Lupine Prototype


Format Legality
Pre-release Legal
1v1 Commander Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eldritch Moon Rare

Combos Browse all

Lupine Prototype

Artifact Creature — Wolf Construct

Lupine Prototype can't attack or block unless a player has no cards in hand.

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Cardhoarder (MTGO)

0.01 TIX $0.32 Foil


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Lupine Prototype Discussion

i24 on Mono red artifact fling

1 week ago

Is Lupine Prototype really needed?I think it can't attack most of the time and by the time it can attack, there are bugger creatures, and if you want to fling it, it will cost you 4 mana and 2 cards for 5 damage. Lightning Bolt can do the trick for 3 damage instead of 5, but it cost 1 mana and it doesn't waste a Fling.

I would switch it with Dictate of the Twin Gods.

It is really helpful and it has flash which means you can win just by dealing 10 damage.

If you don't want D.O.T.T.G, Lightning Bolt and Grapeshot are nice too.

subzero719 on R/W Aggro Consulate Dreadnought / Turn 3 Win

1 week ago

After Reviewing my build I never actually had 4 Lupine Prototypes, I ran 3. My reason for 3 over 2 is that in a pinch I will just fling one at something. I can activate a vehicle with a lupine then fling at the opponents biggest blocker to get that 7/11 dreadnought through. Flinging for 5 is also pretty good when you arent sure if you can finish them off in the same turn.

I definitely recommend 4 Flings, since it only gets more powerful when you use built to smash and Seige mod. I find typically your opponent will do everything they can to get rid of a crewed vehicle. having fling in the hand makes any loss of vehicles a gain.

As for Depala, she is a 3 drop so it is hard to play her over a peacewalker or a caravan so I only run 2. When u do have one it is a solid buff to mostly everything on the field. vehicles and other dwarves all get +1 Depala plus a vet motorist makes a 9/14 dreadnought plus if you have a dead draw, she can fill your hand with extra creatures or vehicles. this deck should see a dwarf or vehicle every 2 to 3 cards.

I would cut Aerial Modification. even with a caravan out you are putting aerial mod out on turn 4 when you could pull off a lot more by crewing, built to smash, seige mod and fling. at CMC 5 I just dont see its value. I could say the same for Start Your Engines but thats just my preference. I like having more low cost options in hand than dumping mana into a single spell.

I also run Bomat courier for that extra bit of damage or crew strength that you sometimes need. I have played quite a few games where I get a T1 Toolcraft and a T2 Bomat with Built to Smash, thats 7 damage on T2. That often will leave your opponent dead by T4/T5 depending on the next plays. Playing Bomat Courier also allows me to get some extra draws when I have to many vehicles in hand, and it allows me to play Spire of Industy reliably on early turns.

Lastly I too have experimented with Consul Flagship but I find this deck to be too aggressive to run it at 5 mana. Maybe a Glorybringer would be better for it's haste and 4 damage to a creature.

oshen on R/W Aggro Consulate Dreadnought / Turn 3 Win

1 week ago


That is a great point. I didn't realize that Fling was back in Standard. Honestly, haven't played much of it or this deck in a good long while, but Fling is a great addition.

The Caravan is iffy, but I get your point and it's not a bad option. I definitely wouldn't run 4 of for it though.

I tried the Lupine Prototypes and they can activate the Dreadnought nicely, but are ultimately bad if you don't have a Dreadnought early whereas the rest of the deck and can win without Dreadnought ever seeing play.

Depala fits, but I just find her too slow I think since I need to have one of my vehicles on the board by turn 4 most games if I want to win.

Do you have any recommendations on what to cut for Fling, Caravan, and Depala?

subzero719 on R/W Aggro Consulate Dreadnought / Turn 3 Win

1 week ago

Just stumbled upon this. I have a similar deck that i built that uses 4x Lupine Prototype, Cultivator's Caravan, Depala, Pilot Exemplar, and Fling.

Currently Considering reducing the Lupines but you should really consider Fling and the Caravan. I have turned on a dreadnought by tapping a Veteran Motorist (or a toolcraft when depala is out) to crew the caravan, then tap caravan to crew Dreadnought. When you dont need to rely on Jank you can swing with a 5/5 to a 7/7 depending on which dwarves are out for tapping just 1 creature or you can use the caravan as a mana source to pull of some combos or throw a surprise trample instant.

Lastly, Fling is incredible in this deck. a lot of times an opponent will take the T3/T4 7+ damage from dreadnought thinking they can bounce back the next turn or something and during 2nd main phase you throw the big boat at them to finish the game. Also if any vehicle gets targeted for destruction from a fatal push or an anguished unmaking, ...etc, you respond by flinging it at them (as long as it is crewed) for usually no less than 5 damage watching your opponent waste removal on a one drop just to see them take 7 damage in the face is priceless.

Daishimonk on Ragavan's Raiders

2 weeks ago

I do not have a clue when it comes to Deck building whatsoever.

But when Eldritch Moon cycles out, what would you put in place of Lupine Prototype and Collective Defiance

GoodLuckGuy on B/R One Drop

2 weeks ago

Wow! I love super-low drop aggro, and I think it's really cool that you're trying this out in standard! I have a lot of thoughts so just bear with me for a bit, but I think this deck could be a lot better. I am going to suggest some 2 drops but you can ignore them if you are thematically against the idea.

First thing I noticed is that you're running WAY too many lands for this sort of deck. Bring down your lands to 18, and you should be running 4 Foreboding Ruins.

Prophetic Prism doesn't seem to really do anything in this deck other than draw you a card, and there are plenty of better cantrips in the format, although I would not suggest running them cantrips just to run cantrips.

Borrowed Malevolence and Borrowed Hotility both seem kind of weak compared to some other options you could consider.

Indulgent Aristocrat and Animation Module are both too narrow in your current build; you have to sacrifice creatures to the aristocrat to even get counters in play and they only go on the few vampires in the deck.

In the next section I'm going to suggest some burn, if you do add some, Soul-Scar Mage will give those spells some great extra utility. Even if you don't run burn, its Prowess triggers on a 1/2 body make it the most under-costed 1-drop creature in the format.

Otherworldly Outburst and Skin Invasion  Flip are interesting ways to make 3/2s for 1 mana, they become must-adds when removal is in the deck.

Bone Picker rewards you for playing aggressively, you can swing your whole field into a big creature, lose one of your guys and immediately replace it with a better one.

If you want a strong top end, introducing some 2-drop creatures can really help out the deck. Lupine Prototype hits like a freight train for 2 mana, and emptying your hand should be a breeze in this deck. Asylum Visitor is going to make it really hard to lose steam in this deck, letting you draw an extra card every turn is something this deck could really benefit from; that 3/1 body is just the cherry on top.

You gotta be running some burn if you're in a red aggro deck. Shock is pretty all-purpose, while Lightning Axe hits pretty damn hard, and it can trigger madness if you run Asylum Visitor.

Outnumber is going to kill most threats in the format with a stacked field, but Fatal Push is more reliable (there's a reason it's the most used card in the format).

Consuming Fervor is the most efficient pump spell in your colors in standard. Chances are, if the creature equipped with it lasts long enough to die to it, you probably already lost.

Standard decks in the current meta can stabilize very quickly, Magmatic Chasm can get your creatures through those stabilized fields to finish them off quickly.

By Force may be the only spell that can easily deal with artifact decks that you have access to in standard right now.

Harsh Scrutiny can be used to eliminate problematic threats a turn before your opponent casts them. Another way to deal with problematic creatures is Pacification Array, either to stop them from attack, or stop them from blocking.

Lagwire on A game of chance

3 weeks ago

I really like the addition of Bomat Courier actually now that I've tested it for the 4th time. It gives you the option to play it and then immediately dump your hand to make you hellbent in case you really needed to get those Lupine Prototypes Movin.

Lagwire on A game of chance

3 weeks ago

Ya I was really on the Bomat Courier Plan when I started this deck. I still really like it but I can't get over the thought of flinging a Lupine Prototype for that surprise lethal.

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