GadeB
982 views8 hrs ago
Commander
Size: 100Salt sum: 30.94
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Copy
Mimic Vat
Imprint — Whenever a nontoken creature dies, you may exile that card. If you do, return each other card exiled with this artifact to its owner's graveyard.
, : Create a token that's a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.
, : Create a token that's a copy of a card exiled with this artifact. It gains haste. Exile it at the beginning of the next end step.
Artifact

Ultron, Artificial Malevolence
Whenever another nontoken artifact you control enters, you may pay . If you do, create a token that's a copy of it. If the token isn't a creature, it becomes a 2/2 Robot Villain creature in addition to its other types.
Legendary Creature Artifact - Villain Robot

Copy
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Draw
Brass's Tunnel-Grinder
When Brass's Tunnel-Grinder enters, discard any number of cards, then draw that many cards plus one.
At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.)
At the beginning of your end step, if you descended this turn, put a bore counter on Brass's Tunnel-Grinder. Then if there are three or more bore counters on it, remove those counters and transform it. (You descended if a permanent card was put into your graveyard from anywhere.)
Legendary Artifact


Chimil, the Inner Sun
Spells you control can't be countered.
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
At the beginning of your end step, discover 5. (Exile cards from the top of your library until you exile a nonland card with mana value 5 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Legendary Artifact

Treasure Keeper
When this creature dies, reveal cards from the top of your library until you reveal a nonland card with mana value 3 or less. You may cast that card without paying its mana cost. Put all revealed cards not cast this way on the bottom of your library in a random order.
Creature Artifact - Construct

Draw
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Finisher
Artificer's Dragon
Flying
: Artifact creatures you control get +1/+0 until end of turn.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
: Artifact creatures you control get +1/+0 until end of turn.
Unearth (: Return this card from your graveyard to the battlefield. It gains haste. Exile it at the beginning of the next end step or if it would leave the battlefield. Unearth only as a sorcery.)
Creature Artifact - Dragon

Blast-Furnace Hellkite
Artifact offering (You may cast this spell as though it had flash by sacrificing an artifact and paying the difference in mana costs between this and the sacrificed artifact. Mana cost includes color.)
Flying, double strike
Creatures attacking your opponents have double strike.
Flying, double strike
Creatures attacking your opponents have double strike.
Creature - Dragon

Darksteel Colossus
Trample (This creature can deal excess combat damage to the player or planeswalker it's attacking.)
Indestructible (Damage and effects that say "destroy" don't destroy this creature.)
If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.
Indestructible (Damage and effects that say "destroy" don't destroy this creature.)
If Darksteel Colossus would be put into a graveyard from anywhere, reveal Darksteel Colossus and shuffle it into its owner's library instead.
Creature Artifact - Golem

Depthshaker Titan
When this creature enters, any number of target noncreature artifacts you control become 3/3 artifact creatures. Sacrifice them at the beginning of the next end step.
Each artifact creature you control has melee, trample, and haste. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Each artifact creature you control has melee, trample, and haste. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.)
Creature Artifact - Robot

Finisher
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Land
Land
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Protection
Protection
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Ramp
Alchemist's Talent
(Gain the next level as a sorcery to add its ability.)
When this Class enters, create two tapped Treasure tokens.
: Level 2
Treasures you control have ", Sacrifice this artifact: Add two mana of any one color."
: Level 3
Whenever you cast a spell, if mana from a Treasure was spent to cast it, this Class deals damage equal to that spell's mana value to each opponent.
When this Class enters, create two tapped Treasure tokens.
: Level 2
Treasures you control have ", Sacrifice this artifact: Add two mana of any one color."
: Level 3
Whenever you cast a spell, if mana from a Treasure was spent to cast it, this Class deals damage equal to that spell's mana value to each opponent.
Enchantment - Class

Diamond Pick-Axe
Indestructible (Effects that say "destroy" don't destroy this Equipment.)
Equipped creature gets +1/+1 and has "Whenever this creature attacks, create a Treasure token." (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip
Equipped creature gets +1/+1 and has "Whenever this creature attacks, create a Treasure token." (It's an artifact with ", Sacrifice this token: Add one mana of any color.")
Equip
Artifact - Equipment

Hit the Mother Lode
Discover 10. If the discovered card's mana value is less than 10, create a number of tapped Treasure tokens equal to the difference. (To discover 10, exile cards from the top of your library until you exile a nonland card with mana value 10 or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
Sorcery

Rain of Riches
When this enchantment enters, create two Treasure tokens.
The first spell you cast each turn that mana from a Treasure was spent to cast has cascade. (When you cast the spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
The first spell you cast each turn that mana from a Treasure was spent to cast has cascade. (When you cast the spell, exile cards from the top of your library until you exile a nonland card that costs less. You may cast it without paying its mana cost. Put the exiled cards on the bottom in a random order.)
Enchantment

Slagstone Refinery
Whenever this artifact or another nontoken artifact you control is put into a graveyard from the battlefield or is put into exile from the battlefield, create a tapped Powerstone token. (It's an artifact with ": Add . This mana can't be spent to cast a nonartifact spell.")
Artifact

Su-Chi Cave Guard
Vigilance
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
When this creature dies, add eight . Until end of turn, you don't lose this mana as steps and phases end.
Ward (Whenever this creature becomes the target of a spell or ability an opponent controls, counter it unless that player pays .)
When this creature dies, add eight . Until end of turn, you don't lose this mana as steps and phases end.
Creature Artifact - Construct

Ramp
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Recursion
Daretti, Rocketeer Engineer
Daretti's power is equal to the greatest mana value among artifacts you control.
Whenever Daretti enters or attacks, choose target artifact card in your graveyard. You may sacrifice an artifact. If you do, return the chosen card to the battlefield.
Whenever Daretti enters or attacks, choose target artifact card in your graveyard. You may sacrifice an artifact. If you do, return the chosen card to the battlefield.
Legendary Creature - Goblin Artificer

Daretti, Scrap Savant
+2: Discard up to two cards, then draw that many cards.
−2: Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield.
−10: You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step."
Daretti, Scrap Savant can be your commander.
−2: Sacrifice an artifact. If you do, return target artifact card from your graveyard to the battlefield.
−10: You get an emblem with "Whenever an artifact is put into your graveyard from the battlefield, return that card to the battlefield at the beginning of the next end step."
Daretti, Scrap Savant can be your commander.
Legendary Planeswalker - Daretti

Goblin Welder
: Choose target artifact a player controls and target artifact card in that player's graveyard. If both targets are still legal as this ability resolves, that player simultaneously sacrifices the artifact and returns the artifact card to the battlefield.
Creature - Goblin Artificer

Underworld Breach
Each nonland card in your graveyard has escape. The escape cost is equal to the card's mana cost plus exile three other cards from your graveyard. (You may cast cards from your graveyard for their escape cost.)
At the beginning of the end step, sacrifice this enchantment.
At the beginning of the end step, sacrifice this enchantment.
Enchantment

Recursion
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Removal
Removal
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Tutor
Magda, Brazen Outlaw
Other Dwarves you control get +1/+0.
Whenever a Dwarf you control becomes tapped, create a Treasure token.
Sacrifice five Treasures: Search your library for an artifact or Dragon card, put that card onto the battlefield, then shuffle.
Whenever a Dwarf you control becomes tapped, create a Treasure token.
Sacrifice five Treasures: Search your library for an artifact or Dragon card, put that card onto the battlefield, then shuffle.
Legendary Creature - Berserker Dwarf

Treasure Chest
, Sacrifice this artifact: Roll a d20.
1 | Trapped! — You lose 3 life.
2—9 | Create five Treasure tokens.
10—19 | You gain 3 life and draw three cards.
20 | Search your library for a card. If it's an artifact card, you may put it onto the battlefield. Otherwise, put that card into your hand. Then shuffle.
1 | Trapped! — You lose 3 life.
2—9 | Create five Treasure tokens.
10—19 | You gain 3 life and draw three cards.
20 | Search your library for a card. If it's an artifact card, you may put it onto the battlefield. Otherwise, put that card into your hand. Then shuffle.
Artifact

Tutor
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This is in place of Craterclaw Colossus in the deck right now until he comes out
This is in place of Craterclaw Colossus in the deck right now until he comes out
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Tokens & Extras
Tokens & Extras
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Deck Info
Deck stats
CategoriesQtyOdds
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Deck extras (0)
Description
{"ops":[{"insert":"Mining deck, all about mining. Originally a joke deck I decided to make real, the point is to mine down your lands and artifacts to discover some gold and jewels. Sac all your lands for value, net a crazy amount of mana by copying, recurring, and sacking a bunch of high value artifacts, and ritual into massive haymaker artifacts creatures by doing so. It just barely squeaks a bracket 3 (because of underworld breach), but it’s really fun to play.\n\nIt’s helmed by "},{"insert":{"card-link":"Slobad, Iron Goblin"}},{"insert":" , a good card, but an odd and rare choice as a commander who also happens to be my favorite character in all of Magic. He is the centerpiece of the deck’s strategy, and an insanely consistent value engine in the early and mid game. Taking small cost artifacts and sacking them for positive mana on the next turn to ramp like hell into bigger artifacts for more value is the entire point of the deck. Additionally, he is not often a removal target at the table, mostly because he’s just a little guy and doesn’t present as a scary immediate threat, which allows you to start doing your thing consistently almost every game.\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Mirrorworks"}},{"attributes":{"color":"#000000"},"insert":" is a quintessential artifact value enabler via copy tokens. Mirrorworks especially can net massive mana or value generation because the copies are relatively cheap and stick around. A token copy of a big expensive artifact can be sacked for its mana cost to Slobad for giant positive mana, but just having two instances of a value engine or big swinger is valuable. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Ultron, Artificial Malevolence"}},{"attributes":{"color":"#000000"},"insert":" is a cheaper Mirrorworks on a stick, but also makes them into bodies for blocking or attacking. On the one hand, this is really really good, allowing for more copies earlier in the game. It is a double edged sword however, as he and his copies can be much more easily blown up with the more common removal spells or board wipes "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Chrome Dome"}},{"attributes":{"color":"#000000"},"insert":" has the benefit of a) being cheap casting cost himself and b) being static anthem for artifact creatures which is nice. It also is a source of infinite colorless mana when paired with some other specific cards in the deck, namely mana generating artifacts that synergize with sacrifice (like the infamously busted KCI)."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Mimic Vat"}},{"attributes":{"color":"#000000"},"insert":" synergizes well because we sack many artifact creatures to Slobad over the course of the game, and it’s a piece of “recursion” as much as it is copy value. Sacking the copy for mana with Slobad is optimal most of the time because the copy would go away at the end of turn anyway, so card like Cathodion, Treasure Keeper, Ancient Stone Idol, and Su-Chi Cave Guard synergize especially well with their death triggers to net mana or bodies. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Aggressive Mining"}},{"attributes":{"color":"#000000"},"insert":" is where half of the name and gameplan of the deck came from. Mining down your own lands to get card advantage and turning lands into discardables for rummage effects is very strong in the mid-late game where we’re able to be essentially mana-independent from your land base. Since this deck is firmly rooted in the “be funny at low power” philosophy and likes to take time to establish its gameplan, I generally don’t play this card earlier than turns 5, 6, or even 7, even though it’s very possible to turbo it out with ramp. It can easily be just as much of a hindrance as a strength if played improperly."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Evendo Brushrazer"}},{"attributes":{"color":"#000000"},"insert":" takes land sac and bridges the gap with general sack, ramp, and card advantage. Sacking lands nets mana, and sacking anything nets options. Since sacking permanents (specifically nontoken ones) is such an integral part of the gameplan anyway, an early Evendo Brushrazer can effectively double our card advantage if it doesn’t get blown up, even without land sac in the mix. And again, like Slobad himself, it doesn’t present the immediate battlefield threat that a scary swinger would, letting it fly under the radar a little better removal wise."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Nahiri's Lithoforming"}},{"attributes":{"color":"#000000"},"insert":" on the other hand is firmly a late game card. In my opinion it’s best used to dig as far as I can into my deck to look for a haymaker or a Hail Mary. Since the lands sacrificed don’t have to be untapped, tapping and subsequently sacking a great many lands means we can look for that one piece of interaction or swinger that could turn the tide. We’ll most likely end up with fewer lands than we started with, but this deck simply does not need lands to generate mana in the late game. It’s possible and even likely to sac all of your lands and still be able to cast a good amount of cards that we drew from the spell itself the same turn. It’s best saved for the last game however, as early game land sacking is a little risky and its value drops off steeply the less lands we sacrifice. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Unexpected Windfall"}},{"attributes":{"color":"#000000"},"insert":" , "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Seize the Spoils"}},{"attributes":{"color":"#000000"},"insert":" , and "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Big Score"}},{"attributes":{"color":"#000000"},"insert":" are just good rate red rummage draws that refund us in the form of treasures, which is useful to ritual out big guys or for things that care about number of artifacts. Useful at pretty much any stage of the game, the main drawback of these spells is that we can’t use the mana from Slobad sacks to cast any of them since they’re not artifacts. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Brass's Tunnel-Grinder // Tecutlan, the Searing Rift"}},{"attributes":{"color":"#000000"},"insert":" is a good way to reset our hand and dump some things we don’t want or want as reanimate targets into the graveyard on ETB. Its backside provides an amazing free card outlet with discover, as we usually want to be casting spells with high mana value, making almost anything be discover value. It is rather slow to flip unfortunately, but we are going to be either discarding or sacking every turn ideally, making bore counters a near given. Needing three whole turn cycles to accumulate enough bore counters is a definite negative, but since this deck’s gameplan is slower generally anyway, it’s fun to get out early and run with it in the late game. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Chimil, the Inner Sun"}},{"attributes":{"color":"#000000"},"insert":" is another great discover outlet, simply netting a spell on each of our end steps. It’s very easy to turbo out with Slobad sacks due to being an artifact, and is endlessly valuable early and late game. Making our spells uncounterable is just the cherry on top, mitigating this deck’s weakness to control strategies. Using a bunch of treasure token mana for ritualing into a giant swinger really sucks if it gets countered."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Coveted Jewel"}},{"attributes":{"color":"#000000"},"insert":" is a stellar piece in this deck, as it draws cards on ETB, taps for mana itself, and is a sac target because it’s an artifact. The deck generally has two categories of artifacts; artifacts you’d like to ritual into, and artifacts you’d like to sac as a ritual. Though coveted jewel is a hefty six mana, it is firmly in the “sackables”camp. You only get one Slobad sac per turn (barring some extenuating circumstances), and this card can net you three mana since it taps for mana while it’s on the board, letting you ritual for 9 total mana. 6 of that mana must be spent on artifacts, but the 3 is still good for something like a Seize the Spoils or Pia’s Revolution in a pinch. Sacking it immediately also doesn’t let the other players take advantage of its “coveted” aspect by attacking you, instead letting you get the ETB and net three mana in the process. It’s also a prime reanimate target with a Daretti or Trash For Treasure because of its high cost and valuable ETB, so the graveyard is actually a great place for it to be. A typical turn with Coveted Jewel will ideally look like this: play jewel for 6, draw 3 cards, tap it for 3 red, sac it with Slobad adding 6 red, play Bygone Colossus for 9 or Bosh iron golem for 8 or something."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Flick a Coin"}},{"attributes":{"color":"#000000"},"insert":" is a weird spell, but does 3 things that we do want in the deck all at once. It cantrips itself, deals one damage anywhere, and importantly, makes a treasure. It’s mostly a treasure producing play to save mana for next turn and refresh our options, however there’s a healthy set of tempo plays to be made concerning a scary player’s mana dorks, not to mention a red spell that can make us draw without discarding is nice. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Howling Mine"}},{"attributes":{"color":"#000000"},"insert":" and "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Howling Golem"}},{"attributes":{"color":"#000000"},"insert":" are a little odd in terms of draw spells. Since we have access to artifact sac basically at all times, these cards are turned into politics pieces rather than group hug. Sure it’s nice to let everyone draw 2 cards from Howling Mine, but we are able to take that privilege away at any time if we are under threat. Howling Golem dissuades people from swinging big at us because then the funny little card draw guy will die, and occasionally they will let him go through as tickle damage at the promise of a card. These cards do carry the risk of letting our opponents get too big, but if that’s a concern we just make the decision to sac them as soon as they start benefiting others more than us. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Ichor Wellspring"}},{"attributes":{"color":"#000000"},"insert":" is everything we need in the deck. A cheap sackable artifact with an entry and leave trigger to draw a card. Prime real estate for Scrap Trawler once it’s in the graveyard, prime real estate for Slobad or Daretti or even Bosh once it’s on the battlefield. Very repeatable with recursion, very good. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Mishra, Excavation Prodigy"}},{"attributes":{"color":"#000000"},"insert":" is a permanent that enables us to fill our graveyard via discard, with haste no less. On the turn it comes out it takes 4 mana which is steep for one rummage, but the refund of mana can make it 2. Any turn after that, it’s easy to net a red mana on discard, which can fix mana while providing card selection, and fill our graveyard with recurrable targets."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"The Ten Rings"}},{"attributes":{"color":"#000000"},"insert":" is just such a good draw engine. Since we are in mono red, we tend to run out of cards quickly. A draw spell that is a big artifact solves all of the draw problems. We can spend mana from Slobad sacs to cast it. We can recur it with our welder effects if it gets blown up. We can search for it with Reckless Handling or Kuldotha Forgemaster. We could simply cast it raw with treasure mana for a big discover trigger with Rain of Riches. Plus, it’s on end step, so if we use up all our cards getting there, theres an immediate payoff at the end of that same turn. Ten cards is a lot of cards."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Treasure Keeper"}},{"attributes":{"color":"#000000"},"insert":" is a cascade death trigger on a 4 mana body. When we sac him (probably to Slobad), because of the fact that our mana curve is lowkey ludicrously expensive, some of the only 3 2 and 1 drops that are possible to roll into can drastically add to our gameplan. Rolling into a Sol Ring, Pia’s Revolution, Goblin Welder, Goblin Engineer, Magda Brazen Outlaw, Ichor Wellspring, or Prized Statue can accelerate the deck significantly. If we do sac him to Slobad, we also net 4 mana, which makes us able to cast another crazy 4 drop artifact from out of our hand, like Krark-Clan Ironworks or Coin of Mastery. Plus he keeps the treasure, like gold and gems. Flavor WIN!"},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Ancient Stone Idol"}},{"attributes":{"color":"#000000"},"insert":" is a 12/12 for 10 mana. That’s a pretty big guy, and we can turbo him out real quick, especially when we swing with things to make him cheaper. He also makes a 6/12 on death, which makes him not the worst target for a sac if we need to cast another big spell. If we can get him under Mimic Vat for example, we can repeat this death trigger, netting tons of mana with Slobad sacs and tons of 6/12 bodies."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Artificer's Dragon"}},{"attributes":{"color":"#000000"},"insert":" is one of the few pieces of flying control in the deck (why would we need to fly while mining? We’re underground?) and when it comes out it’s just a 4/4 flyer, but its ability is crucial. One red mana to give each artifact creature a +1 bonus to power for the turn. We want to make a lot of red mana with Slobad, but it can only be spent on artifact sources, meaning a sink for mana that is an artifact itself is useful. Being able to fly means it can be used for damage in a pinch if the opponent has a lot of grounded blockers, since it buffs itself too. I’ve closed out games with this card buffing itself when the opponent has no flyers. It also has the curious property of unearthing for less than its real mana cost. This means on a Slobad sac you actually gain one red mana, which can mean the difference between casting your big spell a turn early or not. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Blast-Furnace Hellkite"}},{"attributes":{"color":"#000000"},"insert":" is one of the few nonartifact big finishes in the deck. I usually get it out using a Magda tutor, but it’s certainly possible with artifact mana or when the treasure synergies have been profitable. It’s also viable to cheapen down by utilizing artifact offering, particularly if the target has a high cost but also doesn’t mind being in the graveyard, like Artificer Dragon, Coveted Jewel, or Su-Chi Cave Guard. It’s another piece of flying control which is nice, but its ability is very useful for closing out games if you flash it in, or causing political problems if it sticks around. Since it says “creatures attacking your opponents,” everyone else does double strike to each other but not to you. This creates highly volatile game states late game, and can cause the other players to go at each others’ throats."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Darksteel Colossus"}},{"attributes":{"color":"#000000"},"insert":" (or “Dig Daddy Darksteel”) is an indestructible 11/11 with trample. I love him so much. He can’t be put into the graveyard, which is actually more of a hindrance than a strength, as he can’t be reanimated for cheap, but he’s still a massive indestructible body. Enabling him with haste and/or double strike gets scary late game, and he embodies the main win condition of the deck; get huge obscenely artifacts guys and swing with them. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Depthshaker Titan"}},{"attributes":{"color":"#000000"},"insert":" is a finishing piece, especially with a board full of treasure tokens or powerstones, or just generally a big board full of noncreature artifacts. Even if it doesn’t end up winning the game as a finisher, giving melee, trample, and haste to every artifact creature is just a great effect if it sticks around, especially attached to a 5/5. There’s a little bit of a lack of haste enablers in the deck in general, so it’s a good card to have out. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Craterclaw Colossus"}},{"attributes":{"color":"#000000"},"insert":" isn’t out yet, but ideally it functions as an utter and total game ender. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Krang, Utrom Warlord"}},{"attributes":{"color":"#000000"},"insert":" is a very very good artifact to ritual into. An anthem for all artifact creatures that gives them indestructible, haste, trample, and flying is a game ender when the wincon is swinging with artifact haymakers. He’s possible to get out on turn 3 with the right hand."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Mycosynth Golem"}},{"attributes":{"color":"#000000"},"insert":" gets a lot of value due to how many artifact creatures we want to be casting. He can come down earlier since we make a lot of artifacts, and once he’s down, casting all those big artifact creatures is significantly easier. If ever needed, it is also a massive positive mana trade for Slobad. Cheapening his cost down to 4 or 5 is doable easily, so netting 5 or 6 mana to ritual into a big noncreature artifact like Chimil or Ten Rings is also a viable use case."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Archaeological Dig"}},{"attributes":{"color":"#000000"},"insert":" , "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Crystal Vein"}},{"attributes":{"color":"#000000"},"insert":" , and "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Dwarven Ruins"}},{"attributes":{"color":"#000000"},"insert":" are very similar lands that can be difference makers. They all tap for mana normally, but can tap and sack to add different mana. Archeological Dig is flavorful, but it can sometimes mean the difference between having enough red pips to cast a big spell, or even having a red pip at all, considering half of the lands tap for colorless (You might not find any valuables in your dirt, flavor win!). Crystal Vein and Dwarven Ruin can come in clutch to be able to cast big spells a turn cycle earlier than usual. Crystal Vein is particularly useful, as it enters untapped and can essentially function as a free ritual itself. Also vein of crystals, mining, flavor win."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Buried Ruin"}},{"attributes":{"color":"#000000"},"insert":" and "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Sequestered Stash"}},{"attributes":{"color":"#000000"},"insert":" both function as artifact recursion, a valuable piece to have access to attached to a land. Buried Ruin is cheap to-hand recursion, while Sequestered Stash offers superior card selection and graveyard filling at a higher cost. If an important piece is in the graveyard, both of these can get it back, while still tapping for mana while on the field. Sequestered Stash has the added benefit of potentially dumping a high value reanimate target into the grave as well, which may become the new target for the recursion, or just be useful to get back via welder style reanimate effects."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Cryptic Caves"}},{"attributes":{"color":"#000000"},"insert":" is here because it’s a cave. It’s a flavor win, it sacs itself which aligns with the deck and theming, and it’s an extra card in red. All in all, not too useful but that one card in the late game can be the difference maker. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Darksteel Citadel"}},{"attributes":{"color":"#000000"},"insert":" and "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Great Furnace"}},{"attributes":{"color":"#000000"},"insert":" are the two artifact lands in the deck. They can be targets for welder based sac/reanimate effects, can be searched for with specifically Sojourner’s Companion, and count towards artifact affinity and number of artifacts. Also Great Furnace is where Slobad the goblin lives in lore, and he’s my favorite magic character so I had to include it. And, they are in each of the decks two colors (the deck is mono red but it’s secretly dual colored between red and colorless). "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Forgotten Cave"}},{"attributes":{"color":"#000000"},"insert":" is a flavor win, but also a cycling outlet to discard for Brass’s Tunnel Grinder, or just if we need to refresh our hand. Cycling is good, this is not news."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Gemstone Mine"}},{"attributes":{"color":"#000000"},"insert":" and "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Sandstone Needle"}},{"attributes":{"color":"#000000"},"insert":" are our mine-down lands. By removing counters, we are literally mining down the land for its resources before it’s sacked. Gemstone Mine is a big flavor win, but it is so bad in this deck. Its main purpose is untapped mana fixing for any color, but at a limited amount before it’s used up. But the mana fixing aspect, the whole point of the card, is completely useless to us because we only need red. Sandstone Needle is a little better. It comes in tapped, and with only 2 mining counters, but it adds 2 red per tap, which is useful in a deck all about making temporary amounts of big mana. Flavor + gameplay! "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Mines of Moria"}},{"attributes":{"color":"#000000"},"insert":" is a mine, which is flavor, but it also utilizes our graveyard filling strategies as outlet for making treasures. It also frequently comes in untapped because of our cheap commander that often sticks around."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"I bought these two specific mountain printings because they’re like mining. Like a mine and a bunch of gold. It’s cool."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Promising Vein"}},{"attributes":{"color":"#000000"},"insert":" is mostly flavor as a cave, but it can get us the red mana we need in the very very early game. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Strip Mine"}},{"attributes":{"color":"#000000"},"insert":" is a mine. It’s fun and flavor, I almost never use it for land destruction unless someone has something crazy like a cabal coffers or something."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"The Autonomous Furnace"}},{"attributes":{"color":"#000000"},"insert":" is here for lore reasons, as it’s the home of Slobad the goblin after he was compleated. It also has a cheap sac ability to draw a card, which is nice and fits with the deck theme of mining down the lands."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"The Gold Saucer"}},{"attributes":{"color":"#000000"},"insert":" deals in treasure tokens, which we want, and it also absurdly funny because it flips a coin. In addition, it’s draw on artifact sac that we don’t need to sacrifice the land for, which is valuable when we’ve dumped our entire hand to discard effects."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Tocasia's Dig Site"}},{"attributes":{"color":"#000000"},"insert":" is a dig site. It’s fun and flavor. The surveil MIGHT be useful sometimes but at 3 mana I almost never activate it. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Treasure Vault"}},{"attributes":{"color":"#000000"},"insert":" deals in treasure tokens, which is valuable, and synergizes with Slobad particularly well because it is an artifact land. This means we can use mana from Slobad sacs to activate its ability. As a result, we can turn a cheatable value piece into laundered mana. The mana from sacking an artifact with Slobad can be put through the treasure vault to turn it into enough for a non-artifact payoff like a draw spell. This gets especially potent when we add in the ability to make treasures tap for 2 on cards like Goldspan Dragon, which can launder 8 artifact-only red mana from sacking a warped Bygone Colossus for example into 8 shiny clean red mana for whatever we please. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Urza's Mine"}},{"attributes":{"color":"#000000"},"insert":" is a mine. No other tron lands, just this one. Flavor WIN!"},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Volatile Fault"}},{"attributes":{"color":"#000000"},"insert":" is mostly flavor, but can help deal with a scary land like strip mine does. In the power level of this deck, that’s rarer, but still useful, and it nets a treasure, which is awesome. It also came in the same pack as my Diamond Pickaxe and is part of the reason this deck even exists."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Slobad, Goblin Tinkerer"}},{"attributes":{"color":"#000000"},"insert":" is primarily here because he’s my favorite character in Magic, but it’s also a good protection piece for the artifacts we DO want to stick. In addition, being able to instant speed sac an artifact at no cost means on the occasions where Slobad isn’t out or is already tapped, we can get some sac payoffs. Netting treasures with Prized Statue, getting an impulse off of Evendo Brushrazer, or sacking Coveted Jewel so the opponent’s can’t take advantage of it are just a few examples."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Wondrous Crucible"}},{"attributes":{"color":"#000000"},"insert":" is a very interesting piece. Primarily, global ward 2 is good, makes blowing stuff up harder and kills anything with multiple targets. The second ability is where the card really gets funky. Milling fills our graveyard to easily find reanimate targets, but we may not even need it because of the built in “recursion” in the ability. We do need to exile the card out of the graveyard to get the copy, but there is almost no recursion for anything other than artifacts in the deck anyway, meaning getting to cast a draw spell again for free is a valuable ability to have, not to mention the various nonartifact cards that make the deck tick, like Alchemist’s Talent or Goblin Welder. Having a way to recur those is rare in the deck, and it being stapled to a high value artifact means that if we decide it’s no longer worth it, we can sack it for big mana."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Alchemist's Talent"}},{"attributes":{"color":"#000000"},"insert":" is a good thing to have out and to keep out, as it lets our treasures tap for two, but this deck is one of the rare occasions where it matters a lot to upgrade the class to full. Since we want to be casting high mana value spells often, spreading the treasure love between our big 7 and 8 drops can take big bites out of everyone else’s life total. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Bygone Colossus"}},{"attributes":{"color":"#000000"},"insert":" is a fast mana piece in this deck. It’s one of the prime pieces of sauce in the deck. Because of its warp cost, you can get it out from your hand very early, and usually it takes a haste enabler or something to get value out of it. But with Slobad out you can warp out bygone colossus and immediately sack it for 9 whole red mana and cast something ridiculous like a Krang or The Ten Rings or both Coin of Mastery and KCI on turn 3 or 4. Utter sauce."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Cathodion"}},{"attributes":{"color":"#000000"},"insert":" is a good synergy piece. It sacks to Slobad for red and adds colorless for a total of 6 mana per sack, allowing you to turbo out other good artifacts. Good card 👍."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Coin of Mastery"}},{"attributes":{"color":"#000000"},"insert":" is everything we need with treasure token synergy. Tapping to make a treasure feeds affinity, fixes mana, and leans into treasure-specific synergies. Getting a healthy boost to our creatures is also nice to up the potency of our big haymakers or avoid our little guys getting bolted. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Diamond Pick-Axe"}},{"attributes":{"color":"#000000"},"insert":" is super a pet card and half the reason this deck exists. It’s kind of antithetical to the deck’s main strategy of buildup up a board instead of constant swings, but it pairs nicely with something like howling golem."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Glittering Stockpile"}},{"attributes":{"color":"#000000"},"insert":" is a below rate rock, but it has a couple perks that make it worth it. It has the treasure subtype, but can be used without sacking, which is useful for things that care about casting with treasures, like Rain of Riches, Alchemist’s Talent, or Marut. Additionally, it can function as a buildup of big mana that we can cash in on later in the game. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Goldspan Dragon"}},{"attributes":{"color":"#000000"},"insert":" exists as both a treasure producer the turn it comes down and an enabler for treasures by making them tap for two. It’s a very good card, especially for treasure focused artifact synergy decks. It’s also a flying 4/4 which is nothing to scoff at. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Helm of Awakening"}},{"attributes":{"color":"#000000"},"insert":" is here for the fun, but also happens to be part of a 4 card colorless mana infinite (almost never relevant). It is a nice little present for the table, but also functions as a sackable piece that you can hold over the opponents’ heads. Foundry Inspector could also work here for the purposes of the infinite, but Helm is one mana cheaper, not able to be blown up by damage based sources, and globally reduces cost, which can be useful when we need the extra push for a non-artifact spell. This deck is very good at ramping to artifact and not too good any getting mana for anything else, so sometimes it comes in clutch."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Hit the Mother Lode"}},{"attributes":{"color":"#000000"},"insert":" is one of the few expensive non-artifact cards. It can get you basically whatever is closest to the top of your deck for free and commonly makes a ton of treasures. If we can make treasures tap for two it can net a healthy amount of mana and as well as the card. Obviously we’re hoping to roll into something expensive, but some of the cheap cards in the deck can be very worth it to have out, and also make tons of treasure in the process. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Krark-Clan Ironworks"}},{"attributes":{"color":"#000000"},"insert":" , or KCI, the infamously busted ham sandwich. Sacking artifacts for free at instant speed to add two mana is absurdly good in an artifact deck, and is a part of every combo that nets infinite colorless. This deck is NOT a combo deck, that isn’t the goal. However it’s still an amazing tool, and in the fringe cases where you can pull the infinite off, it’s a cool way to win. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Liquimetal Torque"}},{"attributes":{"color":"#000000"},"insert":" has a few odd use cases other than being a mana rock. It can function as a sackable after it’s tapped netting 3 mana which is nice, but the second ability is really where the sauce kicks in. It’s not often, but sometimes we don’t have a good option for a sackable artifact to get the right amount of mana. With this card we can make our enchantments or non-artifact creatures into artifacts for the turn, and sack them to Slobad to turn them into ritual mana. We can also, alternatively, turn somebody’s enchantment or creature into an artifact for us or someone else to blow up with an artifact based removal spell, if that’s the only removal the table has. An incredibly niche scenario comes in the form of haste enablers. We have 2, but they’re both anthems for artifact creatures only. This means that if we crucially need something off of a nonartifact creature’s tap ability, we can cast them with the haste enabler on the field and then turn them into an artifact to give them haste. Underratedly saucy card."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Marut"}},{"attributes":{"color":"#000000"},"insert":" is a pretty big bugger at 7/7 with trample, but the real sauce of the card comes in its ability to become essentially free when we accrue a critical mass of treasures. And we can get even saucier. The text says “mana from a treasure” not “treasure token,” so glittering stockpile can be used to actually go mana positive with it. Not only that, but it specifies “for each mana from a treasure,” meaning that when we make treasures tap for 2, we crack 4 treasures for 8 mana, and make 8 fresh shiny untapped treasures, going incredibly mana positive while netting a 7/7 body. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"I often joke that "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Prized Statue"}},{"attributes":{"color":"#000000"},"insert":" is the best card in the deck, but it truly embodies everything the deck wants. It’s exactly like Ichor Wellspring, but for mana rather than cards. The low mana value makes it prime real estate for reanimates like Underworld Breach or Scrap Trawler, and it can come out early to accrue some treasures for later. It’s a beneficial sackable artifact on the board, fodder for Slobad, other Slobad, welder effects, and KCI."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Rain of Riches"}},{"attributes":{"color":"#000000"},"insert":" is a classic treasure payoff. It’s a buy one get one free, and especially since we want to be casting high mana value spells often anyway, cascading into valuable pieces has a high chance of hitting. Free things for doing the thing we would be doing anyway! Yay! "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Slagstone Refinery"}},{"attributes":{"color":"#000000"},"insert":" synergizes with the sack-heavy industry that we’re cultivating. Since we are often sacking nontoken artifacts, we can easily accumulate enough powerstones to be mana-independent from our landbase and start sacking them down for value. Pair this with Evendo Brushrazer to have enough mana and options to be independent not only from your lands, but from your hand too. And at worst, we have our cake and eat it too by leaving it up to sack to Slobad for 4 mana and still get a powerstone."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Sojourner's Companion"}},{"attributes":{"color":"#000000"},"insert":" is here because it has affinity for artifacts, meaning it’s often very cheap if not outright free. Since it has a hefty 7 mana price tag, its primary use is positive mana trades. Paying 2 and sacking for 7 allows you to cast an important piece like Coin of Mastery or Chimil. It also has the use of getting us access to red if we ever don’t have it by being able to cycle for Great Furnace. At worst he’s a free 4/4, which is just good. Also, if we have Mycosynth Golem out, it gets two instances of affinity, which is pretty funny. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Sol Ring"}},{"attributes":{"color":"#000000"},"insert":" is Sol Ring. I hate Sol Ring and the only reason it’s in this deck is because I really care about this deck being good and because it’s an artifact. If I had infinite money this would be replaced with Mox Diamond (cuz we’re mining for diamonds! And we discard a land to do it too! Flavor WIN!)."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Spiteful Repossession"}},{"attributes":{"color":"#000000"},"insert":" is a unique card that cares about you having less lands than the opponent. In a typical deck it’s overcosted and only maybe worth it if you’re very behind, but in this deck it slots in perfectly. We actually want to be sacking down our lands and want to be making mana off of artifacts instead, meaning on turn 5 when we have 2 lands and Sammy Simic has 13, we can slam him for a large chunk of health and make a bunch of untapped(!) treasures. It also deals damage to everyone, and also makes treasures equal to the damage dealt, meaning in a 4 player edh game you will almost certainly be dealing enough damage to make your money back and then some, meaning you will most likely be able to cast another thing using that mana on that same turn. This can work especially well with Nahiri’s Lithoforming, basically slamming everyone equal to the amount of lands they have, then casting whatever you dug out of your library from your hand using the treasures you made."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Su-Chi Cave Guard"}},{"attributes":{"color":"#000000"},"insert":" is a 8 mana 8/8 with ward 4 and vigilance, which is frankly already solid. But what we’re here for is the death trigger. 8 colorless on death means we get 16 mana from sacking this to Slobad, 10 from sacking to KCI, and even if it dies in combat you don’t lose the 8 until the end of your turn. It becomes absurd with some copy outlet and is even okay with being in the graveyard as a reanimate target since it is still an 8 mana 8/8 with vigilance and ward 4. Very saucy card. (Also it guards the CAVE. The cave where we MINE. Flavor WIN!)"},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Xorn"}},{"attributes":{"color":"#000000"},"insert":" is Xorn. Extra treasure. More treasure per treasure. Stellar card."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Daretti, Rocketeer Engineer"}},{"attributes":{"color":"#000000"},"insert":" is a great repeatable reanimate. He does the Goblin Welder effect on attack and on entry while becoming pretty big the bigger our artifacts are. A 12/5 at max to be precise. Since this deck is all about casting and reanimating big artifacts, he sees a lot of use."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Daretti, Scrap Savant"}},{"attributes":{"color":"#000000"},"insert":" is the only planeswalker in the deck and basically primarily exists to do the welder effect. 4 mana to immediately -2 him is honestly worth it in many situations, so it’s okay if he gets blown up, but in the event that he doesn’t, rummage card selection is a good tool to have on the battlefield for free either way. His discard outlet ability feeds directly into his reanimator aspect, so he’s more cohesively useful as a standalone card than most planeswalkers. Most of the time I alternate between the +2 and -2 abilities to get some repeatable reanimates and card selection. I have never ulted him in a real game, and I suspect I never will because it’s an absurd 10 loyalty to do so. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Goblin Welder"}},{"attributes":{"color":"#000000"},"insert":" is the namesake of the titular welder effect that I love so much. Free tap to exchange an artifact on our battlefield for an artifact in our graveyard regardless of mana value. A very under appreciated part of red’s color pie is the ability to do this kind of artifact reanimation, it’s honestly on par with black’s creature focused reanimates. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Myr Retriever"}},{"attributes":{"color":"#000000"},"insert":" is part of a 4 card infinite colorless combo, but it’s generally just good to have as a death payoff artifact, allowing us to salvage a piece that got blown up or get a good artifact out of the graveyard to cast in absence of reanimates. "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Scrap Trawler"}},{"attributes":{"color":"#000000"},"insert":" is also a key part of the combo, but crucially it also works when any nontoken artifact is out into the graveyard, which we want to do a lot. It must have lesser mana value which isn’t ideal, but we can get use out of it using something like Coveted Jewel or other high value sackables. These types of cards are especially powerful combined with Trawler, as we can retrieve a powerful high cost artifact while being able to cast it out of our hand immediately off of the mana we made. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Pia's Revolution"}},{"attributes":{"color":"#000000"},"insert":" is not a widely played card, but it’s very good in this deck. With the amount of nontoken artifacts hitting our graveyard, we will probably be stacking up bolts like nobody’s business, lest we threaten to keep getting value off of them. It also doesn’t mess up a lot of our reanimating value, as our rummage discard, mill, and entomb effects bypass it. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Trash for Treasure"}},{"attributes":{"color":"#000000"},"insert":" is the welder effect on a sorcery. It’s just a very good effect to have, even on a one-time spell. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Underworld Breach"}},{"attributes":{"color":"#000000"},"insert":" is pretty flavorful, we’re unearthing all our buried gems in the graveyard. It’s also very strong. If our graveyard is very full from the discarding and sacking we’ve been doing throughout the game, the is one of the few ways to recur nonartifact spells, so we could get back an enchantment or creature that got removed. And all those lands we’ve ideally been mining down throughout the game will serve as very good fodder to exile out of the graveyard, since it’s not like we could get them back anyway. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Bosh, Iron Golem"}},{"attributes":{"color":"#000000"},"insert":" is not great, to be frank. He and his ability are overcosted and don’t do a whole lot. Honestly he’s a total pet card. Since he’s so closely tied with Slobad in the lore, I just had to put him in. He is capable of some good stuff though. Since he himself is an artifact, we can use mana from Slobad sacs on his ability. We want to have all of these high value artifacts anyway, so being able to chuck them at our opponent’s faces for chunks of 8, 10, 12 damage is good. The ability works on copies too, so if we get some good copy outlet going, we could be throwing a bunch of Ancient Stone Idols at people and making a ton of 6/12s. And, in an act of pure unfettered lore implications, Bosh’s ability can sac himself, dealing a good chunk of damage if we can’t break through a wall of blockers. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Excavation Explosion"}},{"attributes":{"color":"#000000"},"insert":" is here because of flavor. It’s an explosion that excavates. Mining! It can bolt some problematic little guy or just be a slap on the wrist, and it makes a mana rock for later use. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Meteor Golem"}},{"attributes":{"color":"#000000"},"insert":" is definitely a better removal spell. Usually it’s impractical to waste 7 mana on a 3/3 just because it blows something up, but we make that deal any day of the week. We can reanimate him or cast him raw with treasures, and then sack him with Slobad for a different payoff. Now "},{"attributes":{"color":"#000000"},"insert":{"card-link":"Spine of Ish Sah"}},{"attributes":{"color":"#000000"},"insert":", that’s PRIME removal. Blowing up literally anything on a big artifact is so utterly ideal. We can ritual into it, reanimate it, copy it, whatever, and the best part is it goes back our hand if we sack it. This means that with Slobad out, we cast it for 7, sack it for 7 red, get it back, and cast it again for a minimum of two restriction-free removals the turn it comes out, and more if we can keep sacking it. With infinite colorless from a KCI ham sandwich, this becomes mass land destruction and nobody gets a board, which is admittedly a little lame, but it takes like 5 cards so I think it’s still cool."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Shatter"}},{"attributes":{"color":"#000000"},"insert":" is literally just worse smelt but I have this aura printing of it killing a Sol Ring and I hate Sol Ring so I put it in. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Goblin Engineer"}},{"attributes":{"color":"#000000"},"insert":" is a very similar effect to Goblin Welder, but it costs a red to activate, and it stipulates “with mana value 3 or less.” This is still very good as repeatable reanimate, as many there are cheap good cards in the deck too, but this card is really potent for its ability to tutor any artifact to the graveyard. This means if we have another welder effect on the board, we can get a Krang or something out on the battlefield for as little as 1 mana. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Kuldotha Forgemaster"}},{"attributes":{"color":"#000000"},"insert":" benefits heavily from our treasure synergies and our artifact sacrifice subtheme, as it’s an artifact tutor to the battlefield that only needs more sackable artifacts to activate. It’s actually kind of insane. Combining with Magewright’s Stone, you can get two thirds of an infinite out on one turn, and it can even sacrifice itself as part of the cost if you don’t have a plethora of sackables. This deck can struggle with consistency due to only having 30 lands, so tutors are valuable."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Magda, Brazen Outlaw"}},{"attributes":{"color":"#000000"},"insert":" is an awesome card in this deck because there’s approximately two kinds of payoffs in this deck: a bajillion different artifacts and like 2 dragons. Getting up to five treasures is trivial, and she can activate that ability the turn she comes down, so she essentially becomes a “7 mana tutor for whatever’s best right now” at sorcery speed. She can do it repeatedly too, and make treasures of her own if necessary, assuming she doesn’t get immediately exploded because she’s really good. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Reckless Handling"}},{"attributes":{"color":"#000000"},"insert":" is here because, again, the deck struggles a bit with consistency. It is one of the relatively few artifact-specific tutors, and it’s awesome that it’s in red. It is also really funny. You could totally just get rid of the thing you wanted. On the other hand, since so much of this deck is artifacts anyway, you will probably be getting that little tiny burn payoff from discarding whatever you discard anyway. Sometimes I do it when I have no cards in hand to essentially entomb whatever artifact I want as a reanimate target while dealing 2 damage to everyone. It’s deceptively good for a random uncommon. "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Treasure Chest"}},{"attributes":{"color":"#000000"},"insert":" is pretty good, but absurdly funny. Randomly alternating between getting treasures, cards, literally “any artifact you want” tutor, and losing a bit of life is awesome. Even though the casting-to-activation cost is pretty steep, you can let it sit out there and use excess Slobad mana on cracking it, or reanimate it to skip the casting cost entirely. I’ve looped this like 3 times in one turn, getting treasures each time, and using the treasures I made to feed my welder effects to reanimate it again. Really funny."},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":{"card-link":"Magewright's Stone"}},{"attributes":{"color":"#000000"},"insert":" is just really cool. It primarily untaps Slobad, but can also be used on Goblin Welder, Goblin Engineer, and Kuldotha Forgemaster. And it’s an artifact, so excess mana from a Slobad sac can be spent to untap him and do it again. Plus, it’s a stone, so it’s flavorful! "},{"insert":"\n\n"},{"attributes":{"color":"#000000"},"insert":"If you’ve made it down to the bottom of this description, thank you for reading about all the little quirks of my favorite deck, and I hope it inspired you to do something cool even if it’s not optimal."},{"insert":"\n\n"}]}













































































