Welding Sparks

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Welding Sparks

Instant

Welding Sparks deals X damage to target creature, where X is 3 plus the number of artifacts you control.

AmebaDaKing on rödblå artificers & thopters

3 years ago

Instead of Shrapnel Blast I recommend you Welding Sparks . It costs 1 more to cast but 3 + X damage is enough to make it a big deal.

Neotrup on Stolen creatures and equipments - …

3 years ago

Some more points of clarification, because you do control it even while it's attached to a creature your opponent controls, if you have an effect that counts your artifacts (like Welding Sparks ) it sees the equipment.

If you're asking whether you get it back immediately to trigger it's ETB and equip it for free, it never leaves the battlefield, so it never comes back and triggers, you'll need to pay to equip it.

For some equipment, they have abilities that care about the controller of the equipment, not the controller of the creature. This is for simplicity since those should be the same person, but it can create interesting situations with a stolen creature. For instance, if you're Armix, Filigree Thrasher was equipped with Sword of Body and Mind instead, when it hit's you you'll mill 10 (as you were the one who was hit) and create a 2/2 green wolf token (as you control the sword). If it was equipped with Argentum Armor , you'd destroy target permanent when it attacks, you could even destroy Armix to keep it from hitting you!

Olsen on

4 years ago

Trying to brew around trinket mage and also trying NOT to make this a copy of other decks. I would like suggestions for minor tweaks. The side board I am unsure about. I added Aura Flux against bogles, Bloodtallow Candle against gurmag, Electrickery for Elves, Relic of Progenitus & Tormod's Crypt against reanimator, Welding Sparks & Bloodtallow Candle against stompy, Spidersilk Net against Delver, and Stoic Rebuttal just because.

multimedia on

4 years ago

Hey, saw your forum topic asking for help.

Since you're a new player in Commander my advice is keep it simple. Build this deck around what your Commander does. Admiral Beckett Brass means Pirates and she doesn't do anything unless you have Pirates. Not Zombies, not Vampires or any other tribe, just Pirates.

The steal your opponents nonland permanents/creatures is a fine strategy, but don't go overboard with single cards that only give you a single steal effect on a single creature such as Act of Treason . Brass's combat damage to a player from three Pirates ability and Captivating Crew are repeatable ways to steal your opponents creatures/nonland permanents and that's better, really all you need for this effect.

There's only 27 lands here which is not enough land; you risk getting land screwed (not drawing or have lands on the battlefield). When this happens you're not able to play cards in your hand because you don't have lands on the battlefield. Getting land screwed is not fun and since you're a new player it's even worse as it can possibly make you not want to play again.

Getting land flooded (drawing too many lands/having too much land) is also not fun, but it's better to have lands to cast spells then to not have any lands at all. If land flooded you can at least cast Brass since she's in the Command Zone. All Commander deck builders have to clear deck space for enough lands.


My advice for the manabase is if you don't want to add other lands that you don't have then add more basic lands. Play a total of 38 lands with 15-20 basic lands, split up between Islands, Swamps and Mountains. Play more Islands than the rest, next is Swamps and last is Mountains. There's more blue and black Pirates/cards than red here. If you're willing to add lands you don't already have then I can help you on a budget to upgrade the manabase starting with Command Tower .

11 cards to consider cutting to add more lands:


Other cards to consider cutting to make 100 cards:

As far as cuts to consider, cut single cards that give a single effect such as stealing an opponent's creature for one turn. Only getting to cast a card once and only target one creature to steal for one turn is not good enough. Single card combat trick spells that can only target one creature are lackluster and can be cut. Auras that only help one creature and don't give evasion can also be cut. Ghostly Wings and Aqueous Form are fine since they can give Brass evasion making it easier for her to do combat damage to a player.

Simplify your deck's strategy, go with Pirates and cut the majority of the nonPirate creatures. Creatures such as Wonder , Nightveil Specter and Sower of Temptation are worth keeping especially Wonder. Specter and Sower are good cards to go with the theme of stealing your opponents cards. Clones are fine, but not high mana cost ones that can only copy a creature; honestly cut them.


Some redundancy (multiple cards that do the same effect or close to it) in Commander is good. But, if you're needing cuts then redundancy is a place to make cuts. Draw spells for instance are good redundancy such as Brainstorm , Night's Whisper , Read the Bones . These are all low mana cost/mana efficient draw spells. Opt and Sleight of Hand are also fine, but if you need cuts they can be cut. Draw spells such as Pirate's Pillage , Pirate's Prize , Train of Thought , Think Twice are not good, cut them. Low mana cost (0-2 CMC) mana rocks are more good redundancy: Sol Ring and Signets/Talismans. Chromatic Lantern and Commander's Sphere are much better than the other three drop mana rocks here; Mana Geode and Darksteel Ingot can be cut.

For your deck combat trick spells, counterspells and targeted creature removal is in my opinion bad redundancy. I'm not saying to not have these kinds of effects, but limit the amount of them you play. Counterspell for instance is a staple card of Commander play it, but Cancel , Sinister Sabotage and Rethink are worse then Counterspell, cut them. Sabotage is better than Cancel, etc.

Blasphemous Act and Fiery Cannonade is good redundancy. Murder is better than Doomblade, cut Doomblade. Sorcery or high mana cost instant creature removal can be cut such as Contract Killing and Price of Fame . Bitterblossom and Dreadhorde Invasion is good redundancy, but Bitterblossom is a much better card than Invasion. Invasion is a good card, but if you need to cut a card then cut it because you have Bitterblossom, otherwise keep it.

Spells that give all your creatures evasion of some type are fine, but don't go overboard with including lots of them because these cards do nothing without you controlling a creature; making them dead draws/dead cards in your hand too often. These kind of effects that can give all your creatures evasion are better if they can be repeatable or are a static ability such as Wonder or from an enchantment, not an aura. You want to play cards that can give your creatures lasting evasion more than a single card for a single effect on one turn.

I offer more advice if you would like. Good luck with your deck.

DrkNinja on Hot Hot Lady

5 years ago

Not a fan of Welding Sparks, its too narrow for a format that could literally throw anything at you. I'd also suggest Gilded Lotus, Gauntlet of Power, and Extraplanar Lens because getting to your girl Akroma isn't easy.

razelfark on Super awesome artifact deck which will beat brader

6 years ago

I like the concept of what your basing your cards around. You may want to consider trying Era of Innovation to combo with the Whirler Virtuoso. This makes it easier for you to gain energy for spawning more tokens as you will only need one one of the enchantment in play with one Decoction Module to make it so you can spawn a token and the pay one mana to maintain your energy.

You also may want to cut Metalwork Colossus from the deck because its mana cost is only reduced by "Non-creature" artifacts. You don't run that many that help that function and the creature itself doesn't help your deck function that much in general.

I would also suggest cutting Welding Sparks in favor of harnessed lighting. the energy based spell helps synergize with the energy mechanic of virtuoso and can be played for less and do the same amount of damage by default.

I would also suggest removing Pia's Revolution as this card does not offer much value to your decks style of play. This card functions better in a deck type that destroys its own artifacts in attempt to make your opponent think if they want you to have a card back or not.

Trophy Mage I am not sure if it is good in deck or not. You may just want to cut in favor of another copy of Chief of the Foundry and Foundry Inspector each since these are your only targets with the trigger.

In case you are interested you can check out a version of this deck I made a while ago for inspiration Module Silliness (U/R). It is something I dabbled with when the set Kaledesh first came out and though tit was fun.

Best of luck.

Argy on Speedway Champions

6 years ago

You've obviously never played Welding Sparks in a deck heavy with Artifacts.

I already mentioned Abrade in the description.

sucks.

Negate belongs in the Mainboard.

I do not wish to hit myself for 1 life if I get stuck needing .

Jkmiller1 on Speedway Champions

6 years ago

I have never been very impressed with Welding Sparks as a card, Abrade is probably worth testing. Have you considered adding a third color? splashing green would let you play Attune with Aether which lets you lower your land count and cut Highland Lake, as well as powering up your Aether Hub and opening the possibility of playing harnessed lightning. Maybe you should consider putting some copies of Negate in the sideboard in favor of Supreme Will? You have a heavy load of two drops, and the diversity of Will seems nice. Ramunap Ruins seems like a home run for this deck.

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