Ornithopter

Legality

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

Printings View all

Set Rarity
Aether Revolt Uncommon
Masterpiece Series: Kaladesh Inventions Mythic Rare
Magic 2015 Common
2011 Core Set Uncommon
2010 Core Set Uncommon
Tenth Edition Uncommon
Ninth Edition Uncommon
Mirrodin Uncommon
Classic Sixth Edition Uncommon
Fifth Edition Uncommon
Fourth Edition Uncommon
Revised Edition Uncommon
Antiquities Common

Combos Browse all

Ornithopter

Artifact Creature — Thopter

Flying (This creature can't be blocked except by creatures with flying or reach)

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0.04 TIX $0.34 Foil

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Ornithopter Discussion

SynergyBuild on Master Artificer

23 hours ago

None of these cards are standard, but if you want to make this modern, switch the Sol Rings for Dimir Signets, and the Seat of the Synods / Vault of Whispers for Watery Graves and Polluted Deltas.

To boost the deck, take out all of the Vedalken Archmages and Disciple of the Vaults for Ornithopters/Memnites and some lands. Other good lands could be:

SynergyBuild on Junk (Intro Deck)

1 day ago

Complexity: Honestly, Eldrazi Tron is way more simple than lantern

Price is an issue: Though this is a teaching deck if the new player likes the deck unless the more experienced player has a spare, then they are going to have to break the news that the deck is hundreds of dollars at a minimum.

The 40-Card lowered max card rule thing does matter: It is an unfair representation of the game, and it won't have the same feel as regular gameplay. If the goal of this is just to teach basic gameplay, sit them down with the magic duels tutorials, which teaches colors, and major themes, and then go over with them how metagame works and mixing colors, combos and some of those things separate.

If you really want to teach players how to play and make modern decks, you don't have to do much more than explaining different win conditions, like delve or dredge. Affinity isn't even that hard to teach, you just have to explain how the term Affinity works (Maybe show them Thoughtcast, Frogmite or Myr Enforcer) and then show them cards like Ornithopter and Memnite to see how to fuel that engine.

I am not saying that this is bad, but giving affordable decks, teaching sideboards with them, and playing matches of first to two makes a very powerful experience. You can even make joke decks, that still have a serious teaching experience. I remember teaching a friend through cat tribal and golgari reanimate, and they sideboarded in 3xWatchers of the Dead and beat me the second round with them. This shows hate cards, budget decks, tribal, complex gameplay, sideboarding, and matches in a very short time, yet all of it was memorable. This is how to teach, you come up with everything they need to learn, and make it happen in an actual game, so they can learn.

cerealkyra on Tezzeret MoM upgrade

5 days ago

Grasp of Darkness to remove problem creatures? Or Unlicensed Disintegration? Might need to go a bit heavier on mountains and swamps, or go up to 4 Evolving wilds?

Ornithopter to help improvise and form a sweet combo with Tezzeret's Touch? Along the same lines, Bomat Courier to draw some cards and get improvise threats out faster?

If you were to go in on more artifacts, Glint-Nest Crane replaces itself and is a decent sized, flying blocker for two mana.

MagicMarc on Boosted Artifact Gremlin

1 week ago

I like your deck but wanted to point out something. I have never seen the Scrap Trawler before and I think it makes a very good alternative to Pia's Revolution. But you will not be able to keep returning your Bomat Courier with it in play. If you sacrifice the courier with the trawler in play the only artifact you could return from your yard to your hand are your Ornithopters because they are the only artifacts with a lesser cost than the courier. The Scrap Trawler's CMC is not the one that is checked. The artifact that goes to the yard is the trigger for the cost check done by the ability as it resolves. Which means your converted cost is 1 when it checks the trigger and the only thing less than 1 you have are the Ornithopters. It is still a good card and allows for some repeat plays which I do like though.

Or I may have misunderstood what you said about how you use the card. Anyways, good deck and I am sure it is fun to play too!

InnerFlame on Throne of the God-pharaoh in ...

1 week ago

This past weekend wasn't the SCG Classic in Cincinnati, and being from Ohio, I took special interest in this event. Unfortunately, I was able to attend, but I made sure to check in on all the results. Two list struck my interest in the top 8; the first being a fellow Affinity play from my LGS and the second being Maddie Russel's affinity list. Particularly a certain card from her list--Throne of the God-Pharaoh.

Being away from Magic for the past year and a half I missed the release of this card so it's flown under my radar. My question is why has it flown under other radars and are we going to see more of it?

At first glance, the card seems good and hand made for affinity. First off, it's an artifact so it pumps plating, ravaged, and the master. The card that it seems to replace, Galvanic Blast, could do less damage. It makes cards such as 0/2 Ornithopter, signal pest, creatures tapped with Springleaf Drum, and Steel Overseer trappings relavvent to damage; all which makes me think it could possibly be a better grid have you, that statement is with a grain of salt as the damage doesn't hit creatures and Ensnaring Bridge can still be a problem. But this card is main board runnable, cost less, does not require colored mana, and does more damage as two artifacts must be tapped for grid. Even further, the meta is really shifting away from grid and there's other cards that handle the threats grid deals with and more. I get that it can be slow, and he deck was slow, but she had other cards that made her deck slow. It also takes away from key removal, but can be sided out game 2(having it in the main also frees up a sideboard spot). A top deck in mid game could be slow, especially compared to Glavanic Blast, but the possibility of its explosiveness I think are important to note.

I will definitely be playtesting it. What about you?

ChaosJester on Realy Affinity?

1 week ago

This looks great and I think the reason why it did not work smooth is, that you have too less Mana and to much creatures with high Mana. Yes, sofern of those have affinity but the rest costs you 2 or tree Mana. So my Suggestion is :1. Put in Artifact Lands! Why? Because they often cost nothing and Counting as artifacts.

  1. Put in 0 Mana Artifacts creatures (There are a lot) Example Ornithopter. Now think about how Crazy it could be to have 5 0 Mana creatures in your starting hand and cast them all in turn 1!
  2. Most of Those 0 Mana creatures are 0/1 so in turn two or three you should play an enchantment or better an artifact that gives your 0/1 creatures at least +1/+1 permanently.

Through this way You will have more Mana but also immediately more creatures to have a more efficient use of huge Affinity creatures.

I hope that I could help you. Don't hesitate to contact me for further help.
I would appreciate it if you could upvote my deck


2HG: Welcome to the "opening hand" game

Legacy ChaosJester

SCORE: 10 | 4 COMMENTS | 814 VIEWS | IN 1 FOLDER


ManSauce on Leaving Sram with a Paradox of a Storm

2 weeks ago

Ornithopter acts as a chump blocker, which you remove from combat before damage is applied via Paradox, which incidentally gets you an additional card draw. Its double sweet versus lifelink decks, as it leaves them high and dry and exerted (muahaha). I play against mono white often. Even if it doesnt trigger Sram, it works with paradox, its another free mana for improvise, it can block and it can fly. Four upsides and a minor downside, which is counterbalanced by the decks incredible card draw, for zero mana is good in my book.

Essentially, if youre drawing lots of cards all the time, you will win by having 10+ cards in your hand in your upkeep, playing zero drops all day, drawing more cards all day, racking up that life. Say your opponent is on 20 life, or better even, at 40 and you are at 1. You need to cast 10 spells in one turn to gain 55 life, so you can shoot him. Less if you have two reservoirs out. Much easier if you have 12 zero drops, which keep giving you fresh improvise mana as well.

I played with Whir of Invention for a while, but never really needed it, because of the mad card draw and triple/quadruple redundancy of everything. Expertise just has better utility value and instantly replaced it in my deck.

Im currently testing Sigarda's Aid and its really nice to "in response to lethal damage", paradox thopters and equipment to my hand, draw 3 to 6 cards, flash in equipment, draw more cards, probably paradox again due to improvise, draw more cards, flash in equipment again, gain a ton of life and blast your opponent in the face. In his phase. Theres a pun in there somewhere.

ObeseBanana on Leaving Sram with a Paradox of a Storm

2 weeks ago

gavin.will That makes sense, but what would you like me to add?

ManSauce I don't really like Ornithopter due to the fact that it gives me 12 zero drops, and it doesn't have synergy with Sram, Senior Edificer. I could add one over the Baral's Expertise if it is really that necessary.

Hope I can get your guys' feedback on the strength of Ornithopter!

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