Ingot Chewer


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Pauper Legal

Printings View all

Set Rarity
Commander 2014 Common
Duel Decks: Jace vs. Chandra Common
Lorwyn Common

Combos Browse all

Ingot Chewer

Creature — Elemental

When Ingot Chewer enters the battlefield, destroy target artifact.

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

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0.06 TIX $0.04 Foil


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Ingot Chewer Discussion

Balinor5 on Liquimetal Destruction

1 week ago

Seems like Ingot Chewer is just aching to be in this deck. I like it, and may make a version of my own based off your work. Nicely done. +1

GS10 on Alesha, Who Smiles at Her Bank Account (UPDATING)

3 weeks ago

First of all I want to say that I read your description, so I know you are not trying to make a killer deck out of the bat. I'm going to give you some suggestions, I understand some might be a bit over your budget (even though I'll try and keep the more expensive cards only around a couple bucks) and some might not be as interesting for you considering your specific playgroup and your goal with the deck, but since EDH is the perfect format to develop a deck during longer periods of time, and I strongly encourage everyone who plays to do so in order to create an healthy and dynamic playgroup, I'm going to suggest some changes that will improve both on the power level and consistency of your deck.

My deck is more expensive (but still pretty reasonable considering 100 cards) but it performs really well in competitive environments without overpowering the board in more fun oriented playgroups. You can check it out and maybe you'll find some other cards you don't know about that might be good for you:

Watch out, we've got a badass over here

Commander / EDH* GS10


About your deck now, I'll list the changes I'd make and try to explain why so you can pick and choose when you start making replacements.

I'd definitely take these creatures out: Aviary Mechanic, Battle Brawler, Daru Sanctifier, Enraged Revolutionary, Minotaur Skullcleaver, Rotting Mastodon, Timely Hordemate and Zurgo Helmsmasher

You want your plays and reanimations to be more than vannilla creatures, doesn't matter if they make themselves larger if they are easilly blocked and killed, and definitely, if you are running cards over 2 power which are not targets for Alesha, they must enable something game ending, otherwise you are taking consistency out from your deck and not gaining anything in return.

As for noncreature spells I'd take out: Asha's Favor, Berserkers' Onslaught, Blue Ward, Fear, Messenger's Speed, Protective Sphere, Skeletal Grimace, Demystify, Dragonrage (this is kinda okay with double strike, but still, much better options), Harsh Sustenance, Pay No Heed, Profit / Loss, Showstopper, Tenacity, Uncaged Fury, Uncanny Speed, War Flare, Wing Shards (You have no reasonable way to enable storm, so for 3 mana there are numerous better removal options), Coercion (it's one use only. In a multiplayer game you can't possibly gain advantage from picking one card from one opponent in 99% of situations), Kytheon's Tactics, Spectral Reserves and Terashi's Grasp.

I'd take almost all of those auras and instants/sorceries because in my experience Alesha isn't suited for that. She is perfect for a toolbox commander, so you should enforce that and play effects like destroying enchantments, on creatures that you can recurr as you need them instead of on one spell that can be used once. Again, this is relevant because Alesha can use creatures over and over, but not noncreature spells. In decks like Dralnu and such, it would be the other way around. As for ways to pump your creatures, again, it's a one trick pony and then your opponents will be able to block or remove your threat's easilly. Double strike definitely is not the best option, since Alesha likes small creatures, and double strike on small creatures is underwhelming. The trick is to manage a way to keep the board under control, and win little by little or comboing off with something.

I won't change the land base because that's where most money is usually spent and I avoid that as well. Command Tower, Vivid Marsh and Vivid Crag are solid and not very expensive, but again, I don't usually feel the need to improve that much on mana base. But if you feel you are playing this deck for a long time, I'd recommend you pick up a Chromatic Lantern soon. It's insanely important, since Alesha is , and her ability costs so sometimes getting the colours you need for both soon in the game might be harsh. The lantern just saw a reprint so it's lower on price now than it's ever gonna be for a long time after.

What to include then? I'd change a lot, but since you are playing a deck made of what you had laying around, I understand if you don't. I'll go over a few that you should include if you want to improve on the list and you can pick and adjust as you feel it's right. Also, probably all of these will be in my deck, so you can check it and see if there are other options there that you'd want to play instead of those I suggested you'd switch out:

I hope this was of help, it's really cool you are making a deck out of scraps, per say, so you can easilly bring new players in, that's something admirable, since most times the biggest barrier to new players is the intricate play levels of their potential playgroups. I usually lend my decks to new players until they feel comfortable enough with the format to build their own, but that kind of approach making almost a "limited" EDH deck is pretty cool and perfect to help new players improve. As I said, EDH is perfect to improve deckbuilding in time, so that's an awesome way to kick it off!

Kjartan on Fangorn

3 weeks ago

I understand if you want to play Elementals as a gimmick, but you don't have any elemental support in the deck. Just creatures that happen to be elementals.

Then again, while there is some awesome Elemental support, it's not excactly mono-green, so I understand the lack thereof.

If you want to keep it a mono green deck with the Elemental Gimmick, some fun cards that just happen to have that type is, (that aren't too expensive) imo includes Budoka Gardener, Spawnwrithe, Wolfbriar Elemental, Briarhorn, Cloudthresher and Eyes of the Wisent for the sideboard.

If you want to make it an actual Elemental tribal deck however, I suggest you add red. Gives you acces to FX. Flamekin Harbinger, Incandescent Soulstoke, Smokebraider, Wilderness Elemental and Ingot Chewer for the sideboard.

If you want to make a green deck, but put the Elemental Gimmick aside, I would be confident you could create a more viable deck than what you have, but it would be at the expense of it's current charm.

MrSableye on Living End Scapeshift

1 month ago

I missed the tombs before i posted, i am sorry. Architects of Will should replace 2 main board Kari Zev's Expertise and 2 main board Ingot Chewer. Ingot chewer is a great card, but it should stay in the side board, it is 100% dead vs Jund, Abzan, Ad Nauseam, Eldrazi, Burn, Hate Bears, Zoo, Grixis, Jeskai , Derdge, Valakut, and Infect. Also you need to cut the deck down to 60 cards to make it consistent. cutting 2 Jungle Weaver , the last Kari Zev's Expertise , a single Scapeshift , the last Ingot Chewer , and 1 other non cycling non Faerie Macabre card. While I am at it, what is the reason for including Search for Tomorrow and not Pale Recluse ?

Dunadain on Food Chain Prossh

1 month ago

So if I'm correct the ideal play line goes something like:
1. land, dork
2. land, tutor for Food Chain
3. land, Cast Food Chain, tap and sac dork for a total of 3 mana, then continue casting ad exiling creatures till you have six mana, cast prossh, generate infinite mana, cast win-con.

now, assuming we start with 7 cards (max 1 mull) and don't use Tol tutors (Vampiric Tutor, Imperial Seal by turn 3 we will have drawn 10 cardsquick math (-3 lands, -1 dork, -1 Food Chain) after casting Food Chain we will have 5 cards left over, 1 of which needs to be a win-con and 3 of which need to serve as rituals so, we have 1 card of wiggle room (0 if we had to mull to 6 or used a tol tutor)

For that reason it is usually a good idea to put in creatures that net more than 1 mana, you already run a few (Sylvan Ranger, Gatecreeper Vine) but I would like to know why you are not running:
Beastcaller Savant, as a 2 drop it can cure no-3rd-land issues and if you do have the third land it changes your need for 3 critters to get 6 mana to 2. Fringe Benefit: if you have Green Sun's Zenith you can cast for x = 2, grab Beast Caller for a net gain of 1, allowing Zenith to work outside of fetching Dryad Arbor and late-game wincons.
Dash Cards, there are a slew of these, most of them have no additional value but I for one like Vaultbreaker, cast, go to attack step, filter, and sac for 5, could win the game (fails ith the bushwhakers though)
Evoke cards, Same as above, I think Ingot Chewer and Shriekmaw are worth while, both have additional value and both sac for enough to cast Prossh on their own, great targets for hands with multiple tutors. Note you said above that you didn't like Shriekmaw because it wasn't an efficient kill spell, don't think of it as a kill spell that ramps, think of it as ramp that kills.
Dosan the Falling Leaf, you run City of Solitude, But Dosan is tuturable via Green Sun's Zenith and, in a pinch can be sacced to Food-Chain. Double Green seems like a moot point since you yourself said color priority is GBR.

carpecanum on Giant Overrun EDH

1 month ago

Ingot Chewer can be cast for 1 mana and gives your boss an EXP counter because of the base CMC.

Spirit en-Dal can give your boss (or whoever) shadow every round and the only way to stop it is to make you discard it from your hand.

Brave the Sands is always pretty good in creature heavy decks.

After you play this deck a while you might find yourself getting mana screwed a little too often. I would bump the land count up to 33.

ayaeger on Vile [Vial Smasher Cruel Control]

3 months ago

Doing some playtesting to see if I want to build a deck based off of this. I think it might struggle in multiplayer, but it seems pretty mean in a duel. Evoking Ingot Chewer 3 times in a turn with damage doubling effects? Brutal!

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