Gyre Engineer

Gyre Engineer

Creature — Merfolk Wizard

: Gain .

Browse Alters

Printings View all

Set Rarity
Ravnica Allegiance (RNA) Uncommon

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Penny Dreadful Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Historic Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Gyre Engineer occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%

Gyre Engineer Discussion

Epicurus on Niv's Misfits

1 month ago

TolarianScientist, sorry to keep singling you out, but you're the only one commenting on this deck...

Alright, so I just removed Terminate, Merfolk Skydiver and Rise of the Hobgoblins in favor of Maraleaf Pixie, Gyre Engineer and Lotus Field. However, I really can't figure out what I would remove for Arcane Signet. It just seems like that would put me at too many spells that aren't mana pairs, and I like the mana rocks I already have in there better. I already added Faeburrow Elder, and had forgotten to mention Arixmethes, Slumbering Isle as a mana dork in my previous comment. Do you think that's enough?

WarpedZerghead on Kraj-Maga Tap Dancing

1 month ago

I really like the benefits from Plaxcaster Frogling, Spike Weaver and Sporeback Troll and am considering adding those functions to the deck. Viridian Joiner and Marwyn, the Nurturer are great ramping options but I am trying to get lower a turn-count to get Kraj out faster - though they are great rampers, they kick off later. You''l notice how all but 1 of my ramping creatures costs 2 mana and just 1 for less: at 3CMC Gyre Engineer brings a blue and green into play immediately. But, this does not mean theres value to test out so I'd give Marwyn a shot since she is able to get a +1/+1 counter on herself fairly easily.

The 'untap' creatures I have considered but I am trying to link full synergy into creatures that are viable Kraj components; the way I see it is the most important unction to untapping Kraj is if it can do so itself, although I can see how the 'untap creature' capability can offer additional ramp by untapping a ramper rather than Kraj using the ability otherwise. A Ramp-Ramper.

In the case of Seedborn Muse and Intruder Alarm (sick card btw), I do not feel as concerned about being able to untap my stuff each turn since Kraj can and will handle everything. With Intruder Alarm I don't want to give my opponents the option to untap although this mechanic can absolutely be busted in the right deck. Writing this I noticed the Murkfiend Liege in the deck and is probably something I can be flexible with to replace too. I'm not sure if you've "Playtested" the deck but you'll notice that Kraj is the absolute center of it all, he ramps and kills everything the moment he has a tap and untap source. The way the cards are selected for this deck is that the odds of getting the winning combo - through either luck of draw or tutor - are very high. I just added a Combo Breakdown section to the description, basically match any of the two ('Tap' and 'Untap') and go from there.

Looking at your suggestions makes me realize that the deck needs a creature benefit at 3 CMC or less, some 4 CMC can be useful but I want Kraj up and dancing ASAP.

WarpedZerghead on Kraj-Maga Tap Dancing

1 month ago

I really like the benefits from Plaxcaster Frogling, Spike Weaver and Sporeback Troll and am considering adding those functions to the deck. Viridian Joiner and Marwyn, the Nurturer are great ramping options but I am trying to get lower a turn-count to get Kraj out faster - though they are great rampers, they kick off later. You''l notice how all but 1 of my ramping creatures costs 2 mana and just 1 for less: at 3CMC Gyre Engineer brings a blue and green into play immediately. But, this does not mean theres value to test out so I'd give Marwyn a shot since she is able to get a +1/+1 counter on herself fairly easily.

The 'untap' creatures I have considered but I am trying to link full synergy into creatures that are viable Kraj components; the way I see it is the most important unction to untapping Kraj is if it can do so itself, although I can see how the 'untap creature' capability can offer additional ramp by untapping a ramper rather than Kraj using the ability otherwise. A Ramp-Ramper. From those I could add 2 of the 2 CMC ones, probably Kiora's Follower and Seeker of Skybreak because I want to rely on 0 tap artifacts in the deck

In the case of Seedborn Muse and Intruder Alarm (sick card btw), I do not feel as concerned about being able to untap my stuff each turn since Kraj can and will handle everything. I'm not sure if you've "Playtested" the deck but you'll notice that Kraj is the absolute center of the deck, he ramps and kills everything the moment he has a tap and untap course. Writing this I noticed the Murkfiend Liege in the deck and is probably something I can be flexible with to replace. The way the cards are selected for this deck is that the odds of getting the winning combo - through either luck of draw or tutor - are very high. I just added a Combo Breakdown section to the description, basically match any of the two ('Tap' and 'Untap') and go from there.

WarpedZerghead on Infinite Combos in EDH - Experiment Kraj Budget

1 month ago

poorpinkus, I just recently made a Kraj deck for the same reason, to see it grow beyond control because it was designed to choose its own evolution. Doi. I have been having the same results at the moment (alpha version of the deck) and that Kraj kicks off by turn 6 or 7: I am trying to cut that down to a turn or two sooner. One thought I had was increasing creature ramp. I saw you have a 'Transmute' card, I use that mechanic heavily in another deck (Nekusar RBU) specifically to get my combo items within the 2, 3 and 4 CMC range.

Here is my deck: Kraj-Maga Tap Dancing
You'll see about 3 or more versions of the same mechanic within the deck, especially with creatures. One of the fastest guarantee win items is the tap-to-ping creatures. Just tap once, deal damage to creature or player (must include player) and there you have it. At this point I have been considering just adding more creature ramp, transmute spells, creature tutor and counter spells.

Creature ramp is the big money money of the deck and gives you a chance to bring Kraj out sooner and as you noticed, the moment Kraj is in play it just goes off. For the creature ramp though I have been trying to stick to the 2-or-more mana per tap creatures. Gyre Sage, Gyre Engineer, Incubation Druid are great since the last two can give easier access to infinite untap andthough the Engineer will produce infinite colorless/green mana if you have a single blue untap ability ready. Ilysian Caryatid is another good option for potentially having 2 blue mana (with Kraj in play) to grant true unlimited mana for all colors. But I see you've already solved the mana conversion problem with Orochi Leafcaller and Pili-Pala (sick card for this deck).

Transmute and Tutor will get you what you need (obviously) and I've added as many ways as I can to do just that. I understand though you're using a budget to keep this deck real and some tutor spells are really pricey. Chord of Calling, Green Sun's Zenith, Birthing Pod are good but are probably out of budget, but Prime Speaker Vannifar has dropped considerably and Neoform is a similar outlet. Vannifar could be a superior solution to a Kraj deck because with a +1/+1 counter on her you could have infinite untap-access to her ability, but only in sorcery speed. Another star contender is Momir Vig, Simic Visionary but for Momir to really be effective he relies on both green and blue creature spells. A way around this is using spells that "change the text of target permanent" cards like Trait Doctoring or Whim of Volrath which also has a buyback but that already has too much work involved around a 'guest star' creature. Cool thing about Momir and Vannifar: they are both elves, so if yo have a sac outlet you can add Wirewood Herald that will tutor one of them to your hand. Transmute is also a good way around your deck, simply find your win condition creature combos by CMC and get the Transmutes you need. My deck's winning combos are almost all between 2 and 4 mana, I honestly don't think I need anything over that cost, one being Endbringer at 6 CMC because there are more tap-ping guys that cost less but honestly I am considering dropping it for another ramp creature or counter spell, granted its also a draw-card source.. On to Counter spells...

I am seeing a lot of "trample" and "unblockable" but honestly this experimental blob needs to just sit and make magic happen: no need for attackers. It is far too easy to get what you need in play and use the activated ability to achieve victory; that being said, enter the counter-turtle! Infinite mana seems to be the fastest thing I can get rolling for this guy, once that happens its a matter of time before the other shoe drops for a win, a strategy is to play safe and deny as many things as possible coming your way or in the way of a boardwipe. Rake up as many counterspells as you can, especially the 'split second' ones like Last Word. Another route for spells is kicker, multikicker and strive since mana 'ain't no thang' to Kraj.

All other spells or abilities that give more +1/+1 counters and such I feel are wasted placement cards because once Kraj gets untapping things get out of hand immediately. But, Grafting is definitely the way to at least get that started so it can save you a step if you're looking for the budget route. For example, Doubling Season: sweet card but we don't make tokens and all I need is one +1/+1 counter, not double. But, I do have Vigean Hydropon to distribute +1/+1 counters to my homies entering the battlefield. In several cases the 'Graft' option can work with Momir Vig if he's in play since some are blue/green creatures.

These are all really just ideas and options I've seen work for me but I'm also bouncing them to get feedback and find that chunk of fat that can be trimmed to make a leaner and meaner Experiment Kraj deck. Essentially all my cards involve the greatest of the greatest that I am assuming I have infinite mana, untaps, etc. instead of the 'once per turn'. I want everything, all the time and without end. Good ol' "Nah brah thanks, I'm here to break the game not have tea" attitude.

Thanks for sharing and thanks for reading the great wall-o-text!

BlackSirius on Looking To Build 5 Color ...

5 months ago

So I don't want cards like Thousand-Year Storm and Ral, Storm Conduit ?? Interesting I thought that was going to be the main way to destroy lands. This deck is seeming alot more obtainable than I originally thought in terms of pretty affordable cards. Thank you all very much.

In terms of mana production do I reserve majority of my creature spots for mana producing creatures like Paradise Druid , Gyre Engineer , Incubation Druid , Leyline Prowler , and Draconic Disciple ??

This is my first 5 color deck, so I'm a little worried about having enough mana, and counter spells. Speaking of counter spells I have about 7 put aside is that to much?? They are between 2-3 cmc range. I do have a Mana Drain and Flusterstorm .

Shamplade on DIY CRISPR-Simic Proliferate

5 months ago

Thank you for the feedback! I don't see a reply button so I'm assuming I should just keep the comment thread going.

I can see how Yorvo, Lord of Garenbrig and Zegana, Utopian Speaker are good assets for the deck, but could you clarify how comboing them makes a wincon? I can see that Zegana gives trample but I'm not sure how Yorvo can become big enough, quickly enough to capitalize on that.

Growth Spiral is definitely getting (re)considered, I cut 2 out for Opt . Maybe 2 Opt 2 Spiral?

Combine Guildmage might replace Maraleaf Pixie , but Gyre Engineer seems a bit slow. Is the mana payoff worth the tempo loss in this kind of deck?

Syr Faren, the Hengehammer looks like a lot of trampling fun but at the moment I don't have ways to put counters on it so it's a big maybe.

BlackSirius on DIY CRISPR-Simic Proliferate

5 months ago

In terms of budget and what you're aiming for this isn't to bad. Super casual for FNM. Only replace the forest for an island if you feel like your short on islands in matches otherwise leave it be. Ravnica allegiance has tons of good simic (GU) cards for standard like: Combine Guildmage would help beef the boys, or Growth Spiral draws you a card and gets you an extra land drop to get ahead, and Gyre Engineer . In throne of eldraine you can combo Yorvo, Lord of Garenbrig with Zegana, Utopian Speaker as a wincon. Syr Faren, the Hengehammer is also a pretty cool card to ramp into your +1/+1 beasts.

Load more