"Is it the stomping kind or the munching kind?"
—Slobad, Goblin Tinkerer
Why play Slobad?
Slobad, Goblin Tinkerer is a very unique and often overlooked general. He allows you to build in many different directions while still being able to utilize is unique ability. Unlike other commanders such as Krenko, Mob Boss or Zirilan of the Claw that have pretty obvious build around me mechanics Slobad lets you focus around artifacts and anything else you might want. He can be used as a sac outlet, to protect powerful artifacts like Skullclamp in a token deck or cards like Magistrate's Scepter in a combo deck. My list revolves around using his ability to protect your bombs before a destruction spell such as Obliterate. I feel that this strategy allows you to use the least set up while still getting the most value out of his ability.
Slobad is similar to a Bosh, Iron Golem deck as a mono red artifact deck but is much more resilient to artifact hate for obvious reasons. He also is much cheaper and less threatening. The deck is slower then a Krenko, Mob Boss deck but runs a lot more disruption and functions better in the late game. The deck is less consistent the Zirilan, of the Claw but does much better in a multilayer setting. The deck has a lot of similarities to Jaya Ballard, Task Mage with a lot of the control elements that the deck runs but is a lot more reliant on artifacts, which can be a good and a bad thing.
Pros
-He is cheap, playing him 3-4 times in a game no problem
-Deck is not totally reliant on General, if he gets Hinder you still have some powerful interactions
-Can be a very powerful sac engine on a stick (ex. Spine of Ish Sah, Myr Retriever, and Solemn Simulacrum)
-Lots of disruption
-Versatility in the style of deck he can be run in
-You get to play a bunch of awesome artifacts
-is a Goblin if that's your thing
-Protection for important cards
Cons
-Few tutors
-Cards like Aura Shards and Aura of Silence can be rough
-No counters and few instant speed reactive cards
-Reliant on artifacts for ramp which can be a little risky
-Many play groups don't like all the land destruction the deck runs
Strategy
Beauty through chaos.
Slobad, Goblin Tinkerer is a very powerful general with lots of options. The main idea behind this deck is keep blowing up the whole board while saving as much of your own things with Slobad or Darsteel Forge if you are lucky. The main win conditions in the deck are:Obliterate, Decree of Annihilation,Devastation,and Jokulhaups. Your plan is to use Slobad to make your artifacts Indestructible so that your important cards will be the only things to survive those big red destruction spells. The deck also runs a few Planeswalkers and cards like Greater Gargadon and Tawnos's Coffin that can get around these effects too. The rest of the deck is designed around disrupting your opponents and surviving this plan.
Obviously, the deck relies very heavily on artifacts as a source of mana and card advantage. Although artifacts can be very powerful they also can fall prey to some equally powerful hate cards. Because of Slobad's activated ability, one shot artifact destruction like Relic Crush, Decimate, or permanent destruction like Vindicate are not that big of a deal. Aura Shards, Aura of Silence, and Austere Command are a little harder to deal with. You can still fight through these cards but they require very little resources from your opponents and can really make your game a lot harder. In these instances Darksteel Forge become your saving grace. Yes, this card is always good but now you really want to do everything to try and get it out, Kuldotha Forgemaster and Goblin Welder + some discard card (wheel effect, Trading post, or Chandra Ablaze's first or second ability) are also good ways to cheat it into play. Most of the time the deck plays like a red control deck with some brutal hate cards. For example; Grafdigger's Cage, Karn Liberated, Pithing Needle, Ruination, Spine of Ish Sah, Stranglehold, Tawnos's Coffin, Nevinyrral's Disk, Chandra Ablaze, and Reiterate all generate lots of advantage for you as well as putting your opponents far behind you. The combination of Hoard-Smelter Dragon, Karn, Silver Golem, Liquimetal Coating, Mycosynth Lattice, and Shattering Pulse can also allow you to control what is going on. Red does not have a lot of ways to interact with things on the stack so the deck packs a lot of powerful cards to destroy things in play or prevent your opponents from doing to much (Ruination and Stranglehold are the two best examples of this). Because your deck has a lot of very powerful expensive spells it is necessary to run a lot of ramp cards, this also puts the pressure on early when some decks don't have defenses set up yet. I go into a lot more detail in the individual card choice section and do my best to point out the interactions that they have with other cards. I tried to put in few cards that were only good on their own and put a lot of focus on strong synergies and interactions.
Deck History
The very first version of the deck was Emrakul, the Aeons Torn when he was still legal, about 2 years ago. I always had trouble getting this deck to work right. Because I had such a hard time I tried out a lot of different builds and a lot of obscure artifacts and interactions. After they made the ruling to allow legends like Bosh, Iron Golem legal as a general I decided to see what red could add to artifacts. I loved Bosh and tried to make that deck work for a while. I had a lot of fun with mono artifacts/big red but eventually I felt that big mana red was a little to easy to disrupt and a little to "go big or go home". So about a year ago I decided to make the switch to Slobad, Goblin Tinkerer. After having played heavy artifacts and mono red changing the deck to suit Slobad was very simple. I quickly discovered a lot about how strong a card like Slobad was in a deck that was built around trying to get the most value out of his ability. After trying a lot of different build options and strategies I arrived at my current plan for the deck. I feel that his ability and cheap casting cost lend themselves to a unique strategy. I feel that he is the best choice if you are wanting to play a deck based around mass destruction spells. I usually play EDH at least once a week and this is one of my main decks, so I am always testing cards and trying to figure out what is working and what is not working.
Artifact removal/Synergy Karn, Silver Golem: Does so many things. Can un-attach equipment, kill artifacts if someone wraths, and is land destruction with Coating or Lattice. I often use him to alpha strike when I have a lot of bigger artifacts on board. His best use is un-attaching equipment and being a big blocker. All around great utility that can not be looked over.
Liquimetal Coating: Can turn anything into an artifact for Slobad to save, can make things artifacts for the dragon, Karn, or Shattering Pulse. It has a lot of other tricks if people play a wrath that also hits artifacts like destroying planeswalkers or lands. Also, don't forget that you can turn stuff into artifacts and then sac them to Trading post to draw cards, kobolds are great for this. The utility of this card has really surprised me and after playing with it a lot I wouldn't cut it in this deck.
Mycosynth Lattice: Turns on the other cards in this section. Obvious interaction with Slobad. I always want to run Pulverize for another board wipe but I think that would be pretty greedy. I have played it a few times after Hellkite Igniter and just swung for 80 damage.
Shattering Pulse: Reusable Artifact hate or a Vindicate with Coating and Lattice. With Lattice and a lot of mana it can get really brutal. This card and Shattering spree both share a similar effect, spree can be very explosive but the deck runs a lot of late game explosiveness and the early game is all about control and slowing your opponents down, because of the style of play I feel the pulse being repeatable is what makes it the stronger pick.
Vandalblast: This is a very strong artifact sweeper that can really put you ahead against decks that rely on mana rocks. Very good with Mycosynth Lattice and can act as a vindicate with Liquimetal Coating. Cheap and efficient.
Mana Ramp Caged Sun, Gauntlet of Might, Gauntlet of Power, Koth of the Hammer: Mana doublers let you power out some of your big spells really quick, the Gauntlets and Caged Sun are often what you are protecting with Slobad early game. Koth can also act as a win condition if you are able to get a mountain out.
Gilded Lotus, Grim Monolith, Mana Crypt, Mana Vault, Sol Ring, Mox LotusThran Dynamo: Cheap mana to play things as quickly as possible. There are many different choices for these spots but I am use the cheapest artifacts with the biggest returns to improve speed. I run a pretty low land count mostly due to how many mana rocks I am running.
Expedition Map: Usually gets Eye of Ugin, Buried Ruin, or sometimes Valakut, the Molten Pinnacle. The first two are just super good. This card is not necessary but I like running any cheap tutors I can in red. The banning of Primeval Titan makes this all the more attractive now that the is not as good of non basic land fetch.
Metalworker: This card recently got unbanned and is amazing in this deck. It makes a ton of mana and can be tutored with Recruiter.
Solemn Simulacrum: Just does a lot of things the deck want, nice with a recursion engine. He doesn't change the game but smooths out the deck. This card won't be beating face for damage or anything but it just fits into the dynamic of the deck so well, I'm sure everyone has played with this guy so I'm sure I don't have to speak about the value of his utility to much.
Wayfarer's Bauble: A decent early ramp that works well with the mana doublers and can be copied with Rings.
Chandra Ablaze: Ok, I know this card seems terrible but believe me this card does so many things for this deck. Her +1 seems hard to achieve but you don't have to discard a red card or any card if you have nothing in your hand. That 4 damage can take out a surprising number of things, utility creatures, other Plainswalkers, and even your own Hoarding Dragon. Discard a land to play it with Crucible or you can even discard a big artifact to cheat it into play with Welder. I don't know how many times i have had 2-3 Obliterate affects and just wished i could have gotten rid of one for some sort of value. Her -2 is really her best move, making everyone discard their hand and then only draw 3 can be really brutal for most decks and drawing 3 in this deck is just fine, you can use it to cheat in big artifacts too. Finally, her ultimate can be really bonkers. You get to cast that Decree of Annihilation that got countered or that you discarded with her +1 for free not to mention you get to play Wheel of Fortune with all your mana floating to boot. She does so many things for this deck that she can't be overlooked.
Codex shredder: Great unrestricted recursion for a reasonable cost. Plus you can mill away bad cards with Sensei's Divining Top or ruin people's top deck tutors (vampiric, mystical, etc.).
Crucible of Worlds: With Buried Ruin or Dust Bowl it can be really mean. Also, allows the deck to bounce back really well after one of your board wipe. Also, allows you to get more value off of your fetchlands and makes you a pretty bad target if someone wants to use targeted land destruction.
Daretti, Scrap Savant: This guy was made for the deck. Pitch your situational cards for something a little more useful and put the cards you pitched with him back into play. His ultimate works so well with this deck. Use Slobad to sac your Solemn Simulacrum, Wurmcoil Engine, Myr Battlesphere, or Duplicant for value. Use it to activate Wayfarer's Bauble, Trading Post, Codex shredder every turn and sac them. It does not auto win the game like some ultimates but wow, the value is insane.
Deal Broker: Finally a decent looter. He interacts well with Goblin welder, can be tutored with Recruiter and is just pretty decent.
Gamble: A pretty good tutor and just about your only one. I would recommend casting this early when you have more cards in your hands to increase your odds of keeping the card you want. It's great that you don't have to reveal the card you got and with all the recursion that the deck is running most of the time the discard does not matter.
Goblin Welder: Can generate a lot of card advantage or act as disruption. For a 1 mana investment this guy can do so many things. Try not to run him out to early if you are not going to do anything with him so he doesn't just die to a board wipe. This guy is about the best one drop that any deck could hope for and one of the biggest reasons to run a red based artifact deck. He often eats removal, in that instant think of him as a red discard spell that can only grab removal card, sort of protection for your bombs.
Memory Jar: Possibly reusable card "draw". Sort of one sided, best to activate in your upkeep to get the most cards for your big turn. If you have a lot of mana then most of the time you can play well over half of the hand you draw, assuming you have at least one land and a few mana stones. This card is not to be over looked.
Myr Turbine: I put in Skullclamp and wanted another good token maker. The upfront coast is a little high at 5 but not having to worry about any further investment makes it worthwhile. The second ability is good (only targets are Myr Battlesphere and Myr Retriever) but that's not really why I am playing this card. Swinging for 24 damage with Battleball would be great but having a free sac for Slobad, a great target for Skullclamp, and chump blockers is worth it.
Reforge the Soul, Wheel of Fortune: Amazing draw, although red is getting a lot more draw lately. Can act as disruption against the combo player that has been sculpting his/her hand all game.
Sensei's Divining Top: Good card. Red's draw is not the best in the world so this card helps to even it out a little bit.
Staff of domination: This is an all around good card with a lot of utility in this deck. Bonus: it combos with Metalworker to make infinite mana, life, and draw as much of your deck to win with.
Trading Post: Does so many things this decks needs to do, amazing utility. The first ability, life gain, is pretty rarely relevant in EDH. Ability two, you are able to pop out chump blockers in a pinch or use them for its third ability which sacrifices a creature to recur an artifact. This ability is just too good not to run, almost everything in your deck is an artifact so having a repeatable way to get them back is so powerful. The last ability is: sacrifice an artifact, draw a card. This can be nice if you are hard up for cards or someone is about to destroy an artifact and you want to get some more value out of that card.
I think this picture is pretty accurate
about how people feel when you play this card.
Disruption Blasphemous Act: Great red sweeper that will usually be pretty cheap, even if it is not casting should not be too bad.
Chaos Warp: Great spot removal at instant speed, yes they get a random card but rarely is it worse then the card you are tucking away. Also works great against generals.
Duplicant: Awesome removal and gets around protection. Can be abused with recursion.
Nice way to get around protections too.
Grafdigger's Cage: This barely effects the deck (Scarecrone and Welder are about all) and shuts down a ton of decks. If it is getting in the way you can just sac it with Slobad. Reanimator decks are pretty bog around here so this card shuts them down as well as Tooth and Nail.
Karn Liberated: Colorless repeatable spot removal or a win condition after a big board wipe. This guy just fills so many roles very well.
Magus of the Moon: he is tutorable with Recruiter which is why he is played over Blood Moon. Great in the early game when people are trying to get established or late game to shut down powerhouses like Cabal Coffers or Gaea's Cradle.
Ruination: Amazing against multicolor decks or good utility lands. The deck runs few non-basics so for the most part it will be one sided. This card alone can seal most games against certain decks.
Spine of Ish Sah: Targeted removal. With Slobad and lots of mana you can repeatably play it and sac it to just start killing things, this card just offers a lot of value with all the tricks this deck has.
Stranglehold: Shuts down decks with lots of tutors and fetch lands. It doesn't effect you at all and can really blow some decks away. If you are playing red you have to run this card.
Tawnos's Coffin: If you target a general they have to chose to put them in the commander zone which would let you reuse coffin. Can reuse come-into-play effects like Myr Battlesphere, or Solemn Simulacrum. It can also save a creature before a board wipe. Really great card.
Torpor Orb: Another great hoser with all the great inter-the-battlefield creatures going around. This is a lot more of a meta call but I feel that a lot of decks are turning into ItB good stuff decks.
Ulamog, the Infinite Gyre: With Worldfire being banned the top end of the deck was feeling a little lonely and I have had my eye on him for the deck for a long time anyway. He makes Eye of Ugin a little better and gives you another targeted removal card and an indestructible beater that can survive through board wipes. He is pretty high on the curve but the deck can make so mush mana that casting him in a game is pretty easy.
Mass Destruction All is Dust: Basic board wipe, saves your artifacts and deals with those pesky enchantment and planeswalkers we have trouble dealing with.
Jokulhaups and Devastation: Really great board wipes, use Slobad to save anything you want. These are on the low curve but can still have a huge impact on the game.
Oblivion Stone: Nice early board wipe that can save some things. Not your best but can solve some sticky problems. This is not as good as other wipes in this deck bit still a great card and can be brought back and played over and over again if need be.
Obliterate: Uncounterable and does so much, just save what you want with Slobad. This is often your best win condition as you don't have to worry about getting countered. This is probably the best board wipe in the deck.
Good Stuffs Darksteel Forge: Makes all artifacts indestructible, amazing with so many things in your deck. I usually go all out to cast this card. Having your whole board indestructible is such a big deal and the Forge is really hard to deal with. Return to Dust is about the only way to deal with it.
Hellkite Igniter: I always want to cut this card but every time I play it he hits for like 25-40 damage, really good with Mycosynth Lattice. This is your Plan B for a win condition.
Lightning Greaves: I know that some people think that this card is always an auto include but I stopped running it because my meta ran very little targeted removal in favor of wrath effects. My meta has shifted and I know think it needs to be put in. Free protection and haste. Most of the creatures in the deck have really good tap abilities so having the ability to use them right away is so good.
Pentavus: Awesome with Rings of Brighthearth for massive tokens, can "fog" a creature in combat, or just some sac fodder. Not the best card in the deck but has lots of utility that make it a good inclusion, manly to act as a fog against creatures with out trample.
Rings of Brighthearth: Just does broken things with everything in the deck that has activated abilities. See any card with an activated ability.
Scrap Mastery: Its a Living death for artifacts. Mass regrowth and with Slobad, be sure to sac all of your artifacts before you cast this spell so you can get everything back. Also, works around Grafdiggers cage.
Soul of New Phyrexia: Much like Wurmcoil, Soul of New Phyrexia is a very efficient beater with a very good added ability. It works very well with the them of the deck and has added value by getting an activation out of the graveyard.
Wurmcoil Engine: Amazing beater and plays very well with all the board wipes. If i could have 4 copies of any card it would be him, he just wins.
Lands
Who says red can't have nice things?
Ancient Tomb: Nice ramp land, the 2 damage doesn't really matter.
Buried Ruin: Awesome with Crucible of Worlds, recurs so many things. This is probably one of the best utility lands in the deck and will always get back something good. Think of it as our Academy Ruins, although in some ways it is better.
Scrying Sheets: Helps me hit land drops, this is a must for this deck. This is one of those little things that can really add up when trying to increase your power level.
Strip Mine: A great way to deal with problem utility lands at a very low opportunity cost, plus recurable with Crucible of worlds.
Thespian's Stage: Great utility. It's similar to Visuva but does not enter the battlefield tapped which is a plus. Usually I just play it to copy a mountain early (for gauntlet effect) and then change up latter if need be. Plus the color less mana is not that big of a deal.
Valakut, the Molten Pinnacle: Can deal some nice damage for really no cost. Late game you can really control a game with this and deal a lot of damage.
Match-ups
Being mono red you don't have the most abundant selection of answers to every strategy. Most of the time your early game plays out pretty much the same, play lots of artifacts for mana and use Slobad to protect the good ones. I run Chandra Ablaze and Codex Shredder to get back your important spells when fighting against counterspells. In addition running redundant effects (i.e. multiple wheels and board wipes) will help you get your desired effect. Myr Retriever, Goblin Welder, Trading Post, and Buried Ruin let you bounce back from artifact hate or let you get better millage on some of your cards. When playing against some heavy counter decks you will want to evaluate your hand. Your best bet is to play into the counterspells and lead with cards you don't care will get countered as much or that you can easily get back. The deck runs a lot of proactive hate so against combo your best bet is to try and disrupt there plans early. Beyond that red does not have very many instant speed tricks to stop a combo from happening. The deck runs a lot of big board wipes so for the most part aggro decks are not that big of a deal. Sometimes very fast voltron type decks can give you trouble but most people don't see this deck as an immediate threat so it's usually not that big of an issue. The deck runs a little different from most decks so it keeps most people guessing. So long as you don't have a really bad start the deck will usually take over the late game with one sided board wipes and just come out way to far ahead of everyone else for them to recover enough to keep you from winning, at least thats the plan.
Other Possible Choices
Goblin Recruiter:Much the same as Goblin Matron. I usually tutor for Rummaging Goblin and one or two other goblins, putting Rummaging Goblin on top to help you dig deeper after you set your top. He is also good if you have a wheel effect. I will sometimes grab welder and Kiki-Jiki then Wheel of Fortune/ Reforge the Soul/Chandra Ablaze, dumping a big artifact and Welder it ASAP. Recruiter just gives you a few more tricks. Kiki-Jiki, Mirror Breaker: An amazing red card all around. It can give some of your key win cons sudo haste (copying Forgmaster, Battlesphere or Hellkite) and double up on your utility creatures. The more creatures the deck runs the better. If your turn artifacts into creatures with Karn you can also do some fun tricks. Treasonous Ogre: Great for those big turns you go all-in on. He is also tutorable with Recruiter and can possible turn into a beater with dethrone, using his ability to make sure you have less life if needed. Rummaging Goblin: A great way to filter out dead draws for more cards. Tutorable with Goblin Matron or Goblin Recruiter. If you have Crucible or Welder you can always pitch cards to cheat them back into play. Pithing Needle: Stops so many things its hard not to run it. Also, gives red a lot of disruption it wouldn't have otherwise. Probably the best one mana you can spend. Greater Gargadon: Lets you win after a board wipe and is a sac outlet. This is one of your better win conditions as you don't need a lot of set up and don't have to worry about counters or removal after an Obliterate so much. Goblin Matron: Reasonable cost for a great effect. She is great for tutoring Slobad, should he be tucked. If you have the mana I would grab Kiki-Jiki, play him, and copy Matron to tutor for whatever else you need. She also loves [CARD]Skullclamp
[/CARD]. Pithing needle: One mana to shut down 80% of the problem cards this deck has trouble dealing with. Kurkesh, Onakke Ancient: This is sort of like a mini Rings of Brighthearth, and rings is broke in this deck. He has some obvious limitations, but Liquimetal Coating and Mycosynth Lattice make him a better rings. Phyrexian Revoker: Pithing Needle on a dude, but tutorable with Recruiter. Good for shutting down something early and easy to get back latter to reuse. Godo, Bandit Warlord: Yes he is in the deck but with him there are many good artifacts to go with him. Batterskull: This is probably one of the best cards to run with him. It gives red access to good life gain, is a reusable beater, and acts as a deterant to attackers. Illusionist Bracers: Great with Slobad for double Indestructible. Really crazy with Pentavus and every creature in the deck. With Karn, Silver Golem you can equip to any of your artifacts with good abilities i.e. Trading post, Grim Monolith (copy the untap for infinite mana), Tawnos's Coffin, etc. And if the game gets crazy you can use Mycosynth Lattice or Liquimetal Coating + Karn, Silver Golem to equip to a Planeswalker for double abilities, dreams can come true. Nim Deathmantle: Good resiliency, can make infinite mana or damage with Krark-Clan Ironworks, Ashnod's Altar, Blasting Station, Precursor Golem, Wurmcoil Engine, Pentavus, or Triskelavus. Darksteel Plate: I like this card a lot I'm just not totally sold on it. Slobad already can make things indestructible when it's important, but still a solid choice for this deck. Possessed Portal: This card offers up a whole lot of disruption in one package. You are always in control of the effect and can choose to sacrifice it at any end step. the fact that it triggers at the end of every end step often takes people off guard. Timing when playing this card is key. Burning Wish: One of the few "tutors" red has besides Gamble, fills a nice spot. Not every Meta is cool with wishes but there are lots of other good cards for this spot, try running Faithless Looting here. I ran it for a long time but when we started our EDH league we felt it was easier to just not have them so I cut it for that. If you play group allows it then run it. Burnished Hart: Pretty good bit of mana ramp for mono red. It cost a bit of mana but is worth it, especially when you have gauntlets out, welder, Rings of Brighthearth, or extra value with Skullclamp Godo, Bandit Warlord: Great tutor. I am only running 3 targets (skullclamp, Illusionist Bracers, and Lightning Greaves) but they are all great. I felt he was just better than Hoarding Dragon who was probably in the deck for too long. He can do some decent damage but realistically he is just an over coasted tutor. I will go into a little more detail about other good equipment targets in the Other Possible Choices section. Myr Retriever: Recursion and is amazing with Goblin Welder. This guy lets you bounce back after your tempo gets thrown off and is a good chump blocker if your opponent actually decides to swing into him with something good in your yard. With Slobad or some sort sac outlet its basically a Regrowth in red. Codex Shredder: Trying this card out. It's an unconditional recursion card that can come down early if you just need an artifact to sac. It gets back anything you might want and can disrupt peoples top deck tutors. You can also mill yourself if you have Top and you don't like your cards or want to put something in the graveyard to sneak into play with Goblin welder or Scarecrone. Having an unassuming turn one artifact to sac with your turn two Slobad to save your turn three Gauntlet is about the sickest play, saving your mana doubled is usually your best play to launch you into the late game. Skred: Nice removal in mono red if you are running snow lands. I have been making changes to rely more on actual land ramp to be more resilient and this card just gets better the more land you have. For R at instant speed this is amazing. Journeyer's Kite: Allows you to hit land drops which becomes more powerful with Gauntlet type effects not to mention it lets you get buy with fewer lands in your deck. This card a a few others are what really allow this deck to get buy on so few lands without constantly getting mana screwed. It also is a great artifact to sac to slobad once you squeeze all the value out of it early game. Mimic Vat: Stops graveyard loops and gives you access to good creatures, this card has been falling lower on my list of super good auto includes so I'm not sure how much longer it's going to stick around in my list, I know it has power. Scarecrone: Repeatable recursion and card advantage. This card is almost another Welder bit you can still get some value out of her if she dies before you get to reanimate something. Mad Prophet: One of the better attempts to give Red card advantage lately. If you have Crucible of worlds you can easily discard a land and not worry about actually losing a card or if you need a way to discard a big artifact for Goblin Welder then this is your guy. Decree of Annihilation: I usually just cycle it unless I have Tawnos's Coffin. Basically uncounterable if you cycle it. Cycling is good but there are other cheaper cards that also get the job done. Great with Greater Gargadon. Mad Prophet: I put this guy in for Burning Wish during an EDH league I am putting on and have really liked him a lot. He has a lot of very good interactions and can do a lot of very good things. He has some interesting interactions with Chandra's ultimate and is good with Rings of Brighthearth. You can just discard lands if you have Crucible of Worlds or spells if you have Charmbreaker Devil. Thawing Glaciers: Same as above, also abusive with Rings of Brighthearth. It might be a little bit slow but it guarantees that you will hit a land drop every turn. Hoarding Dragon: Necessary tutor, I'm still not sold on him. Bounce and exile removal kind of hose him and I don't have a ton of non-artifact sac outlets. I usually don't get things that I would be ok with never seeing again. Ex: Get Gauntlet of Power because it is neither the cheapest nor most expensive mana doubler. He is a little better now that Trading Post is out so you can sac him, or try to have Greater Gargadon or Liquimetal Coating and Slobad out. Salvaging Station: get some more mileage out of some of you mana stones or can go infinite with 1 or less CMC creatures and your general (ex, Arcbound Worker, Heap Doll, or Myr Moonvessel are all good choices) Haunted Fengraf: The deck has few ways to get non artifact creatures back. Goblin Matron: Able to tutor up Goblin welder and Slobad if he gets tucked. Also allows you to run Goblin Recruiter, Kiki-Jiki, Mirror Breaker, Lightning Crafter for a combo win or Tuktuk Scrapper for extra artifact hate. Arcbound Reclaimer: Great recursion, worth a spot if your meta requires more. Mishra's Workshop: Play it if you have it. Extraplanar Lens: Another mana doubler, can be very risky if people have early artifact hate. I ran this a lot but people usually killed it ASAP and then I was just a turn behind so I cut it Mycosynth Golem: Great if you are running more creatures, meh otherwise. Winter Orb: This is a pretty brutal card when played at the right time. The deck has a ton of artifact based mana so most of the time you wont even notice it and when you do need the mana on your next turn just sac it with Slobad at the end of your opponents turn so you get your full untap step.
Meta cards
Magus of the Moon, Blood Moon: Amazing in a meta with greedy mana bases or a lot of multi color decks. Although, When your meta gets wise to it it just puts a target on our head. When going into an unknown meta or a tournament I would highly recommend these guys. Reiterate: I love these types of effects and i feel that this one is the best. I didn't have it in the deck for a long time but feel it is a really great fit in how its built right now. This card does a lot of things for red and I am glad I finally found room for it. You haven't lived until you have copied a Time Stretch. Great for control metas with game altering spells. Charmbreaker Devil: At first I thought this guy would be terrible due to the lack of targets he would have but then I realized that ya, he might only have 14 targets but they are all bombs. He can get back my early Chaos Warp that I had to blow on a Gaddock Teeg, an extra Wheel of Fortune, or a Devastation that got countered. Because the first ability doesn't target the instant or sorcery card, any instants or sorceries put into your graveyard in response to that ability may be returned to your hand so you can cast Chaos Warp, return it to your hand and then cast it again to make him a 12/4. If you want some real damage you can cast Shattering Pulse a bunch of times. Also, he is great with Chandra Ablaze. Mindslaver: Often a one card kill against many decks, also with Buried Ruins and Crucible of Worlds you can lock someone. Great card that I go back and forth on running it, I think in really heavy black metas with Necropotance this card can be really good. Word of Bones: Really good in some situations. I recommend it if you do not want to play any land destruction. Still not the most fun card but a very powerful effect, especially if you are in a heavy aggro meta. Vicious Shadows: Great card in red, I really like it with Myr Incubator, exile everything in your deck, then sac them all with Slobad FTW, opponent hand size dependent. If you are operating in a very heavy aggro meta then this card can be very scary. Silent Arbiter or Crawlspace: Great in a heavy token meta for staving off the attack. Wake of Destruction: Great if there are lots of mono colored decks in your meta and you want to go heavy land destruction. Steel Hellkite: I cut him because I felt that he always died before I every hit anyone. His effect is great and something mono red probably should be running on the off chance but I just felt I was tapping out to do nothing. Still probably worth a spot of you come up against tokens a lot. Arena of the Ancients: Very good hate against decks that really rely on their generals to opperate. For example: Rafiq of the Many, Rhys the Redeemed, or Arcum Dagsson.
Other Variant Ideas
All of these variants have their own upsides and downside but a lot of time it comes down to preference. Slobad is an interesting general and can be used in a lot of different decks as he provides a lot of utility for any red deck with at least a little reliance on artifacts. I feel that he can be the lynch pin in a lot of different plans and help ensure that things work out for you. Red has a lot of good interactions with artifacts and Slobad might be the best man if you are looking to exploit that. My main plan is to utilize Obliterate effects and abuse Slobad's ability to make them one sided but this is not for everyone. All of the following builds can be used in addition to or with out the Obliterate cards. These lists are not all inclusive but i will continue to add to them as I find more cards that work will with them. Have fun and I hope you like Slobad, Goblin Tinkerer as much as I do.
Proliferation
Proliferate does a lot of things for red that it normally can't do although it does take some set up, its primary downfall. Still there are still a lot of good synergies and powerful engines. I might suggest this plan over running all of the Obliterate effects if your LGS really hates land D, not that you can't run both. With this plan Magistrate's Scepter, Darksteel Reactor, Titan Forge, and Arcbound Crusher are your main win conditions when you go this route, not that they are all you have going for you. I think that this plan can also be good for more budget builds as it is not as reliant on expen$ive artifacts like Gauntlet of Might, Grim Monolith and Mana Crypt to pump out your high cmc spells.
Contagion Engine: The "engine" of most of your proliferate cards. Contagion Clasp: Just a little weaker then Engine. Magistrate's Scepter: Can pretty easily get infinite turns with a few of the other pieces. Darksteel Reactor: If you are running a lot of proliferate and are using all of the global wrath effects then you can just sit and wait to win, Scepter is probably more fun. Lux Cannon: Gives you some actual removal. Unwinding Clock: Becomes very useful with some of these cards. Titan Forge: Can work with the theme, powers out dudes or save it from a global wrath and then pump out dudes. Arcbound Crusher: Good use of proliferate and can get very large. Clock of Omens: More untaps and easier infinite turns with Scepter. Braid of Fire: This card can already be pretty good, even more so with proliferate. Pentavus: You can start pumping out a ton of dudes with this guy. The tokens make great chump blockers to sit behind while setting up the win. Throne of Geth: Good with all the other effects. Energy Chamber, Coretapper and Surge Node: If you are super serious about charge counters.
On the whole I don't think the proliferate subtheme is the best but if you are in a slower meta that is not heavy disruption or you don't need to run all the hate cards then it can be very good. The best card is Magistrate's Scepter and can get online very quick.
Notable Combos
There are some good combos in red, many people won't see coming. Most of the combo pieces are good enough on there own to warrant inclusion in the deck are are by no means dead cards without the other piece of the combo. These are just some good ones that work with the theme and colors but is not all of them. I found most of them here.
Slobad can be used as a generic red general for a deck with a strong focus in artifacts. If you want to play combos in red then Slobad might be a good choice to help protect them as many of the good combos are artifact based. Red also has a lot of good proactive disruption if you are tired of just playing counters to protect your combos. I'm not sure if this is the best plan but it might be a good idea to incorporate one of these idea, almost all of these combo pieces are still good on their own so they will not be clogging up your deck.
This strategy revolves around making lots of tokens to either swarm and kill people or possibly use the tokens for making mana or other utilities. Great if you are in a slower meta where you can set up a little more. There are also a lot of utility with this plan.
Kiki-Jiki, Mirror Breaker: Great for making more tokens or just copying utility guys. Rapacious One: Makes tokens and more mana. Shrine of Loyal Legions: It makes artifact Myrs which is great but the deck can't make it pump out as many due to lack of white so it might not be the best choice. Prototype Portal: Allows you to copy some of your better token generators. Myr Matrix: Makes more tokens and pumps Myrs. Myr Turbine: Makes dudes and can tutor for different utility dudes or things like Myr Battlesphere. Myr Incubator: Can make a bunch of tokens at instant speed, great with Vicious Shadows (make like 10-20 tokens and sac them with Slobad for a ton of damage). Thopter Assembly: Can make tokens, but it is a little slow. Wurmcoil Engine: Great card that does a lot of things for the deck. Myr Battlesphere: Big beater that also makes a bunch of tokens, one of the best cards for this strategy. Mycosynth Golem: He is usually free and makes everything else in your hand free too. Pentavus: Makes some dudes, can fog a creature in combat and interacts with a lot of combos. Great with Rings of Brighthearth. Triskelivious: Similar to Pentavus but can act as removal. Kher Keep: Cheap way to make tokens and doesn't take a lot of space in the deck. Springjack Pasture: Not a bad way to make tokens and can double as life gain and ramp. Great with Trading Post too. Urza's Factory: Expensive token maker but doesn't take up a spot and the tokens are artifacts. Gratuitous Violence: Lets you hit a little harder with all your tokens. Sword of the Paruns: Anthem for your tokens and can let you do some good things with the equiped creature like Goblin Welder of Scarecrone. Akroma's Memorial: Makes everything into mini Akromas. Eldrazi Monument: Helps protect your guys from wraths and pumps them to boot. Trading Post: Use your tokens as recursion and can make tokens itself. Tons of utility. Urabrask the Hidden: Gives all your guys haste. Vicious Shadows: Great deterrent to wrath. Warp World: If you are making a lot of dudes then you can get a lot of value out of this spell, also it is fun. Skullclamp: Amazing draw power with all of your tokens. Mirrorworks: Almost all of your token makers are artifacts so this can get you double the token makers. Steel Overseer: Artifact "lord" that can be untapped with things like Voltaic key to make things bigger. Also, great with Rings of Brighthearth. Adaptive Automaton: Can be a lord for whatever type of tokens you are making. Shivan Harvest: Use your tokens to take out people's mana bases, this is one of the best reasons to play tokens in red. Phyrexian Altar: Turn your tokens into mana! Ashnod's Altar: The deck is mostly artifacts to only colorless mana is not that much of a drawback.
Currently Testing
I have been mulling over and trying to test a more aggro oriented strategy . I think that Slobad's strength lies in his ability to survive mass board wipes which red has a lot of but at the same time he is able to save your mana rocks from disruption so this obviously lends itself to big red. I think that my current strategy is best for Slobad but I've been looking at trying a few new things.
Out 2x Snow-covered mountain 1x Mycosynth Wellspring (I never felt i needed more lands with some of the other cards in the deck) 1x Junk Diver (I like Trading post better) 1x Skullclamp (I felt the deck did not have enough tokens anymore) 1x Mind's eye (Staff of Nin is just better imo, at least in this deck) 1x Blood Moon (My play group got wise to this and the magus so it's not that great anymore) 1x Magus of the Moon 1x Extraplaniar lens (A little to risky when people are running a lot of artifact hate) 1x Sundering Titan (Banned, RIP) 1x Blightsteel Colossus (Felt that it didn't work well with the curve) 1x Darksteel Colossus (See above) 1x Mycosynth Golem (I have been taking out more and more creatures and it has been underwhelming) 1x Myr Turbine (A little underwhelming overall) 1x Shimmer Myr (I don't feel it really adds a lot to the deck) 1x Triskelavus (I don't think it really does enough)
Special thanks to users; Frisacra and TigerDriver91 for great suggestions, Weebo for giving me pointers on how to improve the layout, my friend G for lots of feedback on the deck, and everyone else who has commented on the the deck and offered feedback.
Salvaging Station for infinite indestructible artifacts as long as you have a 1 cmc artifact to sac?
Oh wow. I forgot about this card. I ran it at one point but i think i took it out to try something and forgot about it. Great suggestion, worth a spot.
I also am trying out Burning wish. I know that sideboards are kind of controversial but my play group is ok with them. I don't see any problem with it in red, besides Gamble red dosent really have any tutors. I am trying out
Sundering Titan got banned and i feel that Blightsteel Collussus and Darksteel Collusus are a bit to mana intensive for the deck. The deck has a lot of mana ramp and mana doubler but all the board wipes want to be player first so i need to be able to win a little faster. I am also pulling the Blood moon effects as my meta has gotten wise to them and started running less greedy mana basses, i will be putting them into the possible choices section for meta calls which they really are. I will also be adding a section for card choices and a few other things over the next week.
Quicksilver Amulet - Great with fatties (like Blightsteel and Darksteel Colossus). Also awsome with Unwinding Clock
Clone Shell - It looks like it sucks but you can do some really cool tricks with it like using Goblin Welder to put it in and out of play and get a bunch of creatures for free.
Clock of Omens - Even more OP than Clock of Omens. Can generate crazy mana with something like Gilded Lotus or Everflowing Chalice or swarms of myr with Myr Turbine.
Phyrexian Processor - If you can protect it, it can take over the game really quickly.
I usually try and beat down with a huge swarm of myr or a big fatty like Blightsteel Colossus. What are your deck's major win cons? I feel like mine is a bit light in that area :/
@Groundswell
Thanks for the suggestions!
My main win condition is probably Greater Gargadon, Wurmcoil Engine, Myr Battlesphere, Hellkite Ignitor, or people just scoop after i wrath everyone's board but mine. Usually i play on of the Devastation type effects saving a lot of my stuff and basicly just win because my board position is just too good. My deck runs a lot of really cheap ramp so i usually try and accel as much as possible before my opponents can get a foot hold. I think Slobad's strength lies in his making artifacts indestructible to survive past the big wraths. Also, you mentioned Darksteel Colossus and Blightsteel Colossus, I just cut them because I felt that they were way off the curve and when i had them i always wanted to play them at a cost of temp. I felt that they were a trap for the deck and they made you lose momentum.
Dreamstone Hedron - Cut it a while back for faster ramp, it is a great card i just thought it was a little step on the cost. Seer's Sundial - I tried it put i thought there was just better card draw, like Wheel of fortune effects. M13 is going to be amazing for this deck, Staff of Nin and Trading Post are super good. Unwinding Clock - I always forget about this card, i think if i went with the proliferate them this card would be really really good. I have been toying around with proliferation and i don't think that it is really that great but i think that this and a few other cards could put it over the edge. Ichor Wellspring and Mycosynth Wellspring - I tried both of these cards and just felt that they really didn't add a whole lot to the deck, they seem great on paper but i was not impressed. Steel Hellkite - I think i took this card out because i had trouble actually hitting a player, it seemed like it always died. I should try it again, it's really good. Maybe take out Platnum Emperion for it. Foriysian Totem - I dont think at ramps good enough and being a creature is rarely worth it for 5 mana. Quicksilver Amulet - I have been taking out more and more creatures in favor of better removal so i don't thing this card is worth the spot. Clone Shell - I really like the idea of this card, the fact that you get the creature when this goes to the graveyard is very on theme with the deck strategy. I think that right now i dont run enough creatures to make the card work while but i would like to find a spot for it. Mirrorworks - I tried this card and thought it was really good, but i ended up cutting it for various reasons. Citanul Flute - I haven't tried this in this deck but i played Planer Portal and thought that the cost was just to expensive, With most of my creatures costing a lot i don't think that this would be any better. Bosh, Iron Golem - He was the old general of the deck and i felt that with Slobad i didn't really want another sac outlet, also his cost is kind of step. I do really like him and wouldn't mind putting him in for nostalgia if nothing else. Faithless Looting - With all the good red draw coming out i have been thinking about trying to put all of them in and focusing a little more on repercussion. This is something that i have been seriously considering for a while so stay tuned i guess. Artisan of Kozilek - I like her but i felt the cost to be too high. Prototype Portal - I tried it and didn't really like it. I usually just hit mana artifacts and didn't really care for it. Myr Turbine - I tried it for a while and just felt it didn't really pull its weight for the cost. Mind Stone - Tried it for a while and just cut it for mana crypt. It's a fine card though. Golem Artisan - Most of the time you are just smashing with damage after a Detestation effect, so i dont think paying for his abilities would be that great. Mycosynth Golem - This guy was super good in previous versions when i had a lot more creatures but i have been running less and without them he just doesn't do anything on his own. Clock of Omens - I don't think i have a ton of ways to abuse this card. If i went proliferate i think this card would be an all-star. Phyrexian Processor - Can make a lot of dudes but requiring mana does not work well as a win condition for the deck. Thopter Assembly - I tried this guy at first but felt it didn't do a lot.
Thanks for the suggestions! There are a few cards that I should probably try again and didn't think about for other versions of the deck.
I cleaned up the deck list a lot and am working on achieving primer status. I added more to the varient section in case people are wanting to go another direction with the deck which i feel is viable. I am still working on adding more content. I also went through and added a lot of the suggestions that people have made to viable choices and am testing a lot of cards right now. I think M13 gave the deck a lot of things to play with and am trying them out right now, i think the Worldfire and Trading Post especially are great additions. Any suggestions about layout would also be helpful.
Hello, I am a Bosh, Iron Golem player, who obsessively worries about who will be the first one to draw Austere Command, and I was looking for a new commander and Slobad, Goblin Tinkerer caught my eye. Do you have any advice on how to turn this deck into a deck that's suited for Slobad at the helm?
Originally Posted by Galspanic
#1 - What's the dumbest idea you ever had?
#2 - 15/15 for 15?
#1 - Make it dumber.
#2 - Give it protection from removal and counter?
#1 - DUMBER!
#2 - Add Timewalk?
#1 - DAMN IT MAN; I SAID DUMB! DUMB! DUMB!!!
#2 - It destroys everything when it attacks.... And wait, I have a friend who plays mill decks... I want to beat him too.
#1 - Excellent! Recess is over, go back and learn sex-ed with the other 6th graders.
I was running Bosh for a long time but decided it required way to much set up to really work. I think that making the change to Slobad was a good idea and it allows you to run out more artifacts and still have protection for them. You are defiantly right about Austere Command just wrecking that deck so if you are like me you will like Slobad a lot more. Obviously you can just look at my deck and the other choices section to get a better idea about what to run. I personally feel that that best rout to go with for the deck is to run all the Obliterate effects (found in my Mass Destruction section of my deck list) and use Slobad's effect to save as many artifacts as you can, namely the biggest creatures to kill people quickly. Also, you want these effects to be at the top of your mana curve. I would cut cards like Argentum Armor, Citanul Flute, and Planar Portal that require multiple turns to use or else large mana investments. I also run all of the cheap mana ramp artifacts to power out everything as fast as I can. I would also run Gauntlet of Power and Gauntlet of Might, I know the Might is pretty expensive so Extraplanear Lens is a suitable substitute, but Might really helps out a LOT. If budget is a concern i could suggest some other things based off of that. I talk about other choices with Godo that work with the deck in the possible choices section as well. Tawnos's Coffin, Greater Gargadon and Hellkite Igniter are my best win conditions. I really loved Bludgeoning Brawl in my Bosh build but was less underwhelmed in Slobad as he is not big and does not have trample :(.
How has Mindclaw Shaman been for you? I know it just came out but have you tested it a lot or are you just assuming it will be good? I seems like he could be very fun.
Also, I totally forgot about Helvault! This is basically a smaller Tawnos's Coffin which is super good in this deck. Thanks for posting your deck, Helvault is for sure going in!
Edit: Also if you run all of the Obliterate effects you don't need to run nearly as much targeted removal because you run so many board wipes. This negates cards like Primeveal Titan and Consecrated Sphinx, you cant play spells if you have no lands or creatures.
Budget is a concern, and in addition, I actually despise Obliterate effects, so I believe I will steer clear of that path, although I can see the power in that path. I'll post a deck list once I come up with one, but I'm thinking that I might take the deck in the direction of some combo, tokens, and proliferation. I already have quite a few cards used in those from my former Arcum Dagsson deck. A lot of the cards to use in a token/proliferation deck is pretty budget, so I think that might not be a bad route.
The main card I'll throw out there as an idea that hasn't already been mentioned is: Silverskin Armor. It can help preserve Hellkite Igniter or Slag Fiend. Another card that really helps with infinite combos (alternate win con, I guess) is Dross Scorpion. The Scorpion + Myr Turbine + any sac outlet = an infinite combo almost every time. (Hooray for the Old Man deck!)
Anyway, I threw in Mindclaw Shaman because I know one of my friends runs a fair number of tutors and board wipes, and getting him to do one of those for me at an opportune moment seems to be worth 5 mana, so I think it will be worth its salt. Another weird quirk about how I play EDH is that I generally avoid the older cards. I avoid cards with old terminology, and especially cards with old art.
Originally Posted by Galspanic
#1 - What's the dumbest idea you ever had?
#2 - 15/15 for 15?
#1 - Make it dumber.
#2 - Give it protection from removal and counter?
#1 - DUMBER!
#2 - Add Timewalk?
#1 - DAMN IT MAN; I SAID DUMB! DUMB! DUMB!!!
#2 - It destroys everything when it attacks.... And wait, I have a friend who plays mill decks... I want to beat him too.
#1 - Excellent! Recess is over, go back and learn sex-ed with the other 6th graders.
Ya, i know a lot of play groups are not big fans of these effects. Luckily, the proliferate theme can still be pretty powerful. Magistrate's Scepter and Darksteel Reactor are going to be your best win conditions. I have a pretty comprehensive list of good cards for proliferation but it is not everything. When I was trying proliferate I was running a lot more hate cards just so i had time to build up, cards like Stranglehold, Grafdiggers Cage, Pithing needle, and the moon effects. I think red is a little lacking in card advantage compared to other colors and its hard to win against tuned multiecolor decks if you don't run heavy disruption. If you don't run all the big board wipe then you wont need all the expensive artifact ramp, i would still suggest gauntlet of power though. Silverskin Armor is a good suggestion, i'll put it in the options suggestions thanks. With slobad it is kind of like darksteel plate where you can save a creature but it does offer a few more options then darksteel plate. I do really love Hellkite Igniter and Slag Fiend but the fact that they are not artifacts is a little sad. I put Helvault in so i think that they should have enough protection now. I'm not sure if Helvault would be that good outside of the Obliterate plan though. The shaman seems really good for red and for 5 mana I'm defiantly going to give him a try. I didn't mention Dross Scorpion but i know they have a ton of combos with him listed in the combo database and they are all pretty funny.
I decided to go mostly with tokens and combos as a win con with a few backup plans. In my opinion proliferation isn't that strong. There aren't that many cards with proliferation, and there aren't that many things to proliferate. There are however a wide variety of combos, and each combo piece has at least some potential to be helpful on its own. Without further ado:
Originally Posted by Galspanic
#1 - What's the dumbest idea you ever had?
#2 - 15/15 for 15?
#1 - Make it dumber.
#2 - Give it protection from removal and counter?
#1 - DUMBER!
#2 - Add Timewalk?
#1 - DAMN IT MAN; I SAID DUMB! DUMB! DUMB!!!
#2 - It destroys everything when it attacks.... And wait, I have a friend who plays mill decks... I want to beat him too.
#1 - Excellent! Recess is over, go back and learn sex-ed with the other 6th graders.
Seems pretty good. I love Trading Post, it does so much that the deck needs. I would suggest Kuldatha Forgemaster, it gets anything and is great with tokens. Do you think it would be helpful to list all of the combos that the color can support and/or a section for token support. I think because of his utility Slobad can lend himself to a lot of different play styles. I think that the Obliterate plan is strongest that i have tested but i know that the majority of play groups do not approve of it and it requires some expensive artifact ramp pieces to work well. I put in a couple variant ideas but would it be a lot better to include all of the possible variants? Thanks again for adding to my guide!
Kuldotha Forgemaster is in my Card Advantage/Tutors section, and if you untap with him on the field it becomes much more difficult to lose. I also might just add variant ideas as you come across them. Tokens feature heavily around Pentavus, Thopter Assembly, and Myr Turbine and can be taken advantage of through Steel Overseer, Adaptive Automaton, or Skullclamp. The tokens can also be combo-ed out as you mentioned with Nim Deathmantle, Krark-Clan Ironworks, and Pentavus. You also might just want to mention all the pieces to combo out with, and let people figure out how to make them click. Or if you want I could just list all the combos I know that can occur in my deck. I'm glad I could help, and I'm glad you set this up. He's an interesting commander.
Originally Posted by Galspanic
#1 - What's the dumbest idea you ever had?
#2 - 15/15 for 15?
#1 - Make it dumber.
#2 - Give it protection from removal and counter?
#1 - DUMBER!
#2 - Add Timewalk?
#1 - DAMN IT MAN; I SAID DUMB! DUMB! DUMB!!!
#2 - It destroys everything when it attacks.... And wait, I have a friend who plays mill decks... I want to beat him too.
#1 - Excellent! Recess is over, go back and learn sex-ed with the other 6th graders.
I'll probably just add all the combos in the combo database that make sense for the deck. I must have missed forgemaster, I wish I could run 4 of that guy he is so insane. Let me know how you end up likeing the deck.
After many edits from the list I posted (I'm doing playtesting online mostly), I am beginning to really like the deck. Without the searching power of Arcum Dagsson, combos aren't really effective at all, even with the tutors in the deck. Instead I decided to make my deck more similar to my former Bosh deck. More ramp, and more large/beefy creatures (although not Bosh himself), and I am liking the result. Plus, I have been pleasantly surprised by Staff of Nin, the extra card is really nice, and since I play against another token-centric deck, the 1 damage ability is potent as well. Another card I'll bring to your attention is Bottled Cloister. I think it's like a less expensive staff -1 damage ability. It can be dangerous depending on the situation, but there isn't any instant speed spells this deck casts, so there is definitely a good time to play this card.
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Originally Posted by Galspanic
#1 - What's the dumbest idea you ever had?
#2 - 15/15 for 15?
#1 - Make it dumber.
#2 - Give it protection from removal and counter?
#1 - DUMBER!
#2 - Add Timewalk?
#1 - DAMN IT MAN; I SAID DUMB! DUMB! DUMB!!!
#2 - It destroys everything when it attacks.... And wait, I have a friend who plays mill decks... I want to beat him too.
#1 - Excellent! Recess is over, go back and learn sex-ed with the other 6th graders.
Ya, i think a few combos are ok but a s a win condition there is just not enough tutors or draw to really be consistent. I like Bottled Cloister but it is a little risky. I think with all of the draw that they are giving red it might not be necessary, but i will out it in the other choices section as it does play well with Null Brooch and is an artifact so it does have some good uses.
I have been very pleased with the new adds so far. They seemed like they would be just OK but honestly they have been great. I go into more detail about Chandra Ablaze and Charmbreaker Devilif you have any questions about their additions.
A friend and I started an EDH league so I have been getting some good play testing in. I put mad prophet in over the wish for the tourney and have been liking it over the other red draw spells that have been printed lately. No new card have come out lately so I have not been able to make any huge changes to the deck as of late. I'm really enjoying the current build as it offers a lot of speed and a ton of late game threats. One of the big things I am looking at it finding one or two better beaters for win conditions, I have been considering Ulamog, the Infinite Gyre, his cost is very do-able for the deck but he is more expensive then the land D effects so it sort of messes with the tempo of the deck. What do people think? Is it worth it or is a trap?
First they take away my Sundering Titan now my Worldfire, Slobad just cant have nice things. I honestly can't even remember how many times i Worldfire with mana floating and casted Slobad, which I guess was they problem. Oh well, it was fun while it lasted.
I'm very curious as to how Codex Shredder has been working out for you? Tell me about it as you playtest with it. I'm somewhat tempted to run it too because sometimes I really want Hellkite Igniter to be back in the safe grasp of my hand, and then wreaking havoc on the battlefield.
Also, I figured this out when I transitioned back to my Arcum Dagsson deck for a while. Salvaging Station says target NONCREATURE artifact. It doesn't have an easy to set up infinite combo associated with it. I believe it needs either Karn, Silver Golem or March of the Machines out to make it work.
What do you mean by red control? I haven't heard of this archetype although I'm curious about it now. What does it entail, and can/should Slobad attempt to be a red control deck?
My note on Planar Portal and Citanul Flute: it does more or less effectively double the cost of whatever you want to cast, usually, but I've found that it's better to throw mana at tutoring than waiting turn after turn until you draw a threat. That's why I'm playing a land that doesn't tap for any mana right? (Eye of Ugin). Anyways, another card that I've found to be very useful is Blinkmoth Urn. I've gotten enough mana off the thing to be able to tutor, cast, and pump Hellkite Igniter once and only pay 4 non-"Urn" mana for that. Very fun game indeed.
P.S. I accepted the Obliterate plan (only two effects though). It was another fun game swinging for 14 per turn while my opponent had nothing on the battlefield.
Originally Posted by Galspanic
#1 - What's the dumbest idea you ever had?
#2 - 15/15 for 15?
#1 - Make it dumber.
#2 - Give it protection from removal and counter?
#1 - DUMBER!
#2 - Add Timewalk?
#1 - DAMN IT MAN; I SAID DUMB! DUMB! DUMB!!!
#2 - It destroys everything when it attacks.... And wait, I have a friend who plays mill decks... I want to beat him too.
#1 - Excellent! Recess is over, go back and learn sex-ed with the other 6th graders.
So far I am liking codex shredder a lot, it gets back anything and you can play it early and not really worry about people destroying it. If they do what ever, it was one mana. You can use it to mill someone's sensi's devining top if they flip it or mill something they tutor for if the tutors for puts it on top. I'll add a section that goes into a lot more detail about what I mean by mono red control sometime this week when I'm not on my phone that I hope will clear things up a bit and hopefully give more insight on my thoughts when making changes to this deck. Also, congrats about accepting the obliterate plan. Just be careful, I hate of people use the spell just to reset the board. I love the card and want to use it in a way that dont make people hate me so I advise only casting it when you have a good way to win, other people get mad, as I would too.
An idea that keeps coming back to me is Myr Welder. On a quick look at my deck I think I counted 23 artifact cards with non-equip activated abilities and 18 in yours. I've played with him before and the two games I drew him he did two things: G1 he sat there doing nothing. G2 he exiled Lux Cannon and using untap effects I proceeded to win the game off the back of him. Also, if you can elaborate more on red control, I am interested to hear about it.
Private Mod Note
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Rollback Post to RevisionRollBack
Originally Posted by Galspanic
#1 - What's the dumbest idea you ever had?
#2 - 15/15 for 15?
#1 - Make it dumber.
#2 - Give it protection from removal and counter?
#1 - DUMBER!
#2 - Add Timewalk?
#1 - DAMN IT MAN; I SAID DUMB! DUMB! DUMB!!!
#2 - It destroys everything when it attacks.... And wait, I have a friend who plays mill decks... I want to beat him too.
#1 - Excellent! Recess is over, go back and learn sex-ed with the other 6th graders.
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"Is it the stomping kind or the munching kind?"
—Slobad, Goblin Tinkerer
Slobad, Goblin Tinkerer is a very unique and often overlooked general. He allows you to build in many different directions while still being able to utilize is unique ability. Unlike other commanders such as Krenko, Mob Boss or Zirilan of the Claw that have pretty obvious build around me mechanics Slobad lets you focus around artifacts and anything else you might want. He can be used as a sac outlet, to protect powerful artifacts like Skullclamp in a token deck or cards like Magistrate's Scepter in a combo deck. My list revolves around using his ability to protect your bombs before a destruction spell such as Obliterate. I feel that this strategy allows you to use the least set up while still getting the most value out of his ability.
Slobad is similar to a Bosh, Iron Golem deck as a mono red artifact deck but is much more resilient to artifact hate for obvious reasons. He also is much cheaper and less threatening. The deck is slower then a Krenko, Mob Boss deck but runs a lot more disruption and functions better in the late game. The deck is less consistent the Zirilan, of the Claw but does much better in a multilayer setting. The deck has a lot of similarities to Jaya Ballard, Task Mage with a lot of the control elements that the deck runs but is a lot more reliant on artifacts, which can be a good and a bad thing.
Pros
-He is cheap, playing him 3-4 times in a game no problem
-Deck is not totally reliant on General, if he gets Hinder you still have some powerful interactions
-Can be a very powerful sac engine on a stick (ex. Spine of Ish Sah, Myr Retriever, and Solemn Simulacrum)
-Lots of disruption
-Versatility in the style of deck he can be run in
-You get to play a bunch of awesome artifacts
-is a Goblin if that's your thing
-Protection for important cards
Cons
-Few tutors
-Cards like Aura Shards and Aura of Silence can be rough
-No counters and few instant speed reactive cards
-Reliant on artifacts for ramp which can be a little risky
-Many play groups don't like all the land destruction the deck runs
Obviously, the deck relies very heavily on artifacts as a source of mana and card advantage. Although artifacts can be very powerful they also can fall prey to some equally powerful hate cards. Because of Slobad's activated ability, one shot artifact destruction like Relic Crush, Decimate, or permanent destruction like Vindicate are not that big of a deal. Aura Shards, Aura of Silence, and Austere Command are a little harder to deal with. You can still fight through these cards but they require very little resources from your opponents and can really make your game a lot harder. In these instances Darksteel Forge become your saving grace. Yes, this card is always good but now you really want to do everything to try and get it out, Kuldotha Forgemaster and Goblin Welder + some discard card (wheel effect, Trading post, or Chandra Ablaze's first or second ability) are also good ways to cheat it into play. Most of the time the deck plays like a red control deck with some brutal hate cards. For example; Grafdigger's Cage, Karn Liberated, Pithing Needle, Ruination, Spine of Ish Sah, Stranglehold, Tawnos's Coffin, Nevinyrral's Disk, Chandra Ablaze, and Reiterate all generate lots of advantage for you as well as putting your opponents far behind you. The combination of Hoard-Smelter Dragon, Karn, Silver Golem, Liquimetal Coating, Mycosynth Lattice, and Shattering Pulse can also allow you to control what is going on. Red does not have a lot of ways to interact with things on the stack so the deck packs a lot of powerful cards to destroy things in play or prevent your opponents from doing to much (Ruination and Stranglehold are the two best examples of this). Because your deck has a lot of very powerful expensive spells it is necessary to run a lot of ramp cards, this also puts the pressure on early when some decks don't have defenses set up yet. I go into a lot more detail in the individual card choice section and do my best to point out the interactions that they have with other cards. I tried to put in few cards that were only good on their own and put a lot of focus on strong synergies and interactions.
The very first version of the deck was Emrakul, the Aeons Torn when he was still legal, about 2 years ago. I always had trouble getting this deck to work right. Because I had such a hard time I tried out a lot of different builds and a lot of obscure artifacts and interactions. After they made the ruling to allow legends like Bosh, Iron Golem legal as a general I decided to see what red could add to artifacts. I loved Bosh and tried to make that deck work for a while. I had a lot of fun with mono artifacts/big red but eventually I felt that big mana red was a little to easy to disrupt and a little to "go big or go home". So about a year ago I decided to make the switch to Slobad, Goblin Tinkerer. After having played heavy artifacts and mono red changing the deck to suit Slobad was very simple. I quickly discovered a lot about how strong a card like Slobad was in a deck that was built around trying to get the most value out of his ability. After trying a lot of different build options and strategies I arrived at my current plan for the deck. I feel that his ability and cheap casting cost lend themselves to a unique strategy. I feel that he is the best choice if you are wanting to play a deck based around mass destruction spells. I usually play EDH at least once a week and this is one of my main decks, so I am always testing cards and trying to figure out what is working and what is not working.
1x Slobad, Goblin Tinkerer
Artifact removal/Synergy
1x Karn, Silver Golem
1x Liquimetal Coating
1x Mycosynth Lattice
1x Shattering Pulse
1x Vandalblast
Mana Ramp
1x Caged Sun
1x Expedition Map
1x Gauntlet of Might
1x Gauntlet of Power
1x Gilded Lotus
1x Grim Monolith
1x Koth of the Hammer
1x Mana Crypt
1x Mana Vault
1x Metalworker
1x Mox Opal
1x Solemn Simulacrum
1x Sol Ring
1x Thran Dynamo
1x Wayfarer's Bauble
Card Advantage
1x Chandra Ablaze
1x Codex shredder
1x Crucible of Worlds
1x Daretti, Scrap Savant
1x Deal Broker
1x Gamble
1x Goblin Welder
1x Imperial Recruiter
1x Kuldotha Forgemaster
1x Memory Jar
1x Myr Turbine
1x Reforge the Soul
1x Skullclamp
1x Sculpting Steel
1x Sensei's Divining Top
1x Staff of domination
1x Staff of Nin
1x Trading Post
1x Wheel of Fortune
1x Chaos Warp
1x Duplicant
1x Grafdigger's Cage
1x Karn Liberated
1x Ruination
1x Spine of Ish Sah
1x Stranglehold
1x Tawnos's Coffin
1x Torpor Orb
1x Ulamog, the Infinite Gyre
Mass Destruction
1x All is Dust
1x Devastation
1x Jokulhaups
1x Nevinyrral's Disk
1x Oblivion Stone
1x Obliterate
Good Stuffs
1x Darksteel Forge
1x Hellkite Igniter
1x Lightning Greaves
1x Myr Battlesphere
1x Pentavus
1x Rings of Brighthearth
1x Scrap Mastery
1x Soul of New Phyrexia
1x Wurmcoil Engine
Lands
1x Ancient Tomb
1x Arid Mesa
1x Bloodstained Mire
1x Buried Ruin
1x Darksteel Citadel
1x Eye of Ugin
1x Great Furnace
1x Kher Keep
1x Scalding Tarn
1x Scrying Sheets
1x Strip Mine
1x Thespian's Stage
1x Valakut, the Molten Pinnacle
1x Wooded Foothills
21x Snow-covered Mountain
Artifact removal/Synergy
Karn, Silver Golem: Does so many things. Can un-attach equipment, kill artifacts if someone wraths, and is land destruction with Coating or Lattice. I often use him to alpha strike when I have a lot of bigger artifacts on board. His best use is un-attaching equipment and being a big blocker. All around great utility that can not be looked over.
Liquimetal Coating: Can turn anything into an artifact for Slobad to save, can make things artifacts for the dragon, Karn, or Shattering Pulse. It has a lot of other tricks if people play a wrath that also hits artifacts like destroying planeswalkers or lands. Also, don't forget that you can turn stuff into artifacts and then sac them to Trading post to draw cards, kobolds are great for this. The utility of this card has really surprised me and after playing with it a lot I wouldn't cut it in this deck.
Mycosynth Lattice: Turns on the other cards in this section. Obvious interaction with Slobad. I always want to run Pulverize for another board wipe but I think that would be pretty greedy. I have played it a few times after Hellkite Igniter and just swung for 80 damage.
Shattering Pulse: Reusable Artifact hate or a Vindicate with Coating and Lattice. With Lattice and a lot of mana it can get really brutal. This card and Shattering spree both share a similar effect, spree can be very explosive but the deck runs a lot of late game explosiveness and the early game is all about control and slowing your opponents down, because of the style of play I feel the pulse being repeatable is what makes it the stronger pick.
Vandalblast: This is a very strong artifact sweeper that can really put you ahead against decks that rely on mana rocks. Very good with Mycosynth Lattice and can act as a vindicate with Liquimetal Coating. Cheap and efficient.
Mana Ramp
Caged Sun, Gauntlet of Might, Gauntlet of Power, Koth of the Hammer: Mana doublers let you power out some of your big spells really quick, the Gauntlets and Caged Sun are often what you are protecting with Slobad early game. Koth can also act as a win condition if you are able to get a mountain out.
Gilded Lotus, Grim Monolith, Mana Crypt, Mana Vault, Sol Ring, Mox Lotus Thran Dynamo: Cheap mana to play things as quickly as possible. There are many different choices for these spots but I am use the cheapest artifacts with the biggest returns to improve speed. I run a pretty low land count mostly due to how many mana rocks I am running.
Expedition Map: Usually gets Eye of Ugin, Buried Ruin, or sometimes Valakut, the Molten Pinnacle. The first two are just super good. This card is not necessary but I like running any cheap tutors I can in red. The banning of Primeval Titan makes this all the more attractive now that the is not as good of non basic land fetch.
Metalworker: This card recently got unbanned and is amazing in this deck. It makes a ton of mana and can be tutored with Recruiter.
Solemn Simulacrum: Just does a lot of things the deck want, nice with a recursion engine. He doesn't change the game but smooths out the deck. This card won't be beating face for damage or anything but it just fits into the dynamic of the deck so well, I'm sure everyone has played with this guy so I'm sure I don't have to speak about the value of his utility to much.
Wayfarer's Bauble: A decent early ramp that works well with the mana doublers and can be copied with Rings.
Card Advantage
Chandra Ablaze: Ok, I know this card seems terrible but believe me this card does so many things for this deck. Her +1 seems hard to achieve but you don't have to discard a red card or any card if you have nothing in your hand. That 4 damage can take out a surprising number of things, utility creatures, other Plainswalkers, and even your own Hoarding Dragon. Discard a land to play it with Crucible or you can even discard a big artifact to cheat it into play with Welder. I don't know how many times i have had 2-3 Obliterate affects and just wished i could have gotten rid of one for some sort of value. Her -2 is really her best move, making everyone discard their hand and then only draw 3 can be really brutal for most decks and drawing 3 in this deck is just fine, you can use it to cheat in big artifacts too. Finally, her ultimate can be really bonkers. You get to cast that Decree of Annihilation that got countered or that you discarded with her +1 for free not to mention you get to play Wheel of Fortune with all your mana floating to boot. She does so many things for this deck that she can't be overlooked.
Codex shredder: Great unrestricted recursion for a reasonable cost. Plus you can mill away bad cards with Sensei's Divining Top or ruin people's top deck tutors (vampiric, mystical, etc.).
Crucible of Worlds: With Buried Ruin or Dust Bowl it can be really mean. Also, allows the deck to bounce back really well after one of your board wipe. Also, allows you to get more value off of your fetchlands and makes you a pretty bad target if someone wants to use targeted land destruction.
Daretti, Scrap Savant: This guy was made for the deck. Pitch your situational cards for something a little more useful and put the cards you pitched with him back into play. His ultimate works so well with this deck. Use Slobad to sac your Solemn Simulacrum, Wurmcoil Engine, Myr Battlesphere, or Duplicant for value. Use it to activate Wayfarer's Bauble, Trading Post, Codex shredder every turn and sac them. It does not auto win the game like some ultimates but wow, the value is insane.
Deal Broker: Finally a decent looter. He interacts well with Goblin welder, can be tutored with Recruiter and is just pretty decent.
Gamble: A pretty good tutor and just about your only one. I would recommend casting this early when you have more cards in your hands to increase your odds of keeping the card you want. It's great that you don't have to reveal the card you got and with all the recursion that the deck is running most of the time the discard does not matter.
Goblin Welder: Can generate a lot of card advantage or act as disruption. For a 1 mana investment this guy can do so many things. Try not to run him out to early if you are not going to do anything with him so he doesn't just die to a board wipe. This guy is about the best one drop that any deck could hope for and one of the biggest reasons to run a red based artifact deck. He often eats removal, in that instant think of him as a red discard spell that can only grab removal card, sort of protection for your bombs.
Imperial Recruiter: Tutors for for something in about every situation you might get into. Magus of the Moon for multi-color good stuff or problem land (i.e. Cabal Coffers or Gaea's Cradle). Phyrexian Revoker for Planeswalkers, Equipment, or so many other things. Slobad, if he gets tucked. Or Goblin Welder in about every other situation.
Kuldotha Forgemaster: This card is amazing, if you are able to use it you will probably win. Depending on the board state you can get a man doubler, Darksteel Forge, Nevinyrral's Disk, Platnum Emperion, Rings of the Brighthearth (to be able to use his ability twice), Mindslaver, Myr Battlesphere, or Pithing Needle.
Memory Jar: Possibly reusable card "draw". Sort of one sided, best to activate in your upkeep to get the most cards for your big turn. If you have a lot of mana then most of the time you can play well over half of the hand you draw, assuming you have at least one land and a few mana stones. This card is not to be over looked.
Myr Turbine: I put in Skullclamp and wanted another good token maker. The upfront coast is a little high at 5 but not having to worry about any further investment makes it worthwhile. The second ability is good (only targets are Myr Battlesphere and Myr Retriever) but that's not really why I am playing this card. Swinging for 24 damage with Battleball would be great but having a free sac for Slobad, a great target for Skullclamp, and chump blockers is worth it.
Reforge the Soul, Wheel of Fortune: Amazing draw, although red is getting a lot more draw lately. Can act as disruption against the combo player that has been sculpting his/her hand all game.
Skullclamp: OMG such a good card. With Kher Keep, Myr Turbine, Pentavus, Myr Battlesphere, and Trading Post you have a lot of options to draw a bunch of cards. Red doesn't have a lot of access to draw and this card really helps.
Sculpting Steel: Great utility, I wish red had a Phyrexian Metamorph but this is close enough, copies almost everything in your deck.
Sensei's Divining Top: Good card. Red's draw is not the best in the world so this card helps to even it out a little bit.
Staff of domination: This is an all around good card with a lot of utility in this deck. Bonus: it combos with Metalworker to make infinite mana, life, and draw as much of your deck to win with.
Staff of Nin: Extra card a turn and can shoot down utility creatures or some generals (ex.Animar, Soul of the Elements, Rhys the Redeemed, Merieke Ri Berit, Thalia, Guardian of Thraben, and a few others).
Trading Post: Does so many things this decks needs to do, amazing utility. The first ability, life gain, is pretty rarely relevant in EDH. Ability two, you are able to pop out chump blockers in a pinch or use them for its third ability which sacrifices a creature to recur an artifact. This ability is just too good not to run, almost everything in your deck is an artifact so having a repeatable way to get them back is so powerful. The last ability is: sacrifice an artifact, draw a card. This can be nice if you are hard up for cards or someone is about to destroy an artifact and you want to get some more value out of that card.
about how people feel when you play this card.
Blasphemous Act: Great red sweeper that will usually be pretty cheap, even if it is not casting should not be too bad.
Chaos Warp: Great spot removal at instant speed, yes they get a random card but rarely is it worse then the card you are tucking away. Also works great against generals.
Duplicant: Awesome removal and gets around protection. Can be abused with recursion.
Nice way to get around protections too.
Grafdigger's Cage: This barely effects the deck (Scarecrone and Welder are about all) and shuts down a ton of decks. If it is getting in the way you can just sac it with Slobad. Reanimator decks are pretty bog around here so this card shuts them down as well as Tooth and Nail.
Karn Liberated: Colorless repeatable spot removal or a win condition after a big board wipe. This guy just fills so many roles very well.
Magus of the Moon: he is tutorable with Recruiter which is why he is played over Blood Moon. Great in the early game when people are trying to get established or late game to shut down powerhouses like Cabal Coffers or Gaea's Cradle.
Ruination: Amazing against multicolor decks or good utility lands. The deck runs few non-basics so for the most part it will be one sided. This card alone can seal most games against certain decks.
Spine of Ish Sah: Targeted removal. With Slobad and lots of mana you can repeatably play it and sac it to just start killing things, this card just offers a lot of value with all the tricks this deck has.
Stranglehold: Shuts down decks with lots of tutors and fetch lands. It doesn't effect you at all and can really blow some decks away. If you are playing red you have to run this card.
Tawnos's Coffin: If you target a general they have to chose to put them in the commander zone which would let you reuse coffin. Can reuse come-into-play effects like Myr Battlesphere, or Solemn Simulacrum. It can also save a creature before a board wipe. Really great card.
Torpor Orb: Another great hoser with all the great inter-the-battlefield creatures going around. This is a lot more of a meta call but I feel that a lot of decks are turning into ItB good stuff decks.
Ulamog, the Infinite Gyre: With Worldfire being banned the top end of the deck was feeling a little lonely and I have had my eye on him for the deck for a long time anyway. He makes Eye of Ugin a little better and gives you another targeted removal card and an indestructible beater that can survive through board wipes. He is pretty high on the curve but the deck can make so mush mana that casting him in a game is pretty easy.
Mass Destruction
All is Dust: Basic board wipe, saves your artifacts and deals with those pesky enchantment and planeswalkers we have trouble dealing with.
Jokulhaups and Devastation: Really great board wipes, use Slobad to save anything you want. These are on the low curve but can still have a huge impact on the game.
Nevinyrral's Disk: You can use Slobad to make it indestructible and reuse it. Great with Darksteel Forge and/or Mycosynth Lattice to repeatably destroy the board.
Oblivion Stone: Nice early board wipe that can save some things. Not your best but can solve some sticky problems. This is not as good as other wipes in this deck bit still a great card and can be brought back and played over and over again if need be.
Obliterate: Uncounterable and does so much, just save what you want with Slobad. This is often your best win condition as you don't have to worry about getting countered. This is probably the best board wipe in the deck.
Good Stuffs
Darksteel Forge: Makes all artifacts indestructible, amazing with so many things in your deck. I usually go all out to cast this card. Having your whole board indestructible is such a big deal and the Forge is really hard to deal with. Return to Dust is about the only way to deal with it.
Hellkite Igniter: I always want to cut this card but every time I play it he hits for like 25-40 damage, really good with Mycosynth Lattice. This is your Plan B for a win condition.
Lightning Greaves: I know that some people think that this card is always an auto include but I stopped running it because my meta ran very little targeted removal in favor of wrath effects. My meta has shifted and I know think it needs to be put in. Free protection and haste. Most of the creatures in the deck have really good tap abilities so having the ability to use them right away is so good.
Myr Battlesphere: Big beater, makes tokens to sac fodder for Slobad and is great with Kuldotha Forgemaster.
Pentavus: Awesome with Rings of Brighthearth for massive tokens, can "fog" a creature in combat, or just some sac fodder. Not the best card in the deck but has lots of utility that make it a good inclusion, manly to act as a fog against creatures with out trample.
Rings of Brighthearth: Just does broken things with everything in the deck that has activated abilities. See any card with an activated ability.
Scrap Mastery: Its a Living death for artifacts. Mass regrowth and with Slobad, be sure to sac all of your artifacts before you cast this spell so you can get everything back. Also, works around Grafdiggers cage.
Soul of New Phyrexia: Much like Wurmcoil, Soul of New Phyrexia is a very efficient beater with a very good added ability. It works very well with the them of the deck and has added value by getting an activation out of the graveyard.
Wurmcoil Engine: Amazing beater and plays very well with all the board wipes. If i could have 4 copies of any card it would be him, he just wins.
Lands
Arid Mesa, Bloodstained Mire, Scalding Tarn, Wooded Foothills: Can get two lands with Rings of Brighthearth out, shuffle if there is nothing good on top, or hit every land drop with Crucible of Worlds. These are not necessary but when combined with all the other cards that allow you to get land advantage like Kite and Thawing Glaciers it allows you to run less lands and more good stuff.
Buried Ruin: Awesome with Crucible of Worlds, recurs so many things. This is probably one of the best utility lands in the deck and will always get back something good. Think of it as our Academy Ruins, although in some ways it is better.
Darksteel Citadel, Great Furnace: An extra artifact to sac is never a bad thing. If only you could run more.
Eye of Ugin: Tutors up so many thing. Probably one of the best lands for the deck, your main Expedition Map target. Also makes your Eldrazi cheaper.
Kher Keep: Random utility, nice with Trading Post and can chump block for days. It's like a bad red Kor Haven.
Scrying Sheets: Helps me hit land drops, this is a must for this deck. This is one of those little things that can really add up when trying to increase your power level.
Strip Mine: A great way to deal with problem utility lands at a very low opportunity cost, plus recurable with Crucible of worlds.
Thespian's Stage: Great utility. It's similar to Visuva but does not enter the battlefield tapped which is a plus. Usually I just play it to copy a mountain early (for gauntlet effect) and then change up latter if need be. Plus the color less mana is not that big of a deal.
Valakut, the Molten Pinnacle: Can deal some nice damage for really no cost. Late game you can really control a game with this and deal a lot of damage.
Being mono red you don't have the most abundant selection of answers to every strategy. Most of the time your early game plays out pretty much the same, play lots of artifacts for mana and use Slobad to protect the good ones. I run Chandra Ablaze and Codex Shredder to get back your important spells when fighting against counterspells. In addition running redundant effects (i.e. multiple wheels and board wipes) will help you get your desired effect. Myr Retriever, Goblin Welder, Trading Post, and Buried Ruin let you bounce back from artifact hate or let you get better millage on some of your cards. When playing against some heavy counter decks you will want to evaluate your hand. Your best bet is to play into the counterspells and lead with cards you don't care will get countered as much or that you can easily get back. The deck runs a lot of proactive hate so against combo your best bet is to try and disrupt there plans early. Beyond that red does not have very many instant speed tricks to stop a combo from happening. The deck runs a lot of big board wipes so for the most part aggro decks are not that big of a deal. Sometimes very fast voltron type decks can give you trouble but most people don't see this deck as an immediate threat so it's usually not that big of an issue. The deck runs a little different from most decks so it keeps most people guessing. So long as you don't have a really bad start the deck will usually take over the late game with one sided board wipes and just come out way to far ahead of everyone else for them to recover enough to keep you from winning, at least thats the plan.
Goblin Recruiter:Much the same as Goblin Matron. I usually tutor for Rummaging Goblin and one or two other goblins, putting Rummaging Goblin on top to help you dig deeper after you set your top. He is also good if you have a wheel effect. I will sometimes grab welder and Kiki-Jiki then Wheel of Fortune/ Reforge the Soul/Chandra Ablaze, dumping a big artifact and Welder it ASAP. Recruiter just gives you a few more tricks.
Kiki-Jiki, Mirror Breaker: An amazing red card all around. It can give some of your key win cons sudo haste (copying Forgmaster, Battlesphere or Hellkite) and double up on your utility creatures. The more creatures the deck runs the better. If your turn artifacts into creatures with Karn you can also do some fun tricks.
Treasonous Ogre: Great for those big turns you go all-in on. He is also tutorable with Recruiter and can possible turn into a beater with dethrone, using his ability to make sure you have less life if needed.
Rummaging Goblin: A great way to filter out dead draws for more cards. Tutorable with Goblin Matron or Goblin Recruiter. If you have Crucible or Welder you can always pitch cards to cheat them back into play.
Pithing Needle: Stops so many things its hard not to run it. Also, gives red a lot of disruption it wouldn't have otherwise. Probably the best one mana you can spend.
Greater Gargadon: Lets you win after a board wipe and is a sac outlet. This is one of your better win conditions as you don't need a lot of set up and don't have to worry about counters or removal after an Obliterate so much.
Goblin Matron: Reasonable cost for a great effect. She is great for tutoring Slobad, should he be tucked. If you have the mana I would grab Kiki-Jiki, play him, and copy Matron to tutor for whatever else you need. She also loves [CARD]Skullclamp
[/CARD].
Pithing needle: One mana to shut down 80% of the problem cards this deck has trouble dealing with.
Kurkesh, Onakke Ancient: This is sort of like a mini Rings of Brighthearth, and rings is broke in this deck. He has some obvious limitations, but Liquimetal Coating and Mycosynth Lattice make him a better rings.
Phyrexian Revoker: Pithing Needle on a dude, but tutorable with Recruiter. Good for shutting down something early and easy to get back latter to reuse.
Godo, Bandit Warlord: Yes he is in the deck but with him there are many good artifacts to go with him.
Batterskull: This is probably one of the best cards to run with him. It gives red access to good life gain, is a reusable beater, and acts as a deterant to attackers.
Illusionist Bracers: Great with Slobad for double Indestructible. Really crazy with Pentavus and every creature in the deck. With Karn, Silver Golem you can equip to any of your artifacts with good abilities i.e. Trading post, Grim Monolith (copy the untap for infinite mana), Tawnos's Coffin, etc. And if the game gets crazy you can use Mycosynth Lattice or Liquimetal Coating + Karn, Silver Golem to equip to a Planeswalker for double abilities, dreams can come true.
Nim Deathmantle: Good resiliency, can make infinite mana or damage with Krark-Clan Ironworks, Ashnod's Altar, Blasting Station, Precursor Golem, Wurmcoil Engine, Pentavus, or Triskelavus.
Darksteel Plate: I like this card a lot I'm just not totally sold on it. Slobad already can make things indestructible when it's important, but still a solid choice for this deck.
Possessed Portal: This card offers up a whole lot of disruption in one package. You are always in control of the effect and can choose to sacrifice it at any end step. the fact that it triggers at the end of every end step often takes people off guard. Timing when playing this card is key.
Burning Wish: One of the few "tutors" red has besides Gamble, fills a nice spot. Not every Meta is cool with wishes but there are lots of other good cards for this spot, try running Faithless Looting here. I ran it for a long time but when we started our EDH league we felt it was easier to just not have them so I cut it for that. If you play group allows it then run it.
Burnished Hart: Pretty good bit of mana ramp for mono red. It cost a bit of mana but is worth it, especially when you have gauntlets out, welder, Rings of Brighthearth, or extra value with Skullclamp
Godo, Bandit Warlord: Great tutor. I am only running 3 targets (skullclamp, Illusionist Bracers, and Lightning Greaves) but they are all great. I felt he was just better than Hoarding Dragon who was probably in the deck for too long. He can do some decent damage but realistically he is just an over coasted tutor. I will go into a little more detail about other good equipment targets in the Other Possible Choices section.
Myr Retriever: Recursion and is amazing with Goblin Welder. This guy lets you bounce back after your tempo gets thrown off and is a good chump blocker if your opponent actually decides to swing into him with something good in your yard. With Slobad or some sort sac outlet its basically a Regrowth in red.
Codex Shredder: Trying this card out. It's an unconditional recursion card that can come down early if you just need an artifact to sac. It gets back anything you might want and can disrupt peoples top deck tutors. You can also mill yourself if you have Top and you don't like your cards or want to put something in the graveyard to sneak into play with Goblin welder or Scarecrone. Having an unassuming turn one artifact to sac with your turn two Slobad to save your turn three Gauntlet is about the sickest play, saving your mana doubled is usually your best play to launch you into the late game.
Skred: Nice removal in mono red if you are running snow lands. I have been making changes to rely more on actual land ramp to be more resilient and this card just gets better the more land you have. For R at instant speed this is amazing.
Journeyer's Kite: Allows you to hit land drops which becomes more powerful with Gauntlet type effects not to mention it lets you get buy with fewer lands in your deck. This card a a few others are what really allow this deck to get buy on so few lands without constantly getting mana screwed. It also is a great artifact to sac to slobad once you squeeze all the value out of it early game.
Mimic Vat: Stops graveyard loops and gives you access to good creatures, this card has been falling lower on my list of super good auto includes so I'm not sure how much longer it's going to stick around in my list, I know it has power.
Scarecrone: Repeatable recursion and card advantage. This card is almost another Welder bit you can still get some value out of her if she dies before you get to reanimate something.
Mad Prophet: One of the better attempts to give Red card advantage lately. If you have Crucible of worlds you can easily discard a land and not worry about actually losing a card or if you need a way to discard a big artifact for Goblin Welder then this is your guy.
Decree of Annihilation: I usually just cycle it unless I have Tawnos's Coffin. Basically uncounterable if you cycle it. Cycling is good but there are other cheaper cards that also get the job done. Great with Greater Gargadon.
Mad Prophet: I put this guy in for Burning Wish during an EDH league I am putting on and have really liked him a lot. He has a lot of very good interactions and can do a lot of very good things. He has some interesting interactions with Chandra's ultimate and is good with Rings of Brighthearth. You can just discard lands if you have Crucible of Worlds or spells if you have Charmbreaker Devil.
Thawing Glaciers: Same as above, also abusive with Rings of Brighthearth. It might be a little bit slow but it guarantees that you will hit a land drop every turn.
Hoarding Dragon: Necessary tutor, I'm still not sold on him. Bounce and exile removal kind of hose him and I don't have a ton of non-artifact sac outlets. I usually don't get things that I would be ok with never seeing again. Ex: Get Gauntlet of Power because it is neither the cheapest nor most expensive mana doubler. He is a little better now that Trading Post is out so you can sac him, or try to have Greater Gargadon or Liquimetal Coating and Slobad out.
Salvaging Station: get some more mileage out of some of you mana stones or can go infinite with 1 or less CMC creatures and your general (ex, Arcbound Worker, Heap Doll, or Myr Moonvessel are all good choices)
Haunted Fengraf: The deck has few ways to get non artifact creatures back.
Goblin Matron: Able to tutor up Goblin welder and Slobad if he gets tucked. Also allows you to run Goblin Recruiter, Kiki-Jiki, Mirror Breaker, Lightning Crafter for a combo win or Tuktuk Scrapper for extra artifact hate.
Arcbound Reclaimer: Great recursion, worth a spot if your meta requires more.
Mishra's Workshop: Play it if you have it.
Extraplanar Lens: Another mana doubler, can be very risky if people have early artifact hate. I ran this a lot but people usually killed it ASAP and then I was just a turn behind so I cut it
Mycosynth Golem: Great if you are running more creatures, meh otherwise.
Winter Orb: This is a pretty brutal card when played at the right time. The deck has a ton of artifact based mana so most of the time you wont even notice it and when you do need the mana on your next turn just sac it with Slobad at the end of your opponents turn so you get your full untap step.
Meta cards
Magus of the Moon, Blood Moon: Amazing in a meta with greedy mana bases or a lot of multi color decks. Although, When your meta gets wise to it it just puts a target on our head. When going into an unknown meta or a tournament I would highly recommend these guys.
Reiterate: I love these types of effects and i feel that this one is the best. I didn't have it in the deck for a long time but feel it is a really great fit in how its built right now. This card does a lot of things for red and I am glad I finally found room for it. You haven't lived until you have copied a Time Stretch. Great for control metas with game altering spells.
Charmbreaker Devil: At first I thought this guy would be terrible due to the lack of targets he would have but then I realized that ya, he might only have 14 targets but they are all bombs. He can get back my early Chaos Warp that I had to blow on a Gaddock Teeg, an extra Wheel of Fortune, or a Devastation that got countered. Because the first ability doesn't target the instant or sorcery card, any instants or sorceries put into your graveyard in response to that ability may be returned to your hand so you can cast Chaos Warp, return it to your hand and then cast it again to make him a 12/4. If you want some real damage you can cast Shattering Pulse a bunch of times. Also, he is great with Chandra Ablaze.
Mindslaver: Often a one card kill against many decks, also with Buried Ruins and Crucible of Worlds you can lock someone. Great card that I go back and forth on running it, I think in really heavy black metas with Necropotance this card can be really good.
Word of Bones: Really good in some situations. I recommend it if you do not want to play any land destruction. Still not the most fun card but a very powerful effect, especially if you are in a heavy aggro meta.
Vicious Shadows: Great card in red, I really like it with Myr Incubator, exile everything in your deck, then sac them all with Slobad FTW, opponent hand size dependent. If you are operating in a very heavy aggro meta then this card can be very scary.
Silent Arbiter or Crawlspace: Great in a heavy token meta for staving off the attack.
Wake of Destruction: Great if there are lots of mono colored decks in your meta and you want to go heavy land destruction.
Steel Hellkite: I cut him because I felt that he always died before I every hit anyone. His effect is great and something mono red probably should be running on the off chance but I just felt I was tapping out to do nothing. Still probably worth a spot of you come up against tokens a lot.
Arena of the Ancients: Very good hate against decks that really rely on their generals to opperate. For example: Rafiq of the Many, Rhys the Redeemed, or Arcum Dagsson.
All of these variants have their own upsides and downside but a lot of time it comes down to preference. Slobad is an interesting general and can be used in a lot of different decks as he provides a lot of utility for any red deck with at least a little reliance on artifacts. I feel that he can be the lynch pin in a lot of different plans and help ensure that things work out for you. Red has a lot of good interactions with artifacts and Slobad might be the best man if you are looking to exploit that. My main plan is to utilize Obliterate effects and abuse Slobad's ability to make them one sided but this is not for everyone. All of the following builds can be used in addition to or with out the Obliterate cards. These lists are not all inclusive but i will continue to add to them as I find more cards that work will with them. Have fun and I hope you like Slobad, Goblin Tinkerer as much as I do.
Proliferation
Proliferate does a lot of things for red that it normally can't do although it does take some set up, its primary downfall. Still there are still a lot of good synergies and powerful engines. I might suggest this plan over running all of the Obliterate effects if your LGS really hates land D, not that you can't run both. With this plan Magistrate's Scepter, Darksteel Reactor, Titan Forge, and Arcbound Crusher are your main win conditions when you go this route, not that they are all you have going for you. I think that this plan can also be good for more budget builds as it is not as reliant on expen$ive artifacts like Gauntlet of Might, Grim Monolith and Mana Crypt to pump out your high cmc spells.
Contagion Engine: The "engine" of most of your proliferate cards.
Contagion Clasp: Just a little weaker then Engine.
Magistrate's Scepter: Can pretty easily get infinite turns with a few of the other pieces.
Darksteel Reactor: If you are running a lot of proliferate and are using all of the global wrath effects then you can just sit and wait to win, Scepter is probably more fun.
Lux Cannon: Gives you some actual removal.
Unwinding Clock: Becomes very useful with some of these cards.
Titan Forge: Can work with the theme, powers out dudes or save it from a global wrath and then pump out dudes.
Arcbound Crusher: Good use of proliferate and can get very large.
Clock of Omens: More untaps and easier infinite turns with Scepter.
Braid of Fire: This card can already be pretty good, even more so with proliferate.
Pentavus: You can start pumping out a ton of dudes with this guy. The tokens make great chump blockers to sit behind while setting up the win.
Throne of Geth: Good with all the other effects.
Energy Chamber, Coretapper and Surge Node: If you are super serious about charge counters.
On the whole I don't think the proliferate subtheme is the best but if you are in a slower meta that is not heavy disruption or you don't need to run all the hate cards then it can be very good. The best card is Magistrate's Scepter and can get online very quick.
Notable Combos
There are some good combos in red, many people won't see coming. Most of the combo pieces are good enough on there own to warrant inclusion in the deck are are by no means dead cards without the other piece of the combo. These are just some good ones that work with the theme and colors but is not all of them. I found most of them here.
Slobad can be used as a generic red general for a deck with a strong focus in artifacts. If you want to play combos in red then Slobad might be a good choice to help protect them as many of the good combos are artifact based. Red also has a lot of good proactive disruption if you are tired of just playing counters to protect your combos. I'm not sure if this is the best plan but it might be a good idea to incorporate one of these idea, almost all of these combo pieces are still good on their own so they will not be clogging up your deck.
Sword of Feast and Famine + Aggravated Assault + Any equipped Creature =Infinite combat steps if you can hit a player during combat.
Godo, Bandit Warlord can get Grafted Exoskeleton to deal 10 poision counters if you can hit in combat.
Koth of the hammer + Cloudstone Curio + A Plainswalker + enough mountains to play them both at the same time= Infinite abilities. Use Koth's -2 to make enough mana to play him and your Plainswalker (Chandra Nalaar/Chandra, the Fire Brand for infinite damage, Chandra Ablaze for infinite draw, red has little draw so everyone should lose to drawing before you).
Darksteel forge + Mycosynth Lattice + Nevinyrral's Disk lets you destroy everything and all your stuff survives including the disk.
Basalt Monolith + Rings of Brighthearth = infinite colourless mana (use it for infinite draw with Sensei's Divining Top or infinite untap with Voltaic Key, great with: Planar Portal for infinite tutors, Myr Turbine for infinite tokens, and Lux Cannon to destroy any number of target permanents.
Rings of Brighthearth + Voltaic Key + Everflowing Chalice(on 4 or more) = Infinite Colorless Mana
Pentavus + Dross Scorpion + Basalt Monolith/Everflowing Chalice(3) = Infinite Colorless Mana
Pentavus/Triskelavus + Blade of the bloodchief + Krark-Clan Ironworks = Infinite Colorless Mana
Pentavus + Dross Scorpion + Steel Overseer + Krark-Clan Ironworks = Infinite Colorless Mana + Infinite Power/Toughness on all Creatures except Pentavus.
Karn, Silver Golem + Voltaic Construct + any artifact with CMC 1 or more that taps for 3 or more mana (Dreamstone Hedron/Thran Dynamo/Basalt Monolith/Mana Vault/Grim Monolith/Gilded Lotus)= infinite mana
Mycosynth Lattice + Null Rod= Lockdown of all activated abilities, even mana abilities.
Nim Deathmantle+Su-Chi+ Altar of Dementia/ Blasting Station/phyrexian altar/ashnod's altar for milling your opponents /infinite damage/coloured mana/colourless mana.
Nim Deathmantle+ Ashnod's Altar + Myr Battlesphere or any creature that puts 2+ tokens into play = sac the Battlesphere and one of the tokens to the altar for 4 colourless mana. Use that mana to Nim Deathmantle and bring back the Battlesphere, which gives you more token. Repeat for infinite creatures.
Token Strategy
This strategy revolves around making lots of tokens to either swarm and kill people or possibly use the tokens for making mana or other utilities. Great if you are in a slower meta where you can set up a little more. There are also a lot of utility with this plan.
Token strategy thread can be found here.
Kiki-Jiki, Mirror Breaker: Great for making more tokens or just copying utility guys.
Rapacious One: Makes tokens and more mana.
Shrine of Loyal Legions: It makes artifact Myrs which is great but the deck can't make it pump out as many due to lack of white so it might not be the best choice.
Prototype Portal: Allows you to copy some of your better token generators.
Myr Matrix: Makes more tokens and pumps Myrs.
Myr Turbine: Makes dudes and can tutor for different utility dudes or things like Myr Battlesphere.
Myr Incubator: Can make a bunch of tokens at instant speed, great with Vicious Shadows (make like 10-20 tokens and sac them with Slobad for a ton of damage).
Thopter Assembly: Can make tokens, but it is a little slow.
Wurmcoil Engine: Great card that does a lot of things for the deck.
Myr Battlesphere: Big beater that also makes a bunch of tokens, one of the best cards for this strategy.
Mycosynth Golem: He is usually free and makes everything else in your hand free too.
Pentavus: Makes some dudes, can fog a creature in combat and interacts with a lot of combos. Great with Rings of Brighthearth.
Triskelivious: Similar to Pentavus but can act as removal.
Kher Keep: Cheap way to make tokens and doesn't take a lot of space in the deck.
Springjack Pasture: Not a bad way to make tokens and can double as life gain and ramp. Great with Trading Post too.
Urza's Factory: Expensive token maker but doesn't take up a spot and the tokens are artifacts.
Gratuitous Violence: Lets you hit a little harder with all your tokens.
Sword of the Paruns: Anthem for your tokens and can let you do some good things with the equiped creature like Goblin Welder of Scarecrone.
Akroma's Memorial: Makes everything into mini Akromas.
Eldrazi Monument: Helps protect your guys from wraths and pumps them to boot.
Trading Post: Use your tokens as recursion and can make tokens itself. Tons of utility.
Urabrask the Hidden: Gives all your guys haste.
Vicious Shadows: Great deterrent to wrath.
Warp World: If you are making a lot of dudes then you can get a lot of value out of this spell, also it is fun.
Skullclamp: Amazing draw power with all of your tokens.
Mirrorworks: Almost all of your token makers are artifacts so this can get you double the token makers.
Steel Overseer: Artifact "lord" that can be untapped with things like Voltaic key to make things bigger. Also, great with Rings of Brighthearth.
Adaptive Automaton: Can be a lord for whatever type of tokens you are making.
Shivan Harvest: Use your tokens to take out people's mana bases, this is one of the best reasons to play tokens in red.
Phyrexian Altar: Turn your tokens into mana!
Ashnod's Altar: The deck is mostly artifacts to only colorless mana is not that much of a drawback.
I have been mulling over and trying to test a more aggro oriented strategy . I think that Slobad's strength lies in his ability to survive mass board wipes which red has a lot of but at the same time he is able to save your mana rocks from disruption so this obviously lends itself to big red. I think that my current strategy is best for Slobad but I've been looking at trying a few new things.
5/22/2012
-Added more ideas and other variants
7/4/2012
-Massive changes
card changes
2x Snow-covered mountain
1x Mycosynth Wellspring (I never felt i needed more lands with some of the other cards in the deck)
1x Junk Diver (I like Trading post better)
1x Skullclamp (I felt the deck did not have enough tokens anymore)
1x Mind's eye (Staff of Nin is just better imo, at least in this deck)
1x Blood Moon (My play group got wise to this and the magus so it's not that great anymore)
1x Magus of the Moon
1x Extraplaniar lens (A little to risky when people are running a lot of artifact hate)
1x Sundering Titan (Banned, RIP)
1x Blightsteel Colossus (Felt that it didn't work well with the curve)
1x Darksteel Colossus (See above)
1x Mycosynth Golem (I have been taking out more and more creatures and it has been underwhelming)
1x Myr Turbine (A little underwhelming overall)
1x Shimmer Myr (I don't feel it really adds a lot to the deck)
1x Triskelavus (I don't think it really does enough)
1x Ancient tomb
1x Kher Keep
1x Worldfire
1x Staff of Nin
1x Trading Post
1x Sculpting Steel
1x Slag Fiend
1x Greater Gargadon
1x Platnum Emperion
1x Tawnos's Coffin
1x Mindslaver
1x Mana Vault
1x Rings of Brighthearth
1x Burning Wish
1x Mana Crypt
1x Pithing Needle
7/6/2012
-Adding a little more content, adding a history section, added a section for deck by card type.
-Added a strategy section.
7/12/2012
-taking out a Mountain for Helvault (Thanks to Frisacra for the suggestion)
-Added fetches.
7/16/2012
-Added the token and combo strategies.
8/2/2012
-In: Chandra Ablaze, Charmbreaker Devil, Reiterate.
-out: Helvault, Mindslaver, and Slag Fiend.
9/21/2012
-In: Mad Phrophet, Codex Shredder
-Out: Worldfire, Burning Wish
9/28/2012
-In: Ulamog, the Infinite Gyre
-Out: Platinum Emperion
10/17/2012
editing
2/1/2013
-In: Winter Orb, Skullclamp, Lightning Greaves, Torpor Orb, Myr Turbine, Godo, Bandit Warlord, Illusionist Bracers, Hellkite Tyrant, Mox Opal
-Out:Charmbreaker Devil, Hoarding Dragon, Mad Prophet, Mimic Vat, Reiterate, Scarecrone, Decree of Annihilation, Mountain
2/27/2013
In: Thespian's Stage
Out: Mountian
4/22/2013
In: Staff of Domination
Out: Hellkite Tyrant
7/08/2013
In: Batterskull
Out: Illusionist Bracers
7/11/2013
In: Vandalblast
Out: Hoard-Smelter Dragon
New content
10/2/2013
New set!
In: Burnished Hart
Out:Journeyer's Kite
11/19/2013
In: Skred, Mad Prophet
Out: Winter Orb, Staff of Domination
12/16/2013
In: Kiki-Jiki, Mirror Breaker, Rummaging Goblin, Goblin Matron, Goblin Recruiter, Pilgrim's Eye, Mouth of Ronom
Out: Burnished Hart, Godo, Bandit Warlord, Skred, Mad Prophet, Codex Shredder, Thawing Glaciers
3/25/2014
In: Imperial Recruiter, Possessed Portal, Faithless Looting, Magus of the Moon, Phyrexian Revoker
Out: Goblin Matron, Rummaging Goblin, Kiki-jiki, Mirror Breaker, Pithing Needle, Goblin Recruiter
6/12/2014
In: Deal Broker, Treasonous Ogre, Wayfarer's Bauble, Strip Mine
Out:Faithless looting, Everflowing Chalice, Pilgrim's Eye, Dust Bowl
7/20/2014
In: Kurkesh, Onakke Ancient, Soul of New Phyrexia, Mimic Vat, Snow-covered Mountain
Out: Mouth of Ronom, Batterskull, Possessed Portal, Myr Retriever
9/20/2014
In: Blasphemous act, Pithing needle, Metalworker, Tower of fortunes
Out: Kurkesh, Onakke Ancient, Phyrexian Revoker, Mimic Vat, Treasonous Ogre
10/29/214
In: Staff of domination and Codex shredder
Out: Magus of the Moon and Tower of fortunes
11/21/2014
In: Daretti, Scrap Savant, Scrap Mastery
Out: Pithing needle, Blasphemous act
Special thanks to users; Frisacra and TigerDriver91 for great suggestions, Weebo for giving me pointers on how to improve the layout, my friend G for lots of feedback on the deck, and everyone else who has commented on the the deck and offered feedback.
RRRSlobad, Goblin TinkererRRR
GUBSnapcaster GushBUG
GUBWRx5c ShopsxGUBWR
Oh wow. I forgot about this card. I ran it at one point but i think i took it out to try something and forgot about it. Great suggestion, worth a spot.
RRRSlobad, Goblin TinkererRRR
GUBSnapcaster GushBUG
GUBWRx5c ShopsxGUBWR
1x Banefire
1x Pulverize (great with Mycosynth Lattice but niche)
1x Warp World
1x Boom/Bust
1x Aftershock
1x Incendiary Command
1x Blasphemous Act
1x Past in Flames
Any input about other cards to try?
RRRSlobad, Goblin TinkererRRR
GUBSnapcaster GushBUG
GUBWRx5c ShopsxGUBWR
RRRSlobad, Goblin TinkererRRR
GUBSnapcaster GushBUG
GUBWRx5c ShopsxGUBWR
RRRSlobad, Goblin TinkererRRR
GUBSnapcaster GushBUG
GUBWRx5c ShopsxGUBWR
I usually try and beat down with a huge swarm of myr or a big fatty like Blightsteel Colossus. What are your deck's major win cons? I feel like mine is a bit light in that area :/
Thanks for the suggestions!
My main win condition is probably Greater Gargadon, Wurmcoil Engine, Myr Battlesphere, Hellkite Ignitor, or people just scoop after i wrath everyone's board but mine. Usually i play on of the Devastation type effects saving a lot of my stuff and basicly just win because my board position is just too good. My deck runs a lot of really cheap ramp so i usually try and accel as much as possible before my opponents can get a foot hold. I think Slobad's strength lies in his making artifacts indestructible to survive past the big wraths. Also, you mentioned Darksteel Colossus and Blightsteel Colossus, I just cut them because I felt that they were way off the curve and when i had them i always wanted to play them at a cost of temp. I felt that they were a trap for the deck and they made you lose momentum.
Dreamstone Hedron - Cut it a while back for faster ramp, it is a great card i just thought it was a little step on the cost.
Seer's Sundial - I tried it put i thought there was just better card draw, like Wheel of fortune effects. M13 is going to be amazing for this deck, Staff of Nin and Trading Post are super good.
Unwinding Clock - I always forget about this card, i think if i went with the proliferate them this card would be really really good. I have been toying around with proliferation and i don't think that it is really that great but i think that this and a few other cards could put it over the edge.
Ichor Wellspring and Mycosynth Wellspring - I tried both of these cards and just felt that they really didn't add a whole lot to the deck, they seem great on paper but i was not impressed.
Steel Hellkite - I think i took this card out because i had trouble actually hitting a player, it seemed like it always died. I should try it again, it's really good. Maybe take out Platnum Emperion for it.
Foriysian Totem - I dont think at ramps good enough and being a creature is rarely worth it for 5 mana.
Quicksilver Amulet - I have been taking out more and more creatures in favor of better removal so i don't thing this card is worth the spot.
Clone Shell - I really like the idea of this card, the fact that you get the creature when this goes to the graveyard is very on theme with the deck strategy. I think that right now i dont run enough creatures to make the card work while but i would like to find a spot for it.
Mirrorworks - I tried this card and thought it was really good, but i ended up cutting it for various reasons.
Citanul Flute - I haven't tried this in this deck but i played Planer Portal and thought that the cost was just to expensive, With most of my creatures costing a lot i don't think that this would be any better.
Bosh, Iron Golem - He was the old general of the deck and i felt that with Slobad i didn't really want another sac outlet, also his cost is kind of step. I do really like him and wouldn't mind putting him in for nostalgia if nothing else.
Faithless Looting - With all the good red draw coming out i have been thinking about trying to put all of them in and focusing a little more on repercussion. This is something that i have been seriously considering for a while so stay tuned i guess.
Artisan of Kozilek - I like her but i felt the cost to be too high.
Prototype Portal - I tried it and didn't really like it. I usually just hit mana artifacts and didn't really care for it.
Myr Turbine - I tried it for a while and just felt it didn't really pull its weight for the cost.
Mind Stone - Tried it for a while and just cut it for mana crypt. It's a fine card though.
Golem Artisan - Most of the time you are just smashing with damage after a Detestation effect, so i dont think paying for his abilities would be that great.
Mycosynth Golem - This guy was super good in previous versions when i had a lot more creatures but i have been running less and without them he just doesn't do anything on his own.
Clock of Omens - I don't think i have a ton of ways to abuse this card. If i went proliferate i think this card would be an all-star.
Phyrexian Processor - Can make a lot of dudes but requiring mana does not work well as a win condition for the deck.
Thopter Assembly - I tried this guy at first but felt it didn't do a lot.
Thanks for the suggestions! There are a few cards that I should probably try again and didn't think about for other versions of the deck.
RRRSlobad, Goblin TinkererRRR
GUBSnapcaster GushBUG
GUBWRx5c ShopsxGUBWR
RRRSlobad, Goblin TinkererRRR
GUBSnapcaster GushBUG
GUBWRx5c ShopsxGUBWR
01 Bosh, Iron Golem
Mana Acceleration/Fixing
02 Armillary Sphere
03 Blinkmoth Urn
04 Caged Sun
05 Cloud Key
06 Coalition Relic
07 Dreamstone Hedron
08 Emrakul's Hatcher
09 Everflowing Chalice
10 Gemstone Array
11 Geosurge
12 Palladium Myr
13 Sol Ring
14 Solemn Simulacrum
Recursion
15 Myr Retriever
16 Trading Post
17 Trash for Treasure
18 Myr Welder
Card Advantage/Tutors
19 Citanul Flute
20 Expedition Map
21 Godo, Bandit Warlord
22 Knollspine Dragon
23 Kuldotha Forgemaster
24 Planar Portal
25 Serum Tank
26 Skullclamp
27 Tower of Fortunes
28 Helvault
29 Lux Cannon
30 Red Sun's Zenith
31 Spine of Ish Sah
32 Tower of Calamities
Mass Removal
33 Balefire Dragon
34 Blasphemous Act
35 Chain Reaction
36 Comet Storm
37 Molten Disaster
38 Scourge of Kher Ridges
Equipment
39 Argentum Armor
40 Loxodon Warhammer
41 Nim Deathmantle
42 Whispersilk Cloak
Useful Artifacts/Creatures
43 Clock of Omens
44 Conjurer's Closet
45 Druidic Satchel
46 Mimic Vat
47 Mindclaw Shaman
48 Mirrorworks
49 Myr Turbine
50 Platinum Emperion
51 Prototype Portal
52 Rings of Brighthearth
53 Shimmer Myr
54 Unwinding Clock
55 Voltaic Key
56 Karn Liberated
57 Koth of the Hammer
Finishing Out the Game
58 Bludgeon Brawl
59 Hellkite Igniter
60 Kuldotha Phoenix
61 Myr Battlesphere
62 Precursor Golem
63 Steel Hellkite
Lands (Mana Producing)
64 Buried Ruin
65 Darksteel Citadel
66 Great Furnace
67 Kher Keep
68 Mystifying Maze
69 Phyrexia's Core
70 Spinerock Knoll
71 Temple of the False God
29 Mountain
Thanks in advance for any advice you have.
I see you are running Unwinding Clock, Lux Cannon, Rings of Brighthearth, and Voltaic Key so if you really like these cards you might want to look into the Proliferate theme in the "Other Variants" idea to get ideas.
How has Mindclaw Shaman been for you? I know it just came out but have you tested it a lot or are you just assuming it will be good? I seems like he could be very fun.
Also, I totally forgot about Helvault! This is basically a smaller Tawnos's Coffin which is super good in this deck. Thanks for posting your deck, Helvault is for sure going in!
Edit: Also if you run all of the Obliterate effects you don't need to run nearly as much targeted removal because you run so many board wipes. This negates cards like Primeveal Titan and Consecrated Sphinx, you cant play spells if you have no lands or creatures.
RRRSlobad, Goblin TinkererRRR
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The main card I'll throw out there as an idea that hasn't already been mentioned is: Silverskin Armor. It can help preserve Hellkite Igniter or Slag Fiend. Another card that really helps with infinite combos (alternate win con, I guess) is Dross Scorpion. The Scorpion + Myr Turbine + any sac outlet = an infinite combo almost every time. (Hooray for the Old Man deck!)
Anyway, I threw in Mindclaw Shaman because I know one of my friends runs a fair number of tutors and board wipes, and getting him to do one of those for me at an opportune moment seems to be worth 5 mana, so I think it will be worth its salt. Another weird quirk about how I play EDH is that I generally avoid the older cards. I avoid cards with old terminology, and especially cards with old art.
RRRSlobad, Goblin TinkererRRR
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01 Slobad, Goblin Tinkerer
Ramp
02 Blinkmoth Urn
03 Caged Sun
04 Cloud Key
05 Coalition Relic
06 Expedition Map
07 Iron Myr
08 Palladium Myr
09 Sol Ring
10 Wayfarer's Bauble
Utility/Recursion
11 Clock of Omens
12 Hoard-Smelter Dragon
13 Liquimetal Coating
14 Mimic Vat
15 Mindclaw Shaman
16 Mirrorworks
17 Myr Retriever
18 Platinum Emperion
19 Rings of Brighthearth
20 Silverskin Armor
21 Solemn Simulacrum
22 Swiftfoot Boots
23 Tormod's Crypt
24 Trading Post
25 Trash for Treasure
26 Unwinding Clock
27 Voltaic Key
28 Citanul Flute
29 Eye of Ugin
30 Godo, Bandit Warlord
31 Kuldotha Forgemaster
32 Planar Portal
33 Skullclamp
34 Tower of Fortunes
Removal
35 Helvault
36 Lux Cannon
37 Red Sun's Zenith
38 Spine of Ish Sah
Mass Removal
39 Balefire Dragon
40 Blasphemous Act
41 Chain Reaction
Planeswalkers
42 Koth of the Hammer
43 Karn Liberated
Tokens/Combo (Slobad is another sac outlet)
44 Adaptive Automaton
45 Dross Scorpion
46 Krark-Clan Ironworks
47 Myr Moonvessel
48 Myr Turbine
49 Nim Deathmantle
50 Pentavus
51 Salvaging Station
52 Steel Overseer
53 Summoning Station
54 Thopter Assembly
55 Arcbound Crusher
56 Comet Storm
57 Hellkite Igniter
58 Karn, Silver Golem
59 Knollspine Dragon
60 Kuldotha Phoenix
61 Mycosynth Lattice
62 Myr Battlesphere
63 Precursor Golem
64 Steel Hellkite
Land (Mana Producing)
65 Buried Ruin
66 Darksteel Citadel
67 Great Furnace
68 Kher Keep
69 Mystifying Maze
70 Phyrexia's Core
71 Spinerock Knoll
72 Temple of the False God
28 Mountain
RRRSlobad, Goblin TinkererRRR
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RRRSlobad, Goblin TinkererRRR
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RRRSlobad, Goblin TinkererRRR
GUBSnapcaster GushBUG
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-In: Chandra Ablaze, Charmbreaker Devil, Reiterate.
-out: Helvault, Mindslaver, and Slag Fiend.
I have been very pleased with the new adds so far. They seemed like they would be just OK but honestly they have been great. I go into more detail about Chandra Ablaze and Charmbreaker Devilif you have any questions about their additions.
RRRSlobad, Goblin TinkererRRR
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RRRSlobad, Goblin TinkererRRR
GUBSnapcaster GushBUG
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9/21/2012
-In: Mad Phrophet, Codex Shredder
-Out: Worldfire, Burning Wish
First they take away my Sundering Titan now my Worldfire, Slobad just cant have nice things. I honestly can't even remember how many times i Worldfire with mana floating and casted Slobad, which I guess was they problem. Oh well, it was fun while it lasted.
RRRSlobad, Goblin TinkererRRR
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-In: Ulamog, the Infinite Gyre
-Out: Platinum Emperion
I feel like red based control is getting to be some what popular lately, how do people feel about the the archetype?
RRRSlobad, Goblin TinkererRRR
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1x Balefire Dragon
1x Blasphemous Act
1x Blinkmoth Urn
1x Buried Ruin
1x Caged Sun
1x Citanul Flute
1x Clock of Omens
1x Cloud Key
1x Cloudpost
1x Coalition Relic
1x Comet Storm
1x Crystal Ball
1x Darksteel Citadel
1x Darksteel Forge
1x Dreamstone Hedron
1x Elbrus, the Binding Blade
1x Everflowing Chalice
1x Expedition Map
1x Eye of Ugin
1x Forgotten Cave
1x Gilded Lotus
1x Glimmerpost
1x Great Furnace
1x Hellkite Igniter
1x Hoard-Smelter Dragon
1x Iron Myr
1x Jokulhaups
1x Karn Liberated
1x Karn, Silver Golem
1x Kher Keep
1x Knollspine Dragon
1x Krark-Clan Ironworks
1x Kuldotha Forgemaster
1x Liquimetal Coating
1x Lux Cannon
1x Mimic Vat
1x Mindslaver
1x Mirrorworks
1x Molten Disaster
21x Mountain
1x Mycosynth Lattice
1x Myr Battlesphere
1x Myr Retriever
1x Mystifying Maze
1x Nevinyrral's Disk
1x Nim Deathmantle
1x Obliterate
1x Oblivion Stone
1x Palladium Myr
1x Pentavus
1x Phyrexia's Core
1x Pithing Needle
1x Planar Portal
1x Precursor Golem
1x Red Sun's Zenith
1x Reforge the Soul
1x Reiterate
1x Rings of Brighthearth
1x Scourge of Kher Ridges
1x Shattering Pulse
1x Skullclamp
1x Slobad, Goblin Tinkerer
1x Sol Ring
1x Solemn Simulacrum
1x Spine of Ish Sah
1x Spinerock Knoll
1x Steel Hellkite
1x Temple of the False God
1x Thopter Assembly
1x Tower of Fortunes
1x Trading Post
1x Trash for Treasure
1x Urza's Mine
1x Urza's Power Plant
1x Urza's Tower
1x Valakut, the Molten Pinnacle
1x Voltaic Key
1x Wayfarer's Bauble
I will continue reformatting this later.
I'm very curious as to how Codex Shredder has been working out for you? Tell me about it as you playtest with it. I'm somewhat tempted to run it too because sometimes I really want Hellkite Igniter to be back in the safe grasp of my hand, and then wreaking havoc on the battlefield.
Also, I figured this out when I transitioned back to my Arcum Dagsson deck for a while. Salvaging Station says target NONCREATURE artifact. It doesn't have an easy to set up infinite combo associated with it. I believe it needs either Karn, Silver Golem or March of the Machines out to make it work.
What do you mean by red control? I haven't heard of this archetype although I'm curious about it now. What does it entail, and can/should Slobad attempt to be a red control deck?
My note on Planar Portal and Citanul Flute: it does more or less effectively double the cost of whatever you want to cast, usually, but I've found that it's better to throw mana at tutoring than waiting turn after turn until you draw a threat. That's why I'm playing a land that doesn't tap for any mana right? (Eye of Ugin). Anyways, another card that I've found to be very useful is Blinkmoth Urn. I've gotten enough mana off the thing to be able to tutor, cast, and pump Hellkite Igniter once and only pay 4 non-"Urn" mana for that. Very fun game indeed.
P.S. I accepted the Obliterate plan (only two effects though). It was another fun game swinging for 14 per turn while my opponent had nothing on the battlefield.
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