Welding Jar

Welding Jar

Artifact

Sacrifice Welding Jar: Regenerate target artifact.

Latest Decks as Commander

Welding Jar Discussion

wallisface on Hammer Time

3 days ago

I like the new direction a lot! Feels a lot more competitive! Here are some thoughts on ways to improve:

  • If you ditch the Languish, then everything you cast costs 2 or less mana. That would let you go down to 20 lands, which I think will be important as your deck probably wants a very high density of spells.

  • Removing the above lands and spells will leave you with 5 free slots, which I think you should use to get some more creatures. I would personally be doing some 3-2 mix of Golgari Thug and Stinkweed Imp - both of these can quickly get Phage into the grave (just be aware that if Golgari Thug on the battlefield, you HAVE to put a creature card on top of your deck - this can sometimes be awkward, but is usually fine).

  • Mask of Memory is interesting, but not great as it requires you using you Dermotaxi on Stitcher's Supplier and then somehow getting through with damage on it. I would suggest running Smuggler's Copter instead of Mask of Memory, it gives you the same effect without requiring the equip cost, and has a much better time staying alive & dealing damage (while letting you discard towards your combo).

  • I would recommend Slip Through Space over Artful Dodge as it lets you draw a different card if you don't need it.

  • I don't think you need Negate, as you already have hand-disruption and killspells, you should be able to ensure your opponent can't be too annoying. I'd move Negate to your sideboard, and run Otherworldly Gaze instead, which can do a lot for setting you up for victory.

  • With the above suggestions you have awesome odds of getting Phage into the grave, and pretty decent odds of getting Dermotaxi into hand - but to increase those Dermotaxi odds slightly i'd suggest replacing 2 of your 20 lands with Buried Ruin. This will let you grab a taxi from the grave in a pinch, if the game has gone late and you really need one.

  • I think overall your sideboard should focus on counterspells and ways to avoid opponent hate. Between games you always want to leaving all your combo-finding pieces in, so the cards you'll be swapping in-and-out are the hand-disruption and killspells. In that vein you don't need additional killspells in the side. Dispel is a great sideboard card, as it will deal with most threats. Welding Jar could also be good for protecting the taxi. Annul is probably also a great sideboard card for dealing with any weird stuff your opponent might be up to.

wallisface on Grinding Station Solitaire

1 month ago

It feels like this decks needs to find its pieces fast in order to be doing much of anything. I would suggest a playset Whir of Invention for helping get what you need.

Your sideboard confuses me a bit. A lot of the cards there don’t appear to help against any particular bad matchups (also, you have 4 Semblance Anvil there, putting you at 6 total, which isn’t legal). I would suggest having Welding Jar in the sideboard to help versus inevitable artifact destruction. You should also have sideboard answers to deal with Collector Ouphe, Karn, the Great Creator, and cards like Rest in Peace, which all look like they’ll hurt you super-bad

wallisface on Lobotomy

1 month ago

Wabbajacke a typical Lanturn control list would look something like this:

So, if you're wanting to keep to just blue and black, and include Circu, Dimir Lobotomist, then I would suggest a list that looks something like this (you'll note the deck can be a lot more tool-boxy than the above because Whir of Invention lets us search for whatever we want, so for example we only need 2 bridges):

wallisface on Eldrazi PanharmoniTron

3 months ago

deathjunky If I were trying to build a Modern Panharmonicon with Tron Lands deck, I think i’d initially set myself the following restrictions:

  1. Make sure there’s a full playset of Panharmonicon. The card is important to have in play, so we should be ensuring we get it.

  2. Ensure that the vast majority of the deck benefits from Panharmonicon. I would ditch the Eldrazi entirely for this, and focus on artifacts to make for a toolboxy build using Whir of Invention (this would allow us to get setup, while also getting pieces we need).

  3. Figure out how much we need Tron active. We either need low-ish cmc with Chalice of the Void, or we need to splash green to ensure Tron becomes active. I’m personally in favour of option A, though i think i’d still splash green for the likes of Thragtusk.

I think i’d end up with something like this (just spitballing, so this can easily be refined):

(Note, after going through that exercise, the biggest takeaway I have is that I don’t think Panharmonicon wants to be in the same deck as Tron-lands. If i’d just built this as a UG creature list, instead of a tron based build, i think it’d have been easier to ramp, and have access to better payoffs (i.e Hornet Queen). I think the best path forward for your Panharmonicon might be to ditch Tron)

zetsu.nitram on Monowhite Karn Book

4 months ago

I would suggest 4 Urza's Saga, it is an alternative win con/big blockers/fetches Welding Jar, you could also run Pithing Needle over Spyglass. Still seems real soft to artifact removal and edict affects if it does not get off the ground. I do like the interactions with Karn with the investigates and book. Please let me know how it goes, I have been doing real well with Coco Shamans.

rb701 on artifact aggro

4 months ago

i don't quite understand what you're trying to achieve here. it's like a race-horse that's fast in every direction but straight. my first attempt in using this, by turn 6 i was able to force out the Colossus. the second and third attempt, a sitting duck

i would start with switching the lands for artifact land. Darksteel Citadel was the sixth artifact land made, and was originally the only modern-legal for some time; to my understanding, they just made a bunch more that are colored and indestructible. the Forgemaster is good, but paints a glaring target on itself for the potential of a combo, you need something to distract or protect. Frogmite can come in quickly, Welding Jar to restore, or gear like Lightning Greaves or Swiftfoot Boots to protect it. i would also switch out the Manalith for the Darksteel Ingot; same cost, but cant be destroyed. the Pyramid becomes an easy target for at least 4 colors for removal and can stunt your resource development; simply trade that out for cheat creatures (such as Myr Enforcer) or more protection (Voyager Staff could be fun here). finally, Everflowing Chalice is only good if you have the resources to build it up AND the infrastructure to keep it for more than a turn, which you do not. that card could be better served with another creature that can do lots of damage, be quite the deterrent, and demands an answer - Lodestone Myr. it's not a perfect creature, of course, but the likelihood of a natural or cheat play of Colossus in modern against anything greater than a "kitchen table" deck is not good

hope this helps

wallisface on Selesnya-Scales

6 months ago

Surprised to see Relic of Progenitus in the mainboard, and also no Welding Jar in main or side.

I think you want a sideboard card to deal with Collector Ouphe (namely, Dismember )

How has Power Conduit gone for you in playtesting? I’ve seen a few recent lists running it, but i’m not convinced it’s all that powerful.

battleooze on U/B Urza's Thopter sword combo

7 months ago

I have Considered Dispatch and its a good choice for the deck I think I prefer Path as It's safer to cast early game when you might not have metalcraft

Whir of Invention is a very good card which would normally be in the deck along with a copy of Ensnaring Bridge but having 8 lands that don't produce blue mana for non artefact spells can make this hard to cast in a timely fashion

Nihil Spellbomb and Tormod's Crypt is just personal preference if you prefer the card draw play the bomb if you prefer cheap recursion with Emry, Lurker of the Loch play crypt

Brainstone is great for the deck some other good cards would be Expedition Map Welding Jar Navigator's Compass And Shadowspear (which has actually made the deck just need to update the list). Due to the how large the toolbox is for Urza's Saga you should look to change piece's of the deck to adjust to the current metagame

Load more