Ingot Chewer

Ingot Chewer

Creature — Elemental

When Ingot Chewer enters the battlefield, destroy target artifact.

Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)

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Want (2) lu5t , T-lis

Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Common
Mystery Booster: Convention Edition (MYSCON) Common
Ultimate Masters (UMA) Common
Commander Anthology 2018 (CM2) Common
Duel Decks Anthology (DD3) Common
Commander 2014 (C14) Common
Duel Decks: Jace vs. Chandra (DD2) Common
Lorwyn (LRW) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Ingot Chewer occurrence in decks from the last year

Modern:

All decks: 0.0%

Commander / EDH:

All decks: 0.01%

Ingot Chewer Discussion

NorinTheWise on Norin's ETB Extravaganza

1 month ago

Invader Parasite is an awesome recommendation! It is definitely a better Ogre Arsonist I would rather use Goblin Settler over either since it is one mana less, but it is a little out of my price range. I thought about having a artifact destruction creature like Irreverent Revelers or Ingot Chewer, but I would rather just put in another artifact destruction spell like By Force. I think it has more value and its immediate. Bogardan Hellkite and Cavalier of Flame are a bit more mana intensive and I focused on actual card draw in this deck rather than rummaging. I have been debating Flametongue Kavu from the beginning but am having a hard time thinking of what to substitute it for.

Blue_Flame on Suicidal All-Out Attack

5 months ago

I think you need a sideboard. Unless you don't intend on playing with one, I'll throw you some suggestions. Since you're on a budget, I'll consider that in my card choices too:

Discard Spells - Duress , Divest , Despise

Grave Hate - Bojuka Bog , Faerie Macabre

Creature Removal - Doom Blade , Diabolic Edict , Lightning Axe , Magmatic Sinkhole , Vicious Offering

Artifact Hate - Smash to Smithereens , Ingot Chewer

RNR_Gaming on Who say's dreams (NIGHTMARES) don't come true?

6 months ago

I saw you're having trouble making cuts. Personally, I'd cut Ingot Chewer for citadel. Yes the intersection is nice but the raw power of Bolas's Citadel trumps it everytime. Also, Walking Ballista is just better than Triskelion I love miketrike combo but it's not mana efficient and ballista is just better at more points in the game.

Snowmen1 on 8-Ball Aggro

6 months ago

Cool idea to use Sundial of the Infinite . Do you think Spark Elemental has a good spot in the deck? also I would highly recommend you play Lightning Bolt for reach, maybe Lightning Axe for interaction, but it seems you are not too far into the discard cards for Thunderkin Awakener , so it may not be worth it. I never heard of Lightning Serpent , but it seems very sweet, Id say to go to 4 because you can dump counters on it later in the game and still keep it with sundial. I'd also suggest taking out maybe 2 or 3 copies of Nova Chaser , because it is 4 mana, but more so because it sucks to have that card in hand and not be able to play it, especially since a lot of your cards just kill themselves every turn. Spitebellows seems sweet. I think that with Flamekin Harbinger , you could afford to play a toolbox strategy, especially from the sideboard. You could run say one Ingot Chewer and maybe if you wanted to go non-budget, you can splash white for Wispmare . I can see the deck is still in development given the 7 card sideboard, but you look like you are headed in a good direction. few things you can add to the side would be Duress , Thoughtseize , or Collective Brutality . Hope this helps you!

CaptainBirdy42 on Chainer - Necrotic Ooze and Worldgorger Dragon

7 months ago

Hey thank you for all the great suggestions! Really appreciate the input. I will go through your suggestions in order and give my thoughts on it:

  1. Combo packages: you are probably right and I should trim the last package and maybe add some more rocks. Sac outlets will anyways stay in the deck, as I get to abuse all the etbs with Chainer (and for example loop Gary Gray Merchant of Asphodel ). Due to that small Aristo package, I was thinking of using Grim Haruspex , Yawgmoth, Thran Physician , Midnight Reaper and Harvester of Souls as draw engines, that can be recurred with Chainer. I could however get rid of Nether Traitor , Desecrated Tomb , Pawn of Ulamog and Mayhem Devil ...I think Mikaeus, the Unhallowed and Murderous Redcap are good enough to leave in. Its just that the Aristo package lets me grind out some long games if I loose the Combos...

  2. Love the idea of Corpse Dance and Shallow Grave . They were originaly on the list and got cut for some of the Aristo cards. Will try to move them back in.

  3. Blast Zone is a definite include and maybe Ingot Chewer or Shenanigans for the artefact removal?

  4. Piranha Marsh and Sunscorched Desert kill everyone in the Worldgorger loop, so I think they are good enough to keep. High Market is an oversight on my part.

  5. I try to avoid the land hosers in my playgroup, but otherwise they would be a good include. Same goes for the ones you suggested at the end of your write-up.

  6. You are right and I should probably add some more of those. Also will add a Dockside Extortionist as it seems perfect for Mana generation in this deck.

Thanks again for the detailed comments! Will try to work the suggestins in tonight (should not spend more time on this right now, as I am at work) and have a look at your decks as well.

Cheers!

killer_eye on Mardu Thunder & Lightning

7 months ago

i'll try to squeeze in a copy or 2 of Wispmare in the sideboard. it's a tutorable enchantment removal with Flamekin Harbinger , same is true for Ingot Chewer

SharpRaptor on Omnath: Locus of landfall & combos

7 months ago

Hi, I hope that at least some of what i'm going to put here will be useful, and even if you don't use any of my advice then maybe you will be able to see where I am coming from and use the logic to find your own improvements :)

Ramp

As the previous commenter has suggested the amount of ramp spells that put lands in to play in your deck is a bit to low for a ramp deck especially one that has subthemes of landfall. Typical commander deck building suggestions say that you should have 10 pieces of ramp to tide you into the midgame. This goes for any deck, not just ramp decks. In ramp decks you will want more. At my count you have 12 ramp cards that are reusable (ie, aren't the one shot sacrifice elemntals) this will want to be more really, with a focus on them being ones that put lands in to play. Another of note, is that cards like Zendikar Resurgent don't really count as a ramp slot, as by the time we can cast it, we have a lot of mana already. 'Ramp' cards are ones that you want to see in your opening hand to get you into your game plan faster.

For this reason I would look into replacing some of the creature based ramp and some other low impact cards with this ramp that will get us executing our main game plan faster and better.

These can all be easily replaced with land based ramp spells as they don't get you any further ahead on mana than 1 land, or are one shot abilities when we want to be dropping big things multiple times over multiple turns.

Smokebraider Is unique because it produces 2 mana for only 2 investment, but only if we focus in on elemtals so can be left on a short list to be evaluated. We'll list other potential cuts later when looking at more over all deck evaluation.

The previous commentor has provided a list which at first glance seems to be comprehensive enough to provide some ideas for what to add.

Removal

More conventional commander wisdom suggests that you have at least 5 ways to directly interact with your opponents game plan. I personally nearly always play more than this, but you should have at least 5. This direct interaction is preferred to be the targetted simgle response cards that can remove threats in any shape or form. Of note, this removal count is seperate from the count of mass removal. At my count you have Song of the Dryads , the down tick of Domri, Anarch of Bolas and Ingot Chewer as easily accessable removal. Things like the trigger from your commander or things like Magmatic Force are more incedental as you can't rely on them doing what you want when you need it.

Cards that could be added in this slot are many. But it is a good idea to have as many as you can being generic answers to anything, but also you need to make sure that they are ones you can realistically weave into your game plan instead of leaving up those answers at all times. This is mostly a balncing act that is where fine tuning comes in from playing the deck. But potential recommendations for all purpose would be Beast Within and Chaos Warp . After that they become more specific but can be cheaper in mana,

Wrath

This may seem counterintuitive, seen as you are planning on being the big creature deck that wants the board presence. But sometimes the opponents boards just need answering (Not to mention that you might end up getting a lot of elemental death triggers from Omnath). As such having 2 or 3 creature wraths might be worth trying. And having 2 or 3 artifact and enchantment wraths will be good to have access to aswell. Something you already have so I assume you already know.

Creature wraths to consider in green red include

You already have the cards for mass removing artifacts and enchantments so I won't bother listing any more.

Card Draw

One of the most common recommendations I have to make to people about their deck is to up the amount of card draw or selection in their decks. There is no point in having sweet cards and synergies in here if we never get to see them! Normally I recommend having 10 ways of drawing cards in your deck, with some of them being repeating and some being one shot. At my count you currently have 7 (Or 8 if you count Praetor's Counsel which can do effectively a similar job), so you are nearly there but I would recommend adding a couple mr just to smooth out the deck running.

  • Harmonize is the most obvious recommendation withit being notorious for its colour pie break with not haveing a restriction based on creatures or similar.
  • Horn of Greed is universal, but we should be getting more value from it.
  • Greater Good is amazing if you keep having big creatures to sacrifice. Thankfully due to our commander triggers, we do!
  • Chandra, Flamecaller can cover multiple bases of what we need, it can be counted as both a wrath AND a card draw engine :) IT also even makes elementals (of note, they get exiled at end step instead of dieing so you won't normally get Omnath triggers. Sacrificing them to Greater Good though....... )
  • Rishkar's Expertise can be great card draw as you don't need to take a full turn off to refuel, you still get to cast something that costs less, which could be that removal spell or something you needed!

These overview sections are recommendations for generic cards that could go in. From here on, we will be looking at more specific card options, and possible cuts from the existing deck

Deck Applications

Now, again as the previous commentor mentioned, there are multiple ways you can take an Omnath deck. My take on them being

  • RG Big thing Ramp. No specific synergies in mind except for incidental ones like, I need land to cast my big spells, and this card cards about land. Not a bad deck by any means, just less commander or theme focused.
  • Elemental Tribal Ramp. This seems to be closer to what you are currently going for. Similar to the RG ramp deck, just with tribal synergies from elementals
  • Landfall / Lands Matter. Here we are focusing on many landfall triggers, and keep cycling our lands round and round to get them. This deck will likke having access to things like Crucible of Worlds and many effects like Exploration

Here, i will suggest some cards for each of them and maybe later on if you want we could look more into one or a mix of these strategies.

RG Ramp

  • Ruric Thar, the Unbowed This card is very very powerful. Expecially as the decks around you get more and more powerful and wanting to do more combo and storm bsaed strategies.
  • Gruul Ragebeast A good way of keeping the board under control when you play your 'large and incharge' creatures
  • Vorinclex, Voice of Hunger We have mana, they don't. Enough said really. Just beware that with this creature, sometines the adage If you can't remove the problem, remove the player can be applied to just killing you.

Elemental Ramp

Other than ones recommended here, perhaps a good idea would be to use Gatherer or mtg.wtf to find elementals in your colour. Or cards which reference elementals in your colours, the example in wtf would be this

  • Chandra, Acolyte of Flame can rebuy your ramp spells and can make elementals that will die to trigger Omnath.
  • Chandra, Awakened Inferno A wrath that doesn't kill elementals and can provide a reasonable clock on the game with her uptick.
  • Omnath, Locus of Mana Store mana for a rainy day. Or for hitting your opponents upside the head with it. Both work.
  • Parallel Lives Double the tokens, double the elementals, double the damage. We like.
  • Tornado Elemental clears out any things like Dragons, or Flying Slivers or similar. Also good at picking of planeswalkers as it has sudo unblockable.
  • Liege of the Tangle we can go REALLY all in on making all our lands elementals and meaning that if someone wraths us we can basically kill everyone from Omnath triggers
  • Budoka Gardener Ramp early game, big guys late game.

Lands Matter

This deck idea might have elements that are closer to a combo deck than the others, but will still mostly be a midrange deck.

Possible Cuts

Cutting Criteria

I won't re-list the cuts recommeneded in the ramp section. I will be evaluating cuts in the assumption that the deck is wanting to be a combination of an elementals ramp deck and a lands value deck. A lot of these recomendations for cuts will have very similar reasonings, which I will elaborate on first to be able to be brief later on. These recommendations will possibly sound rather brutal, however I find that it makes it a lot easier to have too many cards that are on the cutting block rather than not enough.

  • Too Slow. If the card takes too many turns to start pulling its weight then it could be replaced with something that does what we need sooner. This is common in cards which have 'at the beginning of your upkeep' effects as they will normally have to wait an entire turn cycle to start doing something. Enters the battlefield triggers or similar things that have an effect the turn you play them are often preferred.
  • Too expensive. This should be self explanatory. If the card costs too much mana, especially if the same effect can be achieved for less mana then it should be exmined.
  • Doesn't do enough. While the effect might be interesting and maybe something we actually want in the deck, The card just doesn't pull its weight in whatever role it is supposed to be doing
  • Doesn't contribute to our game plan This might be a good card, maybe even a great card in other decks. But perhaps the effect just isn't one we need in this deck

Cards

Creatures

  • Cytoplast Root-Kin Too slow. Doesn't contribute to our game plan.
  • Dragonmaster Outcast Too slow. Doesn't do enough
  • Grazing Gladehart Doesn't do enough. While we like landfall triggers. The life gain is small enough to be negligable unless we are massrecycling all lands from our yard multiple times.
  • Magmatic Force Too Slow.
  • Magmaw Doens't contribute to our game plan / Doesn't Do enough. We can run other sac outlets if we want ways to sacrifice our elementals
  • Scute Mob Possibly too slow. But I love me a scute mob so I'm fine with this staying in :D
  • Spawnwrithe Doesn't do enough. However this one can stay in if you have found that you realistically get to connect with it at least twice to have four of them
  • Tendershoot Dryad Doesn't contribute to our game plan. Though it is very good at gummin gup the board
  • Tyrant of Discord Doesn't do enough. However if you change to having some ways to knock your opponents off of lands then the chances of this hitting multiple nonlands go up and its value does too. However there are enough control players where the onlything this will do is destroy a land at random
  • Undergrowth Champion Deosn't do enough. It's got all the right keywords but thats about it

Enchantments

  • Retreat to Kazandu Doesn't do enough. THe landfall idea is good, but putting 1 counter an a guy once or so a turn isn't worth the slot really

Artifact

  • Sword of the Animist Too Slow. We want this effect, but we aren't attacking multiple times in one turn so there are better effects to get lands from our deck. We don't neccessarily even have than many small creatures to equip this too to get it active early enough for the ramp to be that useful as ramp

Sorcery

  • Animist's Awakening As much as i want this spell to ever be good. It's just not really at all.
  • Journey of Discovery Too slow. For this to be actual search out ramp you need to entwine it which is then 6 mana. Any of the 4 mana double basics would be better here. Or just Explore type effects that cantrip too.

Planeswalker

Turns out there is only slightly too much Nissa. (And not enough Chandra ;) ) All of the Nissas' contribute to our gameplan well except for Nissa, Voice of Zendikar . The general rule of Planeswalkers in commander is to assume that you will only get two activations if you are lucky. So with this one you will at best buff your team a little. Consider Garruk Wildspeaker instead maybe?

Other random Card Recommendations

Closing

Well I hope some of this helped at least a little :)

SharpRaptor

bengrier on Thunder and Lightning

8 months ago

The deck revolves around Thunderkin Awakener which pulls all 1 toughness elementals from the graveyard. The ideal turn 1 is faithless looting a Lightning Skelemental to the gy and turn 2 bring it back with a Thunderkin Awakener . This typically yields and easy turn 3 win. Flamekin Harbinger does a really nice job of fixing your hand with the piece of the puzzle you're missing. Fling is a good way of getting in additional damage post combat or just a way of getting value in response to removal/exiling.

Like many graveyard based decks, this one seems pretty sensitive to graveyard hate. Looking for some good answers to bring in after game 1. With Flamekin Harbinger , all elemental threats are tutorable, which makes artifact destruction like Ingot Chewer a much easier include.

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