Ravenous Intruder

Legality

Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Aether Revolt (AER) Uncommon

Combos Browse all

Ravenous Intruder

Creature — Gremlin

Sacrifice an artifact: Ravenous Intruder gets +2/+2 until end of turn.

Price & Acquistion Set Price Alerts

AER

Ebay

Have (2) frederiklw , Candyman949
Want (0)

Recent Decks

Load more

Ravenous Intruder Discussion

Shiv3r on Gremlins on a Train!

1 week ago

Honestly I thought maybe building a gremlin tribal deck with artifacts, and then focusing on salivating gremlins/ravenous intruder. To power up territorial gorger, maybe we could look at that totally underplayed card, Consulate Turret ! it taps for energy, which powers up gorger, and so on.
Also, since ixalan is now a thing, it means we get access to Unclaimed Territory, (although it's mono-red), as well as vanquisher's banner to give card draw and stuff.
Maybe a gremlin aggro deck with Ravenous Intruder, Ruinous gremlin, salivating gremlins, brazen scourge, and maybe territorial gorger is the way to go? it would be a super fun deck, I think I'll try building one and see how it goes! thanks for the help on a cool deck Idea!

hoverjet on Angry Aetherborn

2 weeks ago

I really like the deck and have some ideas about it:

Rex_JB24 on P3 Dynamo

1 month ago

Thank ya. I'm not sure what your deck is trying to do. I'm assuming it's trying to abuse Pia's Revolution with Ravenous Intruder and an infinite mana engine created by Pyramid of the Pantheon and Paradox Engine. Alternatively, creating infinite mana, then casting a Big/Big Walking Ballista to kill them. I feel that the issue with the combo is that your deck doesn't have enough draw effects to fuel infinite artifact casting for pure Ballista shenanigans without being contingent on the first combo. To lend some additional strength to both combos, I would suggest cutting Ghirapur Orrery for Key to the City as it allows you filter out lands and draw other spells while also playing AMAZINGLY well with Paradox Engine. Key enables you to create infinite mana for Ballista because you'll continue to draw gas and can also occasionally make an unblockable Intruder. I would suggest Aetherflux Reservoir but I feel like you're intentionally building a combo off the beaten path.

cdyrdr on Pia's Recycling Facility! (Budget Combo)

2 months ago

@z2disciple Thanks for the reply. I somehow forgot about that card. What I've had the most success with so far is: this deck -4 Terrarion, -1 Workshop Assistant, +2 Implement of Malice, +2 Foundry Inspector, +1 Key to the City. I really like Foundry Inspector because it makes it easier to get combos off, especially with the Implements and a sac outlet such as Ravenous Intruder. It pretty much forces your opponent to take the damage from Pia's Revolution and allows you to empty your hand much more efficiently. I also like Key to the City as a finisher. I know you had it in this deck before and I think it works really well with Ravenous Intruder. If you're going for an instant evasion for the sideboard instead I personally think Fling is better than Rush of Adrenaline since it allows you to work around removal which is big in standard. I'll do some testing with Renegade Map and I'll report my findings in a few weeks or so.

Shinzer_scrub4life on Legend of THE Deck

2 months ago

I think THE Deck that I found myself coming back to and loving is this little Pia's Revolution deck for Standard. I got into Magic very recently, my very first interaction with Magic was the very last draft my LGS was doing for Aether Revolt, right around the bend of Almond Cat prerelease. After performing decently well in that draft, I looked around for sites online to find a deck idea for the Standard format, as being able to fine tune my own personalized deck was the big appeal of getting into Magic for me (take two guesses which site I found, first one doesn't count).

I stumbled across a U/G Electrostatic Pummeler list that was more combo oriented and less aggro based. With Fling revealed in Amonkhet, I knew I wanted to chuck Pummelers at people. So I took the list, tweaked it to Temur so I could Fling Pummelers, and took it to a few Standard events. I got mostly crushed, although chucking a 48/48 pummeler at people when it worked was pretty satisfying. One highlight however was the match with a Marvelworks deck that ended with me casting a Glorious End during his upkeep that I had sideboarded in. It got the attention of most of the table as the Marvelworks played mulled over to counter it or not. He decided not to, just to see what happens. I think I had a Blossoming Defense and a Pummeler in hand. Untap, Upkeep, draw... a Land (RIP).

Pummel-Fling being a janky inconsistent Combo deck, I was starting to get a little tired of lopsided it was, so I toured this site and found this deck Pia's Recycling Facility! (Budget Combo). The list intrigued me, because I always love synergy and combos in most games, and this deck looked like synergy.dec. I scrabbled together what few cards I had for the deck already (including the FMN promos of Unlicensed Disintegration) and got the rest off of TCGPlayer.

The first couple of games with the Deck during my next standard events were very fun and action packed. One highlight in particular was when the Deck survived 5 turns of a Dragonmaster Outcast by chucking Ornithopter in front the dragons and getting them returned to the hand by Pia's Revolution. I still lost that game, but the mental image of a wall of tiny toy planes holding off a Dragon onslaught amused me.

For some reason or another, I slowly trailed off the deck as I went back to making my own brews (I bounce around decks and Ideas like a yo-yo). When Hour came out, I was insistent on making a U/R prowess with Riddleform work. It kinda did. It was alright, but I was working on another. A Sultai "toolbox" deck with janky win-cons, card draw, counterspells, ramp, and discard. I was trading like a madman for the Blooming Marsh playset needed for the land base.

The one Standard Showdown I took the Sultai toolbox to... it got smoked. Like "it made my Pummeler-fling Deck look tier 1" smoked. I had about 0% fun playing it to, casually chucking a Nissa into a board of the mono-B zombie's nut draw of 24 power on like turn 6. Match 3 I actually got to play Magic, and actually won 2-0, but by that time I was less than lukewarm about the deck. One of only good things to come out of that showdown was the absolutely insane Showdown pack with Nicol Bolas, God-Pharaoh AND a FOIL Chandra, Torch of Defiance. I remember audibly saying "man, I should lose more often!" after seeing those.

Defeated by how feeble my jank brew was, I went back to the U/R prowess deck that I mentioned in passing, and then September rolled around. With it, the Promo Fatal Push. Which got me thinking... about the Pia's Revolution deck I had so much fun with. About 3-4 days ago, I looked at my version of the list, looked at some of the spoilers in Ixalan, especially the reprint of Lightning Strike and Duress. I edited the list to include more removal mainboard and heavily modified my version of the deck's sideboard (the weakest aspect), then took it to FMN.

In my game 2 against B/W zombies during that FMN, I made alot of interesting decisions with Ravenous Intruder and ultimately ended that game in a spectacular fashion with 1 life left by dealing enough combat damage to get my opponent to 1, eating my Scrap Trawler post combat, and playing the Ornithopter retrieved by Trawler dying with Reckless Fireweaver on the field, pinging for the last point. Death by Ornithopter. My maindeck removal came in clutch and basically sealed the opponent out of the game in game 3.

I think I realized then that just because I didn't make the deck, doesn't mean I can't make it my own. This Pia's Revolution deck always feels like it's a close game, with both players making interesting decisions. I don't even mind losing when I play this deck, because even when I do, it feels like I played a game of Magic and that I was only one or two critical cards away from victory. The deck is also practically untouched in the coming rotation, and is even getting new toys like the aforementioned reprints. Whew... well anyone who read this wall of text, grats to making it this far. Nothing much else left to say except that a deck that makes Ornithopter a threat is a deck that I enjoy, apparently.

GypsySowa on Assembling Self-Assembler

2 months ago

I threw in Mind Rot in the hopes to slow my opponent because it takes this deck so long to build up, especially since most cards cost 3 or more. I just realized that Mind Rot is fairly expensive given my curve as well. Consider it nixed with a Harsh Scrutiny added.

Your Ravenous Intruder reminded me of Inventor's Apprentice so I added them instead (even though the buff isn't as large) because it costs 1 less and I don't view most of my artifacts as expendable, except for Ornithopter since it doesn't account for much beyond a wall. Granted that's where Scrap Trawler would come in handy but most of my artifacts cost 3. I'm having the same dilemma with Treasure Keeper.

I considered Ornithopter because it was free, would act as a wall early game, and would allow me to scry for free once I got Contraband Kingpin out. Now it would also help the Apprentice but it may not be worthwhile to remove anything for it.

I definitely would like to get Built to Smash in there. It was part of the first 5 color deck along with Built to Smash which was extremely helpful for the indestructibility. Every time I've played with Smash however, it often times ended up as a dead card in my hand. Mayhaps that's because I wasn't playing the deck to it's full potential. Anyway, I'm just ranting now...

Thanks for the tips!

Venatorio on Assembling Self-Assembler

2 months ago

I'm kinda confused as to why Mind Rot is there. Hand control is nice, but your deck doesn't synergize with it at all. I'd either...

Or something like that. Overall it's a very solid deck! It has great removal capabilities, a good mana base, and I like the mix of creatures.

My only concerns would be that your curve may end up a little high. If you removed some Mind Rots, and added in like a few Iron Myr or Leaden Myr or Silver Myr, that MAY help, but it's not what your deck is doing. Also, why throw in Ornithopter? Just curious, as it's a good card, but your deck doesn't do buffs, outside of Chief of the Foundry, which is likely to be targeted for removal.

Leatherankh on Reckless PanInfinicon

3 months ago

Murphy77 I will go through your recommendations one by one:

Fevered Visions is a great card, but it is a real double-edged sword in the current aggressive meta. Most decks are quick enough to get down below 4 cards pretty easily, so all you're doing is giving them more gas. I'd rather stick with draw 3 for (usually) 2 mana.

Ornithopter just flat out doesn't work with this deck. The reason I use Cogworker's Puzzleknot and Servo Schematic is because they are artifacts that make more artifacts upon ETB. For example, let's say I have a Pan, a Gremlins and a Fireweaver in play. If I cast a HornyFlopter it deals two damage from the Fireweaver and pumps the Gremlin +4/+0. If I cast a Puzzleknot it would deal 6 damage (2 for itself, 2 for the servo, and 2 off the additional servo from the Pan) and pump the the Gremlin +12/+0, which unblocked would be lethal in one play. So, huge difference.

Pia's Revolution and Perpetual Timepiece are great if you have artifacts that end up in the graveyard a bunch, but that's not the case for this deck. Half my artifacts are tokens, the other half usually just sit there on the battlefield unless they get hit by Abrade, so those two wouldn't do much work and would just clog up an already complicated deck. Now I have seen some really cool builds using those two with Ravenous Intruder and Scrap Trawler along with a bunch of Implements. But that's a completely different deck idea.

Thanks for the feedback!

Load more