I finished 4-1 with the deck last Saturday. Could have been 5-0, but had poor draws in the first game vs Reanimator and lost 2-1.. I won against another Reanimator, a Merfolks, a Mighty Quinn and a Tem America.
And in the SB i have the SnT-Emrakul-Package to bring in. i like it a lot, cause most of the hate the opponents bring is useless against Emrakul.. BUT i am still unsure what to take out (at least 6 cards) against what kind of decks... Do you take out combo-parts as well? i never do that, but that reduces my options..
any thoughts about the sieboarding with this deck are very wellcom ...
What do you all think about the following as an alternative to the SNT package:
1x Iona
1x Sphinx of the Steel wind
1x Unburial Rites
1-2x White Sources
There was an article on SCG about this plus intuition as a good alternate win condition, and since we already run intuition (and LED) this seems like a really awesome package, especially given how awesome Iona is with Painter if we are winning. I don't know if there are better creatures but i thought with a small reanimation package they present a pretty good mix of threat and defense.
The article also included gigapede as a potential card, but since we already include LED I do not know if it is necessary. One bonus of this kill is that you only need to draw intuition for it to work, whereas the other combo requires two cards.
Negatively it does get hit by graveyard hate which is rough. Thoughts?
Yeah, I don't see Unburial rites being that useful either. Iona is good early, not late, and if you show a pile with Rites you're going to have to come up with 5 mana through disruption, or search out a white source later, which is usually slow enough for someone to kill you.
I've just begun working on this deck again, and the only thing I believe I'm missing are 2 volcanic islands and a Lion's Eye Diamond. Post sideboarding seems to be my biggest issue, though, not speed or mana fixing game 1. Any non-Burial rites tips?
I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
I mean, hell, we're all on a forum for something that most people would describe as a "children's card game"...do what makes you happy. You are never too old to enjoy yourself.
Affinity was a washout in my favor both games. I didn't really put anything of note down other than in game 2 I countered his Phyrexian Revoker which was most likely going to name Grindstone.
Dark Depths was a fun matchup. Game 1 I took my time and didn't combo until turn 5 because I wasn't sure what his deck even was, at first. I saw the Hexmage come out on his fourth turn and figured I'd be safe, lol. Game 2 I cast a turn 1 Grindstone and a Mox Opal , he sat out a t1 Pithing Needle naming Grindstone, and then I dropped a Pithing Needle naming Vampire Hexmage on my following turn (I sided in Blood Moon but never saw it). Two Welders bit a Innocent Blood and a Go for the Throat, but I managed to drop a Painter, Red Elemental Blast the Needle and activate the Grindstone all in the same turn (thanks to a Ancient Tomb, Mox Opal and three other lands).
The burn matchup was kind of hellish. I won game 1 at 2 life because he ran out of cards in hand before dropping me to zero. Game 2 I was stomped due to multiple Smash to Smithereens, game 3 I won by the skin of my ass by countering 2 Price of Progress and a Fireblast with Spell Pierces and a Force. I'm fairly certain he thought it was A-OK to be Fireblast because it wasn't until game 3 that I even drew a Force of Will against him, so after I tapped out and made him sacrifice his only two lands he scooped, showing me 2 more Fireblasts in hand while I had a Welder in play and a Painter/Grindstone in the graveyard at 7.
In all honesty, had it not been for his bad luck/better mulliganing I'm certain he would have curbstomped me.
Enchantress was fun. I didn't really have anything sideboarded for it, and I came out game 1 like a champ. In game 1, I kept a 6 card hand with none of my combo pieces, stuck a Goblin Welder and landed a second turn Intuition off of Mox Opal, Great Furnace and Seat of the Synod. I won shortly thereafter, lol. I sided in Truths over Ensnaring Bridge.
Game 2 I mulligan'ed to 5 and kept a similar hand (Grindstone in the place of Brainstorm), but he laid out a very early Ground Seal with me being powerless to stop it. I eventually drew into a Painter via Brainstorm-fetch abuse, but I didn't cast it even though I had the mana to because I was fearing an Oblivion Ring. His next turn? Nevermore naming Painter, Sterling Grove. I scooped, lol.
Game 3, the stars freaking aligned and I got a hand of Grindstone, Red Elemental Blast, Scalding Tarn, Ancient Tomb, Mox Opal, Brainstorm and Great Furnace. T1 Furnace, Grindstone, Opal and then Brainstorm during his turn got me my Painter. T2, Painter naming blue off Ancient Tomb. He drew, went, "Stony Silence?" I said, "It resolves" and he breathed an audible sigh of relief. I then cast Red Elemental Blast to destroy the Stony Silence and he went, "That was a dick move making me think that I bought me some time, but GG." I was originally intending to shuffle my library with the Tarn to get rid of the Red Elemental Blast, but seeing the Servant meant the Blast wasn't dead so I just played it like a bad player and didn't shuffle lol.
Nic Fit was uneventful each game. In game 1, I recognized it immediately when he played Veteran Explorer on turn 1, so I just kept to myself, playing nothing but Goblin Welder. He let me keep it, and I'm guessing he didn't know what to name with Therapy, but I did an EoT Intuition for Mox, Painter and Grindstone, brought the Grindstone in at the expense of my Great Furnace, then cast the Mox on my turn, tapped it, Weldered it for Painter, activated the Grindstone and he went GG.
In game 2, I drew two Brainstorm so even though he stripped my hand of Painter and Grindstone, he couldn't keep me off my Intuition or Welders. Green Sun's Zenith at 2, Maelstrom Pulse and Pernicious Deed with one mana open all met a Spell Pierce or Force and I swapped my pieces right into play. Again, never drew into Blood Moon. I thought this matchup was going to be a lot harder than it was, but I think I lucked out and the player was the problem, not the deck.
RUG was a tremendous pain in the ass. Game 1 I lost, hands down, thanks to forced Surgical Extraction. Game 2, I forced a Blood Moon to resolve on the third turn with his only creatures being Scavenging Ooze, Birds and Hierarch (and he had already used two fetch). I combo'd out eventually and won, only eating a Fire and Lightning Bolt thereafter. Game 3 I got an amazing starting hand, Grindstone ate an Extraction after it was hit by a Pridemage, but I fetch a Wurmcoil off an EoT Intuition, stick it and slap a Blood Moon the following turn, my opponent then scooped because he had a Natural Order in hand and that was his last outlet to win once the Coil dropped. He spent all of his resources trying to Extraction my Grindstone, and I always had 1 mana open so Daze didn't mean a thing, lol. Talk about lucky
I realize I got lucky almost every one of my games, but it felt good, yo. Ensnaring Bridge seemed like a much better idea on the drawing board, but in the few games I landed it, it was so underwhelming that I didn't even take note of it (it really was just for Emrakul and Progenitus, but none of those even played).
essentially, Enlightened Tutor for artifact pull. Argivian Find (single drop W) with Intuition. Surgical Extraction for removals, and the rest will be rather stanard (force of wills, the painters / grindstones, hydroblast, blue elemental blast, etc) .
some items are a touch spendy, but its getting there. I plan to work it a bit in a proxy format to get a feel for how it will work out before i spent money on certain cards.
Type 2 Tokens :symw::symu::symb:
Legacy Painter's Stone :symr::symu:
EDH Sliver Overlord synergy :symw::symu::symb::symr::symg:
EDH "These Walls Were Made for Walkin'" :symw::symb::symg:
I've been thinking of the card Gamble for this deck lately and I like the idea a lot. I run an reanimation/ramp into wurmcoil engine and steel hellkite with goblin welder and grim monolith and so I feel like gamble would be awesome in it. I don't have any Gamble so I don't know how it would work but theoretically I'd say it would work.
As for Exterpate and the like it would be potentially difficult if you are only trying to combo out and they have "it". I feel like the wurmcoil and hellkite are alternate win conditions against that.
I run a u/r version and enjoy it so far. I've only gold fished though. And my thoughts are how do I beat emrakul and other Eldrazi? Just add Leyline of the void and hope to hit seems silly. and if working the LL void plan why not spread into white for rest in peace and go with helm of obedience win con? Just skip U and go R/W/B and have disruption with discard and have removal of Swords to Plowshare. Just some things I'm thinking.
E. tutor would actually be better if W was splashed. One thought I have is if this deck goes W then can it support Force of Will? If W is splashed then rest in peace can be added with Helm of Obedience and two different options but still the same plan. Also RIP and Helm would go around Emrakul, and E. Tutor would help the deck be more consistent. Down side to RIP is that it makes Goblin Welder useless. These would be some questions that I ask about the deck.
Edit: Well there are no responses, so I'll just go balls to the walls and give them a shot at an upcoming event and let you guys know if I died horribly.
I'm a bit late, but I haven't been a fan of transforming post-board into Delver, then again my meta is full of random decks I have to board against now, specifically Reanimator, Dredge and Sneak Show
How did it do for you? I've changed my list quite a bit over the last few months, adding Transmute Artifact, Grim Monolith and another Wurmcoil (because it's ace against the fair decks popping up. My meta is all fair decks and combo, wtf).
How has the Transmute/Monolith/Wurmcoil package been treating you. I've been debating about building UR Painter and I think the Transmute package is better than the triple LED build. Care to shed some light on the subject?
How has the Transmute/Monolith/Wurmcoil package been treating you. I've been debating about building UR Painter and I think the Transmute package is better than the triple LED build. Care to shed some light on the subject?
I'm actually not a fan of 3+ LED in a non-imperial build. In the past couple of days, I got bored. I decided to throw together this deck, until I get my hands on imperials, anyway.
I did research, and the non-imperial builds seem to do better in tournanment scenes with a secondary win con, like Wurmcoil.
I'm also not a fan of transforming into delver, though a dreadnought/stifle package has crossed my mind.
Transmute artifact is the best tutor/utility card in the deck, hands down... Read the oracle carefully, if you fail to pay X, the artifact goes into the graveyard... In turn it combos with welder, so u don't necessarily need to pay 6-x to get Wurmcoil into play from anywhere in your deck, if you have extra artifacts and a welder in play...
I'm actually not a fan of 3+ LED in a non-imperial build. In the past couple of days, I got bored. I decided to throw together this deck, until I get my hands on imperials, anyway.
I did research, and the non-imperial builds seem to do better in tournanment scenes with a secondary win con, like Wurmcoil.
I'm also not a fan of transforming into delver, though a dreadnought/stifle package has crossed my mind.
Transmute artifact is the best tutor/utility card in the deck, hands down... Read the oracle carefully, if you fail to pay X, the artifact goes into the graveyard... In turn it combos with welder, so u don't necessarily need to pay 6-x to get Wurmcoil into play from anywhere in your deck, if you have extra artifacts and a welder in play...
I know that this is generally a combo deck, but I really liked the Wurmcoil backup plan. I just didn't like the idea of being so all-in on LED in the non-Wurmcoil builds. I was curious to see how good of a backup plan it was and it seems to be a good one. Thanks for looking into it.
Instead of the Gamble vs. Reshape, what about either vs. Intuition? It is a more generic tutor, so it has some more flexibility vs Reshape and guarantees a card both in hand and in graveyard, unlike Gamble. The fact that it can search for and set up your combo all in one spell seems like a good reason to include it. I understand that mana cost can have some bearing here, but the sol-lands should make it easier to cast quickly. I don't really like the 2-for-1 nature of Reshape, since you have to sac an artifact up front, unlike Transmute. I'm not sure it's valuable enough because of that to be Transmute 5 & 6.
I do agree that Transmute does a great many things for this deck. It tutors and plays combo pieces. It can get silver bullets if need be. It can even Entomb things for Welder fodder. It's one of the reasons I'm looking into this deck. As a matter of practicality, it is the most problematic card in the deck, since just about everyone is going to have to read the Oracle text every time you cast it.
Overall, I don't really know where I would go with the sideboard. Probably something generic like more graveyard hate and silver bullet artifacts.
How has the Transmute/Monolith/Wurmcoil package been treating you. I've been debating about building UR Painter and I think the Transmute package is better than the triple LED build. Care to shed some light on the subject?
Absolutely loving it, actually. Monolith essentially gives you +1 mana for nothing, and Transmuting it practically guarantees at least one piece of your combo. It's safe on counter so you don't have to worry about being down an artifact unlike spells that require sac as a cost, etc., and its even more difficult for your opponent to make the spell 'fizzle' since it doesn't target.
I can't even name the number of times I went to sacrifice something to fetch Wurmcoil, my opponent had a Daze or something so I fetched a Painter instead because I had no Welder. I absolutely love how you don't have to pay jack until resolution, making it even harder for your opponent to deal with.
Wurmcoil Engine practically handles Jund, BUG, RUG, etc., on its own, and that's the most important thing for me. Even if they disrupt my combo, pulling Wurmcoil makes it ridiculously hard to win. Lightning Bolt, Abrupt Decay, etc., barely touch it, and if they actually want to waste a Maelstrom Pulse on it then applying for the combo win plan has another hurdle it doesn't have to bypass. Grim Monolith makes going for Wurmcoil pretty easy with Transmute Artifact (since you only have to pay 1 mana to fetch it); with all the little Deathrite Shamans floating around, sticking creatures in the graveyard off Intuition is bad if they have G available, but Transmute Artifact bypasses that).
I actually won a game last weekend in the game store the next city over when my opponent stripped my hand of Grindstone first turn, then Surgical Extraction'ed it. I pulled out Wurmcoil out on the third turn, Weldered the Wurmcoil away for the Monolith at the end of my opponent's turn to get the tokens, then sacrificed the Monolith to Welder for to pull the Wurmcoil out of the graveyard, etc., improving my board state significantly. While he eventually used Deathrite Shaman to exile the Wurmcoil Engine later it didn't matter because I had a good 6 tokens and a lot more life than he would be accustomed to handling while his Shaman came too late, so he got murdered by tokens that weren't 1/1 fliers or Marit Lage in Legacy, lol.
Seriously, if you have the capability, do 3-4 Transmute Artifact and 3 Grim Monolith with a Wurmcoil or two. It's hilarious, and lets you win games you otherwise would have lost, especially given the number of 'fair' decks floating around now. Tarmogoyfs and Lingering Souls tokens cannot handle a 6/6 deathtouch/lifelinker.
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Sig and Avatar drawn by me.
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That color makes my eyes bleed. I wasn't even able to read past the first sentence without pulling up the quote box.
Anyways, I haven't heard much from this deck since the banning on MM and the printing of Snappy. Anyone still brewing with this one?
Modern:
UR Storm RU
RG Titanshift GR
MTGO: MrPajitnv (Yes I typo'd it)
Creatures:
4 Painters
4 Goblin Welders
2 Spellskite
Instants:
4 Brainstorm
4 FoW
4 Intuition
3 REB
Artefacts:
4 Tops
4 Grindstones
3 Mox opal
3 LED
21 lands
And in the SB i have the SnT-Emrakul-Package to bring in. i like it a lot, cause most of the hate the opponents bring is useless against Emrakul.. BUT i am still unsure what to take out (at least 6 cards) against what kind of decks... Do you take out combo-parts as well? i never do that, but that reduces my options..
any thoughts about the sieboarding with this deck are very wellcom ...
1x Iona
1x Sphinx of the Steel wind
1x Unburial Rites
1-2x White Sources
There was an article on SCG about this plus intuition as a good alternate win condition, and since we already run intuition (and LED) this seems like a really awesome package, especially given how awesome Iona is with Painter if we are winning. I don't know if there are better creatures but i thought with a small reanimation package they present a pretty good mix of threat and defense.
The article also included gigapede as a potential card, but since we already include LED I do not know if it is necessary. One bonus of this kill is that you only need to draw intuition for it to work, whereas the other combo requires two cards.
Negatively it does get hit by graveyard hate which is rough. Thoughts?
I've just begun working on this deck again, and the only thing I believe I'm missing are 2 volcanic islands and a Lion's Eye Diamond. Post sideboarding seems to be my biggest issue, though, not speed or mana fixing game 1. Any non-Burial rites tips?
Sig and Avatar drawn by me.
-Warden
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
Is it cool to post a tournament report here? It's not a Star City tourney or anything, but I don't know if anyone still cares lol
Sig and Avatar drawn by me.
UHigh TideU
EDH:
GUEdric, Spymaster of TrentUG
10th at SCG: Syracuse (2014), GP:NJ Last-Chance Grinder Winner (2014):: Former Legacy Mod
My main of this deck is as follows:
4x Painter's Servant
4x Goblin Welder
2x Ensnaring Bridge
3x Mox Opal
3x Sensei's Divining Top
4x Force of Will
4x Spell Pierce
4x Red Elemental Blast
4x Intuition
4x Brainstorm
4x Seat of the Synod
4x Scalding Tarn
2x Bloodstained Mire
3x Ancient Tomb
2x Volcanic Island
1x Mountain
1x Island
3x Echoing Truth
4x Relic of Progenitus
4x Pithing Needle
3x Blood Moon
1x Wurmcoil Engine
Affinity
Dark Depths
Burn
Enchantress
Nic Fit
RUG
Affinity was a washout in my favor both games. I didn't really put anything of note down other than in game 2 I countered his Phyrexian Revoker which was most likely going to name Grindstone.
Dark Depths was a fun matchup. Game 1 I took my time and didn't combo until turn 5 because I wasn't sure what his deck even was, at first. I saw the Hexmage come out on his fourth turn and figured I'd be safe, lol. Game 2 I cast a turn 1 Grindstone and a Mox Opal , he sat out a t1 Pithing Needle naming Grindstone, and then I dropped a Pithing Needle naming Vampire Hexmage on my following turn (I sided in Blood Moon but never saw it). Two Welders bit a Innocent Blood and a Go for the Throat, but I managed to drop a Painter, Red Elemental Blast the Needle and activate the Grindstone all in the same turn (thanks to a Ancient Tomb, Mox Opal and three other lands).
The burn matchup was kind of hellish. I won game 1 at 2 life because he ran out of cards in hand before dropping me to zero. Game 2 I was stomped due to multiple Smash to Smithereens, game 3 I won by the skin of my ass by countering 2 Price of Progress and a Fireblast with Spell Pierces and a Force. I'm fairly certain he thought it was A-OK to be Fireblast because it wasn't until game 3 that I even drew a Force of Will against him, so after I tapped out and made him sacrifice his only two lands he scooped, showing me 2 more Fireblasts in hand while I had a Welder in play and a Painter/Grindstone in the graveyard at 7.
In all honesty, had it not been for his bad luck/better mulliganing I'm certain he would have curbstomped me.
Enchantress was fun. I didn't really have anything sideboarded for it, and I came out game 1 like a champ. In game 1, I kept a 6 card hand with none of my combo pieces, stuck a Goblin Welder and landed a second turn Intuition off of Mox Opal, Great Furnace and Seat of the Synod. I won shortly thereafter, lol. I sided in Truths over Ensnaring Bridge.
Game 2 I mulligan'ed to 5 and kept a similar hand (Grindstone in the place of Brainstorm), but he laid out a very early Ground Seal with me being powerless to stop it. I eventually drew into a Painter via Brainstorm-fetch abuse, but I didn't cast it even though I had the mana to because I was fearing an Oblivion Ring. His next turn? Nevermore naming Painter, Sterling Grove. I scooped, lol.
Game 3, the stars freaking aligned and I got a hand of Grindstone, Red Elemental Blast, Scalding Tarn, Ancient Tomb, Mox Opal, Brainstorm and Great Furnace. T1 Furnace, Grindstone, Opal and then Brainstorm during his turn got me my Painter. T2, Painter naming blue off Ancient Tomb. He drew, went, "Stony Silence?" I said, "It resolves" and he breathed an audible sigh of relief. I then cast Red Elemental Blast to destroy the Stony Silence and he went, "That was a dick move making me think that I bought me some time, but GG." I was originally intending to shuffle my library with the Tarn to get rid of the Red Elemental Blast, but seeing the Servant meant the Blast wasn't dead so I just played it like a bad player and didn't shuffle lol.
Nic Fit was uneventful each game. In game 1, I recognized it immediately when he played Veteran Explorer on turn 1, so I just kept to myself, playing nothing but Goblin Welder. He let me keep it, and I'm guessing he didn't know what to name with Therapy, but I did an EoT Intuition for Mox, Painter and Grindstone, brought the Grindstone in at the expense of my Great Furnace, then cast the Mox on my turn, tapped it, Weldered it for Painter, activated the Grindstone and he went GG.
In game 2, I drew two Brainstorm so even though he stripped my hand of Painter and Grindstone, he couldn't keep me off my Intuition or Welders. Green Sun's Zenith at 2, Maelstrom Pulse and Pernicious Deed with one mana open all met a Spell Pierce or Force and I swapped my pieces right into play. Again, never drew into Blood Moon. I thought this matchup was going to be a lot harder than it was, but I think I lucked out and the player was the problem, not the deck.
RUG was a tremendous pain in the ass. Game 1 I lost, hands down, thanks to forced Surgical Extraction. Game 2, I forced a Blood Moon to resolve on the third turn with his only creatures being Scavenging Ooze, Birds and Hierarch (and he had already used two fetch). I combo'd out eventually and won, only eating a Fire and Lightning Bolt thereafter. Game 3 I got an amazing starting hand, Grindstone ate an Extraction after it was hit by a Pridemage, but I fetch a Wurmcoil off an EoT Intuition, stick it and slap a Blood Moon the following turn, my opponent then scooped because he had a Natural Order in hand and that was his last outlet to win once the Coil dropped. He spent all of his resources trying to Extraction my Grindstone, and I always had 1 mana open so Daze didn't mean a thing, lol. Talk about lucky
I realize I got lucky almost every one of my games, but it felt good, yo. Ensnaring Bridge seemed like a much better idea on the drawing board, but in the few games I landed it, it was so underwhelming that I didn't even take note of it (it really was just for Emrakul and Progenitus, but none of those even played).
Sig and Avatar drawn by me.
essentially, Enlightened Tutor for artifact pull. Argivian Find (single drop W) with Intuition. Surgical Extraction for removals, and the rest will be rather stanard (force of wills, the painters / grindstones, hydroblast, blue elemental blast, etc) .
some items are a touch spendy, but its getting there. I plan to work it a bit in a proxy format to get a feel for how it will work out before i spent money on certain cards.
Legacy Painter's Stone :symr::symu:
EDH Sliver Overlord synergy :symw::symu::symb::symr::symg:
EDH "These Walls Were Made for Walkin'" :symw::symb::symg:
Jason Lemmer 10th place - StarCityGames.com Legacy Open tournament - Denver, Colorado, United States - 2012-08-26
2 Lion's Eye Diamond
1 Tormod's Crypt
4 Painter's Servant
4 Goblin Welder
4 Brainstorm
4 Force of Will
4 Intuition
4 Pyroblast
2 Red Elemental Blast
4 Spell Pierce
3 Mox Opal
4 Great Furnace
4 Seat of the Synod
1 Island
1 Mountain
3 Ancient Tomb
4 Scalding Tarn
3 Volcanic Island
3 Mindbreak Trap
3 Emrakul, the Aeons Torn
3 Griselbrand
4 Show and Tell
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
2 City of Traitors
1 Academy Ruins
2 Great Furnace
3 Seat of the Synod
4 Scalding Tarn
2 Volcanic Island
1 Island
1 Mountain
3 Goblin Welder
3 Trinket Mage
1 Sundering Titan
4 Grindstone
1 Aether Spellbomb
1 Pyrite Spellbomb
2 Mox Diamond
1 Mox Opal
1 Mindslaver
1 Tormod's Crypt
4 Force of Will
2 Intuition
2 Repeal
1 Pyroblast
1 Red Elemental Blast
4 Gamble
As for Exterpate and the like it would be potentially difficult if you are only trying to combo out and they have "it". I feel like the wurmcoil and hellkite are alternate win conditions against that.
I run a u/r version and enjoy it so far. I've only gold fished though. And my thoughts are how do I beat emrakul and other Eldrazi? Just add Leyline of the void and hope to hit seems silly. and if working the LL void plan why not spread into white for rest in peace and go with helm of obedience win con? Just skip U and go R/W/B and have disruption with discard and have removal of Swords to Plowshare. Just some things I'm thinking.
http://www.mtgsalvation.com/trading-post/details/360-bitterblossom-and-mistbind-clique-looking-to-trade
Modern: WUBRG Infect
Legacy: WUBRG Belcher
5 Color control, aggro and combo. Taste the Rainbow!
http://www.mtgsalvation.com/trading-post/details/360-bitterblossom-and-mistbind-clique-looking-to-trade
Modern: WUBRG Infect
Legacy: WUBRG Belcher
5 Color control, aggro and combo. Taste the Rainbow!
http://www.mtgsalvation.com/trading-post/details/360-bitterblossom-and-mistbind-clique-looking-to-trade
3 Ancient Tomb
4 Great Furnace
2 Island
1 Misty Rainforest
1 Mountain
4 Scalding Tarn
4 Seat of the Synod
2 Volcanic Island
Creatures (8):
4 Goblin Welder
4 Painter's Servant
2 Mox Opal
4 Brainstorm
4 Grindstone
4 Ponder
2 Pyroblast
2 Red Elemental Blast
1 Relic of Progenitus
4 Spell Pierce
4 Intuition
4 Force of Will
3 Chain Lightning
4 Delver of Secrets
4 Goblin Guide
4 Lightning Bolt
And post-board:
2 Ancient Tomb
4 Great Furnace
2 Island
1 Misty Rainforest
1 Mountain
4 Scalding Tarn
4 Seat of the Synod
2 Volcanic Island
4 Delver of Secrets
4 Goblin Guide
4 Painter's Servant
Spells (28):
4 Brainstorm
3 Chain Lightning
4 Grindstone
4 Lightning Bolt
4 Ponder
4 Spell Pierce
1 Intuition
4 Force of Will
Lol.
Edit: Well there are no responses, so I'll just go balls to the walls and give them a shot at an upcoming event and let you guys know if I died horribly.
Modern: Jund Legacy: RUG Delver EDH: Captain Sisay
How did it do for you? I've changed my list quite a bit over the last few months, adding Transmute Artifact, Grim Monolith and another Wurmcoil (because it's ace against the fair decks popping up. My meta is all fair decks and combo, wtf).
Sig and Avatar drawn by me.
I'm actually not a fan of 3+ LED in a non-imperial build. In the past couple of days, I got bored. I decided to throw together this deck, until I get my hands on imperials, anyway.
I did research, and the non-imperial builds seem to do better in tournanment scenes with a secondary win con, like Wurmcoil.
I haven't decided on gamble vs reshape yet.
I'm also not a fan of transforming into delver, though a dreadnought/stifle package has crossed my mind.
Transmute artifact is the best tutor/utility card in the deck, hands down... Read the oracle carefully, if you fail to pay X, the artifact goes into the graveyard... In turn it combos with welder, so u don't necessarily need to pay 6-x to get Wurmcoil into play from anywhere in your deck, if you have extra artifacts and a welder in play...
So, my initial build:
4 goblin welder
2 Wurmcoil engine
4 transmute artifact
2 reshape
3 force of will
4 brainstorm
3 pyroblast
2 spell pierce
3 mox opal
1 tormod's crypt
3 grim monolith
1 Lion's eye diamond
1 sensei's divining top
4 grindstone
2 great furnace
3 volcanic island
3 ancient tomb
1 city of traitors
2 island
1 mountain
4 scalding tarn
1 misty rainforest
1 force of will
1 pyroblast
2 divert
2 misdirection
2 tormod's crypt
1 pithing needle
2 powder keg
1 inkwell leviathan
3 thorn of amethyst
Thank you mchief111, great sig
Lvl 37 Planeswalker
Current:
Legacy:
:symu::symb::symr::symw::symg: TES | Spiral Tide | MUD | :symu::symb::symg: Lands | Burn | :symr::symbg: Goblins | Elf Combo
Vintage:
:symb::symu: Titan Dredge | :symb::symu::symw: Bomberman
Modern:
:symu::symr: Kiki-Twin | :symr::symg: Tron
Standard:
Wip
EDH:
:symb::symu::symw: Zur
I know that this is generally a combo deck, but I really liked the Wurmcoil backup plan. I just didn't like the idea of being so all-in on LED in the non-Wurmcoil builds. I was curious to see how good of a backup plan it was and it seems to be a good one. Thanks for looking into it.
Instead of the Gamble vs. Reshape, what about either vs. Intuition? It is a more generic tutor, so it has some more flexibility vs Reshape and guarantees a card both in hand and in graveyard, unlike Gamble. The fact that it can search for and set up your combo all in one spell seems like a good reason to include it. I understand that mana cost can have some bearing here, but the sol-lands should make it easier to cast quickly. I don't really like the 2-for-1 nature of Reshape, since you have to sac an artifact up front, unlike Transmute. I'm not sure it's valuable enough because of that to be Transmute 5 & 6.
I do agree that Transmute does a great many things for this deck. It tutors and plays combo pieces. It can get silver bullets if need be. It can even Entomb things for Welder fodder. It's one of the reasons I'm looking into this deck. As a matter of practicality, it is the most problematic card in the deck, since just about everyone is going to have to read the Oracle text every time you cast it.
Overall, I don't really know where I would go with the sideboard. Probably something generic like more graveyard hate and silver bullet artifacts.
1 Great Furnace
3 Island
3 Mountain
6 Plains
1 Seat of the Synod
4 Enlightened Tutor
2 Pyroblast
2 Red Elemental Blast
4 Transmute Artifact
2 Helm of Obedience
3 Land Tax
4 Mox Diamond
3 Scroll Rack
1 Sensei's Divining Top
2 Smokestack
3 Tangle Wire
4 Thorn of Amethyst
1 Zuran Orb
2 Rest in Peace
2 Painter's Servant
If wizards would print a green, black and white version of Hydroblast and Blue Elemental Blast Painter could be done in every color.
RRImperial PainterRR
UUUUMonoOmniTellUUUU
BGURWDredgeWRUGB
Absolutely loving it, actually. Monolith essentially gives you +1 mana for nothing, and Transmuting it practically guarantees at least one piece of your combo. It's safe on counter so you don't have to worry about being down an artifact unlike spells that require sac as a cost, etc., and its even more difficult for your opponent to make the spell 'fizzle' since it doesn't target.
I can't even name the number of times I went to sacrifice something to fetch Wurmcoil, my opponent had a Daze or something so I fetched a Painter instead because I had no Welder. I absolutely love how you don't have to pay jack until resolution, making it even harder for your opponent to deal with.
Wurmcoil Engine practically handles Jund, BUG, RUG, etc., on its own, and that's the most important thing for me. Even if they disrupt my combo, pulling Wurmcoil makes it ridiculously hard to win. Lightning Bolt, Abrupt Decay, etc., barely touch it, and if they actually want to waste a Maelstrom Pulse on it then applying for the combo win plan has another hurdle it doesn't have to bypass. Grim Monolith makes going for Wurmcoil pretty easy with Transmute Artifact (since you only have to pay 1 mana to fetch it); with all the little Deathrite Shamans floating around, sticking creatures in the graveyard off Intuition is bad if they have G available, but Transmute Artifact bypasses that).
I actually won a game last weekend in the game store the next city over when my opponent stripped my hand of Grindstone first turn, then Surgical Extraction'ed it. I pulled out Wurmcoil out on the third turn, Weldered the Wurmcoil away for the Monolith at the end of my opponent's turn to get the tokens, then sacrificed the Monolith to Welder for to pull the Wurmcoil out of the graveyard, etc., improving my board state significantly. While he eventually used Deathrite Shaman to exile the Wurmcoil Engine later it didn't matter because I had a good 6 tokens and a lot more life than he would be accustomed to handling while his Shaman came too late, so he got murdered by tokens that weren't 1/1 fliers or Marit Lage in Legacy, lol.
Seriously, if you have the capability, do 3-4 Transmute Artifact and 3 Grim Monolith with a Wurmcoil or two. It's hilarious, and lets you win games you otherwise would have lost, especially given the number of 'fair' decks floating around now. Tarmogoyfs and Lingering Souls tokens cannot handle a 6/6 deathtouch/lifelinker.
Sig and Avatar drawn by me.