Ornithopter

Legality

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

Printings View all

Set Rarity
Aether Revolt (AER) Uncommon
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Magic 2015 (M15) Common
2011 Core Set (M11) Uncommon
2010 Core Set (M10) Uncommon
Tenth Edition (10E) Uncommon
Ninth Edition (9ED) Uncommon
Mirrodin (MRD) Uncommon
Classic Sixth Edition (6ED) Uncommon
Fifth Edition (5ED) Uncommon
Fourth Edition (4ED) Uncommon
Revised Edition (3ED) Uncommon
Antiquities (ATQ) Common

Combos Browse all

Ornithopter

Artifact Creature — Thopter

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

Price & Acquistion Set Price Alerts

AER

M15

M11

Ebay

Recent Decks

Ornithopter Discussion

LeaPlath on izzet artifact

1 day ago

You have Smuggler's Copter already, what does Sky Skiff add? You aren't going to be attacking in with it till about turn 3, so Aethersphere Harvester might be a better option for being bigger and not dying to Bolt or an unrevolted Fatal Push.

Fleetwheel Cruiser is also probably better than Ovalchase Dragster because it can attack straight away without crewing, and doesn't trade with the ambush viper cards seeing play like Snapcaster Mage and similar. It also plays better with Saheeli Rai.

Ornithopter doesn't do anything in this deck without a lot of support, you aren't trying to enable a turn 1 Mox Opal, or using Cranial Plating, so you are probably better running something else, such as bomat carrier.

Chief of the Foundry is also better off as Master of Etherium.

mikexbustillos on Standard Constructs

1 day ago

Hey! Great deck! I've always wanted to brew a constructs deck, so I was excited to see this one.

I playtested 4 matches with it and here were my experiences.

It often had explosive ground attackers if Chief and Inspector were in the opening hand.

Karn is a fabulous card advantage engine. Add more Karn.

Voltaic Servant is kind of a cool combo with Throne of the God-Pharaoh, because you get to order the triggers however you like, you can get the damage for your attackers, then untap them afterwards.

Scrap Trawler really helps the deck be resilient to Fumigate, but does very little against Settle the Wreckage. If there were a few more 1 and 2-mana artifacts in the deck, Scrap Trawler may have more targets available when he does trigger.

Suggestions:

Consider going up to 4 Inventors' Fair! This card is fabulous in an artifact deck, and, although it's legendary, you can use it as a spell in a flood situation. Since there are a few artifacts--namely Chief of the Foundry that make or break the aggro strategy, being able to search for them is pretty valuable.

Consider a color! I understand that you like the colorless deck build, but it does some serious drawbacks. Most apparent to me, in playtesting, was that the deck lacks nearly any interaction at all. Disruption, removal, anything really to stop an opponent's deck from comboing off or running unopposed. If you draw the perfect curve you can get a turn 5 kill, but only if the opponent has NO removal. Abrade, Naturalize, even Lightning Strike can really disrupt the deck's tempo badly, and it lacks anyway to return the disruption and keep tempo at parity.

Consider more copies of fewer cards. There are a handful of really cool artifacts in the non-creature category, but since they are all 1-ofs, I rarely drew the same one twice. The deck will be more consistent if you pick the ones that work the best for your strategy and play more copies of them.

I recommend:

1 more Powerstone Shard! Go big or go home! It's not terribly useful as a ramp until you play the 2nd, and having 4 makes getting duplicates much more likely.

Take out Paradox Engine, Pillar of Origins and Thran Temporal Gateway. None of them were really useful in any of the games that I drew them. The times when they will be effective are much rarer than the times they will be useless in hand I think.

Go up more copies of Throne of the God-Pharaoh. It supports your deck's strategy very well, and you want to be able to play it early. Even if you end up with duplicates in hand, it is a very attractive removal target, so you will have chances to replay it--and at only 2 mana you will be able to afford it.

(Maybe controversial, but) Consider Ornithopter! It's a 0 mana card, and playing it can trigger lots of other benefits. It's always a target for Scrap Trawler. With Chief of the Foundry in play, it gives you evasive damage, and gives you some blockers against enemy flyers.

Consider Treasure Map  Flip! It is a terribly helpful artifact, as it lets you scry for several turns, then flips over and helps with ramp and gives you card draw advantage for several turns.

Consider Improvise! I never had enough non-creature artifacts to be able to play Metalwork Colossus, but there are a couple of big constructs that use Improvise instead, which lets you tap any artifact for mana. Combos nicely with Voltaic Servant's ability.

Last, but not least...

Consider more aggression!

The deck looks like an aggro deck, and that is your stated objective, but cards like Sparring Construct and Voltaic Servant are more effective as defenders than attackers. Get some more power-heavy artifacts in there! Go down some 5+ drops, go up some more aggressive 2- and 3-drops. Some hasty attackers, some creatures with Fabricate maybe, some cards that can swing in for more than 1 point of damage when they can attack. Heart of Kiran is great for that, as is Cultivator's Caravan, and Aethersphere Harvester. Plus, then your valuable Foundry Inspectors and Chief of the Foundrys don't have to expose themselves in combat, but can still get help damage in.

MOAR AGGRO!

Hope that helps!

Love to test it out again after the next update! Keep up the good work!

chadsansing on Griselbrand + Death's Shadow = (Strange) Combo

2 days ago

What seems most important here is to cheat a Griselbrand, Kokusho, or Crawler into play as soon as possible without playing a straight reanimator deck. We know Legacy reanimator decks can go off on turn 1 or 2, so how do we do that on a budget? I'm not sure, but here's an idea:

Start with 0-drop creatures; say 4 Ornithopter and 4 Memnite or, even better, 4 Phyrexian Walker and 4 Shield Sphere. Add some targeted discard spells that you can use on yourself, including Raven's Crime. Aim for a turn 1 that goes something like this:

  • Play a swamp.
  • Play a 0-drop creature.
  • Play a dark ritual.
  • Play a 1-drop discard spell, targeting yourself, and pitch a big critter.
  • Use the other 2 B mana to play something like Animate Dead or Soul Exchange, sacrificing the 0-drop to return the big creature into play.

You try to jam this on the play and wait a turn or two until your opponent taps out on the draw, knowing that competitive blue match-ups will suck.

What do you think? I think you could re-tool your sorceries and some of your creatures to get the 0-drops and a few 1-of big critters in (like Platinum Emperion or Massacre Wurm or Grave Titan) that help you buy time and eat removal. A Gurmag Angler would be dope here, as well. I wouldn't sweat the Ghast mana/extort if you go for budget reanimator. Ghast and Artist are the creatures I'd cut.

Potential/recommended spells:

I kind of like the idea of an unknown reanimator list. If you want to stick the current game plan, I'd play Disfigure and Dismember over Go for the Throat. Maybe sideboard it along with Doom Blade for big-mana match-ups and Darkblast which you could use on your upkeep and again after dredge/draw to snipe a Delver or Deathrite Shaman.

foxinsox on Mox whack

4 days ago

EXOSURE, what a wonderful collection of informed suggestions and constructive critique! Let's break it down.

Kari Zev, Skyship Raider: Yes. So much. I completely forgot about her and her arboreal companion and she's a much better fit than Zo-Zu the Punisher. I was whacking my brains (ha!) trying to come up with good cheap red legends and she got left out of my radar. I love it. Instant replacement.

Isamaru, Hound of Konda: I thought about this particular mutt but I went for Kytheon for obvious reasons. That being said, you make a fantastic point about having a bit of a split between them - so I'll drop a Kytheon for one and a Zurgo to total two.

Shinka, the Bloodsoaked Keep: I mean, why not? I agree that there's no harm in throwing one in and I didn't actually know about this card.

Goblin Guide: I love the guide and seriously considered putting him in. It came down to not being able to take anything out without sacrificing a level of consistency. If I cut a legend I reduce the amount of Mox Amber targets and if I cut an artefact I lose consistency with the Mox Opal. But I do agree he would help help - so I'll cut a Kuldotha and an Ornithopter to fit two in and see how it goes.

Bomat Courier: another great suggestion - but the only thing I'd consider cutting for this would be a Signal Pest which is the other 1 mana cost artefact in the deck. I wouldn't want to drop a 0 cost given the consistency. And Signal Pest just gives so much value - it's a hard call and I'll consider it.

I see you're point regarding Kuldotha Rebirth, but it just adds so much that I disagree with your suggestion to remove it. This deck goes wide and large - fast. Kuldotha allows Kytheon to flip pronto; it puts three goblins on the board which, if followed by a Reckless Bushwhacker, is just insane value and can steal games. It gives an array of superb Goblin Grenade targets... the list goes on. I don't think taking it out would be a good move.

I'll try going down to 10 lands and adding the final two whackers - I'm worried it might suffer with only 10 land but it's worth experimenting with.

Thanks so much for your time and suggestions - they've gone a long way to refining this deck and I appreciate your input immensely. What do you think about the sideboard?

Silverdrake on TZ and the Boys

4 days ago

solarPULSAR Thanks for the feedback! I'm trying to keep it so all my artifacts do something on their own since, as you said, there's only the 8 copies of animating enchantments. As such I'm trying to avoid running equipment and Darksteel Relic since without being animated they do very little for me. I've been playing with the idea of Ornithopter instead of scrapheap (and very well might try them) but the reasoning for scraphead at the moment is again there's only the 8 animation spells. A turn 2 flying 5/5 certainly rocks but it depends on having drawn two specific cards, which is something I'm already overly reliant on. For the time being at least, I think I'd prefer something that's a threat by itself. Now Mox Opal is a fantastic suggestion and one I hadn't thought of - I might try that in place of a few tezzerets.

solarPULSAR on TZ and the Boys

4 days ago

Its definitely a cool concept but I feel like you should add more cheap artifacts with good effects and cheap/free artifact creatures. The lack of one drops or mana acceleration also means its a bit slow for modern. The more artifacts you run, the more you can take advantage of affinity stuff like Mox Opal. As much as I like Tezzeret, hes also really slow for modern without some sort of control shell in alot of cases. If you focus on putting out cheap artifacts on the field and then turning them into 5/5 beaters it should have alot more success in the format over this current iteration. Of course, there are only the 2 playsets of cards that turn stuff into 5/5s, so this strategy is extremely limited by your draws and would mean you would probably regularly mulligan down to 6 or 5.

My card suggestions would be stuff like Darksteel Relic (its a bad card but its cheap, and indestructible is nice.), Other cheap artifacts could be like Accorder's Shield, Bone Saw, or you can do cheap 0 drops like Memnite, Ornithopter.

Now if your playgroup doesnt play anything fast, you can add stuff into this list like March of the Machines.

Amun on

2 weeks ago

This "version" is working well. The addition of the Eldrazi Monument was the one key to work with Pia's Revolution and the zero casting cards on Memnite and Ornithopter

Argy on Whole H.O.G.

2 weeks ago

This deck doesn't work.

You have a lot of cards that require Creatures to either Crew them, or attach Equipment to, yet you have only 11 Creatures in your deck.

A lot of those cost 4CMC or higher, meaning that your Opponent can run away with the game before your deck even gets warmed up.

Some of them can't solo Crew Vehicles that are Crew 3 or higher. Ornithopter and Consulate Skygate can't Crew anything, unless they are being pumped up.

Equipment falls off Vehicles once they stop being Creatures, so you have to keep equipping it to them.

Putting Eager Construct in this deck would help, for a start. So would Walking Ballista.

My Brawl deck has a Vehicle focus, but that isn't its only focus. It is also aggro. I think this deck would be better with a lot more Creatures, and maybe a secondary theme.

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