Scrapper Champion

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Scrapper Champion

Creature — Human Artificer

Double strike (This creature deals both first-strike and regular combat damage.)

When Scrapper Champion enters the battlefield, you get (two energy counters).

Whenever Scrapper CHampion attacks, you may pay . If you do, put a +1/+1 counter on it.

Freezingfist on Gift of Mettle

6 years ago

Cool build, JoeMoMo499.

From my personal experience, I'd add Captain Lannery Storm. She comes down with haste and gives you mana the moment she starts swinging. Can help since you have a few of cards that may be awkward. If nothing else, Ahn-Crop Crasher may make a more aggressive play over Scrapper Champion or Solemn Recruit. I like both cards, but they seem a bit slow and/or fragile.

I have a somewhat similar list I was playing before the release of Path of Mettle  Flip that takes the discard rout to Refurbish hulks and gift.

Treasured Hulks, if you wanted to take a peek.

ScrubNation on

6 years ago

PI3L0V3R i mean yeah it costs 2 to pump the scrapper but i dont see the downside to the card. Its a double strike so it comes in looking like a 2/2 when its a 4/4 attacking or defending Scrapper Champion

PI3L0V3R on

6 years ago

The reason I suggested to remove other high energy cost cards that werent Electrostatic Pummeler is because statistically speaking, you have a little under a 10% chance to draw either Electrostatic Pummeler or Trophy Mage. Assuming you dont mulligan, the next turn will have an 11% chance for one of them to be the draw and so on as it slightly increases after each draw. Bristling Hydra is a card I understand as its nice secondary creature if you happen to not draw Electrostatic Pummeler, but Scrapper Champion is just a card I dont see being good in most situations. You have to attack to give it its counter, and its starting toughness makes it extremely easy to kill. Glorybringer would be a nice addition.

Deltis on Blue/White Kaladesh Energy

6 years ago

Your deck does better than it seems at first, but it has a small issue with having too much energy. I understand you want a lot of energy, but you need more ways to spend it in mid/late games. I tested this deck out a decent bit against a revolt deck I'm working on and noticed that if they got rid of your major cards, it was time to concede. More answers for opponents things could be useful as a side board.

Might I suggest Electrostatic Pummeler, Consulate Turret, and Scrapper Champion as a few more ways to use up your energy. I know that Scrapper is red, but the double strike that gets really big quickly could really help mid game against stand offs. Aethertorch Renegade could also be a nice way for extra reach mid and late game. But you would probably rather keep it just two color and not have to splash red for either of those cards.

PI3L0V3R on

6 years ago

Id recommend dropping both Scrapper Champion, Servant of the Conduit and Bristling Hydra. Scrapper and Hydra eat the needed energy that you want for your Electrostatic Pummeler. You can replace Them with Thriving Turtle, Aether Theorist, and either Fabrication Module or Woodweaver's Puzzleknot. The first 2 creatures I listed are low cost, can be used as chump blockers, and Aether Theorist is a good way to scry until you find the cards you want. I also recommend that you drop 1 of both Botanical Sanctum and Rootbound Crag and toss in 2 Evolving Wilds. Land tutors might seem like ass but in a tri color deck where you are running only 2 Islands and Mountains, you might find your self locked out of those colors. I understand that they both give you the colors you are short of, but I run an energy deck of my own and find that the Evolving Wilds has been a lot more useful than those types of lands. Thirdly, find something that you dont like in the deck or doesnt work out for you and try to toss in 1 or 2 more Harnessed Lightning.

Monkeylordz on Weenies Who Smile At Death

6 years ago

Hello, I came to this deck through your forum post.

I am not the best commander player, and haven't played/faced Alesha, but I like deck building. One thing I noticed is a lack of board wipes, which I think all decks should have. There will always be a point where you won't be winning, and a board wipe can clear the path and give you the board priority. However, you don't need that many. Three should suffice, but more isn't bad either.

Boards wipes I have in mind:

You want more mana rocks. You have Sol Ring and two others, but that won't cut it, especially in a 3-colored deck. I suggest around 10 mana rocks. Here is my list:

You can of course choose whatever you want, these are just some suggestions for you to take.

Card draw. My favorite thing to do in EDH is draw cards. While white and red struggle with drawing cards, black has no problem.

Random Cards that come to mind:

  • Darksteel Plate. It allows your commander to attack even if your opponent has big blockers.

  • Bojuka Bog. Graveyard Hate with small opportunity cost.

  • Raving Dead. Can dish out a lot of damage, and when it dies, you bring it back.

  • Graveblade Marauder. Hits hard, especially because you stock your yard.

  • Return to Dust. You need artifact/enchantment hate in commander. There are too many broken things that a board full of creatures cannot solve. Luckily, there is also great removal for those things.

  • Increasing Ambition. This tutor is good because it essentially tutors 3 times in one card.

  • Crypt Ghast. Staple in any black deck. It ramps you, and even has extort. (and 2 power)

  • Aegis of the Gods. A little protection is always nice. You never know when the next Comet Storm is going to come.

  • Panharmonicon. My favorite card in standard right now. Actually, don't add this one, because you cannot effectively capitalize on it's ability to warrant using a card slot. However, if your add more ETB effects, the power of this card increases exponentially!

  • Ashnod's Altar or some other sac outlet. This allows you to sac the creature for utility, and then bring it back. Have a Priest of the Blood Rite sitting around? Sac it, reanimate it, and then sac it again! Useful for ETB creatures and also locked down creatures (Arrest, etc.).

With every added card, you have to cut a card. Cards I suggest cutting are low-impact cards. Commander is often a game of value, and Alesha assists you greatly in doing so. However, Brazen Wolves is likely not going to do anything impactful. You would much rather have something like Taurean Mauler, which is just better. Remember: Everyone has 40 life, so games tend to go long. The best cards are cards that scale as the game goes on. I will list cards that I don't think are impactful enough, but that is just my opinion. If your like using a card, or don't have better cards, you can keep it.

  • Fervent Cathar

  • Grey Merchant of Asphodel. Not enough black mana symbols. If your deck changes to add more, you can add this back in. It is pretty good, but only with support.

  • War-Name Aspirant

  • Brazen Wolves

  • Some equipment. You don't need that many equipments without equipment support. (However, you could add equipment support, like Sram, Senior Edificer)

  • Azorius Justiciar. Just use removal instead. Use Alesha to get back something else.

  • Scrapper Champion. A 3/3 double striker may sound good, but in commander, it doesn't do as much as you expect.

  • Ukud Cobra. Not terrible, but doesn't do anything either. It just sits waiting to block, then dies to a board wipe.

  • Merciless Eternal. 3 mana and discarding a card is too high a cost for just +2/+2. Even if it puts something in your graveyard, why didn't you use Tormenting Voice and draw two instead?

That's it for my comment! I hope I helped you improve your deck, and remember: commander is about creating a custom deck. Make it how you and you playgroup enjoy playing.

Mandalorian on Artificer Deck

6 years ago

First things first, you should change the format of the deck to casual since Counterspell is not legal in Modern.

With that being said I think the idea is neat but you need to streamline your deck. the more 3's and 4's you have the better consistency your deck is going to have. Drop a lot of the mediocre 2's like

Aeronaut Tinkerer

Aether Swooper

Aether Theorist

Aspiring Aeronaut

Eager Construct

Scrapper Champion

and go up to 3's and 4's of the better cards like

Thopter Engineer

Whirler Rogue

Chief of the Foundry

Lightning Bolt

Some other good Artifact stuff you may have overlooked

Hangarback Walker

Pia and Kiran Nalaar

Bomat Courier

Spire of Industry

Ensoul Artifact + Ornithopter 5/5 flyer on turn 2

Darksteel Citadel+Ensoul Artifact 5/5 indestructible on turn 2

Cranial Plating

Etched Champion

Galvanic Blast

Thoughtcast

Master of Etherium

Grunyarth on JUND Constrictor

6 years ago

I would recommend Voltaic Brawler, Greenbelt Rampager, and 2x Rishkar, Peema Renegade, as the first 2 are good creatures, and winding constrictor into rishkar is possibly the strongest curve in standard. Also, if you have a constrictor and a Longtusk Cub on the board, Greenbelt Rampager Is basically just 1 green mana to give 2 +1/+1 counters to longtusk cub. Whether or not to mainboard Verdurous Gearhulk vs Ridgescale Tusker depends mainly on how much removal is in your meta (if you have no creatures the gearhulk is better). I personally don't find Scrapper Champion too powerful, as he can be underwhelming when you don't have a constrictor, although I could see him doing well in some match-ups, so it's up to you. Also btw you have 3 bristling hydras in the main and 2 in the sideboard. And Glint-Sleeve Siphoner is also awesome

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