Combustible Gearhulk

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Standard Legal
Frontier Legal

Printings View all

Set Rarity
Masterpiece Series: Kaladesh Inventions Mythic Rare
Kaladesh 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

Daedalus19876 on Modular Decay

1 day ago

The deck looks really good! A couple quick questions/suggestions:

1) I'm not overly a fan of Combustible Gearhulk here.

2) Heartless Summoning works well with +1/+1 counters.

3) Unspeakable Symbol.

4) Some board wipes like Toxic Deluge might be your friend.

5) Ashnod's Altar is an amazing mana engine and sac outlet.

6) Harvester of Souls and Grim Haruspex are great draw engines in this deck.

7) Marchesa needs more protection - Lightning Greaves, Darksteel Plate, Blade of the Bloodchief, Swiftfoot Boots, etc :)

These suggestions are mostly drawn from my old Marchesa deck (hasn't been updated in forever: *RETIRED* Roses Aren't Red: Marchesa EDH).

Happy deckbuilding!

Karns_Pyromancer on Deny the queen at your own risk

1 day ago

Looks interesting. The amount of artifacts is uncommon/unique to say the least. Have you considered the Mikaeus, the Unhallowed/Mephidross Vampire+Triskelion/Walking Ballista package?

Main issues I see are the lack of Ancient Den, Darksteel Citadel, Great Furnace, Temple of the False God & Vault of Whispers. Also, consider Spire of Industry, Glimmervoid & Mana Confluence.

Your creatures look OK, Inferno Titan should be a Combustible Gearhulk or Skysovereign, Consul Flagship; Cataclysmic Gearhulk wouldn't hurt either. You're a little light on draw effects; Phyrexian Arena is good, as are a number of similar effects or even some walkers.

Removal I'd suggest a Hero's Downfall &/or Chaos Warp (you can hit yourself) along with abother wipe or two. Jokulhaups, Damnation, Day of Judgment, Armageddon & Yahenni's Expertise come to mind.

Stuff I think you're better without are Chrome Mox (it's a bad land); Mindcrank (you don't have enough redundency for it & it can really help graveyard decks); Wheel of Fortune (Teferi's Puzzle Box is better, creating a weird lock with Necropotence); Grim Monolith I'm not a fan of. Commander's Sphere is better because of color fixing + draw. If you think you really need the extra , try Ancient Tomb; Urrabrask I found to be pretty underperformed. Thalia was much better; Finally, Innocent Blood is a bad Smallpox, which is an amazing card that should not be overlooked or underestimated.

As always, these are just suggestions. Feel free to disregard or accept them as you feel you need to. O, I almost forgot to mention the allstar: Sword of Feast and Famine. Basically, it gives you an extra turn every turn. So, have fun with that.

KingOfZendikar on Angry Artifacts

3 days ago

I would recommend Kuldotha Forgemaster for tutoring artifacts, Inkmoth Nexus for early game attacks, Bomat Courier for card draw, Combustible Gearhulk for card draw, Darksteel Reactor as a alternate win condition, Extraplanar Lens for ramp, Hangarback Walker for token generation, Jester's Cap for opponent library manipulation, Nim Deathmantle for resurrection, and Ring of Three Wishes for tutoring. This is all a could think of at the moment but I will have more soon! BTW Emrakul, the Aeons Torn is not commander legal.

Chasm on Indomitable Gearhulks

3 days ago

@TheCrimsonGhost: Oath of Gideon is just another way to make tokens, although it could probably be removed seeing as we already have Servo Exhibition and Sram's Expertise.

I'm actually thinking of taking this in more of a burn direction, removing the Noxious Gearhulks and focusing on controlling the board until you can drop 3 Combustible Gearhulks at once. Currently this deck doesn't have much of a plan B if you fail to draw the combo cards.

Guerte on [[Primer]] - Daretti the Degenerate (KLD Update)

3 days ago

Aether Revolt Review

Well, I'm a little late in getting this review done, but it's better late than never, right?

With Kaladesh, we got some pretty good cards in Combustible Gearhulk and Quicksmith Genius that seemed to be made specifically for Daretti. I had high hopes for something that could take him to the next level, but unfortunately, I feel like that didn't happen.

We only get three cards that could possibly see play in Daretti, and only two will likely make the list, so let's take a look:

Pia's Revolution: This gem right here I feel can be bonkers for the deck. Anytime we weld something away, we will either get it back to our hand, thus gaining card advantage, or we will burn our opponent's in the face, which will help us get closer to winning, or help us keep Planeswalkers under control. I would definitely use caution with this, as it is our opponent's that get to choose what happens, so if we want something in the 'yard, we can't have this out. Other than that, I feel it is a solid card for the deck.

Scrap Trawler: A much better Myr Retriever/Junk Diver. Not only does it trigger up it dying, but any other artifact as well. If we get rid of our biggest artifacts, we can bring back almost any other artifact, or even another mana rock to help us cast our bigger stuff. I do see a good future with this card.

Treasure Keeper: This guy has some synergy with our ability to weld things, but with it being restricted to CMC 3 or less, we don't get to "Cascade" into any of our business artifacts, so I feel like he's a bit subpar and not worth the inclusion.

ranspach26 on U/R Counters

4 days ago

SMTI -

I agree with a lot of what you're saying, although I'm making this from Kaladesh and Aether Revolt only, but I do like the idea of Shielded Aether Thief. Also, the Combustible Gearhulk is primarily end game to draw or deal only minimal damage with his ability. It's a budget deck, so no Torrential Gearhulk unfortunately, I got Saheeli Rai in a booster, so I put her in. I did add the other cards you advised to the maybe board if I want to go true Standard with this deck. Thanks for the tips!

neses on Jund Midrange Aether Revolt

4 days ago

Thanks DestinySide!

The Aether Hubs are there to provide me some early color fixing while also providing a colorless source for the Reality Smashers in the sideboard. I can see cutting some of them for the Evolving Wilds, but I think the access to an untapped source of any color of mana in the early game is too good to pass up. I'm not completely worried about triggering revolt, as we have plenty of ways of killing creatures into turns 3,4 etc. Its just the early turns that I'm trying to shore up a bit.

With regards to the Foreboding Ruins I agree, I honestly don't see them often enough in the early game for them to be worthwhile.

I kept the one-of Grapple with the Past so that in the late game I can buy back a Distended Mindbender or Noxious Gearhulk to close out the game, but I can certainly see arguments to cut it so I'll playtest without it. Any recommendations of killspells to replace it?

The main reason I like Chandra, Flamecaller is that she is guaranteed to do something beyond her literal presence when she hits the board; whether that is a minor board wipe, card selection, or aggresson. I really dont like Combustible Gearhulk as it both gives the opponent the option to pick what happens and/or can just completely miss and be kind of a bust in my opinion. As always though I am open to the suggestion, so I'll try out your reccomendation.

ABadMagicPlayer100 on Just Chatting - Take 3

4 days ago

Just got to live the dream... I play Combustible Gearhulk, opponent is like sure, mill three (as is the correct play in most scenarios). I flip Metalwork Colossus, Declaration in Stone, Cathartic Reunion to kill them from 13.

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