Welding Jar

Welding Jar

Artifact

Sacrifice Welding Jar: Regenerate target artifact.

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Welding Jar Discussion

battleooze on W/U/b MH2 Urza

3 days 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

BILBOBAGGENSTOSS on DINOSTORM

2 weeks ago

Thanks for the suggestions, I’ve been testing and found that Welding Jar as well as Mox Amber are a little bad and I think Paradise Mantle is a great way to help the deck be more consistent. As for spring leaf drum, im considering getting rid of the ambers all together, as the relevant turn to have that mana is turn 2, not turn 3

wallisface on Does this look infected?

1 month ago

Some thoughts:

  • I would have thought you'd be able to get away with less lands, like 20, instead of 22. Personally i'd be dropping 2 lands and a Brass Squire for the remaining Sigarda's Aid and Steelshaper's Gift you currently have in the sideboard (they just seem like straight-up improvements, and must-haves for mainboard).

  • I'm surprised to see you running Plague Myr instead of Necropede . I would have thought you'd be wanting to swing with the infect creature every turn, and so the mana the Myr provides isn't great? I could be wrong?

  • I was expecting to see some Apostle's Blessing in the sideboard to protect your dudes.

  • I don't think you need to run more than a single copy of Argentum Armor , as you can search for it when needed, and there's just too many times you're going to get stuck with it in hand. I'd go down to a single copy so that you can run a more toolboxy weapon-set to best deal with the current situation. Both Maul of the Skyclaves and Sword of Light and Shadow both seem like strong other cards to run in the deck as 1-ofs.

  • How much value does Brass Squire actually provide? They seem quite slow in a deck that should be trying to close out the game fast. At the fastest, they can equip something on turn 4 (3 with ramp), when your opponent has probably already stabilized. I think Giver of Runes could better suite this slot, although to keep your artifact count high for Cranial Plating maybe some mix of Signal Pest and Welding Jar works better.

wallisface on Thopter Sword whir

2 months ago

Some thoughts:

  • Mana Drain is not modern legal, so you shouldn't be running that :)

  • I would personally drop the large cmc cards, as modern is quite a fast format and they won't get a chance to see play a lot of the time - also they appear to be sucking up a lot of places in your deck by requiring you to run mana rocks. I'd ditch Darksteel Forge , Doubling Cube , Manalith , Vedalken Orrery , Mastermind's Acquisition and Master Transmuter here, as all of them are either too slow, or not doing enough (or both). You want to plan to have won the game on turn 5 or sooner (in a goldfish situation), and none of these cards help to make that dream consistent.

  • I feel like Mirrormade is probably also not strong enough, as i'm not sure what you'd target with that that'd be worthwhile?

  • As you're in blue and black, I would highly recommend some early game disruption to make sure that your pieces get to stay in play happily. Stuff like Thoughtseize and Inquisition of Kozilek would do wonders here.

  • As far as strengthening your ability to grab cards and solidify your board, stuff like Whir of Invention and Emry, Lurker of the Loch both help you get everything going a lot faster. They also let you run more of a toolboxy build where you can run a bunch of 1-ofs in the deck and fish them up for any given situation (i'm thinking single copies of Ensnaring Bridge , Relic of Progenitus , Welding Jar ), as well as being able to recur stuff like a playset of Mishra's Bauble for constant gain with Emry.

  • I think given the above suggestions, there is really strong odds that you can win faster without Time Sieve than with it (by just swinging with a bunch of thopters). Maybe drop down to a single copy of that card also, so you can toolbox for it in the rare times where it provides a faster clock.

abby315 on Urza’s Pet Dragon

2 months ago

Some instant/sorcery possibilities for you: Acquire
Kefnet's Last Word since you can uniquely avoid the downside of not untapping your lands
Shrewd Negotiation
Expropriate
Blasphemous Act
Sea Gate Restoration  Flip
Blatant Thievery
Sublime Epiphany

You could also run take-extra-turn spells to pretty good effect, but that's up to you.

Here are some additional cards to consider that are good in a R/U artifact/Treasures deck: Hellkite Tyrant
Malcolm, Keen-Eyed Navigator
Shimmer Dragon

I might swap in "eggs" for artifacts rather than ones that need to go to the GY to draw you cards, since you want them on the field for your commander's ability:
Golden Egg
Guild Globe
Prophetic Prism

And some ideas for cuts, just based on being overall weaker cards:
Storm the Vault  Flip
Zahid, Djinn of the Lamp
Call the Skybreaker
Pull from Tomorrow
Spellbook
Urza's Bauble
Welding Jar
Mishra's Bauble
Magma Opus

Finally, and I hate to suggest it since it means more cuts, but I think you should eventually be at 35 or 36 lands even with all of the ramp. 33 is pretty low unless you're running the full Mana Vault / Mana Crypt etc. cEDH manabase. I hope this gives you a good place to start!

wallisface on Thopter deck

3 months ago

Some thoughts:

  • I don't think this kind of deck warrants using Master Transmuter , as there just aren't enough big-costing cards in here to make it worthwhile.

  • I also see an issue where the big costing cards you do have, don't do a lot and are quite slow. I'd personally ditch Sharding Sphinx , Spell Swindle , Tezzeret, Artifice Master , Myr Turbine , Myr Battlesphere at a minimum, but also seriously consider ditching most of your other cards with CMC 4 or higher - modern is a fast format and your deck doesn't look well suited to stalling the game out.

  • I would recommend grabbing 4x Whir of Invention . They let you run a more tool-boxy build, grabbing whatever artifact you need to help out your current situation. While this will let you run many 1-ofs in the deck, I suggest still trying to get full playsets of the cards you want your deck to focus around (like Sai, Master Thopterist , for example).

  • Try and leave sideboard cards in the sideboard. The likes of Dispeller's Capsule won't do anything in a lot of matchups, so just bring it in when you'd actually need it. Padeem, Consul of Innovation feels a bit like a sideboard card also (a lot of artifact decks instead run Welding Jar mainboard to save them from game-one hate).

  • I would heavily recommend running 4x Thopter Foundry and 2x Sword of the Meek _(or 3x of each). _ The combo of pumping out thopters seems to be what your deck wants to do, and these cards make doing it super easy.

  • Just looking through the rest of the cards you have, the following list are other things I think you should look at ditching for better options at some point: Dragon Throne of Tarkir , Ojutai Monument , and Whirlermaker . As far as other cards to consider adding to this deck, I think you're in desperate need of interaction, so I would suggest Dispatch and Mana Leak to get you through the early-to-mid game grind

MagicMarc on Colorless/Blue Artifact Deck Help!

9 months ago

You need to decide what you want the deck to do before you can start cutting cards. Without knowing your build goal, you will not be able to know where to cut.

What do you wan this deck to do? Examples/ideas:

Is this deck mainly aggro? then keep the big monsters and the ramp. Cut the little creatures that are not mana dorks or cost reduction.
Is this deck mid-range good stuff? then cut creatures until you get 14-18, And add interaction cards to stop or negate your opponent's plays.
Is this a combo deck of some kind? For example; Is it built around Icy Manipulator + Voltaic Key for it's control? then get rid of the other stuff that is not part of that game plan.
Or is it going to cheat stuff out with Amulet and bridge? Then get rid of the icys and keys and focus on cheating big fat bombs out early.
Is it a toolbox deck? then cut your bombs and strong cards to 1 copy each and add more tutors to the deck.
These are just a tiny sample of archetypes, I am just showing how you can decide what kind of deck this is. Once you do, a lot of the cuts may become obvious depending on what you want for the deck.


But there are some cuts you should do no matter what goal you have:

-3 Fabricate (You already have 4 tinkers and 2 tezzerets), -1 Black Vise (Without support for it only 1 copy of this is just an annoyance when it shows up in your hand or is in play), -1 Paradox Engine (This is a freaking amazing card but it does not do a lot for this particular deck) , -1 Winter Orb (Like vise, without support it is not that useful with 1 copy), -1 Colossus of Akros (You have better big bombs already), -4 Etched Champion (this is a vanilla 2/2 most of the time and is probably the worst creature in your list), -4 Ornithopter (These are okay with the other cards in your deck but you will ramp into big stuff so fast they are just not too useful), -4 Welding Jar (at the very least cut it down to 2 since it synergizes with Academy Ruins. But Academy Ruins, Tinker, and Tezzeret the Seeker do the same thing kind of as this already. Id cut all of them to the maybeboard and see how it plays).
In a vacuum, none of these cards are bad by themselves. But none of these cards help you reach your goals for the deck. And only having 1 of something has a very low chance of seeing play. So if it does see play, it needs to do big things for you.

For your lands, they are another resource for the deck. So I would suggest filling in your land base with support cards. Stuff like;

+3 Buried Ruin (if you dont want to get more academy ruins), +2 Rogue's Passage (they don't hurt and can let you win off the back of one of your big creatures), +2 Arch of Orazca (really, slots of any land that gives card advantage), +5 more Islands or so, whatever gets you to 20-22 lands. If you dont want any of the other non-island cards, just add islands.

Your deck has very little interaction and I would suggest adding some to the deck. There are hundreds of options but I would look to add stuff that is similar to any of the following cards:

Spine of Ish Sah, Unstable Obelisk, or Meteor Golem. These cards synergize with academy ruins and buried ruin and can be Tinker targets when you need them. Just 1 or 2 copies of cards like these in the deck you can tutor for. Once you bring one of them online, you can keep bringing them back repeatedly to destroy your opponent's game state.

Then you need instant speed answers you can use to respond to what your opponent's do. Interaction is important and you will lose games just because you didnt have a Disenchant in your hand. Add copies of stuff like Scour from Existence, Titan's Presence, Not of This World or even repeatable stuff like Capsize or similar.


tl;dr
I am not saying you have to do any of the things I suggested. But you do need to decide what you want to do with the deck, cut cards, and add land and add interaction to the deck or it may just stay a hot mess like it is now.

Epicurus on Breya's Fabergé Eggs

9 months ago

Artifacts I recommend that Salvaging Station can grab:

Other artifacts I'd recommend:

Don't know about cuts. Hope that helps. Cheers!

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