination and Wasteland . Many colorless decks already run a lot of non-basics, but you don't want to run more than you have to. I also think you're running a few too many lands, since you're also (ideally) going to be getting a lot of mana from your rocks. I think you should just do a straight trade of the tron lands for other accelerants.

There're also a few other colorless lands to consider. Cryptic Caves , I think, is better than Seraph Sanctuary ; typically you'd only gain one-ish life off the latter, and the ability to cycle Cryptic Caves late game can be very relevant. Ancient Tomb is a BOMB in most decks, especially colorless ones; if you have the ability to acquire it, run it. Thespian's Stage or Vesuva can copy a good land you want more of; Thespian's Stage is especially funny if you run Dark Depths , which also happens to interact favorably with your Mirage Mirror . Also Blast Zone . And Scorched Ruins .

In general, you want to run more two-mana rocks and fewer three-mana rocks. I don't like Pristine Talisman , Seer's Lantern , etc. simply because if you ran two-mana rocks instead, you could land the rock turn two, untap, play a land, and then land a four-mana spell like Thran Dynamo or Hedron Archive . There're enough two-mana rocks you can run in a colorless deck that I think you may find yourself playing a turn behind where you could be, unnecessarily. Some examples: Thought Vessel , Coldsteel Heart , Everflowing Chalice , Fellwar Stone , Grim Monolith (if you're rich) and Hedron Crawler ... I think replacing the aforementioned and other three-mana rocks with some of these is definitely worth trying. If you wanted, Metalworker is probably the best three-mana dork-rock ever made, though he is around $50 these days.

I strongly agree with multimedia: You should definitely run Voltaic Key and/or Manifold Key , and Mystic Forge seems like it'll be a powerhouse.

Tamiyo's Journal and Oracle's Vault are good ways to generate card-advantage in colorless decks. Same goes for Staff of Nin , Mind's Eye (which goes well with Victory Chimes , if you want to leave that in) and Karn, Scion of Urza .

My last suggestion's relevance will depend largely upon your moral compass. I have no issue being a grade-A douche in games, since they're just games, and a good person in important matters; you might feel otherwise. Stax, if you're like me, is the way to go with colorless decks that makes them way better, mainly because you have so much more mana than anyone else at the table can make. Consider some or all of the following: Lodestone Golem , Trinisphere , Thorn of Amethyst , Sphere of Resistance , Chalice of the Void (to be cast on X = 1), Winter Orb (especially good with your rocks and if you run something like Clock of Omens ... Relic of Progenitus is good against a lot of decks, and can cycle for a card when it isn't. Grafdigger's Cage is similar. Finally, you may have luck with Tangle Wire , although that can isn't at its best in the modern day.

Right. Good luck!

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Metalworker occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Red: 0.12%