Artifact Creature — Sphinx
Whenever an artifact creature you control deals combat damage to a player, you may put a 1/1 blue Thopter artifact creature token with flying into play.
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Sharding Sphinx Discussion
2 days ago
I applaud any Breya deck that doesn't simply seek a combo. That said, I frown at any Breya/Thopter deck that doesn't run Sharding Sphinx!
1 month ago
Wow thanks so much for the detailed response, I really appreciate it and I like some of your suggestions. I'm pretty sure I have a couple Bident of Thassa laying around and I actually have some Swords to Plowshares as well so I'll throw them in for sure. Isochron Sceptor I really like with the Counterspell so I'll try that too. Finally the Sharding Sphinx and Myr Battlesphere I will definitely be getting. My friend group runs alot of removal so I'm thinking of keeping the Etched Champion but thank you so much for the suggestions I have a lot to test with.
1 month ago
So I've recently done a few Cube Drafts and happened to build Blue / Artifact decks twice and they did very well. I'll spell out some of the interactions that I used and you can decide if they fit what you want to do. I also have a weekly game that involves a lot of Two Headed Giant, so this stood out as something interesting.
The very first card that I drafted that I ended up building around was Grand Architect. The added damage from it's +1/+1 for Blue creatures is alright, but the sweet part is being able to tap down creatures in order to gain more mana and Ramp into those bigger creatures even faster. You've got a lot of ramp with those Sol Rings, so maybe that's not what you're looking for but it's both ramp and amp at the same time so I find it more interesting.
On a side note, I wish I had gotten Pili-Pala because that two mana that you get for tapping it to the Architect goes back into untapping Pili-Pala for a colored mana. You can do this infinitely. Exploiting that with either expensive creatures or with X in it's cost like Hangarback Walker is pretty gross.
Anyway, the most powerful interaction that I had was Isochron Sceptor imprinting on basically any counterspell. Counterspell, Mana Drain, Mana Leak, anything that cost 2 or less. Mana Drain is crazy expensive, but you get the idea. You could also go with some kind of White removal like Swords to Plowshares, Path to Exile, or even Immolating Glare. Your Dispatch works too. The repeatable aspect of that combo makes for a pretty scary board.
I combo'd that with Talrand, Sky Summoner to give me extra bodies every time I used it or cast any other spell. You can tap the Blue Drake Tokens for mana if you have the Architect which I used to play bigger creatures like Inkwell Leviathan and Sharding Sphinx. I like the Sphinx better, but the Leviathan can be gross if you have ways to turn your opponents land into islands. I probably wouldn't go that direction, but if you're interested I have tricks that you can use. The Sphinx would be awesome and just get wider and wider. They are also Blue Thopters instead of colorless ones, so again you have access to as much mana as you could hope for if you went with the Architect.
I think one of the shortcomings you have is card draw. You have so much ramp too even before my suggestions and no good way to keep your hand nice and full. First I'd go up to 4 copies of Thoughtcast, that's an easy one (on that note I'd go up to 4 Dispatch as well.
Bident of Thassa works great to draw a ton of extra cards because if you do get wide with the Sharding Sphinx then each time your creatures hit they both create another token AND may draw you a card. I like how it can force your opponents to attack with all of their creatures which leaves all of your creatures to hit home and then replace themselves with chump blockers. It also happens to be an Artifact which doesn't hurt, and they are ridiculously cheap. You can get a full playset of Foil Bidents on TCGPlayer for about $1.
So here are the numbers that I would recommend of my suggested additions:
Grand Architect - Mana ramp and slight pump. Great early game to play either multiple things or just one big thing. Can tap himself. I'd say this one is optional. The more I look at the list and think about how things could play out the less I see this being needed. The same goes for Talrand, Sky Summoner and Hangarback Walker. They work great together, but I don't think you have enough spells or high cost things to make this worth investing card slots.
3x Isochron Sceptor - Takes your limited spell pool and basically makes it unlimited. Can copy Removal and Counterspells. ($9)
4x Counterspell - You are very weak to basically any sort of threat without ways to interact or otherwise disrupt your opponents plays. ($4 from Masques)
2x Dispatch - The more interaction the better. ($1)
2x Thoughtcast - You need to be able to keep your hand up. Top decking isn't ideal at all. ($.50)
2x Bident of Thassa - Solves your card draw depending on your board state but adds interaction by forcing your opponent to attack when they would be left vulnerable or lose valuable creatures they wouldn't otherwise attack with. ($.50)
4x Sharding Sphinx - Higher cost and higher gains. Unchecked this thing will get you bigger and wider than your opponent. Currently you do not have any aggressive creatures other than potentially the Master of Etherium. The Sphinx would really pair quite nicely since the extra tokens help grow the Master and the Master buffs the tokens. ($1)
1x Myr Battlesphere - I thought of this one when I looked back at Phyrexian Metamorph. Every time you copy this guy you get four Myr Tokens. That increases your Artifact count, but also gives you another powerful attacker since you get to deal damage straight to your opponent's face for each Myr token. Might be the edge you need in battle. ($.50)
So that's 18 cards. Seems like a massive change, but the nice thing here is that you do not have a sideboard. A 15 card sideboard is always nice to have and you can just move things back and forth depending on the situation. On that note, the three cards that I just don't think are up to it are the Chief of the Foundry and Foundry Inspector. The Inspector is nice when you don't have access to all the ramp you could ever want, but that slight discount doesn't really make an impact when you only have one of them. The Chief usually makes sense in a deck like this, but there are several far more interesting things that are buffing your other creatures and I don't think it pulls it's weight.
The 15 cards I would put in the sideboard are:
4x Lodestone Golem - If you ever managed to get four of these down your opponent would probably not be able to play more than one thing if at all. The likelihood of this happening though is pretty slim. Ethersworn Canonist does this better. I'd bring these back to the main deck if you are up against someone that has a TON of removal because it might help slow them down or at least possibly draw fire away from your other things. It is a decent sized body out of the box, but you have other things that will outweigh this guy.
2x Master Transmuter - This is your most expensive card, but you just don't have enough big scary things to cheat onto the field with this. This guy can potentially return a Thopter token and turn it into a Blightsteel Colossus, Draco, or Inkwell Leviathan on like turn 3 but right now you could at best cheat out a Golem that you could have just paid for. If you include my suggestions this could cheat out a really early Myr Battlesphere or Sharding Sphinx which would be awesome. Even better if you keep swapping a Metamorph and a Battlesphere to rack up a ton of Myr tokens that will result in hefty face damage when you stop to attack. Keep in mind you can do this after declaring a blocker to remove from combat to avoid the damage and still get the tokens and then you can retaliate on your turn.
4x Etched Champion - A good card, but very vanilla. Sure it's a little more difficult to remove with protection from all colors, but at the end of the day it's just a 2/2. Sure it can be buffed by a few other things, but it doesn't really interact with anything. The only slight advantage is that since he is essentially unblockable he could guarantee a free hit and token from the Sharding Sphinx but that's not very exciting. He is a decent blocker too, but you should have plenty of chump blockers if you need them.
4x Etherium Sculptor - Another great card that I think is trumped by those four Sol Rings. I believe they give you all the ramp you could need, especially for Two Headed Giant which should allow you several more turns than a regular game. If I were playing this deck in a dual I would absolutely put a few if not all of these back in. Maybe I'm wrong, but I don't think these help you win any easier in that particular format. If your friends ever changed their mind and said "no" to Sol, I'd replace them with this guy in a second.
1x Ethersworn Canonist - Only because it is a stall tactic and having multiples on the field are just redundant. Playing this on turn 2 or 3 would set you up with all the time you need to build whatever board you want before going on the offensive.
I'm going to make a copy of this deck with those proposed changes to play test some hands, but I feel like those updates would give you presence at all stages of the game. Currently I feel like you are lacking in the mid to late game and are probably struggling to end the game fast enough. I guess I have no idea what you're playing against or what your partner is adding to the mix, but I can't imagine after the first six or seven turns you are able to do much until someone drops a huge creature and you copy it with the Metamorph.
Cost of proposed changes: $17
Hope that helps, good luck :)
1 month ago
I removed Nivix Barrier in favor of Sharding Sphinx to increase thopter production, while Jhessian Thief is taking a backseat for Graceful Adept to increase the chances of achieving no hand size limit, and replaced an Island for Seat of the Synod for insure more artifact triggers.
1 month ago
If Thopter.dec is what you're interested in then I have some other options.
- Thopter Engineer
- Sharding Sphinx
- Thopter Spy Network
- Whirler Rogue
- Pia and Kiran Nalaar
- Pia Nalaar
- Hangarback Walker
- Thopter Assembly might not be good for this deck and you might always have a Thopter present.
- Panharmonicon doubling your Thopter ETBs is always good.
Pain, Possible Wincons
Reckless Fireweaver turns your deck into a guzzied up mini Purphoros deck. Other similar cards that can fit into this category:
- Disciple of the Vault
- Marionette Master
- Blood Artist
- Falkenrath Noble
- Impact Tremors
- Goblin Bombardment
- Purphoros, God of the Forge
Add in some card draw like Bident of Thassa, Mystic Remora aka "Rhystic Fish" and Coastal Piracy with some protection like with Padeem, Consul of Innovation and your deck is taking shape. Add some tutors too like Kuldotha Forgemaster which will work wonderfully here.
1 month ago
I decided to build a fairly weak breya deck on purpose. Instead of blinking, I chose to make lots of thopters instead. Things like Whirler Rogue, Myrsmith, Angel of Invention, Sharding Sphinx, etc. Just go wide with her with some anthem effects and combo backup. It's a fun deck to play.
1 month ago
Flagellum, Going the Thopter route is best for ultra budget $100 like what my first version, Breya's Thoptershop of this deck was. This is main reason I've changed the name, dropping the Thoptershop because as I increase the budget the Thopter creation cards are getting cut for much better cards. There are exceptions though in my opinion both Sharding Sphinx and Thopter Assembly not only make Thopters, but are great cards with Breya because they have the potential of making a lot of artifact sac fodder, even a constant turn after turn stream of Thopters/artifacts.
Infinite combo is the best way to win with Breya, but this is difficult with a budget because unconditional tutors are so expensive. It would be fine if all the combo pieces to go infinite were artifacts, but they aren't. This makes it very hard on even a $200 budget to streamline, dedicate the deck like your saying to finding and assembling infinite combos. Depending on my hand, I too, like you, try to tutor for combo pieces first, they're my first option. But if they're disrupted which happens having back-up plans are important. This is where the Thopter theme (Sharding Sphinx, Bident of Thassa) and the reanimation theme come in. Both are present in this deck, but they're not first options they're second and third options. They're needed to fill the slots that I wish could be used to strengthen the ability to find combo pieces, but can't because of the budget.
More power to you if you consistently go off on turns 4-6 without disruption, well done. I tend to like to wait having a little more set-up before trying to infinite combo. Basically some protection is needed: indestructibility, hexproof, flash or counterspells, etc. to prevent most disruption.
1 month ago
After playing my iteration of the deck (Breya's ROFLcopter Shenanigans) I have to say that sadly, the more and more we break away from budget the less thopter oriented the deck becomes.
I never go to combat so cards like Sharding Sphinx, Bident of Thassa, ect. are less useful (more on this below). Instead I focus on finding the tried and true combos with Breya. This means that aside from Breya, Nim Deathmantle, Eldrazi Displacer, Ashnod's Altar, and Krark-Clan Ironworks the rest of the deck is just filler aside from tutors and artifact ramp/fixers since these combos satisfy everything we need: mana, thopters, and damage. Tutors are vital so we can fetch our pieces quickly as possible. So if a thopter themed deck is what you want I'd start with the combo pieces listed above, then add as many tutors as you can handle, some card draw, then add in the thopter oriented goodstuff cards like Sharding Sphinx, Thopter Engineer, ect. But honestly, I always go looking for those combo pieces first and consistently go off on turns 4-6.