3/16/2017
-1 Arc-Slogger - I still think this is a very underused card in EDH, but I felt it would be better elsewhere.
-1 Darksteel Juggernaut - Excellent card that survives most of my sweepers, but I needed to pull either it or Hellkite Igniter.
-1 Soul of New Phyrexia - It became too much to try and hold up 5 mana for the ability.
-1 Mimic Vat - Conflicted with my overall plan of recursion of artifacts and relatively expensive to use.
-1 Illusionist's Bracers - Great with Bosh, but almost always dead otherwise. Rings of Brighthearth and Kurkesh are much better.
-1 Su-Chi - Just got squeezed out due to space.
-1 Darksteel Ingot - Only so many mana rocks can fit into the deck.
-1 Expedition Map - I really didn't need this. Finding Valakut or Eye of Ugin is sometimes nice, but its more of a waster of time.
-1 Sensei's Divining Top - I also don't really need this. I'm only running a few fetchlands to shuffle my library, and although the number of shuffle effects went up with my latest updates I think either this or Scroll Rack had to go to free up space.
-1 Buried Ruin - I now have more ways (and better ways) to recur artifacts
-1 Mikokoro, Center of the Sea - A very underrated card that is somewhat outlcassed by the new Sea Gate Wreckage
-1 Reliquary Tower - Rarely ever came up and there are other better lands to run now.
-1 Thawing Glaciers - Love the nostalgia, hate the glacial-ness...
-1 Flamekin Village - This isn't worth it in a deck that can't play it untapped. Hanweir Battlements is a strong consideration and would be a slam-dunk if it tapped for red.
+1 Ugin, the Spirit Dragon - Amazing top-end card with game-altering abilities
+1 Pia and Kiran Nalaar - A mini-Bosh, got the nod over Barrage Tyrant because it can turn things like Clues into damage.
+1 Paradox Engine - Fuel for the shenanigans.
+1 Hedron Archive - A good mana rock with card-draw upside when needed.
+1 Foundry Inspector - A Cloud Key slapped onto a 3/2 body is good for this deck.
+1 Sandstone Oracle - A pleasant surprise as to how good this card can be.
+1 Tamiyo's Journal - Value-town, whether you are feeding a sac outlet or drawings cards.
+1 Scrap Trawler - Value-ville, keeping the cards flowing.
+1 Treasure Keeper - Value-city, keeping you at card parity in the face of removal of when sacrificing artifacts.
+1 Mage-Ring Network - Nice mana-sink that allows me to ramp if needed.
+1 Sanctum of Ugin - Nice tutor to help fetch either threats or "removal"
+1 Shrine of the Forsaken Gods - Helps to pay for the really high-end spells
+1 Sea Gate Wreckage - Some much needed card draw
+1 Inventors' Fair - Another solid tutor
4/28/2017:
+1 Pyramid of the Pantheon - Seems like enough of a reward for running this.
+1 Oracle's Vault - Seems great, not to mention cheaper overall than Tamiyo's Journal.
-1 Tamiyo's Journal - Slower and more expensive than Vault
-1 Mind Stone - Pulled o make space of Pyramid; may go back in depending on how it works out.
As soon as the color identity rules changed and Bosh became a legal Commander, I started tinkering with possible decks and fun ways to use and abuse his talents.
Its basic premise was to take advantage of Modular creatures and +1/+1 counters to try to give Bosh plenty of sacrifice fodder without losing any power on the board. Proliferate cards and other cards with counters were also included to help with the deck synergy.
It didn't take me long to figure out that the Modular creatues aren't powerful enough on their own to use in EDH, and I had a lot of "cute" card choices that really kept the deck away from being good enough to play. So I trimmed some of the pet cards, upped the mana a bit, and played with more legitimate cards and came up with this list.
The deck took in a lot of suggestions and became a lot more competetive. It ratcheted up the power level without going too far overboard and made me feel like I wasn't playing at a huge disadvantage. The deck still has a lot of disadvantages; playing with artifacts (the most easily hated permanent in EDH just behind creatures) and red spells (easliy the worst color) is still a hard handicap to overcome, but these are things that I've learned to live with and are fun to try and overcome.
With that said, I felt the need to want to revamp the deck once again. First off, I was still playing Metalworker even though it was banned (I swear I didn't realize that until someone pointed it out to me). I also felt that since the deck still plays "fair" that I could ratchet up the power and find more efficient ways of creating epic wins and force my opponents to spend less time comboing out and more time trying to stop me as a legitimate threat. At the same time, I also wanted more ways to try and interact with opposing strategies where I could.
As you can see, I haven't made a lot of changes to the deck in the last revision. There are a lot of cards I am looking at wanting to include, but none of them seem to really address any major weakness or add anything to the deck that it doesn't already have.
Cards that I'm considering for the deck
Vicious Shadows: I love this card, and it fits well with the sacrifice theme, but it would be somewhat redundant with Stalking Vengeance.
Kiki-Jiki, Mirror Breaker: Can do all sorts of cute copy tricks, and although he has no infinite combos here he can still do some cool things. I've never been able to justify him however and his triple-red casting cost makes him hard to play at times.
Staff of Nin: Another really good card, but I'm not sure what to take out for it.
Wheel of Fortune, Reforge the Soul: I always want to add these, yet drawing cards is not particularly hard with this deck. Still if I can fit in at least Wheel I would be happy.
Warp World: I run at least 91 permanents in the deck, plus I have token making ability in Pentavus and Triskelevus and I can add in more token-making with Kher Keep.
Blinkmoth Urn: I don't think I've ever really given this card a proper tryout, but it seems like it should be nuts.
Unwinding Clock: I did give this card a spin and I found that it didn't really do enough to warrant an inclusion. Still, if there is a way to manipulate the deck where I can try it again I'm open to suggestions.
Aftershock, Fissure: I rely a lot on other more expensive cards for removal, so having another few cards to get rid of problematic creatures would be nice.
Crucible of Worlds + more Fetchlands and Wasteland and/or Strip Mine: I'm only running a few Fetches to basically add some shuffle effects for SDT and Scroll Rack, but the mroe I think about it the more I think that being able to disrupt major mana engines and being able to always make land drops is a good thing., I would probably have to sut some of the colorless lands to do this, but which ones...
Phyrexia's Core: Maybe better than High Market in this deck, especially if it allows for recursion of Spine of Ish Sah.
Anyway, and help or suggestions on how to fit any of the above cards into the deck or to add something that I haven't though of would be very appreciated.
I hadn't even really thought about Trading Post for this deck. It's an excellent idea and something I need to find room for.
I ran both the wellsprings from the scars block to durdle around with Goblin Welder. I always loved them and they can always be saced to Bosh.
I actually went out of my way to cut stuff that is really good only with Goblin Welder since he gets nuked too often to be of any reliable use. More often that not, when I do get Welder going I'm using him to turn my worst artifacts into whatever my opponents deemed worthy enough to kill.
With that said, if I add in Trading Post that adds a 4th artifact sac outlet (to Welder, Trash for Treasure, and Bosh) then perhaps Mycosynth Wellspring and/or Ichor Wellspring can be added to the deck. Since they essentially cantrip for 2 mana, what do you think about cutting a land to add one in?
I don't know what meta your tailoring the deck for but Blasphemous Act is a great sweeper for mono red (at least in a lot of my games). In the same vein bonfire can be pretty nutty especially fueled with all your tron lands. I'd absolutely consider Rings of Brighthearth a shoe in, and although your not running a ton of mountains you are mono red, I may try and find a way to fit in Kiki Jiki. And yes to trading post too btw
You have 38 lands and a ton of mana sources so Mycosynth Wellspring wouldn't hurt if added for a land. As for Ichor Wellspring I might cut Cathodion as I never liked it when I played it.
Have you not considered Gauntlet of Power, Caged Sun, Or Extraplanar Lense? I loved them in my build but I can understand if you think theyre too risky. Good players will kill them on sight.
I don't know what meta your tailoring the deck for but Blasphemous Act is a great sweeper for mono red (at least in a lot of my games). In the same vein bonfire can be pretty nutty especially fueled with all your tron lands. I'd absolutely consider Rings of Brighthearth a shoe in, and although your not running a ton of mountains you are mono red, I may try and find a way to fit in Kiki Jiki. And yes to trading post too btw
Right now, I'm seriously considering replacing Slice and Dice with Blasphemous Act. I liked that I could Cycle Slice and Dice to take out an army of tokens at instant speed, but Blasphemous Act does pretty much the same thing (albeit at Sorcery speed) for similar cost and has more overall usage.
I really think I need to put Rings of Brighthearth into the deck, but I need to figure out what to cut.
I'm still not 100% sold on Kiki-Jiki. I will need to up the number of red mana sources and I would want to pull something of a similar mana cost from the deck. What do you think about pulling Karn, Silver Golem from the deck? I'm not running Mycosynth Lattice to use it to blow up opponent's lands, and for the most part I'm not using it for its intended purpose to send in my non-creature artifacts in an Alpha Strike post-sweeper.
You have 38 lands and a ton of mana sources so Mycosynth Wellspring wouldn't hurt if added for a land. As for Ichor Wellspring I might cut Cathodion as I never liked it when I played it.
I agree that Mycosynth Wellspring can some in for a land (probably a Mountain since that is what it will fetch). I'm considering pulling Darksteel Forge due to mana cost (and its a dead card too often), so perhaps I can add Ichor Wellspring in its place. I like Cathodian and Su-Chi in that when I get going with Bosh, they help fuel the mana to keep throwing other artifacts at my opponents.
Have you not considered Gauntlet of Power, Caged Sun, Or Extraplanar Lense? I loved them in my build but I can understand if you think theyre too risky. Good players will kill them on sight.
The issue is that I don't have enough Mountains in the deck, so Gauntlet of Power, Gauntlet of Might, and Extraplanar Lens just don't do enough. Caged Sun at least works on lands like Shinka and Great Furnace, but its still not enough without more red producing lands. There are some fringe colorless lands that I might be able to do without
Getting my artifacts blown up is not a big problem, since its just something that is going to happen whether I like it or not. I figure that if they are spending time and resources blowing up my stuff, then they are not spending time on their own game plans.
It's useful for getting out Blightsteel Colossus or Darksteel Colossus, but I would really want something durable in play after going through that amount of trouble. The upside is that it can always fetch Bosh if he gets Spell Crumpled or Spin Into Myth'd. I always find that I want to add in expensive cards to Forgemaster into play, but that those cards end up being dead draws a lot of the time.
Thanks for the input everyone. Please keep the suggestions coming.
@your manabase: I would definitely recommend cutting a number of your non-basics in favor of more Mountains. Not only do you get sweet mana doublers like Caged Sun and the like that you can probably Weld in over and over again, you also get to play Valakut and get even more value out of all your lands.
@cutting cards: always the hardest part of this format. I'd consider the following:
- Arc-Slogger: Never been a fan of self-exiling stuff in this format, and ten cards for a shock seems like a bad trade.
- Hellkite Igniter: How often does 1R actually pump him more than it would for a Shivan Dragon, or better yet, a Moonveil Dragon? I honestly don't know, it's just something I would keep an eye on if you're looking to cut cards.
- Steel Overseer: Most of your artifact creatures are either supposed to die (Junk Diver, etc) or already big enough (Wurmcoil Engine, etc). Plus, isn't Bosh supposed to just throw all your dudes at other people? How much is this really giving you?
- Darksteel Juggernaut: This just seems like a weak choice in general. He doesn't have trample or any sort of evasion, and with Bosh, it seems likely that your artifact count won't be all that high.
- Slice and Dice: Definitely not as good as Blasphemous Act, unless your meta is dominated by tokens.
Hope that helps you out a bit. Sorry if it's just a wall of text.
@your manabase: I would definitely recommend cutting a number of your non-basics in favor of more Mountains. Not only do you get sweet mana doublers like Caged Sun and the like that you can probably Weld in over and over again, you also get to play Valakut and get even more value out of all your lands.
I'd love to be able to put Valakut back into the deck, so I'm going to cut Miren, the Moaning Well, Urza's Factory, and Shivan Gorge for sure. I'll have to take a hard look at whether the Urzatron will stay or not, especially if I start running Valakut as my default Expedition Map target.
I don't have any use for Braid of Fire mana unfortunately, and Chain Reaction seems worse than the other sweepers I'm running. Repercussion seems pretty cool, and can be a huge blowout when I cast a sweeper. I'll have to work that in to try it at least.
@cutting cards: always the hardest part of this format. I'd consider the following:
- Arc-Slogger: Never been a fan of self-exiling stuff in this format, and ten cards for a shock seems like a bad trade.
I really don't miss the cards, and your 99 card library ends up being a huge untapped resource. I'm actually surprised people don't run him more often, especially in 1vs1. In a format where people don't run enough removal, I think he's quite underrated.
- Hellkite Igniter: How often does 1R actually pump him more than it would for a Shivan Dragon, or better yet, a Moonveil Dragon? I honestly don't know, it's just something I would keep an eye on if you're looking to cut cards.
Hellkite Igniter was a pleasant surprise. I expected to try him out, dislike him and kick himn to the curb. Not only has he managed to stay in the deck, he's become a go-to finisher. I often have 6-8 artifacts minimum out in the mid-late game, and sometimes I'll have 15+ (think Pentavus+Mirrorworks or Mimic Vat).
- Steel Overseer: Most of your artifact creatures are either supposed to die (Junk Diver, etc) or already big enough (Wurmcoil Engine, etc). Plus, isn't Bosh supposed to just throw all your dudes at other people? How much is this really giving you?
Steel Overseer is a holdout from back when I ran a bunch of Arcbound guys, but he has held onto his spot mostly as a way to pump tokens and to give me some early plays. With some of the changes I'm looking at, I may no longer need a 2-drop and he is fairly marginal (good with Triskelion, Pentavus, Triskelevus, Petavites, Triskelavites).
And Bosh does do a lot of artifact chucking, but its used almost exclusively as a finisher. I usually want my artifacts in play for as long as possible, so the lifespan ends up being longer than you would think.
- Darksteel Juggernaut: This just seems like a weak choice in general. He doesn't have trample or any sort of evasion, and with Bosh, it seems likely that your artifact count won't be all that high.
I have a lot more artifacts in play than you probably think. He also survives all my sweepers.
Avenger of Zendikar is the primary offender, but I agree with making this change.
Hope that helps you out a bit. Sorry if it's just a wall of text.
It does help. Repercussion was a card I hadn't thought of running here, and some of the other suggestions just reinforce things that we've already been discussing.
OUT
-1 Steel Overseer: As was pointed out, I'm not getting enough value out of his effect.
-1 Karn, Silver Golem: A sentimental favorite of mine that never really reaches its potential here.
-1 Slice and Dice: To be replaced by a more efficient sweeper.
-1 Darksteel Forge: Always ended up being a dead card. Replacing it with something cheaper.
-1 Cathodion: As much as I like him, there are other cooler things I want in the deck.
-1 High Market: Specifically coming out for Phyrexia's Core for recycling Spine of Ish Sah
-1 Miren, the Moaning Well: I'm sad to see this go, but I need more red-producing lands in the deck.
-1 Urza's Factory: I hardly ever activated this, so it is better off as a red-producing land.
-1 Shivan Gorge: I hardly ever activated this either.
IN
+1 Trading Post: I like this suggestion a lot and I look forward to finding cool ways to use this card in the deck.
+2 Mycosynth Wellspring/Ichor Wellspring: I like these cards and I'm going to try them out. I'm going to end up shaving a land to fit them in, so it should be interesting to see if it works out or not.
+1 Rings of Brighthearth: I'm not sure as to why I pulled this from the deck to begin with, but with almost 30 cards to interact with it should be in the deck.
+1 Phyrexia's Core: Replacing High Market.
+1 Crucible of Worlds: I'm not sure how it ended up out of the deck in the first place, but I'm putting it back in.
+1 Valakut, the Molten Pinnacle: Produces red mana and Lightning Bolts...
+1 Mountain: Moar red!
+1 Blasphemous Act: Replacing Slice and Dice
Unfortunately, that leaves Repercussion and Kiki-Jiki, Mirror Breaker on the sidelines for now. I'll take another look at them after RtR comes out, since I'm sure I'm going to want to make even more changes at that point.
Nit picky as this may sound, I'd pull Mox Opal for a Mountain. And isn't Steam Vents an illegal card since it produces mana outside Bosh's color. A question I have for you is how often do you pull all 3 uzra's lands in a game? The reason why I ask is because I never was able to really get them online consistently and producing good amounts of mana. So I went the mana double route, and ditched the urza lands, because I can more often get more out of my mana that way, plus it's more Valakut fodder.
Predator, Flagship is a curious choice, one that I heavily considered in my deck. How has it worked out for you? I figure it's just too expensive to play and pop a creature on the same turn, if it's already flying it only saves you 2 mana.
I like Mox Opal here, although I can see why you'd want to cut it. Since I've cheapned the overall cost of the cards in the deck, Mox Opal has never been a dead card.
And isn't Steam Vents an illegal card since it produces mana outside Bosh's color.
A question I have for you is how often do you pull all 3 uzra's lands in a game? The reason why I ask is because I never was able to really get them online consistently and producing good amounts of mana. So I went the mana double route, and ditched the urza lands, because I can more often get more out of my mana that way, plus it's more Valakut fodder.
I'm seriously considering doing this because I've only get all three out probably about 10% of the time I play the deck. Expedition Map, Scroll Rack, and Top all help alot but its still a bit of luck when it does come together.
Predator, Flagship is a curious choice, one that I heavily considered in my deck. How has it worked out for you? I figure it's just too expensive to play and pop a creature on the same turn, if it's already flying it only saves you 2 mana.
It's a sentimental favorite of mine to be honest, and I had to choose between it and Karn when I made my recent cuts (I cut Karn). It is a source of removal when I need it, and its a source of evasion as well (a function people often forget). I was also running more red sweepers that only affected creatures without flying, so having a bit of extra defense against flyers made some sense.
On a seperate note, I'm thinking of adding Slobad, Goblin Tinkerer to the deck as a way to protect some of my stuff. Anyone have any experience with that?
Slobad is my favorite card in bosh. I like him and Goblin Welder so much that I've included Goblin Matron in my deck. She can also grab Kiki-jiki which is nice as well.
I like Slobad's sac ability so much I wanted another. I also run Krark-Clan Ironworks because I love sacing my Solemn and my Wellsprings.
With the unbanning of Metalworker, I've done some more serious work on updating the deck. Not only did I want to play my favorite artifact creature again, but I wanted the challenge of building the deck in a way that would fold less to mass artifact removal. I'm not sure I fully attained that goal, but these are some step in the right direction.
So I hadn't really updated this deck since before Return to Ravnica, so I decided to start there and see if there was anything worth considering from each set. there are definitely some possibilities that are at least worth mentioning.
Return to Ravnica Block Chromatic Lantern: This one struck my fancy because it helped solve one of the problems that I used to have with the deck and that was trying to fit in enough Mountains and colored mana sources to support the red cards I wanted to run. The issue with adding it is that I didn't feel I needed more mana rocks that cost 3 mana and only generated a single mana. I currently only run Darksteel Ingot that fits that description as Coalition Relic can generate two mana in a pinch. Overall, I decided against it, but its definitely something to note for people interested in the deck.
Illusionist's Bracers: This one seems tailor-made for Bosh as being able to copy his fling ability is kinda awesome. Being able to also copy activations from Arc-Slogger, Hellkite Igniter, Steel Hellkite, Scarecrone, and Triskelion is a nice bonus. This is one of those cards that should make the deck based solely on the synergy with Bosh.
Rogue's Passage: I like this card a lot for what it can provide, and in a deck like this you have plenty of space for running colorless lands. I think it just misses out here due to the fact that I am rarely killing with Commander damage or with one big creature that doesn't already have evasion.
Thespian's Stage: I already don't run Vesuva, but the thought of being able to copy Valakut makes this much more intriguing than normal.
Theros Block Astral Corucopia: Another mana rock that scales upwards, but I don't think it works here. Perhaps this would make the cut when this was once a counter-themed deck with various Proliferate engines and stuff that added Charge counters, but as it stands I don't think its efficient enough.
Burnished Hart: Exactly the kind of card that this deck needs. I was always tempted to run Armillary Sphere to make sure I hit my land drops and to synergize with Valakut, the Molten Pinnacle, but Burnished Hart does that much better.
Purphoros, God of the Forge: This card would synergize well with Pentavus and Triskelavus, but since both of those cards were one the chopping block I decided that Purphoros wasn't really for this deck.
M15 Soul of New Phyrexia: Goes straight into the deck. Being able to save everything from a mass artifact kill spell is exactly what this deck needs.
Kurkesh, Onakke Ancient: This should be a slam dunk inclusion like Bracers, but I have my doubts. Granted it has obvious synergy with Bosh, but at the cost of an additional red mana. The fact that it requires an additional red mana puts a lot of additional pressure on the mana base, as does his double red mana cost. On the upside however, I get much more potential use out of this with seven other non-creature artifacts that have abilities worth copying. I'm going to tweak the mana to try and make this work because I'm really interested in trying it out.
Khans Block Tomb of the Spirit Dragon: A little lifegain never hurt anyone, and for a deck that is rather slow and plodding at time this could come in handy. I'm going to leave it out for now, but I may revisit this one soon.
Goblinslide: This one intrigues me a lot, but I suspect that I will be somewhat disappointed as I was with Embersmith. Tacking an extra mana on to every spell is more of a drag on your resources that you would think.
Tormenting Voice: I've been looking at introducing a few cheap draw spells to the deck such as Faithless Looting or Wild Guess, but I never did due to the double-red cost. This is the same as Wild Guess but with a much nicer mana cost. I'm going to see how the deck plays out with the changes first, but I will keep it in mind.
Ugin's Nexus: I like the idea of this card a lot, especially as fodder to feed Bosh.
Other Metalworker: Unbanned and needs to go in, obv.
Slobad, Goblin Tinkerer: Before I dropped this deck, I had explored going down the path of introducing Slobad to the deck as an additional sac outlet (for Spine of Ish Sah, Ichor Wellspring, etc.) but also as another way to protect essential cards from mass-artifact kill. He was very effective and needs to find a permanent home in the deck.
Karn, Silver Golem: After my last update, I decided that I really missed having him in the deck. He brings a lot to the table, the most important of which is another kill condition.
Final tally
So with all that said, here are my most recent updates including the always-tough "which cards to take out".
Out
-1 Stalking Vengeance - Great card, but I really needed to cheapen the overall casting costs in the deck. Plus I was only really getting a lot of value out of this when I had Bosh out, but Bracers and Kurkesh will fill that role now.
-1 Pentavus - This was a leftover from when the deck was more concerned about Proliferating and throwing counters around with Ion Storm. Its a fairly good card, especially in conjunction with Welder, Trading Post, and now slobad, but it often will just sit in my hand due to its high cost and me wanting to play other stuff.
-1 Triskelavus - Same as Pentavus.
-1 Predator, Flagship - This is a nice little underrated gem of a card and it may end up back in the deck at some point but its coming out for now.
-1 Batterskull - Nice beater, but my cards need to do more than this to make the cut.
-1 Trash for Treasure - I rarely ever cast this and even then it was underwhelming.
-3 Urza's Lands - I don't use Expedition Map to find these anymore and I'd rather run another red source and Thespian's Stage.
I have also brewed a little with Bosh. Have you considered mycosynth golem? The affinity makes him cost way less than 11, but you can still throw him for 11 damage, while he also reduces the cost of other artifact creatures (including Bosh).
I have also brewed a little with Bosh. Have you considered mycosynth golem? The affinity makes him cost way less than 11, but you can still throw him for 11 damage, while he also reduces the cost of other artifact creatures (including Bosh).
I vividly remember putting him into the original deck and being super-excited by it, only to be super-disappointed when someone pointed out to me that his ability grants Affinity for Artifacts only to artifact creatures... I have not thought of him since then. Its a fine inclusion especially for Bosh flingage, but it felt like a very expensive mana rock that only helped me cast my artifact creatures. There are a lot of cards like this that are very playable in Bosh; Unwinding Clock, Blinkmoth Urn, Blightsteel colossus, Kuldotha Forgemaster, Darksteel Forge, etc. There just isn't enough room to fit them all.
I have also brewed a little with Bosh. Have you considered mycosynth golem? The affinity makes him cost way less than 11, but you can still throw him for 11 damage, while he also reduces the cost of other artifact creatures (including Bosh).
I vividly remember putting him into the original deck and being super-excited by it, only to be super-disappointed when someone pointed out to me that his ability grants Affinity for Artifacts only to artifact creatures... I have not thought of him since then. Its a fine inclusion especially for Bosh flingage, but it felt like a very expensive mana rock that only helped me cast my artifact creatures. There are a lot of cards like this that are very playable in Bosh; Unwinding Clock, Blinkmoth Urn, Blightsteel colossus, Kuldotha Forgemaster, Darksteel Forge, etc. There just isn't enough room to fit them all.
Yeah, I know exactly what you mean. I actually brewed my list for 1 vs 1 and I think the 11 Damage part is more exciting for 1 vs 1. I also think my list is probably more creature heavy. I don't really like Unwinding Clock either, but Clock of Omens is pretty nice.
With the release of C14, it seem that Bosh has several new toys to play with:
Daretti, Scrap Savant - Being both a Looter and a Welder for only 4 mana is actually quite awesome for this deck.
Feldon of the Third Path - Creating artifact tokens works well with Bosh, Welder, Daretti, Slobad, and Trading Post.
Scrap Mastery - Living Death for artifacts should be awesome here, especially as another countermeasure to mass artifact removal (of which, there is another in Wave of Vitriol...)
Flamekin Village - We don't really run any Elementals so this is essentially a CIP tapped land for us, but the cheap granting of Haste makes this very intriguing.
Myriad Landscape - We are obviously ramping up much faster than this with artifact sources, but this would be nice to get more basic lands into play and help trigger Valakut.
Loreseeker's Stone - I am unsure about this one. There are some comparisons to Tower of Fortunes that make me consider that this may be a good deal, and you really can't ignore any card that says "Draw 3 cards" on it without considering it no matter what the cost is.
Unstable Obelisk - More colorless removal options are always welcome, and one that acts as a mana source in the early game probably has a place here.
Decisions, decisions....
EDIT:
I've come up with my decision as to what I'm doing with the new cards.
Out Spinerock Knoll - I wanted to pull a CIPT land to add in Flamekin Village and this seemed like the most obvious cut. I rarely activated it anyway.
Urabrask, the Hidden - With another Haste enabler in the deck with Flamekin Village, I felt that this could safely be removed from the deck.
Memory Jar - This seems like a Blasphemous Act to remove this, but in reality this never lived up to the expectations I had for it. I'm used to playing it in Vintage and its a lot less good in a deck like this.
Triskelion - I always felt I was getting too little for the cost with Trike, and granted that the deck really wants the removal I think its safe to say that this can go.
Molten Disaster - I think that having one less sweeper is probably correct and this is the only one that doesn't also hit flyers.
Fate Reforged Outpost Siege - This card is impressive for the extra card advantage, but it didn't end up working out well enough. Ugin, the Spirit Dragon - Card is ridiculous in a mostly colorless deck.
Dragons of Tarkir
Nothing - Tapestry of Ages seemed somewhat interesting, but in the end I didn't even try anything from this set.
Magic Origins Chief of the Foundry - I think that this may have had a place in the deck if it were more aggro-oriented. Mage-Ring Network - A charge land is a welcome addition to the deck. Flameshadow Conjuring - I tried it over Mimic Vat, then over Mirrorworks, but I decided to revert back both times. It's a great card and cheap to use and might make it back to the maindeck one day. Pia and Kiran Nalaar - Having a Bosh-lite is actually a very good thing to have. This was put in and has earned its spot in the deck. Ghirapur Æther Grid - Pretty good card that might come in for a sweeper as a more precise tool to deal with creatures and give the deck a little more reach.
Battle for Zendikar Blighted Gorge - A freeroll direct-damage spell that can be recurred with Crucible of Worlds is handy. Hedron Archive - I love its younger and older brothers, so this was a natural fit. Sanctum of Ugin - There are 5 ways to trigger this in the deck, but since one of them is Bosh himself it makes it worthwhile. Shrine of the Forsaken Gods - Everyone loves extra mana, even when it comes with a few hoops to jump through to get it. Bane of Bala Ged - I love the pseudo-Annihilator and that this card is relatively cheap. Barrage Tyrant - Another pseudo-Bosh. Great card. Conduit of Ruin - Part tutor and part mana accelerant. Scour From Existence - Another option for flexible colorless removal. Ulamog, the Ceaseless Hunger - Exiling two permanents is amazing, and the milling can be surprisingly good since it exiles the cards. Molten Nursery - Another option for trying to control creatures without using mass-sweepers.
Oath of the Gatewatch Sea Gate Wreckage - Seems like a huge upgrade over Mikokoro. Endbringer - A must-have for the card drawing alone.
I'll list more tomorrow and update my list in the OP.
EDIT: Commander 2015 Fiery Confluence - Was flexible enough to at least consider. Blade of Selves - Dreams of creating a bunch of tokens then flinging them at the opponent after combat were tempered a bit by the phrase "Equip: ". It's more than reasonable to play, but it didn't stay in the deck for long. Command Beacon - Sometimes, casting Bosh out of the Command zone isn't an option after he has been killed (or flung at your opponent's face) a few times. This has been handy to have around to help out with that. Sandstone Oracle - Getting a 4/4 flyer while drawing a few cards is actually very good, especially given that I can recur the heck out of it. Definitely one of the cards that I didn't expect to make it long term, but it has earned a spot. Thought Vessel - A very reasonable 2-mana artifact accelerant.
Shadows Over Innistrad Magnifying Glass - Worth a look, but ultimately too expensive to use. Tamiyo's Journal - Also worth a look. Creating fodder for Trading Post, Daretti or Welder each turn is nice, and just cracking the clues for cards makes for a nice long game plan.
Eldritch Moon Emrakul, the Promised End - I already don't play Mindslaver so I thought that this might be fine. It really wasn't. It was okay, but the original Eldrazi were just better.
Conspiracy: Take the Crown
Nothing
Kaladesh Cultivator's Caravan - Very similar to Darksteel Ingot with a different upside. Foundry Inspector - A Cloud Key with legs. Inventors' Fair - You always have Metalcraft and having a tutor and a little lifegain in the deck is very nice. Smuggler's Copter, Skysovereign, Consul Flagship - I tried to stick a few vehicles in the deck, and even though they were fine, they just didn't seems to really make a huge difference. Combustible Gearhulk - You never really get what you want, but the deck is well positioned to take advantage of either decision the opponent makes. Madcap Experiment - With SDT and Scroll Rack to set up the top of the deck, this can be very useful to cheat stuff into play.
Commander 2016
Sadly, nothing. Every card that is worth playing in Bosh from C16 is something that I was already playing.
Aether Revolt Paradox Engine - The jury is still out on this one. I'm not really "abusing" it here, but I can tell you that the mana output feels a lot like Blinkmoth Urn. Sometimes it is ridiculous, and sometimes its just meh. Planar Bridge - In a deck chock full of permanents, this card can be pretty insane. 14 mana to get your first permanent is a boatload of mana though, and 8 mana a turn to keep using it is a lot. But if you consider that a card draw permanent would cost at least 2 mana to use and that the average CMC of the stuff you are getting is around 6 mana, then the cost seems less of an issue. The jury is still out on this one, but its at least not horrible like I thought it would be. Scrap Trawler - Amazing little card. An auto-include from the day I saw it. Servo Schematic - I prefer Mycosynth Wellspring and Ichor Wellspring for this kind of micro-effect card. Treasure Keeper - There is plenty of value to be gained by using this as Bosh fodder over something like Su-Chi. Universal Solvent - Just doesn't pull its weight.
Heart-Piercer Manticore - This would occupy a similar space to Pia and Kiran Nalaar as an alternate Fling effect, but I think that Pia and Kiran give me more in the long run. Being reusable and not being an ETB effect I think gives me sufficient flexibility despite needing 3 mana to use it, and I think that sacrificing artifacts (of which I run 47) will come up more than wanting to sacrifice creatures (of which I run only 24). Hazoret's Monument - I only run 5 red creatures that this would reduce cost on and 24 that would trigger the looting effect. Not good enough. Pyramid of the Pantheon - The way I look at it (through very rose-colored glasses, its a Gilded Lotus that costs 4 mana. You obviously need to be willing to invest in it, but for a deck like this that runs a lot of colorless sources this should actually help by making red mana in a pinch. I also run Voltaic Key and Paradox Engine, so there is some added potential synergy. I'm going to give i a whirl and just see how it turns out. Oracle's Vault - Not only does this combo with Voltaic Key and Paradox Engine, but since it is not a mana ability it can be copied with Rings of Brighthearth and Kurkesh, Onakke Ancient. For a deck that wants more card advantage, I have very high hopes for this. Side Note: I think I am going to buy some bright red 2x4 Lego bricks to use as Brick Counters .
There have been a few updates to the deck and some new additions with Hour of Devastation.
+1 Ulamog, the Ceaseless Hunger, -1 Unstable Obelisk - I'm a fan of the Obelisk, but I couldn't ignore that for 2 more additional mana I could have Newlamog and exile double the number of offending permanents. Plus, I'm generating a ton of mana and I wanted to make sure that I have plenty of things to sink it into.
+1 Scavenger Grounds, -1 Mishra's Factory - I may try and find a way to work Factory back into the deck at some point, but having some graveyard control is a much bigger deal to have in the deck at this point.
+1 Neheb, the Eternal, -1 Dreamstone Hedron - I wasn't exactly sure what to pull for Neheb, but I definitely knew that I wanted to try it out.
EDIT:
I played and recorded a few games with the deck before I started testing some cards from Rivals of Ixalan. I figured I would post them with some commentary to give some people an idea of how the deck plays out:
I typically keep mana heavy hands like this since the deck is so mana hungry, so I keep. I'm playing against Kresh the Bloodbraided sacrifice shenanigans, Varolz, the Scar-Striped Infect/Poison, and Prime Speaker Zegana +1/+1 counter/control.
Turn 1: Draw Myr Retriver, play Mountain, cycle Smoldering Crater, draw Steel Hellkite. I decide against playing Crypt and the Retriever until I can get something back if it gets killed.
Turn 2: Draw Scarecrone, play Mana Crypt and Mage-Ring Network into Scarecrone. I crack it to have something to recur and draw Treasure Keeper.
Turn 3: Lose flip (37), draw Mana Vault. Play Shrine of the Fosaken Gods, Mana Vault, then Treasure Keeper.
Turn 4: Lose flip (34), draw Palladium Myr. My initial plan was to play Artisan, but Varolz is showing a Pernicious Deed on top of their library due to Oracle of Mul Daya. Since Kresh and Zegana have come out slow, I go ahead and play Great Furnace and Artisan of Kozilek anyway a) because I can, b) because there is no way he is going to get to Deed for 9 anytime soon. I put Scarecrone onto the battlefield thanks to Artisan.
Turn 5: Win flip, lose 1 life to Vault (33), draw Blasphemous Act. Deed came down, but Varolz can't pop it for more than X=2 so he is waiting to untap. I attack Varolz with all 3 creature, he sacs both his creatures to Annihilator and takes 14 (Varolz 25). I charge Mage-Ring, play Myr Retriver, and hold up mana to sac Scarecrone. Scarecrone draws Dust Bowl. I am attacked by PSZ for 4 (29) and Kresh for 3 (26).
Turn 6: Lose flip (23), lose 1 life to Vault (22), Deed is cracked for X=5 at the end of my upkeep. I lose Great Furnace, Mana Crypt, Mana Vault, Myr Retreiver (getting back Crypt), and Treasure Keeper (revealing Mirage Mirror). I draw Rings of Brighthearth, attack Varolz (Varolz 16) play Dust Bowl, play Mana Crypt, play Mirage Mirror, play Palladium Myr, leaving Steel Hellkite, Blasphemous Act, and Rings of Brighthearth in hand.
Turn 7: Win flip, draw and play Temple of the False God, pay 2 to make the Mirror into an Artisan, and use both to attack PSZ (who now has some stuff going on post-Deed). He sacs 4 permanents, takes 18 (PSZ 21). I play Bosh, Iron Golem.
Turn 8: Win flip, draw Scrap Trawler. I make mirror into an Artisan again and attack Varolz with Bosh and one Artisan (Varolz 0) and PSZ with the other (blocked, PSZ 20). Kresh is still at 31 life and building a board, so I play Rings of Brightearth with the intention of sacrificing Bosh and copying it. Kresh drops Avenger of Zendikar, a land, then Goblin Bombardment. I have to kill Kresh with a Bosh activation, copying it and flinging it at the Kresh player (Kresh 23). With 8 Plants and AoZ in play, we are all on a short leash.
Turn 9: Lose flip (19), draw Foundry Inspector, use Palladium Myr mana to make mirror into Artisan and use both Artisans to make PSZ sac 4 permanents and go down to 11, then cast Blasphemous Act for R killing a boatload of stuff. I get shot 9 times by Kresh (10). I have enough mana to drop Steel Hellkite.
Turn 10: Win flip, draw Gilded Lotus. Neither Kresh (23) or Zegana (11) has a flyer, but with only 8 mana available I'm in a bit of a bind to finish either player off. I decide to not attack and I play Foundry Inspector, Gilded Lotus, and Scrap Trawler without having enough mana to activate the Mirror but I'm in a good place if nobody has a sweeper.
Turn 11: Lose flip (7), draw Lightning Greaves. Both opponents bricked on their draw steps and I semi-bricked on mine, but I figure I have to do something here soon or I'm dead. So I either have 11 mana or 12 mana if I use Mirage Mirror to copy Gilded Lotus and I've got Foundry Inspector saving me mana on any artifact I play. I decide to play aggressive and play Bosh, Iron Golem, Lightning Greaves, equip Bosh with the Greaves and attack Zegana with the Hellkite and the Bosh for exactly lethal with Trample damage. Good thing too given that his next two cards were a Mulldrifter and a Cyclonic Rift.
I've left myself exposed to a Kresh attack with two smallish blockers, so of course he draws and plays Chandra's Ignition killing both my blockers and dealing 3 to me (4). I flip cards off the top for Treasure Keeper and I reveal and play Junk Diver (lucky). He keeps his 5/5 Kresh at home hoping I lose the flip.
Turn 12: Win flip (lucky again), draw Cloud Key, fling Gilded Lotus at Kresh which shoots down Junk Diver with Goblin Bombardment in response, I activate Mirror copying Hellkite and attack with two 5/5 Hellkites, and 6 with Bosh (Kresh at 7), I fling Bosh at Kresh copying it with Rings (unnecessary but why not) for the win.
Ixalan Vance's Blasting Cannons - If I didn't already try Outpost Siege I might have given this a longer tryout, but it is worse that Outpost Siege in all the ways that matter and flipping it into Spitfire Bastion doesn't make up for the difference. Trove of Temptation - I liked the free Treasure token each turn, but encouraging people to attack me is not where I want to be. Treasure Map - I tried this out in lieu of Scroll Rack for a bit, and it is not bad at what it does. It's just not better than Scroll Rack nor is it worth it to wait till I've tapped it three times to get the Treasures. Thaumatic Compass - This is a decent enough card, but it costs just a tad too much to run. You really want it for early turns to make sure you hit land drops, but the 3 mana activation makes that unreasonable. Sunbird's Invocation - This almost made the deck fulltime, but there are a few things going against it here. The timing on a lot of the spells I run is extremely important, so often times I would Cascade into something I wouldn't want to cast. Coupled with a few x-spells and the fact that I had previously cut STD so I couldn't manipulate the top of my deck often enough made this a tough but necessary cut.
Rvals of Ixalan Arch of Orazca - This was a good addition to the deck that has plenty of room for colorless generating lands and wants the added CA. Azor's Gateway - A solid card in other decks, it is also a solid card here (and damn-near busted when Paradox Engine is also online). Overall, I was running this in too many other decks for me to leave a copy in this one, but it is otherwise a very reasonable inclusion. Gleaminig Barrier - Not a bad little "trinket" to cast early and be useful fodder to weld in and out. Golden Guardian - Not a bad creature removal option, and the flipped side is very good at generating value over a long game. Pirate's Pillage - I really liked this card here. Discarding a card is not a bad deal when you have Welder, Daretti, or Feldon online, and getting two Treasures for fodder really helps all sort of shenanigans. I've been reconsidering whether to include Tormenting Voice, but Pirate's Pillage having some additional artifact synergy makes it better for the deck. The Immortal Sun - The no Planeswalker ability has made this a no-go in so many decks that would otherwise love it, but here it is different. I have so many ways to sacrifice it that it was never a problem getting rid of it when I needed to play a 'Walker. The card drw, mana savings, and creature boost were otherwise well worth the 6-mana cost.
Commander 2017 Mirror of the Forebears - With the success I was having with Mirage Mirror, I was looking to other ways to cheat on having expensive Eldrazi pounding my opponents on the cheap. Dropping this and naming Eldazi will put a huge target on your head, but it will likely be worth it once I put together a proper colorless deck. I think I'm going to actually do that this summer.
Dominaria Blackblade Reforged - If Bosh cared about the sacrificed creature's power then this would make the deck, but as it is it doesn't belong here. Helm of the Host - I think I run enough mana to make this worth trying out here, but I'm not sure if the deck can support it long-term. There are surely plenty of saucy targets for it to equip and copy so I'm at least going to give it a whirl. Karn, Scion of Urza - Slam Dunk inclusion here. Mishra's Self-Replicator - So with a deck that runs 42 Artifacts, 3 Planeswalkers (soon to be 4), and 8 other Legendary creatures, this card will trigger all the time. My hope would be to get this online to generate a ton of fodder for Bosh to fling for 5 damage apiece. Mox Amber - I'm debating whether I want to try this here. I was really high on this when it was first spoiled, but I've cooled on the idea since. I am going to try it in other decks before I try it here, especially given that my Commander doesn't qualify for it's ability because it is colorless. Weatherlight - For a deck with 50+ Historic spells, this will hit pretty much every time. The only thing holding it back is that I may not be running enough appropriate-sized critters to crew it.
I'm going to hold off on Helm of the Host and Weatherlight for right now until I can figure out if I am running enough cards to support either of them and if they are just better served in another deck.
Latest Decklist - Updated 4/27/2018 through Dominaria
1x Bosh, Iron Golem
Creatures - 11
1x Goblin Welder
1x Slobad, Goblin Tinkerer
1x Pia and Kiran Nalaar
1x Feldon of the Third Path
1x Kurkesh, Onakke Ancient
1x Neheb, the Eternal
1x Hellkite Igniter
1x Artisan of Kozilek
1x Kozilek, Butcher of Truth
1x Ulamog, the Ceaseless Hunger
1x Ulamog, the Infinite Gyre
Artifact Creatures - 14
1x Myr Retriever
1x Foundry Inspector
1x Scrap Trawler
1x Metalworker
1x Burnished Hart
1x Palladium Myr
1x Junk Diver
1x Solemn Simulacrum
1x Treasure Keeper
1x Mishra's Self-Replicator
1x Steel Hellkite
1x Wurmcoil Engine
1x Duplicant
1x Sandstone Oracle
Instants - 2
1x Starstorm
1x Chaos Warp
Sorceries - 5
1x Scrap Mastery
1x All is Dust
1x Blasphemous Act
1x Rolling Earthquake
1x Bonfire of the Damned
1x Daretti, Scrap Savant
1x Kar, Scion of Urza
1x Karn Liberated
1x Ugin, the Spirit Dragon
Non- Mana Artifacts - 14
1x Voltaic Key
1x Scroll Rack
1x Lightning Greaves
1x Mycosynth Wellspring
1x Ichor Wellspring
1x Mirage Mirror
1x Crucible of Worlds
1x Rings of Brighthearth
1x Trading Post
1x Mind's Eye
1x Mirrorworks
1x Paradox Engine
1x The Immortal Sun
1x Spine of Ish Sah
Mana Artifacts - 13
1x Everflowing Chalice
1x Mox Opal
1x Mana Crypt
1x Mana Vault
1x Grim Monolith
1x Sol Ring
1x Pyramid of the Pantheon
1x Coalition Relic
1x Worn Powerstone
1x Cloud Key
1x Hedron Archive
1x Thran Dynamo
1x Gilded Lotus
1x Darksteel Citadel
1x Great Furnace
1x Dust Bowl
1x Mage-Ring Network
1x Sanctum of Ugin
1x Shrine of the Forsaken Gods
1x Sea Gate Wreckage
1x Inventors' Fair
1x Arch of Orazca
1x Ancient Tomb
1x Blasted Landscape
1x Phyrexia's Core
1x Desert of the Fervent
1x Scavenger Grounds
1x Valakut, the Molten Pinnacle
1x Thespian's Stage
1x Forgotten Cave
1x Smoldering Crater
1x Shinka, the Bloodsoaked Keep
1x Eye of Ugin
1x Bloodstained Mire
1x Scalding Tarn
14x Mountain
3/16/2017
-1 Arc-Slogger - I still think this is a very underused card in EDH, but I felt it would be better elsewhere.
-1 Darksteel Juggernaut - Excellent card that survives most of my sweepers, but I needed to pull either it or Hellkite Igniter.
-1 Soul of New Phyrexia - It became too much to try and hold up 5 mana for the ability.
-1 Mimic Vat - Conflicted with my overall plan of recursion of artifacts and relatively expensive to use.
-1 Illusionist's Bracers - Great with Bosh, but almost always dead otherwise. Rings of Brighthearth and Kurkesh are much better.
-1 Su-Chi - Just got squeezed out due to space.
-1 Darksteel Ingot - Only so many mana rocks can fit into the deck.
-1 Expedition Map - I really didn't need this. Finding Valakut or Eye of Ugin is sometimes nice, but its more of a waster of time.
-1 Sensei's Divining Top - I also don't really need this. I'm only running a few fetchlands to shuffle my library, and although the number of shuffle effects went up with my latest updates I think either this or Scroll Rack had to go to free up space.
-1 Buried Ruin - I now have more ways (and better ways) to recur artifacts
-1 Mikokoro, Center of the Sea - A very underrated card that is somewhat outlcassed by the new Sea Gate Wreckage
-1 Reliquary Tower - Rarely ever came up and there are other better lands to run now.
-1 Thawing Glaciers - Love the nostalgia, hate the glacial-ness...
-1 Flamekin Village - This isn't worth it in a deck that can't play it untapped. Hanweir Battlements is a strong consideration and would be a slam-dunk if it tapped for red.
+1 Ugin, the Spirit Dragon - Amazing top-end card with game-altering abilities
+1 Pia and Kiran Nalaar - A mini-Bosh, got the nod over Barrage Tyrant because it can turn things like Clues into damage.
+1 Paradox Engine - Fuel for the shenanigans.
+1 Hedron Archive - A good mana rock with card-draw upside when needed.
+1 Foundry Inspector - A Cloud Key slapped onto a 3/2 body is good for this deck.
+1 Sandstone Oracle - A pleasant surprise as to how good this card can be.
+1 Tamiyo's Journal - Value-town, whether you are feeding a sac outlet or drawings cards.
+1 Scrap Trawler - Value-ville, keeping the cards flowing.
+1 Treasure Keeper - Value-city, keeping you at card parity in the face of removal of when sacrificing artifacts.
+1 Mage-Ring Network - Nice mana-sink that allows me to ramp if needed.
+1 Sanctum of Ugin - Nice tutor to help fetch either threats or "removal"
+1 Shrine of the Forsaken Gods - Helps to pay for the really high-end spells
+1 Sea Gate Wreckage - Some much needed card draw
+1 Inventors' Fair - Another solid tutor
4/28/2017:
+1 Pyramid of the Pantheon - Seems like enough of a reward for running this.
+1 Oracle's Vault - Seems great, not to mention cheaper overall than Tamiyo's Journal.
-1 Tamiyo's Journal - Slower and more expensive than Vault
-1 Mind Stone - Pulled o make space of Pyramid; may go back in depending on how it works out.
7/18/2017:
+1 Ulamog, the Ceaseless Hunger
+1 Neheb, the Eternal
+1 Mirage Mirror
+1 Scavenger Grounds
+1 Desert of the Fervent
-1 Dreamstone Hedron
-1 Sculpting Steel
-1 Unstable Obelisk
-1 Blinkmoth Nexus
-1 Mishra's Factory
4/27/2018:
+1 Arch of Orazca, -1 Temple of the False God
+1 The Immortal Sun, -1 Oracle's Vault
+1 Karn, Scion of Urza, -1 Pirate's Pillage (which in turn had replaced Scarecrone)
+1 Mishra's Self-Replicator, -1 Karn, Silver Golem
A little Deck History
As soon as the color identity rules changed and Bosh became a legal Commander, I started tinkering with possible decks and fun ways to use and abuse his talents.
The first pass at a decklist looked like this:
1x Bosh, Iron Golem
Red Creatures - 6
1x Golbin Welder
1x Atog
1x Megatog
1x Arc Slogger
1x Stalking Vengeance
1x Greater Gargadon
Artifact Creatures - 26
1x Arcbound Worker
1x Myr Retreiver
1x Arcbound Ravager
1x Arcbound Slith
1x Arcbound Stinger
1x Steel Overseer
1x Cathodian
1x Junk Diver
1x Scarecrone
1x Metalworker
1x Su-Chi
1x Solemn Simulacrum
1x Arcbound Crusher
1x Arcbound Hybrid
1x Arcbound Reclaimer
1x Karn, Silver Golem
1x Arcbound Bruiser
1x Steel Hellkite
1x Wurmcoil Engine
1x Duplicant
1x Arcbound Fiend
1x Triskelion
1x Arcbound Lancer
1x Pentavus
1x Triskelavus
1x Arcbound Overseer
1x Ion Storm
1x Gratuitous Violence
Sorceries - 2
1x Trash for Treasure
1x All is Dust
Planeswalkers - 3
1x Chandra Nalaar
1x Chandra Ablaze
1x Koth of the Hammer
Non- Mana Artifacts - 13
1x Sensei's Divining Top
1x Blade of the Bloodcheif
1x Skullclamp
1x Scroll Rack
1x Contagion Clasp
1x Energy Chamber
1x Throne of Geth
1x Lifeline
1x Sculpting Steel
1x Citanul Flute
1x Mind's Eye
1x Cauldron of Souls
1x Contagion Engine
Mana Artifacts - 9
1x Everflowing Chalice
1x Sol Ring
1x Mind Stone
1x Foriysian Totem
1x Coalition Relic
1x Spectral Searchlight
1x Darksteel Ingot
1x Thran Dynamo
1x Gilded Lotus
1x Darksteel Citadel
1x Great Furnace
1x Dust Bowl
1x Miren, the Moaning Well
1x Mikokoro, Center of the Sea
1x Temple of the False God
1x Reliquary Tower
1x Blasted Landscape
1x Urza's Mine
1x Urza's Power Plant
1x Urza's Tower
1x Urza's Factory
1x Shivan Gorge
1x Kher Keep
1x Spinerock Knoll
1x Valakut, the Molten Pinnacle
1x Vesuva
1x Forgotten Cave
1x Smoldering Crater
1x Thawing Glaciers
1x Arid Mesa
1x Scalding Tarn
1x Bloodstained Mire
1x Wooded Foothills
1x Shinka, the Bloodsoaked Keep
12x Mountain
Its basic premise was to take advantage of Modular creatures and +1/+1 counters to try to give Bosh plenty of sacrifice fodder without losing any power on the board. Proliferate cards and other cards with counters were also included to help with the deck synergy.
It didn't take me long to figure out that the Modular creatues aren't powerful enough on their own to use in EDH, and I had a lot of "cute" card choices that really kept the deck away from being good enough to play. So I trimmed some of the pet cards, upped the mana a bit, and played with more legitimate cards and came up with this list.
1x Bosh, Iron Golem
Creatures - 9
1x Golbin Welder
1x Embersmith
1x Arc Slogger
1x Urabrask the Hidden
1x Stalking Vengeance
1x Hellkite Igniter
1x Artisan of Kozilek
1x Kozilek, Butcher of Truths
1x Ulamog, the Infinite Gyre
Artifact Creatures - 17
1x Myr Retreiver
1x Steel Overseer
1x Palladium Myr
1x Cathodion
1x Junk Diver
1x Scarecrone
1x Metalworker
1x Su-Chi
1x Solemn Simulacrum
1x Darksteel Juggernaut
1x Karn, Silver Golem
1x Steel Hellkite
1x Wurmcoil Engine
1x Duplicant
1x Triskelion
1x Pentavus
1x Triskelavus
Instants - 1
1x Starstorm
1x Trash for Treasure
1x All is Dust
1x Slice and Dice
1x Molten Disaster
1x Rolling Earthquake
Planeswalkers - 1
1x Karn Liberated
Non- Mana Artifacts - 15
1x Voltaic Key
1x Sensei's Divining Top
1x Expedition Map
1x Scroll Rack
1x Lightning Greaves
1x Sculpting Steel
1x Mimic Vat
1x Goblin Charbelcher
1x Citanul Flute
1x Mind's Eye
1x Mirrorworks
1x Batterskull
1x Mycosynth Lattice
1x Spine of Ish Sah
1x Darksteel Forge
Mana Artifacts - 12
1x Everflowing Chalice
1x Mox Opal
1x Mana Vault
1x Grim Monolith
1x Sol Ring
1x Mind Stone
1x Coalition Relic
1x Darksteel Ingot
1x Cloud Key
1x Thran Dynamo
1x Gilded Lotus
1x Dreamstone Hedron
1x Darksteel Citadel
1x Great Furnace
1x Dust Bowl
1x High Market
1x Miren, the Moaning Well
1x Buried Ruin
1x Mikokoro, Center of the Sea
1x Temple of the False God
1x Ancient Tomb
1x Reliquary Tower
1x Blasted Landscape
1x Urza's Mine
1x Urza's Power Plant
1x Urza's Tower
1x Urza's Factory
1x Mishra's Factory
1x Blinkmoth Nexus
1x Shivan Gorge
1x Spinerock Knoll
1x Forgotten Cave
1x Smoldering Crater
1x Thawing Glaciers
1x Valakut, the Molten Pinnacle
1x Eye of Ugin
15x Mountain
The deck took in a lot of suggestions and became a lot more competetive. It ratcheted up the power level without going too far overboard and made me feel like I wasn't playing at a huge disadvantage. The deck still has a lot of disadvantages; playing with artifacts (the most easily hated permanent in EDH just behind creatures) and red spells (easliy the worst color) is still a hard handicap to overcome, but these are things that I've learned to live with and are fun to try and overcome.
With that said, I felt the need to want to revamp the deck once again. First off, I was still playing Metalworker even though it was banned (I swear I didn't realize that until someone pointed it out to me). I also felt that since the deck still plays "fair" that I could ratchet up the power and find more efficient ways of creating epic wins and force my opponents to spend less time comboing out and more time trying to stop me as a legitimate threat. At the same time, I also wanted more ways to try and interact with opposing strategies where I could.
This is where I currently stand with the deck
1x Bosh, Iron Golem
Creatures - 8
1x Golbin Welder
1x Arc Slogger
1x Urabrask the Hidden
1x Stalking Vengeance
1x Hellkite Igniter
1x Artisan of Kozilek
1x Kozilek, Butcher of Truths
1x Ulamog, the Infinite Gyre
Artifact Creatures - 16
1x Myr Retreiver
1x Steel Overseer
1x Palladium Myr
1x Cathodion
1x Junk Diver
1x Scarecrone
1x Su-Chi
1x Solemn Simulacrum
1x Darksteel Juggernaut
1x Karn, Silver Golem
1x Steel Hellkite
1x Wurmcoil Engine
1x Duplicant
1x Triskelion
1x Pentavus
1x Triskelavus
Instants - 2
1x Starstorm
1x Chaos Warp
Sorceries - 6
1x Trash for Treasure
1x All is Dust
1x Slice and Dice
1x Molten Disaster
1x Rolling Earthquake
1x Bonfire of the Damned
1x Karn Liberated
Non- Mana Artifacts - 13
1x Voltaic Key
1x Sensei's Divining Top
1x Expedition Map
1x Scroll Rack
1x Lightning Greaves
1x Sculpting Steel
1x Mimic Vat
1x Memory Jar
1x Mind's Eye
1x Mirrorworks
1x Batterskull
1x Predator, Flagship
1x Spine of Ish Sah
1x Darksteel Forge
Mana Artifacts - 14
1x Everflowing Chalice
1x Mox Opal
1x Mana Crypt
1x Mana Vault
1x Grim Monolith
1x Sol Ring
1x Mind Stone
1x Coalition Relic
1x Darksteel Ingot
1x Worm Powerstone
1x Cloud Key
1x Thran Dynamo
1x Gilded Lotus
1x Dreamstone Hedron
1x Darksteel Citadel
1x Great Furnace
1x Dust Bowl
1x High Market
1x Miren, the Moaning Well
1x Buried Ruin
1x Mikokoro, Center of the Sea
1x Temple of the False God
1x Ancient Tomb
1x Reliquary Tower
1x Blasted Landscape
1x Urza's Mine
1x Urza's Power Plant
1x Urza's Tower
1x Urza's Factory
1x Mishra's Factory
1x Blinkmoth Nexus
1x Shivan Gorge
1x Spinerock Knoll
1x Forgotten Cave
1x Smoldering Crater
1x Thawing Glaciers
1x Shinka, the Bloodsoaked Keep
1x Eye of Ugin
1x Bloodstained Mire
1x Steam Vents
12x Mountain
As you can see, I haven't made a lot of changes to the deck in the last revision. There are a lot of cards I am looking at wanting to include, but none of them seem to really address any major weakness or add anything to the deck that it doesn't already have.
Cards that I'm considering for the deck
Vicious Shadows: I love this card, and it fits well with the sacrifice theme, but it would be somewhat redundant with Stalking Vengeance.
Kiki-Jiki, Mirror Breaker: Can do all sorts of cute copy tricks, and although he has no infinite combos here he can still do some cool things. I've never been able to justify him however and his triple-red casting cost makes him hard to play at times.
Staff of Nin: Another really good card, but I'm not sure what to take out for it.
Wheel of Fortune, Reforge the Soul: I always want to add these, yet drawing cards is not particularly hard with this deck. Still if I can fit in at least Wheel I would be happy.
Warp World: I run at least 91 permanents in the deck, plus I have token making ability in Pentavus and Triskelevus and I can add in more token-making with Kher Keep.
Blinkmoth Urn: I don't think I've ever really given this card a proper tryout, but it seems like it should be nuts.
Unwinding Clock: I did give this card a spin and I found that it didn't really do enough to warrant an inclusion. Still, if there is a way to manipulate the deck where I can try it again I'm open to suggestions.
More Sweepers: Cards like Comet Storm, Magmaquake, or Blasphemous Act.
Aftershock, Fissure: I rely a lot on other more expensive cards for removal, so having another few cards to get rid of problematic creatures would be nice.
Crucible of Worlds + more Fetchlands and Wasteland and/or Strip Mine: I'm only running a few Fetches to basically add some shuffle effects for SDT and Scroll Rack, but the mroe I think about it the more I think that being able to disrupt major mana engines and being able to always make land drops is a good thing., I would probably have to sut some of the colorless lands to do this, but which ones...
Phyrexia's Core: Maybe better than High Market in this deck, especially if it allows for recursion of Spine of Ish Sah.
Rings of Brighthearth/Basalt Monolith: They combo so well together, plus Rings combos nicely with Bosh and a bunch of other cards in the deck.
Big mana Sorceries like Insurrection, Alpha Brawl, Decree of Annihilation: I'm always open to adding them, then I always immediately cut them.
Anyway, and help or suggestions on how to fit any of the above cards into the deck or to add something that I haven't though of would be very appreciated.
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
I ran both the wellsprings from the scars block to durdle around with Goblin Welder. I always loved them and they can always be saced to Bosh.
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I hadn't even really thought about Trading Post for this deck. It's an excellent idea and something I need to find room for.
I actually went out of my way to cut stuff that is really good only with Goblin Welder since he gets nuked too often to be of any reliable use. More often that not, when I do get Welder going I'm using him to turn my worst artifacts into whatever my opponents deemed worthy enough to kill.
With that said, if I add in Trading Post that adds a 4th artifact sac outlet (to Welder, Trash for Treasure, and Bosh) then perhaps Mycosynth Wellspring and/or Ichor Wellspring can be added to the deck. Since they essentially cantrip for 2 mana, what do you think about cutting a land to add one in?
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
Have you not considered Gauntlet of Power, Caged Sun, Or Extraplanar Lense? I loved them in my build but I can understand if you think theyre too risky. Good players will kill them on sight.
What about Kuldotha Forgemaster?
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Right now, I'm seriously considering replacing Slice and Dice with Blasphemous Act. I liked that I could Cycle Slice and Dice to take out an army of tokens at instant speed, but Blasphemous Act does pretty much the same thing (albeit at Sorcery speed) for similar cost and has more overall usage.
I really think I need to put Rings of Brighthearth into the deck, but I need to figure out what to cut.
I'm still not 100% sold on Kiki-Jiki. I will need to up the number of red mana sources and I would want to pull something of a similar mana cost from the deck. What do you think about pulling Karn, Silver Golem from the deck? I'm not running Mycosynth Lattice to use it to blow up opponent's lands, and for the most part I'm not using it for its intended purpose to send in my non-creature artifacts in an Alpha Strike post-sweeper.
I agree that Mycosynth Wellspring can some in for a land (probably a Mountain since that is what it will fetch). I'm considering pulling Darksteel Forge due to mana cost (and its a dead card too often), so perhaps I can add Ichor Wellspring in its place. I like Cathodian and Su-Chi in that when I get going with Bosh, they help fuel the mana to keep throwing other artifacts at my opponents.
The issue is that I don't have enough Mountains in the deck, so Gauntlet of Power, Gauntlet of Might, and Extraplanar Lens just don't do enough. Caged Sun at least works on lands like Shinka and Great Furnace, but its still not enough without more red producing lands. There are some fringe colorless lands that I might be able to do without
Getting my artifacts blown up is not a big problem, since its just something that is going to happen whether I like it or not. I figure that if they are spending time and resources blowing up my stuff, then they are not spending time on their own game plans.
It's useful for getting out Blightsteel Colossus or Darksteel Colossus, but I would really want something durable in play after going through that amount of trouble. The upside is that it can always fetch Bosh if he gets Spell Crumpled or Spin Into Myth'd. I always find that I want to add in expensive cards to Forgemaster into play, but that those cards end up being dead draws a lot of the time.
Thanks for the input everyone. Please keep the suggestions coming.
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
I'll add Braid of Fire, Chain Reaction, and Repercussion to the ever-growing list of cool cards you could/should run.
@cutting cards: always the hardest part of this format. I'd consider the following:
- Arc-Slogger: Never been a fan of self-exiling stuff in this format, and ten cards for a shock seems like a bad trade.
- Hellkite Igniter: How often does 1R actually pump him more than it would for a Shivan Dragon, or better yet, a Moonveil Dragon? I honestly don't know, it's just something I would keep an eye on if you're looking to cut cards.
- Steel Overseer: Most of your artifact creatures are either supposed to die (Junk Diver, etc) or already big enough (Wurmcoil Engine, etc). Plus, isn't Bosh supposed to just throw all your dudes at other people? How much is this really giving you?
- Darksteel Juggernaut: This just seems like a weak choice in general. He doesn't have trample or any sort of evasion, and with Bosh, it seems likely that your artifact count won't be all that high.
- Slice and Dice: Definitely not as good as Blasphemous Act, unless your meta is dominated by tokens.
Hope that helps you out a bit. Sorry if it's just a wall of text.
Yeva (88/92 foils)
Raff
Scarab
Rakdos
Wort ($50 budget, 94/97 foils)
Trostani
I'd love to be able to put Valakut back into the deck, so I'm going to cut Miren, the Moaning Well, Urza's Factory, and Shivan Gorge for sure. I'll have to take a hard look at whether the Urzatron will stay or not, especially if I start running Valakut as my default Expedition Map target.
I don't have any use for Braid of Fire mana unfortunately, and Chain Reaction seems worse than the other sweepers I'm running. Repercussion seems pretty cool, and can be a huge blowout when I cast a sweeper. I'll have to work that in to try it at least.
I really don't miss the cards, and your 99 card library ends up being a huge untapped resource. I'm actually surprised people don't run him more often, especially in 1vs1. In a format where people don't run enough removal, I think he's quite underrated.
Hellkite Igniter was a pleasant surprise. I expected to try him out, dislike him and kick himn to the curb. Not only has he managed to stay in the deck, he's become a go-to finisher. I often have 6-8 artifacts minimum out in the mid-late game, and sometimes I'll have 15+ (think Pentavus+Mirrorworks or Mimic Vat).
Steel Overseer is a holdout from back when I ran a bunch of Arcbound guys, but he has held onto his spot mostly as a way to pump tokens and to give me some early plays. With some of the changes I'm looking at, I may no longer need a 2-drop and he is fairly marginal (good with Triskelion, Pentavus, Triskelevus, Petavites, Triskelavites).
And Bosh does do a lot of artifact chucking, but its used almost exclusively as a finisher. I usually want my artifacts in play for as long as possible, so the lifespan ends up being longer than you would think.
I have a lot more artifacts in play than you probably think. He also survives all my sweepers.
Avenger of Zendikar is the primary offender, but I agree with making this change.
It does help. Repercussion was a card I hadn't thought of running here, and some of the other suggestions just reinforce things that we've already been discussing.
I'll throw together an updated list this weekend.
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
1x Bosh, Iron Golem
Creatures - 8
1x Golbin Welder
1x Arc Slogger
1x Urabrask the Hidden
1x Stalking Vengeance
1x Hellkite Igniter
1x Artisan of Kozilek
1x Kozilek, Butcher of Truths
1x Ulamog, the Infinite Gyre
Artifact Creatures - 13
1x Myr Retreiver
1x Palladium Myr
1x Junk Diver
1x Scarecrone
1x Su-Chi
1x Solemn Simulacrum
1x Darksteel Juggernaut
1x Steel Hellkite
1x Wurmcoil Engine
1x Duplicant
1x Triskelion
1x Pentavus
1x Triskelavus
Instants - 2
1x Starstorm
1x Chaos Warp
Sorceries - 6
1x Trash for Treasure
1x All is Dust
1x Blasphemous Act
1x Molten Disaster
1x Rolling Earthquake
1x Bonfire of the Damned
1x Karn Liberated
Non- Mana Artifacts - 18
1x Voltaic Key
1x Sensei's Divining Top
1x Expedition Map
1x Scroll Rack
1x Lightning Greaves
1x Mycosynth Wellspring
1x Ichor Wellspring
1x Sculpting Steel
1x Crucible of Worlds
1x Rings of Brighthearth
1x Mimic Vat
1x Trading Post
1x Memory Jar
1x Mind's Eye
1x Mirrorworks
1x Batterskull
1x Predator, Flagship
1x Spine of Ish Sah
Mana Artifacts - 14
1x Everflowing Chalice
1x Mox Opal
1x Mana Crypt
1x Mana Vault
1x Grim Monolith
1x Sol Ring
1x Mind Stone
1x Coalition Relic
1x Darksteel Ingot
1x Worm Powerstone
1x Cloud Key
1x Thran Dynamo
1x Gilded Lotus
1x Dreamstone Hedron
1x Darksteel Citadel
1x Great Furnace
1x Dust Bowl
1x Buried Ruin
1x Mikokoro, Center of the Sea
1x Temple of the False God
1x Ancient Tomb
1x Reliquary Tower
1x Blasted Landscape
1x Urza's Mine
1x Urza's Power Plant
1x Urza's Tower
1x Phyrexia's Core
1x Mishra's Factory
1x Blinkmoth Nexus
1x Valakut, the Molten Pinnacle
1x Spinerock Knoll
1x Forgotten Cave
1x Smoldering Crater
1x Thawing Glaciers
1x Shinka, the Bloodsoaked Keep
1x Eye of Ugin
1x Bloodstained Mire
1x Steam Vents
13x Mountain
OUT
-1 Steel Overseer: As was pointed out, I'm not getting enough value out of his effect.
-1 Karn, Silver Golem: A sentimental favorite of mine that never really reaches its potential here.
-1 Slice and Dice: To be replaced by a more efficient sweeper.
-1 Darksteel Forge: Always ended up being a dead card. Replacing it with something cheaper.
-1 Cathodion: As much as I like him, there are other cooler things I want in the deck.
-1 High Market: Specifically coming out for Phyrexia's Core for recycling Spine of Ish Sah
-1 Miren, the Moaning Well: I'm sad to see this go, but I need more red-producing lands in the deck.
-1 Urza's Factory: I hardly ever activated this, so it is better off as a red-producing land.
-1 Shivan Gorge: I hardly ever activated this either.
IN
+1 Trading Post: I like this suggestion a lot and I look forward to finding cool ways to use this card in the deck.
+2 Mycosynth Wellspring/Ichor Wellspring: I like these cards and I'm going to try them out. I'm going to end up shaving a land to fit them in, so it should be interesting to see if it works out or not.
+1 Rings of Brighthearth: I'm not sure as to why I pulled this from the deck to begin with, but with almost 30 cards to interact with it should be in the deck.
+1 Phyrexia's Core: Replacing High Market.
+1 Crucible of Worlds: I'm not sure how it ended up out of the deck in the first place, but I'm putting it back in.
+1 Valakut, the Molten Pinnacle: Produces red mana and Lightning Bolts...
+1 Mountain: Moar red!
+1 Blasphemous Act: Replacing Slice and Dice
Unfortunately, that leaves Repercussion and Kiki-Jiki, Mirror Breaker on the sidelines for now. I'll take another look at them after RtR comes out, since I'm sure I'm going to want to make even more changes at that point.
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
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Nit picky as this may sound, I'd pull Mox Opal for a Mountain. And isn't Steam Vents an illegal card since it produces mana outside Bosh's color. A question I have for you is how often do you pull all 3 uzra's lands in a game? The reason why I ask is because I never was able to really get them online consistently and producing good amounts of mana. So I went the mana double route, and ditched the urza lands, because I can more often get more out of my mana that way, plus it's more Valakut fodder.
Predator, Flagship is a curious choice, one that I heavily considered in my deck. How has it worked out for you? I figure it's just too expensive to play and pop a creature on the same turn, if it's already flying it only saves you 2 mana.
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EDH:
GOmnath, Locust of Mana (Retired)
BUSygg, River Cutthroat
RBosh, Iron Golem
I like Mox Opal here, although I can see why you'd want to cut it. Since I've cheapned the overall cost of the cards in the deck, Mox Opal has never been a dead card.
Yes. That should be Scalding Tarn...
I'm seriously considering doing this because I've only get all three out probably about 10% of the time I play the deck. Expedition Map, Scroll Rack, and Top all help alot but its still a bit of luck when it does come together.
It's a sentimental favorite of mine to be honest, and I had to choose between it and Karn when I made my recent cuts (I cut Karn). It is a source of removal when I need it, and its a source of evasion as well (a function people often forget). I was also running more red sweepers that only affected creatures without flying, so having a bit of extra defense against flyers made some sense.
On a seperate note, I'm thinking of adding Slobad, Goblin Tinkerer to the deck as a way to protect some of my stuff. Anyone have any experience with that?
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
I like Slobad's sac ability so much I wanted another. I also run Krark-Clan Ironworks because I love sacing my Solemn and my Wellsprings.
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So I hadn't really updated this deck since before Return to Ravnica, so I decided to start there and see if there was anything worth considering from each set. there are definitely some possibilities that are at least worth mentioning.
Return to Ravnica Block
Chromatic Lantern: This one struck my fancy because it helped solve one of the problems that I used to have with the deck and that was trying to fit in enough Mountains and colored mana sources to support the red cards I wanted to run. The issue with adding it is that I didn't feel I needed more mana rocks that cost 3 mana and only generated a single mana. I currently only run Darksteel Ingot that fits that description as Coalition Relic can generate two mana in a pinch. Overall, I decided against it, but its definitely something to note for people interested in the deck.
Illusionist's Bracers: This one seems tailor-made for Bosh as being able to copy his fling ability is kinda awesome. Being able to also copy activations from Arc-Slogger, Hellkite Igniter, Steel Hellkite, Scarecrone, and Triskelion is a nice bonus. This is one of those cards that should make the deck based solely on the synergy with Bosh.
Rogue's Passage: I like this card a lot for what it can provide, and in a deck like this you have plenty of space for running colorless lands. I think it just misses out here due to the fact that I am rarely killing with Commander damage or with one big creature that doesn't already have evasion.
Thespian's Stage: I already don't run Vesuva, but the thought of being able to copy Valakut makes this much more intriguing than normal.
Theros Block
Astral Corucopia: Another mana rock that scales upwards, but I don't think it works here. Perhaps this would make the cut when this was once a counter-themed deck with various Proliferate engines and stuff that added Charge counters, but as it stands I don't think its efficient enough.
Burnished Hart: Exactly the kind of card that this deck needs. I was always tempted to run Armillary Sphere to make sure I hit my land drops and to synergize with Valakut, the Molten Pinnacle, but Burnished Hart does that much better.
Purphoros, God of the Forge: This card would synergize well with Pentavus and Triskelavus, but since both of those cards were one the chopping block I decided that Purphoros wasn't really for this deck.
M15
Soul of New Phyrexia: Goes straight into the deck. Being able to save everything from a mass artifact kill spell is exactly what this deck needs.
Kurkesh, Onakke Ancient: This should be a slam dunk inclusion like Bracers, but I have my doubts. Granted it has obvious synergy with Bosh, but at the cost of an additional red mana. The fact that it requires an additional red mana puts a lot of additional pressure on the mana base, as does his double red mana cost. On the upside however, I get much more potential use out of this with seven other non-creature artifacts that have abilities worth copying. I'm going to tweak the mana to try and make this work because I'm really interested in trying it out.
Khans Block
Tomb of the Spirit Dragon: A little lifegain never hurt anyone, and for a deck that is rather slow and plodding at time this could come in handy. I'm going to leave it out for now, but I may revisit this one soon.
Goblinslide: This one intrigues me a lot, but I suspect that I will be somewhat disappointed as I was with Embersmith. Tacking an extra mana on to every spell is more of a drag on your resources that you would think.
Tormenting Voice: I've been looking at introducing a few cheap draw spells to the deck such as Faithless Looting or Wild Guess, but I never did due to the double-red cost. This is the same as Wild Guess but with a much nicer mana cost. I'm going to see how the deck plays out with the changes first, but I will keep it in mind.
Ugin's Nexus: I like the idea of this card a lot, especially as fodder to feed Bosh.
Other
Metalworker: Unbanned and needs to go in, obv.
Slobad, Goblin Tinkerer: Before I dropped this deck, I had explored going down the path of introducing Slobad to the deck as an additional sac outlet (for Spine of Ish Sah, Ichor Wellspring, etc.) but also as another way to protect essential cards from mass-artifact kill. He was very effective and needs to find a permanent home in the deck.
Karn, Silver Golem: After my last update, I decided that I really missed having him in the deck. He brings a lot to the table, the most important of which is another kill condition.
Final tally
So with all that said, here are my most recent updates including the always-tough "which cards to take out".
In
+1 Illusionist's Bracers
+1 Thespian's Stage
+1 Burnished Hart
+1 Soul of New Phyrexia
+1 Kurkesh, Onakke Ancient
+1 Metalworker
+1 Slobad, Goblin Tinkerer
+1 Karn, Silver Golem
+1 Mountain
Out
-1 Stalking Vengeance - Great card, but I really needed to cheapen the overall casting costs in the deck. Plus I was only really getting a lot of value out of this when I had Bosh out, but Bracers and Kurkesh will fill that role now.
-1 Pentavus - This was a leftover from when the deck was more concerned about Proliferating and throwing counters around with Ion Storm. Its a fairly good card, especially in conjunction with Welder, Trading Post, and now slobad, but it often will just sit in my hand due to its high cost and me wanting to play other stuff.
-1 Triskelavus - Same as Pentavus.
-1 Predator, Flagship - This is a nice little underrated gem of a card and it may end up back in the deck at some point but its coming out for now.
-1 Batterskull - Nice beater, but my cards need to do more than this to make the cut.
-1 Trash for Treasure - I rarely ever cast this and even then it was underwhelming.
-3 Urza's Lands - I don't use Expedition Map to find these anymore and I'd rather run another red source and Thespian's Stage.
The new decklist is posted in the OP.
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
I vividly remember putting him into the original deck and being super-excited by it, only to be super-disappointed when someone pointed out to me that his ability grants Affinity for Artifacts only to artifact creatures... I have not thought of him since then. Its a fine inclusion especially for Bosh flingage, but it felt like a very expensive mana rock that only helped me cast my artifact creatures. There are a lot of cards like this that are very playable in Bosh; Unwinding Clock, Blinkmoth Urn, Blightsteel colossus, Kuldotha Forgemaster, Darksteel Forge, etc. There just isn't enough room to fit them all.
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
Yeah, I know exactly what you mean. I actually brewed my list for 1 vs 1 and I think the 11 Damage part is more exciting for 1 vs 1. I also think my list is probably more creature heavy. I don't really like Unwinding Clock either, but Clock of Omens is pretty nice.
Daretti, Scrap Savant - Being both a Looter and a Welder for only 4 mana is actually quite awesome for this deck.
Feldon of the Third Path - Creating artifact tokens works well with Bosh, Welder, Daretti, Slobad, and Trading Post.
Scrap Mastery - Living Death for artifacts should be awesome here, especially as another countermeasure to mass artifact removal (of which, there is another in Wave of Vitriol...)
Flamekin Village - We don't really run any Elementals so this is essentially a CIP tapped land for us, but the cheap granting of Haste makes this very intriguing.
Myriad Landscape - We are obviously ramping up much faster than this with artifact sources, but this would be nice to get more basic lands into play and help trigger Valakut.
Loreseeker's Stone - I am unsure about this one. There are some comparisons to Tower of Fortunes that make me consider that this may be a good deal, and you really can't ignore any card that says "Draw 3 cards" on it without considering it no matter what the cost is.
Unstable Obelisk - More colorless removal options are always welcome, and one that acts as a mana source in the early game probably has a place here.
Decisions, decisions....
EDIT:
I've come up with my decision as to what I'm doing with the new cards.
In
Daretti, Scrap Savant, Feldon of the Third Path, Scrap Mastery, Unstable Obelisk, Flamekin Village
Out
Spinerock Knoll - I wanted to pull a CIPT land to add in Flamekin Village and this seemed like the most obvious cut. I rarely activated it anyway.
Urabrask, the Hidden - With another Haste enabler in the deck with Flamekin Village, I felt that this could safely be removed from the deck.
Memory Jar - This seems like a Blasphemous Act to remove this, but in reality this never lived up to the expectations I had for it. I'm used to playing it in Vintage and its a lot less good in a deck like this.
Triskelion - I always felt I was getting too little for the cost with Trike, and granted that the deck really wants the removal I think its safe to say that this can go.
Molten Disaster - I think that having one less sweeper is probably correct and this is the only one that doesn't also hit flyers.
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
Fate Reforged
Outpost Siege - This card is impressive for the extra card advantage, but it didn't end up working out well enough.
Ugin, the Spirit Dragon - Card is ridiculous in a mostly colorless deck.
Dragons of Tarkir
Nothing - Tapestry of Ages seemed somewhat interesting, but in the end I didn't even try anything from this set.
Magic Origins
Chief of the Foundry - I think that this may have had a place in the deck if it were more aggro-oriented.
Mage-Ring Network - A charge land is a welcome addition to the deck.
Flameshadow Conjuring - I tried it over Mimic Vat, then over Mirrorworks, but I decided to revert back both times. It's a great card and cheap to use and might make it back to the maindeck one day.
Pia and Kiran Nalaar - Having a Bosh-lite is actually a very good thing to have. This was put in and has earned its spot in the deck.
Ghirapur Æther Grid - Pretty good card that might come in for a sweeper as a more precise tool to deal with creatures and give the deck a little more reach.
Battle for Zendikar
Blighted Gorge - A freeroll direct-damage spell that can be recurred with Crucible of Worlds is handy.
Hedron Archive - I love its younger and older brothers, so this was a natural fit.
Sanctum of Ugin - There are 5 ways to trigger this in the deck, but since one of them is Bosh himself it makes it worthwhile.
Shrine of the Forsaken Gods - Everyone loves extra mana, even when it comes with a few hoops to jump through to get it.
Bane of Bala Ged - I love the pseudo-Annihilator and that this card is relatively cheap.
Barrage Tyrant - Another pseudo-Bosh. Great card.
Conduit of Ruin - Part tutor and part mana accelerant.
Scour From Existence - Another option for flexible colorless removal.
Ulamog, the Ceaseless Hunger - Exiling two permanents is amazing, and the milling can be surprisingly good since it exiles the cards.
Molten Nursery - Another option for trying to control creatures without using mass-sweepers.
Oath of the Gatewatch
Sea Gate Wreckage - Seems like a huge upgrade over Mikokoro.
Endbringer - A must-have for the card drawing alone.
I'll list more tomorrow and update my list in the OP.
EDIT:
Commander 2015
Fiery Confluence - Was flexible enough to at least consider.
Blade of Selves - Dreams of creating a bunch of tokens then flinging them at the opponent after combat were tempered a bit by the phrase "Equip: ". It's more than reasonable to play, but it didn't stay in the deck for long.
Command Beacon - Sometimes, casting Bosh out of the Command zone isn't an option after he has been killed (or flung at your opponent's face) a few times. This has been handy to have around to help out with that.
Sandstone Oracle - Getting a 4/4 flyer while drawing a few cards is actually very good, especially given that I can recur the heck out of it. Definitely one of the cards that I didn't expect to make it long term, but it has earned a spot.
Thought Vessel - A very reasonable 2-mana artifact accelerant.
Shadows Over Innistrad
Magnifying Glass - Worth a look, but ultimately too expensive to use.
Tamiyo's Journal - Also worth a look. Creating fodder for Trading Post, Daretti or Welder each turn is nice, and just cracking the clues for cards makes for a nice long game plan.
Eldritch Moon
Emrakul, the Promised End - I already don't play Mindslaver so I thought that this might be fine. It really wasn't. It was okay, but the original Eldrazi were just better.
Conspiracy: Take the Crown
Nothing
Kaladesh
Cultivator's Caravan - Very similar to Darksteel Ingot with a different upside.
Foundry Inspector - A Cloud Key with legs.
Inventors' Fair - You always have Metalcraft and having a tutor and a little lifegain in the deck is very nice.
Smuggler's Copter, Skysovereign, Consul Flagship - I tried to stick a few vehicles in the deck, and even though they were fine, they just didn't seems to really make a huge difference.
Combustible Gearhulk - You never really get what you want, but the deck is well positioned to take advantage of either decision the opponent makes.
Madcap Experiment - With SDT and Scroll Rack to set up the top of the deck, this can be very useful to cheat stuff into play.
Commander 2016
Sadly, nothing. Every card that is worth playing in Bosh from C16 is something that I was already playing.
Aether Revolt
Paradox Engine - The jury is still out on this one. I'm not really "abusing" it here, but I can tell you that the mana output feels a lot like Blinkmoth Urn. Sometimes it is ridiculous, and sometimes its just meh.
Planar Bridge - In a deck chock full of permanents, this card can be pretty insane. 14 mana to get your first permanent is a boatload of mana though, and 8 mana a turn to keep using it is a lot. But if you consider that a card draw permanent would cost at least 2 mana to use and that the average CMC of the stuff you are getting is around 6 mana, then the cost seems less of an issue. The jury is still out on this one, but its at least not horrible like I thought it would be.
Scrap Trawler - Amazing little card. An auto-include from the day I saw it.
Servo Schematic - I prefer Mycosynth Wellspring and Ichor Wellspring for this kind of micro-effect card.
Treasure Keeper - There is plenty of value to be gained by using this as Bosh fodder over something like Su-Chi.
Universal Solvent - Just doesn't pull its weight.
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
Heart-Piercer Manticore - This would occupy a similar space to Pia and Kiran Nalaar as an alternate Fling effect, but I think that Pia and Kiran give me more in the long run. Being reusable and not being an ETB effect I think gives me sufficient flexibility despite needing 3 mana to use it, and I think that sacrificing artifacts (of which I run 47) will come up more than wanting to sacrifice creatures (of which I run only 24).
Hazoret's Monument - I only run 5 red creatures that this would reduce cost on and 24 that would trigger the looting effect. Not good enough.
Pyramid of the Pantheon - The way I look at it (through very rose-colored glasses, its a Gilded Lotus that costs 4 mana. You obviously need to be willing to invest in it, but for a deck like this that runs a lot of colorless sources this should actually help by making red mana in a pinch. I also run Voltaic Key and Paradox Engine, so there is some added potential synergy. I'm going to give i a whirl and just see how it turns out.
Oracle's Vault - Not only does this combo with Voltaic Key and Paradox Engine, but since it is not a mana ability it can be copied with Rings of Brighthearth and Kurkesh, Onakke Ancient. For a deck that wants more card advantage, I have very high hopes for this. Side Note: I think I am going to buy some bright red 2x4 Lego bricks to use as Brick Counters .
So right now, it looks like +1 Pyramid of the Pantheon, +1 Oracle's Vault, -1 Tamiyo's Journal, -1 Mind Stone.
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
+1 Ulamog, the Ceaseless Hunger, -1 Unstable Obelisk - I'm a fan of the Obelisk, but I couldn't ignore that for 2 more additional mana I could have Newlamog and exile double the number of offending permanents. Plus, I'm generating a ton of mana and I wanted to make sure that I have plenty of things to sink it into.
+1 Desert of the Fervent, -1 Blnkmoth Nexus - The deck runs Crucible of Worlds and the other cycling lands so this was a natural fit, and I'm rarely activating Nexus.
+1 Scavenger Grounds, -1 Mishra's Factory - I may try and find a way to work Factory back into the deck at some point, but having some graveyard control is a much bigger deal to have in the deck at this point.
+1 Neheb, the Eternal, -1 Dreamstone Hedron - I wasn't exactly sure what to pull for Neheb, but I definitely knew that I wanted to try it out.
+1 Mirage Mirror, -1 Sculpting Steel - I'm going to give this on a trial run.
EDIT:
I played and recorded a few games with the deck before I started testing some cards from Rivals of Ixalan. I figured I would post them with some commentary to give some people an idea of how the deck plays out:
1 Great Furnace
1 Smoldering Crater
1 Mage-Ring Network
1 Shrine of the Forsaken Gods
1 Mana Crypt
1 Artisan of Kozilek
I typically keep mana heavy hands like this since the deck is so mana hungry, so I keep. I'm playing against Kresh the Bloodbraided sacrifice shenanigans, Varolz, the Scar-Striped Infect/Poison, and Prime Speaker Zegana +1/+1 counter/control.
Turn 1: Draw Myr Retriver, play Mountain, cycle Smoldering Crater, draw Steel Hellkite. I decide against playing Crypt and the Retriever until I can get something back if it gets killed.
Turn 2: Draw Scarecrone, play Mana Crypt and Mage-Ring Network into Scarecrone. I crack it to have something to recur and draw Treasure Keeper.
Turn 3: Lose flip (37), draw Mana Vault. Play Shrine of the Fosaken Gods, Mana Vault, then Treasure Keeper.
Turn 4: Lose flip (34), draw Palladium Myr. My initial plan was to play Artisan, but Varolz is showing a Pernicious Deed on top of their library due to Oracle of Mul Daya. Since Kresh and Zegana have come out slow, I go ahead and play Great Furnace and Artisan of Kozilek anyway a) because I can, b) because there is no way he is going to get to Deed for 9 anytime soon. I put Scarecrone onto the battlefield thanks to Artisan.
Turn 5: Win flip, lose 1 life to Vault (33), draw Blasphemous Act. Deed came down, but Varolz can't pop it for more than X=2 so he is waiting to untap. I attack Varolz with all 3 creature, he sacs both his creatures to Annihilator and takes 14 (Varolz 25). I charge Mage-Ring, play Myr Retriver, and hold up mana to sac Scarecrone. Scarecrone draws Dust Bowl. I am attacked by PSZ for 4 (29) and Kresh for 3 (26).
Turn 6: Lose flip (23), lose 1 life to Vault (22), Deed is cracked for X=5 at the end of my upkeep. I lose Great Furnace, Mana Crypt, Mana Vault, Myr Retreiver (getting back Crypt), and Treasure Keeper (revealing Mirage Mirror). I draw Rings of Brighthearth, attack Varolz (Varolz 16) play Dust Bowl, play Mana Crypt, play Mirage Mirror, play Palladium Myr, leaving Steel Hellkite, Blasphemous Act, and Rings of Brighthearth in hand.
Turn 7: Win flip, draw and play Temple of the False God, pay 2 to make the Mirror into an Artisan, and use both to attack PSZ (who now has some stuff going on post-Deed). He sacs 4 permanents, takes 18 (PSZ 21). I play Bosh, Iron Golem.
Turn 8: Win flip, draw Scrap Trawler. I make mirror into an Artisan again and attack Varolz with Bosh and one Artisan (Varolz 0) and PSZ with the other (blocked, PSZ 20). Kresh is still at 31 life and building a board, so I play Rings of Brightearth with the intention of sacrificing Bosh and copying it. Kresh drops Avenger of Zendikar, a land, then Goblin Bombardment. I have to kill Kresh with a Bosh activation, copying it and flinging it at the Kresh player (Kresh 23). With 8 Plants and AoZ in play, we are all on a short leash.
Turn 9: Lose flip (19), draw Foundry Inspector, use Palladium Myr mana to make mirror into Artisan and use both Artisans to make PSZ sac 4 permanents and go down to 11, then cast Blasphemous Act for R killing a boatload of stuff. I get shot 9 times by Kresh (10). I have enough mana to drop Steel Hellkite.
Turn 10: Win flip, draw Gilded Lotus. Neither Kresh (23) or Zegana (11) has a flyer, but with only 8 mana available I'm in a bit of a bind to finish either player off. I decide to not attack and I play Foundry Inspector, Gilded Lotus, and Scrap Trawler without having enough mana to activate the Mirror but I'm in a good place if nobody has a sweeper.
Turn 11: Lose flip (7), draw Lightning Greaves. Both opponents bricked on their draw steps and I semi-bricked on mine, but I figure I have to do something here soon or I'm dead. So I either have 11 mana or 12 mana if I use Mirage Mirror to copy Gilded Lotus and I've got Foundry Inspector saving me mana on any artifact I play. I decide to play aggressive and play Bosh, Iron Golem, Lightning Greaves, equip Bosh with the Greaves and attack Zegana with the Hellkite and the Bosh for exactly lethal with Trample damage. Good thing too given that his next two cards were a Mulldrifter and a Cyclonic Rift.
I've left myself exposed to a Kresh attack with two smallish blockers, so of course he draws and plays Chandra's Ignition killing both my blockers and dealing 3 to me (4). I flip cards off the top for Treasure Keeper and I reveal and play Junk Diver (lucky). He keeps his 5/5 Kresh at home hoping I lose the flip.
Turn 12: Win flip (lucky again), draw Cloud Key, fling Gilded Lotus at Kresh which shoots down Junk Diver with Goblin Bombardment in response, I activate Mirror copying Hellkite and attack with two 5/5 Hellkites, and 6 with Bosh (Kresh at 7), I fling Bosh at Kresh copying it with Rings (unnecessary but why not) for the win.
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections
Ixalan
Vance's Blasting Cannons - If I didn't already try Outpost Siege I might have given this a longer tryout, but it is worse that Outpost Siege in all the ways that matter and flipping it into Spitfire Bastion doesn't make up for the difference.
Trove of Temptation - I liked the free Treasure token each turn, but encouraging people to attack me is not where I want to be.
Treasure Map - I tried this out in lieu of Scroll Rack for a bit, and it is not bad at what it does. It's just not better than Scroll Rack nor is it worth it to wait till I've tapped it three times to get the Treasures.
Thaumatic Compass - This is a decent enough card, but it costs just a tad too much to run. You really want it for early turns to make sure you hit land drops, but the 3 mana activation makes that unreasonable.
Sunbird's Invocation - This almost made the deck fulltime, but there are a few things going against it here. The timing on a lot of the spells I run is extremely important, so often times I would Cascade into something I wouldn't want to cast. Coupled with a few x-spells and the fact that I had previously cut STD so I couldn't manipulate the top of my deck often enough made this a tough but necessary cut.
Rvals of Ixalan
Arch of Orazca - This was a good addition to the deck that has plenty of room for colorless generating lands and wants the added CA.
Azor's Gateway - A solid card in other decks, it is also a solid card here (and damn-near busted when Paradox Engine is also online). Overall, I was running this in too many other decks for me to leave a copy in this one, but it is otherwise a very reasonable inclusion.
Gleaminig Barrier - Not a bad little "trinket" to cast early and be useful fodder to weld in and out.
Golden Guardian - Not a bad creature removal option, and the flipped side is very good at generating value over a long game.
Pirate's Pillage - I really liked this card here. Discarding a card is not a bad deal when you have Welder, Daretti, or Feldon online, and getting two Treasures for fodder really helps all sort of shenanigans. I've been reconsidering whether to include Tormenting Voice, but Pirate's Pillage having some additional artifact synergy makes it better for the deck.
The Immortal Sun - The no Planeswalker ability has made this a no-go in so many decks that would otherwise love it, but here it is different. I have so many ways to sacrifice it that it was never a problem getting rid of it when I needed to play a 'Walker. The card drw, mana savings, and creature boost were otherwise well worth the 6-mana cost.
Commander 2017
Mirror of the Forebears - With the success I was having with Mirage Mirror, I was looking to other ways to cheat on having expensive Eldrazi pounding my opponents on the cheap. Dropping this and naming Eldazi will put a huge target on your head, but it will likely be worth it once I put together a proper colorless deck. I think I'm going to actually do that this summer.
Dominaria
Blackblade Reforged - If Bosh cared about the sacrificed creature's power then this would make the deck, but as it is it doesn't belong here.
Helm of the Host - I think I run enough mana to make this worth trying out here, but I'm not sure if the deck can support it long-term. There are surely plenty of saucy targets for it to equip and copy so I'm at least going to give it a whirl.
Karn, Scion of Urza - Slam Dunk inclusion here.
Mishra's Self-Replicator - So with a deck that runs 42 Artifacts, 3 Planeswalkers (soon to be 4), and 8 other Legendary creatures, this card will trigger all the time. My hope would be to get this online to generate a ton of fodder for Bosh to fling for 5 damage apiece.
Mox Amber - I'm debating whether I want to try this here. I was really high on this when it was first spoiled, but I've cooled on the idea since. I am going to try it in other decks before I try it here, especially given that my Commander doesn't qualify for it's ability because it is colorless.
Weatherlight - For a deck with 50+ Historic spells, this will hit pretty much every time. The only thing holding it back is that I may not be running enough appropriate-sized critters to crew it.
So right now, I have made the following changes:
+1 Arch of Orazca, -1 Temple of the False God - I like Temple more than most, but this is one deck that it probably doesn't need to be in.
+1 The Immortal Sun, -1 Oracle's Vault - I grew to dislike vault in the same way I disliked Outpost Siege, Sunbird's Invocation, and other "impulse draw" cards that red has grown accustomed to getting.
+1 Karn, Scion of Urza, -1 Pirate's Pillage (which in turn had replaced Scarecrone) - I really didn't want to pull anything, but awesomeness needs the space.
+1 Mishra's Self-Replicator, -1 Karn, Silver Golem - This was a tough cut, but I felt I needed to cut 5+ drop to make the appropriate space.
I'm going to hold off on Helm of the Host and Weatherlight for right now until I can figure out if I am running enough cards to support either of them and if they are just better served in another deck.
Jalira, Master Polymorphist | Endrek Sahr, Master Breeder | Bosh, Iron Golem | Ezuri, Renegade Leader
Brago, King Eternal | Oona, Queen of the Fae | Wort, Boggart Auntie | Wort, the Raidmother
Captain Sisay | Rhys, the Redeemed | Trostani, Selesnya's Voice | Jarad, Golgari Lich Lord
Gisela, Blade of Goldnight | Obzedat, Ghost Council | Niv-Mizzet, the Firemind | Vorel of the Hull Clade
Uril, the Miststalker | Prossh, Skyraider of Kher | Nicol Bolas | Progenitus
Ghave, Guru of Spores | Zedruu the Greathearted | Damia, Sage of Stone | Riku of Two Reflections