Experimental Aviator

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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
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Experimental Aviator

Creature — Human Artificer

Flying

When this enters the battlefield, create two 1/1 colourless Thopter artifact creature tokens with flying.

keegcb on I Wanna Be a Billionaire, So F***** Bad

2 years ago

darkin10s Excellent question. You're correct in the sense that Warp World is kind of a board wipe but let me paint a picture of the board state (not just my board). Warp World has us "shuffle all permanents he or she owns into his or her library", meaning it sees all those tokens as permanents even though they technically stop existing once they leave the battlefield. Then we reveal from the top of our Library, and in summary, put all permanents revealed onto the battlefield (not including Planeswalkers, hence the "in summary").

Warp World itself isn't putting tokens onto the battlefield but many of the permanents it would hit produce tokens for the extra value (all the creatures that make extra thopters when they enter). This is why cards like Dockside Extortionist , Brass's Bounty , Smothering Tithe , or Revel in Riches are so good before a Warp World cast, because we get extra card flips and potential permanents on the field for only a single card slot in the deck.

Warp World is more of a "hurts everyone, but hurts me the least" type of strategy that we are going for. We're working under the assumption that we have the most tokens onto the battlefield than the rest of the players, otherwise it's not worth casting. The value that we get is that we are making so many tokens because many of our cards put out either an extra treasure token or maybe a couple thopters.

Here is a very basic example that will help paint the picture with some simple math (this exact situation is not a likely scenario for a game but I think it gets across the idea). Lets assume everyone has played the same number of cards by turn seven and they have either tricked out a land or maybe played a mana rock, and maybe everyone has 2 creature and one enchantment. So everyone has 7 lands, 1 rock or extra land, 2 creatures, 1 enchantment = 11 permanents. But the 2 creatures I played are maybe Whirler Rogue and Thopter Engineer so I actually have 14 permanents since I've got 3 extra creature tokens. Now what if the enchantment I played was Smothering Tithe and it went a whole round on the table and wasn't paid for, meaning (in this fake scenario) I have 3 extra treasures. Now my permanent count is at 17 compared to everyone else's 11 count when I cast Warp World; I get to flip 17 cards from the top of my deck and everyone else gets to flip 11. This still wipes all players battlefields, but I'm counting on hitting more permanents when I flip with my extra chances. Plus if one of the cards I flip is a Experimental Aviator or maybe Myr Battlesphere , that single permanent I now gave me extra permanents for my board state, so I am recovering much more quickly from this type of wipe than my opponents.

This is obviously not a hyper optimized strategy because it's highly reliant on board state, it may not even be beneficial for you at times, but it's fun when it does happen.

Abzkaban on Ezuri budget

5 years ago

Looks good! You've got a lot of the Ezuri staples that don't break the bank. Looks like it would be pretty effective. I designed my Ezuri deck around elves. I'll leave a link to it here so you can take a look at it. You might find some ideas there.


Ezuri the Claw and the Little Green Men

Commander / EDH Abzkaban

35 VIEWS | IN 1 FOLDER


A lot of variation in decks containing blue come from your meta which determine what control cards you need. For the most part what you've included looks fairly well-rounded. I do have a few suggestions with a budget in mind.

I had Urban Evolution on my list as well before I deemed it too slow. By the time you have mana to cast it, you shouldn't need the ramp it provides. There are also more efficient means of card draw. I can't begin to describe the card advantage you get from Primordial Sage and Soul of the Harvest. Your mana curve looks low enough that I think you could be taking advantage of them. And even if you needed more mana ramp (which I don't think you need too much more), Gyre Sage and Viridian Joiner would give you a kick in addition to your Marwyn, the Nurturer. If you want more draw effects from playing a single card, might I suggest Prime Speaker Zegana, Shamanic Revelation, or Soul's Majesty. Any one of them will net you more cards than you need.

The other thing I can't stress enough if Panharmonicon if it's not out of your budget. The value from having this out with Ezuri is crazy especially when you play cards like Cultivator of Blades and Experimental Aviator. You basically get two experience counters for every creature under 2 power that you put into play.

Also as an afterthought, if you wanted to get your Sage of Hours out faster, you could add in Momir Vig, Simic Visionary who is really just good for getting any creature you might need. He's excellent for drawing right into your infinite win con, though.

Nice deck! Ezuri is so much fun to play!

stensiagamekeeper on Naru Meha, Combomaster

6 years ago

There are probably combos with Naru that are easier to set up. Naru meha + Diligent Excavator + Release to the Wind requires one less combo piece and one less manna on the turn you are going off. Baral's Expertise works like a Release to the Wind but is also a good card for surviving to the late game. Illusionist's Stratagem + Naru + Sailor of Means is as many cards and treasures as there are cards in your deck which is a guaranteed win if there is at least one Marionette Master in your deck. Illusionist's Stratagem + Naru + any etb creature goes infinite in fact (e.g.Homarid Explorer or Experimental Aviator).

Akujiki on I'm Bringing Sexy Back unblockable infect

6 years ago

I'm thought of these as cuttable material Archivist, Caller of the Claw, Experimental Aviator, Gudul Lurker, Owl Familiar, Wild Beastmaster, Forgotten Ancient. Thought it might be not for you

DEDmaster on U/R: Thopter Production

7 years ago

Im with joshuaizac you need to combo. well you dont need the whole combo for the production. but you should drop some cards and add somethings that will let you have the energy production. if you have nine energy two Decoction Module1 Mechanized Production and one Whirler Virtuoso you win turn five. Or maybe some Gonti's Aether Heart like two or even just one so you get that play once in a while. but build energy all game. then by turn 6 if you have 9 thopters and and 8 energy. you could win by just swinging away twice. or that last bit is all you need. I dont know.

the things I would take out is Experimental Aviator if you havent drop the production by turn four then you are not going to have the alternative win. And by turn 5 you should have bigger plays then a five drop popper.

and Ravenous Intruder if you are trying to win with thopter production then you should not be sacking them out to a two drop. Its a good idea. but if you do that then later when your one short you will be saying "only if i didnt sack those 3 earlier, I would have already won." so just to avoid that inner monolog just take that out and replace it with a more effective, goal driving cards.

elonth on First deck - W/U Artifact-heavy

7 years ago

Mighty Leap is a trap card for new players. It is only useful in limited (draft/sealed formats). You want something that either removes your opponents creatures or draws cards. CARDS TO REMOVE:Glint-Nest Crane isn't a bad card but you do not have a high enough nor good enough artifact density for it to be worth running. The majority of the time you cast it it will say "put the 4 cards that could have helped you on the bottom of your deck in any order"Self-Assembler this is a card that is only good in limited or if you have other assembler creatures besides self assembler. since you aren't running either of the good ones it serves no purpose other then being an expensive card that doesn't do much. you need to axe all 3 of them.

CARDS THAT NEED TO BE IN YOUR MAIN DECKAerial Responder is one of your best creatures. you need to be running it main board. Aegis Angel may be expensive but she protects your best creatures that are vulnerable to removal you should run at least 1 main board. Nebelgast Herald Sadly you don't have enough good spirits to make this guy as powerful as possible, that said there are a lot of cheap spirits that you can buy even at the rare level for standard they would be the corner stone of a budget blue flyer deck. i'll try and make you a budget blue deck under 30 dollars in just a few minutes that i will send you. Experimental Aviator not only makes you more fliers he makes you artifact fliers that get better off of your Foundry Inspector and serpent.

Air Servant while he is expensive at 5 mana and his ability is expensive to activate the primary goal of any flier deck is to control the skies. There are a lot of powerful flying artifact creatures in standard right now. He can tap them down so they can't attack you or block you when you need them.

elonth on First deck - W/U Artifact-heavy

7 years ago

i'm guessing you just started playing magic so the reason you have a lot of 1 of cards is simply because you don't own anymore. The number 1 thing you need to make your deck better is consistency. If you fill your deck with a bunch of 1 of cards you will never see them when you need them. Now to avoid confusion if you hear anything about vintage ignore it, that is an entirely different version of magic where 1 of is fine because of how quickly they go through their decks.

So obviously i get that you are trying to play blue/white flyers. This is abbreviated in short hand as W/U (white and U is blue because B is black) this is also called "azurious" which is the cannon name of U/W combination. this is just to help lower any confusion you may have.

The first thing you want to do is look at the best creatures you have, how can you get more of them! (local game stores which you can find almost anywhere) can sell you singles cards. Since you are just starting out you want to look to Uncommon cards (the silver set symbol). The sad truth is magic is not a pay to win game its a pay to compete. So general cards that are Rare or Mythic rare tend to be much more powerful than their common/uncommon counterparts. There are obvious exceptions but for the post part you will find most "tier 1" (decks played by professionals) have a very large amount of rare/mythic compared to common decks. Again this is not always an absolute law.

So lets look at your best flying creatures! and then we will look at your best artifact creatures and see how we can improve on it! The best card you own is Skysovereign, Consul Flagship so you will most likely want to be able to protect it. That makes your 2 Aegis Angel even better! they have something they want to protect!Your next most important cards are going to be your Sphinx of Magosi this card is an old card that back in its day was very powerful. it has slightly fallen behind the times but its still a great card for someone starting out! so we want to keep 2 of them. Now that we have your "late game" options flushed out some we need to figure out a great way to make sure you get to these 5 cards.

One card that you want to get 4 of to help you do this is your Aerial Responder he is nicknamed "dwarf dayhawk" because of his similarity to a previous card that made a name for itself. The reason he is good is because hes is good on offense and defense at the same time! this allows you to stay alive longer while also maybe winning early. due to the combination of his "keywords" which are flying/vigilance/lifelink. So to simplify we will simply say you need 4xAerial Responder.Another good card for you is also a dwarf. Fairgrounds Warden. While he may not be able to get rid of an opponents creature forever he can keep one locked for maybe long enough.

now that we have gotten a few good creatures to keep you alive and allow you to have some control on the board (whats in play) we can start looking to make your artifact synergy. To do this we are going to want cards that make artifact creatures when they come in and also make artifact cards better! The best card for this cards like Experimental Aviator or Chief of the Foundry. so getting at least 3 of each of them could really help that strategy.

Other cards that could make more artifacts for you are. Master Trinketeer he makes all your thopters bigger! while also letting you do something with extra mana.Another creature that does well with having lots of artifacts is Gearseeker Serpent while he does seem expensive once you have lots of little tokens out he gets very cheap! but you don't want to many in your deck so having 2 could be good enough. Other cards you could use are Spire Patrol.Among these creatures you should have enough stuff to keep you alive. (again this won't help you beat the best decks around).

You want to look at ways to stop your opponent from attacking at you. Look for cards that can destroy their things such as Skywhaler's Shot or Gideon's Reproach.

CONSISTENCY IS THE KEY! All of these cards i've suggested are cards that usually see next to no play in a very competitive format, but are good enough for casual play. If you would like i could design a deck for you that is blue/white fliers that would be something for you to work towards. I've avoided using Rare or mythic rare cards that are worth more than .50 cents apiece because you just started playing. In reality to get a competative deck that you could just take to any store and do at least well with for standard is going to cost at least 40-80 dollars. I have a R/W (red/white) equipment deck that is very aggressive that costs only about 30 dollars to put together, but if you go the extra mile to make the land base (the types of lands in the deck) it costs another 50.

Since you are also just starting out try and stick to getting cards from the following sets. Kaldesh, Aether revolt. Because of how standard works older sets rotate out as new ones come in. Kaladesh and aether revolt are the first 2 sets in a group of 4. after the next 2 sets come out (Ahmonket, Hour of devistation) they will be considered one big 4 set called a "block" this block will not rotate out until 5 more sets come out. But when the set that comes in after hour of devistiation the following sets will no longer be legal. M16, Battle for zendikar, Oath of the gate watch, Shadows over innistrad, Eldritch moon.

I know this seems like a lot of information at first i just wanted to bring you up to speed in case no one in your personal life has.

RazortoothMtg on Aether Revolt Spoilers!

7 years ago

I went 3-1 at my prerelease with a sweet grixis control deck. I had 10 removal spells, not counting the Fireforger's Puzzleknot, 2x Take into Custody, Fourth Bridge Prowler, Dark Intimations, Cruel Finality, ad Leave in the Dust in the sideboard. Foil promo Gonti's Aether Heart.

1x Leave in the Dust

1x Unlicensed Disintegration

1x Daring Demolition

1x Shock

1x Die Young

1x Underhanded Designs

1x Vengeful Rebel

1x Cruel Finality

1x Subtle Strike

1x Pacification Array

1x Gifted Aetherborn

1x Prophetic Prism

1x Implement of Combustion

1x Implement of Examination

1x Scrapheap Scrounger

1x Experimental Aviator

1x Gonti's Aether Heart

1x Aether Chaser

1x Gearseeker Serpent

1x Multiform Wonder

1x Aethertide Whale

1x Mechanized Production

1x Freejam Regent

8x Swamp

4x Mountain

4x Island

1x Island

By far the best card in this deck is Multiform Wonder. When combined with any other energy producing card, like Gonti's Aether Heart, Aethertide Whale, or even Mechanized Production on it, it's an evasive 10-point life swing each turn.

I also had the most epic win ever. I was at 3 life, then played Mechanized Production on my Pacification Array, which let me tap out his board each turn and i got up to 8 Pacification Arrays once I was at 1 life.

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