Combustible Gearhulk


Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Kaladesh (KLD) Mythic Rare

Combos Browse all

Combustible Gearhulk

Artifact Creature — Construct

First Strike

When Combustible Gearhulk enters the battlefield, target opponent may have you draw three cards. If the player doesn't, put the top three cards of your library into the graveyard, then Combustible Gearhulk deals damage to that player equal to the total converted mana cost of those cards.

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Combustible Gearhulk Discussion

scapegoat_tom on Jeskai Cycling Gift

5 days ago

Rex_JB24 its all good, I did end up putting a few Glacial Fortressand Inspiring Vantage into the deck. I did however swap Combustible Gearhulk out for Cataclysmic Gearhulk because it lets me control the board if things are going badly. I have just finished my sideboard based on the deck types I've been seeing and how testing has been going.

Hobbez9186 on Gluttonous Gift

1 week ago

So Gate to the Afterlife has come up a lot and my final thoughts on it after a lot of games is that I still like to have one around. It's true that getting it online for it's second ability is pretty slow, but not impossible. I'd say maybe 5% of games at best. So why keep it? Well, the fact that it has the second ability at all got it on the list, but the first ability hasn't come up in conversation and it turns out that is actually not a bad effect to have on the field. In games where I don't have the optimal opening hand with all of the things (1 Swallower, 1 Reunion, 1 Sanity, 1 Madcap, 3 land) I do end up with a few of the Bloodwater Entity on the battlefield because they are a decent threat in the air. Whether you hit Gate with Madcap or just cast it that first ability lets you loot when they die. That part actually has been pretty relevant as it usually gets to loot 3-5 cards a game when I've had it out early. Again, not incredible, but not completely dead.

As I type this, I've had another epiphany.

Mirage Mirror.

This actually is way more flexible for the same cmc, I literally just had this major "ah ha!" moment when going through this thought line in my head: "I already dug through all of the artifacts in Standard right now and Gate was the only one that had flexible uses and it literally pulls out the main win condition if you stall out and can't find it oh my god I completely overlooked that stupid mirror."

Let me list some things that it can do here in the order they flew by just now:

  • Turn into a second copy of Fraying Sanity before each end step that your opponent dumps a bunch of cards.
  • Turn into a second copy of Bloodwater Entity or Enigma Drake to attack for a bunch more damage.
  • Turn into a second copy of something juicy from your opponent's board and use it against them.
  • How funny would it be if you were playing in a Gift mirror and you use the mirror to copy their Gift?

But does it work on Sanity like that? It probably doesn't because it isn't attached to the opponent. Ok, scratch that first one off, but the other things are right. Or does it? If it's a copy does it share that property as well? Or is it unattached from either player and do nothing? I'm going to look into that.

Ok, so pending the results of that little tangent I think the Mirror is a solid replacement for the Gate. So much so I may consider actually having two? Dunno.

Compelling Argument I use differently depending on what I have/don't have. I'd definitely say that the best early game digging tools are Cathartic Reunion (more-so when you already have the fish in your hand to discard) and Strategic Planning (more-so when you have everything but the fish). If all I have are Arguments then I'd absolutely just use the cycling. This means I probably won't get set up fast enough to use it as a win condition but it'll still help me get there faster. If I have a Madcap Experiment and Fraying Sanity in hand but only Argument and no Reunion or Planning then I'd 100% use it to mill myself and hope that a fish drops in there, but I'd be ok with a Gearhulk and could work with a Drake or Entity as well. I'm torn when I don't have a Sanity yet, but I'd still probably do it if that was all I had. A deep Scry of 3 or more would be sweet to help in those situations but I'm unaware of a good option for that, especially since it would have to be for one mana to do on your first turn to really be worth it and not effect the tempo of the deck.

Abandoned Sarcophagus is a neat card, but I don't like it in this build without a lot more cycling. The huge problem with it for me is that any time I cast Fateful Showdown to cycle my hand, Compelling Argument myself to dig for a fish, or dump cards to Combustible Gearhulk anything with cycling would just be exiled instead of going to the graveyard. If I ran it here I'd have to remove all of those things to get the value out of it. That said, it is very "build-aroundable" and I did that with a mono-blue Sphinx Tribal deck of all things that is actually really sweet. I play it on MTGO because it was cheap as hell (less than 3TIX for the whole thing). It's great because you pretty much always cycle cards before playing them so you always have a nice full hand. It also can be problematic for your opponent because they have to keep track of what is in your graveyard because pretty much everything in there is basically also in your hand. Again, like the card a lot, but can't fit it in here the way I'm set up. (Not that you were suggesting I add it, I just wanted to get that out in case it ever came up)

Commit / Memory is a fun card. I like where you are going with it against big Dinosaurs, though sometimes just Argument on it's own to mill them away still works, especially if you have Sanity on them as well you are bound to drop things they wanted to play. Before rotation I had a few builds that were similar in design to this but without the Madcap/Artifact condition. They used a lot of these cards to cycle through the deck very quickly and get out as many copies of Fevered Visions as possible. I could have all four of them out in 8 or 9 turns, it was hilarious. The Memory part of that card was in there to keep myself from getting decked because with sooooo much draw and recycling entire hands it was impossible not to run out of cards in 11 or 12 turns. Like literally impossible. Shuffling it all back in and starting over was critical, plus any Wheel of Fortune effect that makes your opponent draw a new hand is always funny. Sometimes it helps them more than it hurts them, but that look on their face when you cast it, the eye roll in particular, makes it worth it.

I think that addresses everything, thank you Soulus101, ShpoK, and only_the_finest for all the continued inquiries and suggestions. Building and sharing is probably the most rewarding part of this game. It's truly exciting when other people play your decks or run similar combos and come back to talk about it. Much appreciation, thanks again :)

Feltrix on The Reign of Bolas

1 week ago

I tried that, but Combustible Gearhulk is much more reliable, and Bontu's Last Reckoning kills off Neheb, the Eternal and Torrential Gearhulk, so it can be kind of annoying, even if it is necessary.

K1ngr3ese on Ixalan Grixis Reanimator

2 weeks ago

Siren's Ruse + Hostage Taker = cast all your opponents creatures... cast him, cast an opponents creature, ruse him, cast another one, sac to razaketh for another ruse, reanimate with lilly, cast another opponent creature, ruse him again, and board is yours... take that ramunap red lolololol...

... Siren's Ruse + Noxious Gearhulk= instance removal plus life gain... opponent drops a mid game dino with haste? No problem!

... Siren's Ruse + Combustible Gearhulk = fill hand or win game. The version i am working on has an average cmc of 4.** combustible(on average) will bomb for 10-12 if they take dmg (they usually only make that mistake once). It wouldnt be uncommon to refill your hand with a combustible + ruse. They will give you 6 cards most of the time restocking you with removal and ways to keep dumping win cons into the GY.(main reason i love combustible)

Lol looks like it could be powerful. Could definitely make for some interesting plays.

w33m4n on Blinking Gearhulks {Updated for Ixalan}

2 weeks ago

All I'm gonna say is Mechanized Production Make a new copy of Torrential Gearhulkand Combustible Gearhulk every single turn they stay out with this on. Feel Like it could hit a little Harder than Saheeli Rai being the copies stay out.

K1ngr3ese on Ixalan Grixis Reanimator

2 weeks ago

Ive run mardu gearhulk reanimator for a while now and have been looking into grixis for a few weeks now. This looks pretty solid...

My opinion...Lands...Drop a Spirebluff Canal for a 3rd Evolving Wilds....Sorcery...Drop Strategic Planning altogether. Cathartic Reunion is simply better bc you get to choose what cards go into the GY, you wont accidently dump a lilly or critical land drop. If you arent fond of Cathartic go 3 cathartic 3 charts...Creatures...I am love the use of Gonti, Lord of LuxuryandHostage Taker. I think The Locust God should be out or in the SB for an agro matchup, his loot is too expensive and during play i think you would rather reanimate a creature that has control attached to it or Champion of WitsI would add another Hostage Taker or Noxious Gearhulk. With all the looting effects i see him being... lackluster. I am a HUGE fan of Combustible Gearhulk in reanimator because his ETB is fantastic either way. I would give up 1 The Scarab God and 2 - 4 Champion of Wits to make room. The first strike is amazing for defense ontop of the crazy etb....Instants...I think Censor is weaker than Fatal Push. Since any reanimator deck needs a bit of time to set up fatal push can keep your opponents board pretty clean and doesnt give an option to cast through. Maybe keep censor a 1 of so your opponent will think to play around it, but fatal push would be more effective against agro.Lightning Strike vs Abrade i prefer abrade in match one 100%. Bust those new flip artifacts and blades before they become a problem and if they arent running any artifacts you can swap them to be more agressive with lightning strike.Spell Swindle neat! But i think its weak in the deck. Id remove in favor of a 3rd abrade\lightning strike and a 3rd supreme will/4th fatal push(if you keep 1 censor)...Planeswalker...I dont like Chandra, Torch of Defiance here. Her exile affect hurts the theme, and i dont see the mana as necessary, the removal is nice but you should have enough given the control in the list, and the ult is just that. This would be a good one to drop for The Scarab God or a 4th Noxious Gearhulk or a 4th Liliana, Death's Majesty

I think these changes should help with consistency And raw power, keeps the curve higher so each reanimation is a bomb.

...Side notes...Consider Razaketh, the Foulblooded and Hour of Eternity... razaketh can enable a cycle of gearhulk ETBs when you have a liliana out (cast etb, sac to razaketh for reanimate card, reanimate etb). He is also an amazing target for noxious gearhulk lifegain... clutch! Then reanimate him! Hour is really good at 5 and 7 mana but 3 blue can be harsh.

Anyway, hope this helps! I love reanimator and want to see this deck do well bc it is SUPER fun to pilot.

The_Riddlebox on [Ixalan] UR Control

2 weeks ago


Glad you appreciate the deck!

As far as Carnage Tyrant goes, while River's Rebuke is a temporary answer it doesn't buy me enough time as it will come down the next turn. There are a few answers to Tyrant as well. A better temporary solution, for example, is Commit / Memory. There is also Vizier of Many Faces, as another user mentioned, that simply gives me my own Tyrant to have as a blocker.

As far as red spells go, I could always test out Combustible Gearhulk. Not only as a secondary win condition but it is an awesome blocker against Tyrant. Oh, and Star of Extinction is always a thing too if I get desperate :)

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