Aeronaut Tinkerer

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Legality

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

Aeronaut Tinkerer

Creature — Human Artificer

Aeronaut Tinkerer has flying as long as you control an artifact. (It can't be blocked except by creatures with flying or reach.)

Mandalorian on Artificer Deck

6 years ago

First things first, you should change the format of the deck to casual since Counterspell is not legal in Modern.

With that being said I think the idea is neat but you need to streamline your deck. the more 3's and 4's you have the better consistency your deck is going to have. Drop a lot of the mediocre 2's like

Aeronaut Tinkerer

Aether Swooper

Aether Theorist

Aspiring Aeronaut

Eager Construct

Scrapper Champion

and go up to 3's and 4's of the better cards like

Thopter Engineer

Whirler Rogue

Chief of the Foundry

Lightning Bolt

Some other good Artifact stuff you may have overlooked

Hangarback Walker

Pia and Kiran Nalaar

Bomat Courier

Spire of Industry

Ensoul Artifact + Ornithopter 5/5 flyer on turn 2

Darksteel Citadel+Ensoul Artifact 5/5 indestructible on turn 2

Cranial Plating

Etched Champion

Galvanic Blast

Thoughtcast

Master of Etherium

AmazingGrace15 on

7 years ago

Thanks DoomOnYOU! You made a lot of really good points, I appreciate that! You're definitely right with how I could be using better cards in place of Aeronaut Tinkerer and such. I suppose I was thinking that they would be helpful creatures in the long run, like you said, as blockers. I was also thinking of putting some more tutors in there as well, so I will look in to that.

As far as the mana base goes, I understand that having just lands is kind of a poor choice, since I have nothing to ramp. However, I don't even know where to start as far as ramping goes. How would I make the mana base faster?

Also, I guess I'm not really sure what you mean by aristocratic style, could you explain a little more?

Thank you so much for your help and upvote!

DoomOnYOU on

7 years ago

Lots of your stuff is good, but I think where the deck falls a little short is where you choose to go deep. I'll explain. The deck seems to be a thematic split between ETB effects and a kind of aristocratic style. My concern is that you may not be devoting enough to either strategy by choosing to go that wide. I may be totally wrong about that, but you'll discover whether or not it works when you playtest it. My other problem is that you seem to have a lot of cards that don't really do much. Aeronaut Tinkerer, Arsenal Thresher, and Esper Stormblade to name a few. Commander isn't a game of single numbers, so Aeronaut Tinkerer, for instance, as a 2/3 Flying for 3? Not the best use of a card slot. Oftentimes, you'll draw a card like that and the best it will do is serve as a blocker. There seem to be a lot of combos, so might I recommend replacing those kinds of cards with Tutor effects? Tamiyo's Journal, Diabolic Tutor, and so on. My final parting idea is the manabase. You have a ton of taplands and you cover a lot of colors really efficiently, but the manabase is slower than it looks. Nice deck overall! Upvote+

Arkendale on Gearing Up for Battle

8 years ago

Looks like fun!

I have several suggestions, depending on where you want to go with the deck.

Do you want it to be an equipment/Kor deck or more of a Metalcraft/Equipment deck?

If you're going for the Kor deck, I would drop Blue entirely - everything requiring Blue distracts from the focus of the deck without adding much to your overall success rate.

Also if you go pure white, Emeria, The Sky Ruin can be a great source of late-game recursion.

Kor Duelist is an awesome creature in a good equipment deck - it can easily be a 3/1 double strike swinging on turn 2.

Kor Skyfisher or Kor Aeronaut can provide any flying you would lose by dropping Aeronaut Tinkerer as well as being worthy threats themselves.

Devout Lightcaster is a great sideboard card for a mono-white iteration of the deck - nothing like exiling a Phyrexian Obliterator with her.

As far as equipment is concerned, Bonesplitter is a great replacement for Bone Saw. The extra power is well worth the 1 mana cost.In the same vein, Captain's Claws and Stoneforge Masterwork are good choices if you're trying for a Kor-centered deck.

Of course, any of the "swords" from Mirrodin/Scars, particularly Sword of Light and Shadow and Sword of Fire and Ice as Black and Red are your main removal concerns.

For a less Kor-focused deck, Dispatch can be great removal once metalcraft is satisfied. The borderposts like Fieldmist Borderpost can provide "artifact lands" that come into play tapped.

There are more I could mention, but I like what you're doing. Good luck!

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