Sai, Master Thopterist

Sai, Master Thopterist

Legendary Creature — Human Artificer

Whenever you cast an artifact spell, create a 1/1 colourless Thopter artifact creature token with flying.

, Sacrifice two artifacts: Draw a card.

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Set Rarity
Core Set 2019 (M19) Rare

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Tokens

Legality

Format Legality
Block Constructed Legal
Highlander Legal
Leviathan Legal
1v1 Commander Legal
Canadian Highlander Legal
Legacy Legal
Pioneer Legal
Modern Legal
Oathbreaker Legal
Unformat Legal
Arena Legal
Magic Duels Legal
Commander / EDH Legal
Duel Commander Legal
Historic Legal
Vintage Legal
Casual Legal
Tiny Leaders Legal
2019-10-04 Legal

Sai, Master Thopterist occurrence in decks from the last year

Modern:

All decks: 0.04%

Commander / EDH:

All decks: 0.02%

Blue: 0.18%

Sai, Master Thopterist Discussion

Magic_Faqs on Riku of Two Reflections - Energy

3 days ago

Here's a few cards I would include:

Fabricate - This will help get your Aetherworks Marvel into play sooner so you can use your energy counters to cheat out cards.

Trophy Mage - To help get either a mana rock or a card like Lifecrafter's Bestiary or Electrostatic Pummeler.

Sai, Master Thopterist - Works very well with all the artifacts you will be dropping. Plus, he can be used for card draw in a pinch.

zuharran on Arcum Sockum Robots

1 week ago

I like the idea, but I feel like you don't have enough sacrifice outlets to benefit as effectively from Font of Mythos and Coveted Jewel. I'd recommend cards like Arcbound Ravager, Metalwork Colossus, Sage of Lat-Nam, and Sai, Master Thopterist to get some instant speed sacrifice mechanics so that you can remove those when you want to before an opponent would benefit from. I also think the more expensive cards here are a bit overkill compared to the rest of the deck, it could be a lot more budget friendly if you pulled Force of Will, Chrome Mox, manacrypt, Ancient Tomb, and Metalworker. That would drop the overall cost by about 300 and wouldn't sacrifice much for efficiency. Caged Sun and Gauntlet of Power (which is expensive, but not more than extraplanar lens) as well as Gilded Lotus, Nyx Lotus, and Blinkmoth Urn can make up for the loss of the mana generation by removing those more expensive cards. I'd also recommend some board wipe cards like Oblivion Stone and Nevinyrral's Disk to accomodate when the board state is getting hectic.

PookandPie on Urza Lord High combomaster

1 month ago

I play Urza too! It's a very fun cEDH deck.

If I could recommend a single big draw spell, it would likely be Recurring Insight. Generally speaking you'll be ramping out hard with artifacts so your lands won't necessarily be more than 4ish, and for a 6cmc sorcery, I think drawing 4-5 cards twice off of Recurring Insight would be much better than Flow of Ideas.

Is there a particular reason you're using Basalt Monolith but not Rings of Brighthearth to generate infinite mana so you can win with Urza?I would figure that having the additional infinite mana outlet would be the primary reason for running Basalt since it's generally not seen as good on its own. Perhaps dropping Chromatic Orrery for it could be reasonable (since if you have infinite colorless mana with Urza with something that can untap, you also have infinite blue. So Basalt Monolith can make infinite colorless by copying the untap activation with Rings, and after making 30 million colorless, you can spend that to make 10 million blue (by simply tapping the Monolith for blue via Urza's ability, then untapping it for 3 colorless mana). And 5 to draw 1 seems pretty horrible when you've already got Sensei's Top. I guess its nice that it taps for 5 to power a Dramatic Scepter win, but there's functionally no difference between Gilded Lotus and it in that circumstance, and you could likely win via any extra rock + Worn Powerstone if that's what you were aiming for. I dunno, just seems like a 7 mana do nothing rock unless you have Filigree Sages which just makes this the exact same combo, except it costs 9 mana to start (7, tap 5, pay 4 for Sages, pay 2 more to activate Sages to untap, repeat), whereas the Basalt one costs 8 but the individual pieces can come down much earlier (alongside Rings having more inherent synergy with the deck as well, eg double Urza or Tezzeret tutor activations, etc.).

Sai, Master Thopterist is another nice one. Every artifact you cast effectively gets you a free Mox Opal that can also be spent to draw you additional cards.

ironmindraph on Alela's F-35 Squadron (flying matters)

2 months ago

desmondwrite interesting question, I've struggled hard to find a way to draw efficiently. It needs a lot of works and that might be its big weakness. But the low CMC of the curve helps me get through the draw issuesé

Here's my draw options so far: Curator's Ward, Dire Undercurrents, Kindred Discovery, Mystic Remora, Rhystic Study, Baleful Strix, Sai, Master Thopterist, Skullclamp, Smuggler's Copter, Sword of Fire and Ice, Nihil Spellbomb, The Immortal Sun and Treasure Map  Flip. Most of them are gamechangers (sword, dire undercurrent, kindred, etc.)

It is not premium draw options as we know blue can provide but it sinergize pretty well with my faerie/enchantement/artifact tribal as it brings lot of value. The deck overall is a very good performer on multiplayer table and is playable 1vs1.

mtgApprentice21 on Breya, Ghost in the Shell OVER 65 INFINITE COMBOS

2 months ago

I like what you're going for with the Bitter Ordeal, but perhaps try switching it out for Saheeli's Directive. I have directived for exactly X=42 and completely blew out my game, but you could can realistically do that for X=20 or 25, depending on how many artifact cards are huddled about the top of the deck.

Also, Dagsson is way too slow. By the time you can cast him, removal is already too heavy to be able to get him to stick. I would take a more sneaky value-train approach with Sai, Master Thopterist, but that's just me.

I would additionally take out most of the nonpermanent card draw, but maybe keep a Blue Sun's Zenith and a Finale of Revelation.

Metalworker + Staff of Domination/Sword of the Paruns: Think about it...

You might want to add Liliana Vess, Saheeli, the Gifted, and Saheeli, Sublime Artificer to the Maybeboard.

Mishra, Artificer Prodigy + Possibility Storm: Hmm... This seems like it would be pretty hilarious.

Also there's these really great lands from the Battlebond set that enter tapped unless you have two or more opponents. I think you might be able to adjust your mana base even more with those. Sea of Clouds, Morphic Pool, and Luxury Suite are the ones you want to look at.

slashdotdash on 5 color no theme deck

2 months ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

wallisface on Artifact shit show

2 months ago

Ok, here's my suggestion, using lands and then just the cards you've listed above here:

Now, this is probably the best you can build from what you have shown here. But there are improvements you can then work towards, as a lot of these cards aren't optimal. And depending on the format, some aren't legal (for instance, Counterspell isn't modern legal). I think the following would be a good place to start a decent shell to start a stronger deck from:

From that, you could start working towards something like this, in the longer term (most the additions are pretty cheap and affordable cards):

Hope this helps!! :)

mtgApprentice21 on Assembling the Legacy

2 months ago

Muzzio and Thopter Assembly seem too slow compared to Emry, Lurker of the Loch and Sai, Master Thopterist. Your deck already has no problem drawing cards, but still has a lot of issues trying to find a game-finisher. Sai could put it over the top to solve that problem, plus he makes flying blockers/sac-fodder, and he has decent enough toughness that he passes the bolt test. Emry could potentially be a T1 cast and could mill some huge relics that could be cast T2 if you get one of those "I-have-lots-of-mana-and-nothing-to-do" kind of starts. Later in the game you can bounce her with something and play her again repeatedly until you mill some relics that you like. You win automatically if you can loop Emry infinitely, since Ulamog stops you from decking yourself anyway. In fact, at worst, Emry mills a mana flood out of your way, which is what you want if you've got one of those do-nothing game-openers. It cuts the time you have to potentially wait to start doing things. If Blightsteel or Ulamog does get milled, you get to shuffle away that likely slow start anyway.

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