Thopter Arrest


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander 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

Thopter Arrest


When Thopter Arrest enters the battlefield, exile target artifact or creature an opponent controls until Thopter Arrest leaves the battlefield.

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Thopter Arrest Discussion

SaintedPlacebo on Mono White Monument

1 week ago

As for the Authority, its good as sb tech, but main deck its completely dead against approach decks. Solemnity in the board blanks the energy for temur and i dont believe temur runs any enchant removal, its quite good against them. The Desert's Hold is for Red decks to gain more life, incidentally triggers the Famished Paladin as well which is nice. Thopter Arrest is maindeck creature/GPG hate. If the meta goes back to a bg Winding Constrictor meta then theres solemnity and the possibility or sb Dawn//Dusk. basically there is not much room for a card that gains us 1 life and makes creatures enter tapped if its not a creature spell. Thats why the Kinjalli's Sunwing is in the deck. It does the same thing as Authority, but on a stick.

chadsansing on Avacyn / Human Deck

2 weeks ago

This looks fun. You might test with lands that support your tribal theme like Cavern of Souls and Path of Ancestry. Since this deck in Mono W, there might also be room for utility lands like Maze of Ith.

Kindred Boon might offer some protection against board wipes and other destruction-based removal, and Mark of Asylum might help protect creatures from damage-based removal. Ghostly Prison and Solitary Confinement might also protect you and buy you time to set up your board.

Banishing Light, Grasp of Fate, Journey to Nowhere, and Thopter Arrest might offer some appropriately costed exile effects on top of your creatures.

A few mana rocks might help cast Avacyn and Elesh Norn earlier.

Mangara of Corondor with some blink spells and Mageta the Lion (errata-ed to "Human Spellshaper") might be fun utility creatures to test, as well.

Finally, I wonder if more card draw might be useful, especially to replace lost creatures. Cards like Inheritance and Pursuit of Knowledge might be good alongside something like Words of Worship for value.

Have fun brewing!

PhyrexianGameplay on W/B Vampire Aggro

3 weeks ago

cut the 5 mana stuff and play some kaladesh vampires like Yahenni, Undying Partisan and Gifted Aetherborn. also, if you can afford it, the removal could see some uprgrades. Fatal Push, more copies of Vraska's Contempt, and even Thopter Arrest and Ixalan's Binding. the only five drop i could see you keeping is Bishop of the Bloodstained and just a 2 of if any. you could play some of the monuments to increase your clock and cut Demystify for Fragmentize. fragmentize is only a sorcery, but it hits all of the important enchantments and hits artifacts as a bonus.for additions to the manabase, the only good duel in your colors is concealed courtyard and that's about $5-7 each. for the sideboard, i would play Crested Sunmare for the temur energy matchup, Gideon's Intervention against approach, Sentinel Totem against anything playing the scarab god, and Kambal, Consul of Allocation against every control deck. angel of invention might get in against things like u/b as an anthem effect, but the five mana might make it unplayable as you would hopefully be tapping out for it on turn 5. one final thing for the maindeck if you are going to play monuments is Legion Conquistador. this card has been severely underestimated in the few months it has been out.

lychees_landing on The Queen's Calvary

4 weeks ago

Hey there. First of all: I like what you did there! But what about cutting blue? And add one or two Thopter Arrests to get rid of annoying stuff? (Or Cast Out) / Instead of Glacial Fortress and Drowned Catacomb maybe Shefet Dunes and 3x Sunscorched Desert or something. Not much to add to the sideboard, maybe Scavenger Grounds against them friggin gods? Looking real good tho. Let me know what you think, if you feel it. Definitely going to give this bad boy a try!

chadsansing on Revolt.. Aether Revolt :)

4 weeks ago

I love the synergies here. Nice break from the Mono-Black list, as well.

I wonder if you might drop Vengeful Rebel for Walk the Plank, just to have some number of hard removal spells in the main. You might also shed 1 Bone Picker to go up to 3 Sram's Expertise.

It might also be good to test something like 2 Legion's Landing  Flip (or 2 more Battle at the Bridge) in place of 1 Syndicate Trafficker and 1 Thopter Arrest to add more lifegain and get out of range of Ramunap Ruins.

I dig it - have fun playing!

Falcon_Galeo on No friends is fine (Standard UW Approach)

1 month ago

Love this list and this archetype, I prefer UR but UW is more competetive in the current meta (Blue/Red Control (Ixalan)).

I think you should be running more lands, 25 or 26 to garuntee you always hit them. I also think that Fumigate deserves at least three spots on the maindeck.

Kefnet the Mindful could see some more love as it is a fantastic win con with a surprisingly strong draw engine attached. And Torrential Gearhulk is also great for obvious reasons.

I think Baral, Chief of Compliance is a little bit redundant, he stops you from being able to cast Search for Azcanta  Flip on turn 2, which you always want to do, and he turns all kinds of removal on that would be much preferred left off. Thopter Arrest also seems out classed by Cast Out and Ixalan's Binding

Also never underestimate the power of maindeck Negate.

Don't get me wrong I love this list, I am just trying to help you out and make sure you have considered all the options.

zaxadillo on Sunset Control Ixalan

1 month ago

Atroxreaper: Gideon of the Trials is good and I've considered playing him, but cutting cards is an issue. I'm currently thinking overwhelming Splendor and trim some number of Tocatli Honor Guard, Sanguine Sacrament, and/or Thopter Arrest

multimedia on WB Vampire's Landing

1 month ago

Hey, Vamps can be fun, but I think this deck looks a little confused. You've labeled this deck competitive therefore I'm going to give you some competitive advice.

Taking a look at how Vamps are currently positioned in Standard I see two color ways to go: mono-white or mono-black. Due the manabase and the overwhelming amount of cards with double black casting costs I don't think Orzhov can work. For instance when you're at the point of deck building and you have to include Aether Hub in the manabase, but you're not making or can use energy in any other way then it's not worth it. There's just not enough good W/B dual lands in Standard right now for this color combo. A defining characteristic of competitive decks are they all have great manabases because this brings the consistency one needs to play at a higher level.

Right now you want white as the dominate color in the manabase because the two best one drop Vamps are white. Since white is the dominate color than black should be a splash. However it can't just be a splash if the two drop and four drop Vamps are double black. Aetherborn needs a dominate black manabase to consistency play it turn two.

Your best choice is mono-white in fact Mono-White Vampires is an actual deck that can win in Standard. It wins on MTGO. I recommend getting inspiration from it. It uses the synergy of Legion Conquistador and Oketra's Monument. White is really the best color right now for Vamps because of Legion's Landing  Flip it alone is better than anything black can offer for Vamps.

If you like Aetherborn and Seeker as both are nice Vamps then consider mono-black. I don't think it's better than white, but there's enough pieces to make it work. You can have a stable one drop, two drop, three drop and four drop Vamp curve supported by more removal options than white with Push, Contempt and Plank. Nice sideboard options in Duress, Reckoning and Scrounger.

Three of the better white cards for Vamps are Adanto Vanguard, Dusk / Dawn and Shefet Dunes. Dusk has a powerful interaction with Vamps because they're only originally two power or less. Dusk can be a blowout in midrange matchups. Vanguard is an amazing two drop Vamp it hits for a lot and can protect itself. Mono-white lets you play Dunes in the manabase which is good and can also be a blowout with the secondary token strategy. In white Cast Out and Ixalan's Binding are fine removal spells which can replace Contempt. There's also Fairgrounds Warden and Thopter Arrest for additional creature removal.

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