Destructive Tampering


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Standard Legal
Pauper Legal

Printings View all

Set Rarity
Aether Revolt Common

Combos Browse all

Destructive Tampering


Choose one —

  • Destroy target artifact.
  • Creatures without flying can't block this turn.
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Destructive Tampering Discussion

jimmynitos on Depala, de pilot of de dwarves

1 week ago

Cogwork Assembler ability is useless, due to how fast the games are in Tiny Leaders. I would cut Foundry Inspector for some better creature as well.

In red you could use Vandalblast to deal with artifacts, but if you're fine with Destructive Tampering, that's ok. Consulate Dreadnought crew cost is too high and Pacification Array don't worth a slot, imho. Put some removal or burn spells in there. Same with Welding Sparks, a Lightning Bolt or a Lightning Strike are better 'cause they can reach your opponent life. Oblivion Ring, Banishing Light and Journey to Nowhere are better removals that the ones you are using, but a Path to Exile and a Swords to Plowshares are best options.

From your maybeboard, Sin Prodder is an excellent card, but you should consider Mentor of the Meek. The manabase can be improved and I would put one more land in there, the average CMC is too high, but it's optional.

Scorprix on Grixis Colossus

1 week ago

Cut Pia's Revolution, Destructive Tampering and Matter Reshaper from the SB at least. Add some more removal like Release the Gremlins instead.

poshakitoo on Bang for Buck Bushwhacker! (Budget Red AER Aggro)

2 weeks ago

I chose Destructive Tampering for the second effect, since many aggro decks (Vehicles, G/B) Just don't have flyers to block chomp you, also it would a sidboard choose. Anyway thanks for your feedback :)

Firebones675 on Aether Revolt Red and Black

2 weeks ago

Oh also against decks that have a lot of little creatures you mighht want additional copies of Yahenni's Expertise to bring in.

Same holds true for Destructive Tampering against artifact decks

poshakitoo on Bang for Buck Bushwhacker! (Budget Red AER Aggro)

2 weeks ago

nice deck!, i think im going to play it!. BTW, i suggest Invigorated Rampage and Destructive Tampering

clayperce on Blood for the Blood Horde

3 weeks ago

Some random thoughts ...

Hope this helps and sorry if it's just spam!

PlutoniumWedding on Rosheen, the XXX Parody

3 weeks ago

I feel like you probably wouldn't want to dilute your main strategy of playing huge creatures by adding too many support cards. Giving everyone trample but having no hydras to punch with is no fun. I think that between five and seven is a pretty good number, as you should draw at least one most games but not end up stuck with too many. Personally I wouldn't count Garruk Wildspeaker, though, since he has to survive an entire turn just to do it once, and can only do it once every five turns maximum, even if your opponents generously leave him alone.

With that said there's a few more ways to get damage through that you might want to consider if you find that your opponents often have too much blocking ability.

Siege Behemoth and Predatory Focus are basically super-trample. Your creatures will still take damage and you could play Dolmen Gate to mitigate this, of course, but your creatures tend to be huge anyway so it probably won't be necessary.

One fun card is Hydra Omnivore, which lets you choose the opponent with the weakest defence to attack, but deal damage to everyone regardless. It has no specific synergy with your general, but can sometimes be an instant win with Xenagos, God of Revels and a weakened opponent or something to give it trample.

There's also plenty of cards in red that just flat out prevent your enemies from blocking, like Barrage of Boulders, which also clears tokens, Destructive Tampering, which can also remove annoying artefacts, Seismic Elemental, which is also another beater, Tectonic Rift, which is probably an upgrade to your Stone Rain even with the cost increase, or Wave of Indifference, which works well with your commander.

On a different topic, Omnath, Locus of Mana is also kind of borderline for your budget, but especially if he's out early he lets you stockpile excess mana between casting fatties. Unfortunately, Rosheen's is colourless and can't be stored.

A Temur ramp deck with Rosheen and Kruphix, God of Horizons would be interesting...

Another ramp option is Animist's Awakening, which should do well with Rosheen.

Speaking of X spells, I'm very surprised not to see Genesis Hydra on the list. Enshrined Memories may also be a solid draw card.

Finally, a very good card to play with all your big tramplers is Bow of Nylea, because of how deathtouch and trample interact. Basically each enemy creature will only be able to block a single point of damage. It also has utility uses and if you are out of cards at least lets you use your mana to grow your creatures a bit each turn.

Sorry for the wall of text. Hope this is at least a little bit helpful.

Hobbez9186 on Don't Feed After Midnight

3 weeks ago


Thank you for your support and playing around with the deck :)

First of all, you hit the nail on the head that this deck is really made for home games and FNM. I'm the guy that shows up to FNM with decks that aren't anywhere near the "competitive radar". This deck aims to specifically work against Vehicles and Aetherworks Marvel decks, but should be able to hold it's own against mid-range decks that require more than 7 turns to set up with the huge caveat that you simply do as much damage as possible as fast as possible and don't also take more than 7 turns to win because their end game will be way better than yours. Control is always a difficult matchup and you very well could get countered and tempo'd beyond repair. I'm not even sure what amount of sideboard could contend to make that matchup any easier. I've never played against the "Saheeli Combo" but if it happens I'll let you know, and the same goes for Golgari aggro. Lately, I've been playing against a lot more Combo decks that utilize several artifacts to get the job done and this flies in the face of that meta. Vehicles also scare the shit out of me so having ample ways to blow those up was appealing.

The sideboard for me is always random. One part of that is that when designing a deck in a new set I don't know exactly what to answer. I'll utilize cards I like that fit with the main deck but give some answers to possible things, but then after playing against decks that are difficult or impossible to beat I'll go back and look for the best solutions that might help out. The other part to that is sort of a strategic advantage. Sounds weird, but the things I've sideboarded in against some people with other decks have been so surprising in some cases that my opponent had no idea it was coming and boarded the wrong cards in/out because of it. It may not be the smartest strategy, and I don't always have things that work that are too far outside the box to be that effective but I do usually aim to do things differently and unexpected. I don't recommend building another persons sideboard anyway because it's way too dependent on not only the local meta, but also personal play style. An aggressive player isn't going to play control cards with the same finesse that a control player would (and vice versa) and misplays are much more likely.

Right now (and I've changed some cards prior to responding since I got to draft last night and see some things) I love what both Wrangle and Invigorated Rampage bring to the table speed wise. Pulling away a defender while edging in extra damage with Wrangle does exactly what I wanted it to do. In the early stages against decks that aren't cheaply spreading out tokens and small creatures I can steal a decent sized creature and possibly swing out for lethal damage depending on what else I was able to do in the first 3 or 4 turns. Rampage is four extra damage and much needed Trample for edging in the early win as well. Salivating Gremlins will already have Trample, so this is mostly for Ravenous Intruder. In the speed category, it's absolutely essential to have one of each of these [gremlins] by turn 3 or 4 to be able to speed out a victory fast enough. This is entirely possible and worth using a mulligan or two to try and guarantee that it happens.

I've since added Destructive Tampering to the sideboard for it's utility to destroy an artifact again, but more importantly clear the way of blockers in most matchups. Spirits will still be a bitch. My only recourse for dealing with a bunch of Spirits is to try and kill them all with Incendiary Sabotage assuming that it doesn't just get countered, quelled, or mitigated completely with Selfless Spirit.

Lack of build up for a longer game led me to try assembling Hanweir, the Writhing Township. Easy enough to put together and a fair amount of damage. This may not be the best of solutions to anything, but it felt like a worthwhile exercise.

In the main board I've reconsidered the full set of Puzzleknots in the 2 slot for a pair of Servo Schematics. I'd been considering it before, but in the name of speed you can't overlook the extra 12 attack damage you get from the Brothers Gremlin. Casting it for two is two ETB triggers for Salivating Gremlins which is 4 attack damage, then sacrificing both of them to Ravenous Intruder gives you another 4 attack damage and another servo for another ETB and 2 more damage and another sacrifice gives the last 2 damage for 12 total. With a Revolution down that Schematic will likely not go back to your hand so the 3 damage there makes the total 15. I'll still need to see what the overall effect is over the Puzzleknot, but there is a good chance I'll be removing the Puzzleknot to go for a full set of Schematics. The main reason for the Puzzleknot in the first place was to ensure that if I was just given it back and able to replay it they would still be taking some damage, but the burst potential of Schematic does seem strictly better. I'll decide on that one soon. The little edge I like on the Puzzleknot is that I can sacrifice it on demand without another card or ability which I think is important. That makes me hang on a little harder.

Ornithopter has been on the bench for most of this decks consideration and I think it does have a place. I just can't quite get to a full set, but I'll figure that out too. I may only need to run 3 Revolutions is what I'm thinking, but that is still to be determined. That extra ping damage is too important to closing the deal quickly and I think a full set is the way to make sure I get it since I don't have hardly any card advantage other than from sacrificing the Implement of Combustion.

Workshop Assistant I wanted to run a full set of but at 3 mana I agree that 2 of them is probably good enough. I really wish it was a reprint of Myr Retriever at 2 mana, but that extra cost makes a big difference. Too bad. Getting artifacts to the yard shouldn't be the issue, I'd say it's more about the cost.

The Gearhulk being an artifact is great since it would interact with everything else the way I want it to while also either giving me much needed draw or just fueling the graveyard with targets to bring back. The Regent is neat, but the Gearhulks have really come down in price and even with them the entire deck is still only around $25. I can splurge.

I think that discusses everything you brought up. I've included and considered what you've said and I appreciate the feedback. If you have suggestions for other cards I'd be open to try anything. Keep in mind I'm very much a flavor and theme person so I may be a little stubborn :)

Thanks again.

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