|Commander / EDH||Legal|
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|Magic Origins (ORI)||Common|
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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
2 months ago
I feel like this deck is not focused enough on the theme of "make tons of tokens." You have a lot of cards that make tokens, but many of them don't really do it efficiently. Some examples:
Awaken the Sky Tyrant - makes only one token, and only if an opponent lets you make it.
Teysa, Envoy of Ghosts - makes tokens only if your opponents let you
Skyline Despot - makes one token per turn if your opponents let you (or if you leave back plenty of defense)
Ghirapur Gearcrafter - makes one token
Descent of the Dragons - this is secretly a one-shot anthem that doesn't let you attack the turn you cast it
Dragonmaster Outcast - makes one token per turn on turn 6+ if your opponents can't kill a 1/1
Kazuul, Tyrant of the Cliffs - makes tokens if your opponents let you
Custodi Soulbinders - makes tokens for 3 mana each if there are a decent number of creatures out when you cast it
You get the idea.
Personally I'd try to run five or six anthem effects and hit the token makers really hard. I counted thirteen anthem effects in this version of the deck. Also, one anthem effect comes to mind that you aren't running - Jazal Goldmane. That card should play better than either Mikaeus or Ravos (both of which I'd cut).
Efficient token makers you could run: White Sun's Zenith, Bitterblossom (harder to kill than Outcast), Secure the Wastes, Goblin Trenches, Storm Herd, Sacred Mesa, Requiem Angel, Elenda, the Dusk Rose, Thopter Assembly (if you don't run other Thopter makers), Hanweir Garrison, Rise of the Hobgoblins, Twilight Drover. I think Legion's Landing could potentially work in here too - it's inefficient from a mana perspective but it's a one-drop that shouldn't be too hard to flip and at that point it taps for mana. Which brings me to
Lands: There's quite a few lands that I think could play well here. Kjeldoran Outpost, Kher Keep, Vault of the Archangel, Hanweir Battlements (if you run the Garrison), or Windbrisk Heights. Creature lands are also secretly good here because they benefit from your anthems and let you mount an offense even when untapping on an empty board after a sweeper. Ghitu Encampment, Needle Spires, Lavaclaw Reaches, Shambling Vent, Mishra's Factory and so on.
Haste: If you're going to make a ton of tokens, you really want to bash with them right away, before your opponents can sweep your board. I like Hammer of Purphoros here because it makes tokens and Ogre Battledriver because it doubles as a pseudo-Anthem, but there's also Fervor, Anger, Akroma's Memorial and probably other cards I haven't thought of.
I definitely think there's potential for this deck concept. Just remember that Dragon tokens and anthems don't go in the same deck (except Crucible of Fire). Good luck!
5 months ago
1 year ago
1 year 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 ;).
1 year ago
What do you think about dropping the bolts in favor of Vines of Vastwood?
1 year 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 :)
1 year 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.
1 year 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.