Creature — Human Artificer
When Ghirapur Gearcrafter enters the battlefield, put a 1/1 colorless Thopter artifact creature token with flying onto the battlefield. (A creature with flying can't be blocked except by creatures with flying or reach.)
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Ghirapur Gearcrafter Discussion
1 month ago
5 months ago
Hey! just played you. GGs. I took a look and have some random suggestions:
Fireforger's Puzzleknot -- > Pyrite Spellbomb. Though the puzzleknot might be a bit better right now b/c of lots of boros tokens, I think that Pyrite is just a better card overall. You can take out real creatures with Pyrite (flipped delver, some stompy threats).
Anyways, fun games! Take my suggestions with a grain of salt ;).
7 months ago
What do you think about dropping the bolts in favor of Vines of Vastwood?
8 months ago
Yea, but if Vandalblast goes back in, what goes out?I am playing on the casual kitchen table most of the times and I think a friend of mine will punch me in face when I end his game using two cards (it kinda feels like a infinite combo to me). But I am happy for suggestions.
ANother guy mentioned, because I complained of not being able to handle flying stuff (resulting in darettis death) to change the deck style more around thopter stuff (Ghirapur Gearcrafter,Thopter Engineer, Pia and Kiran Nalaar,Thopter Squadron )I think its a nice idea but I kinda feel to stupid to make these major changes :)
10 months ago
Howdy from /edh/.
Budget recommendations I'll take to mean cards that aren't more than few dollars each. With that in mind, and looking towards your statement that you want a strong card advantage ability, I'll suggest some trades you might make.
Starting with cards that I think aren't very good: I dislike Retreat to Valakut. I know that "can't be blocked" is important to you, but usually you only get 1 trigger for it per turn(at best, some turns you won't land drop), and even then, there's a fair chance that they'll have another blocker that can still kill Alesha.
I get that contagion clasp is supposed to support your arcbound dudes, but frankly, you don't have that many, and beyond that, your counter support isn't very interesting. The -1/-1 counter might kill something, and it will eventually if you keep proliferating, but 4 mana per turn for a slight buff and maybe removal seems like a weak option. I would suggest that you avoid committing excessively to the counter strategy.
On to suggestions!
Vampiric Rites is decent sac outlet, very respectable, and it will help you out with dem card draw probs.
Trading Post is the swiss army knife of sac outlets, and particularly nice in that you have so many artifact creatures, so you can use two of the sac modes. The discard option is also excellent, as you don't actually want to hard cast a lot of these creatures(actually spending 7 mana for the 4/4 first striker that is Arcbound Lancer is pretty shitty). Try it, it does work.
Duplicant had a recent printing in eternal masters that you can find for $3. It is unholy good Alesha tech.
Easily the most hilarious Alesha card, however, is Ignition Team. I have seen it come down as a 27/27.
10 months ago
Ok, here's what I'd do. I'd start by taking out the Chief of the Foundrys and replacing them with 4 Hangarback Walkers. It's one of the best ways to make thopters that we have. I'd put two of the Chiefs in the sideboard though, since there are situations it can be helpful in. I'd also switch out the Ghirapur Gearcrafters and Artificer's Intuitions with 4 Fabricates. This card is one of the best ways of setting up you combo while also letting you go for value once you have it. Another thing I'd do is switch out that Whirler Rogue for another Pia and Kiran Nalaar. this card is just bonkers, especially since you will be making quite a few artifacts. And lastly, I'd remove the Clutch of Currents' and replace them with Time Sieves. The reason for this is that it can result in infinite turns, life, and creatures when you have six or more lands. Which isn't that hard if you establish good board state early. I'd put the Clutches into the sideboard too though, since it is still useful. But in case you aren't super attached to it, consider either running Void Snare or Vapor Snag instead.
11 months ago
Ok. Honestly there are multiple ways we could take this. We could build a U/R Artifacts deck, or we could build specifically around Ornithopter. If we want to play with the Ornithopters, then here are my suggestions.(This'll be long btw)
So, the first thing we need to do is chop some cards that are just bad. The first thing that has to go is Artificer's Epiphany. It's just terrible. It's worse than Divination, which is a bad card on it's own. Disperse is also pretty bad in Modern. I'd replace those with either Ancestral Vision or Thirst for Knowledge. Next I want to talk about Flameshadow Conjuring. Sadly, this card is much more fun than it is powerful. And sadly, we won't have the cards to make it good once I'm done. I'd replace them with four Ensoul Artifact. This card is what this deck was made to abuse. Liscom is kinda right about this card. It isn't good on it's own, but it turns our thopters into killing machines.Also, switch out Outnumber for Lightning Bolt. Bolt is one of the poster cards of Modern for a reason.
Next up I want to talk about some funky stuff. If you are willing to splash a third color, you could add Thopter Foundry And Sword of the Meek. This combo is a very good one, and can lead to some fantastic advantage. If you think this is a good idea, then do as follows. First, cut Ghirapur Gearcrafter and Reclusive Artificer for 4 Thopter Foundrys. Then, cut Reclusive Artificer and replace it with 2 Sword of the Meek. Next, I'd remove the Shrapnel Blasts for a playset of Inquisition of Kozilek. This card messes people up in Modern. Trust me when I say it's a fantastic card.