When Thopter Arrest enters the battlefield, exile target artifact or creature an opponent controls until Thopter Arrest leaves the battlefield.
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|Aether Revolt (AER)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Thopter Arrest Discussion
8 months ago
Depending on which browser I use, I can't comment on the deck page so I'll post here though I dunno if you'll see it here:
Played a few more rounds:
Game 1: I'm on the draw. Dude drops a turn 1 Arcbound Ravager , sacs everything, and proceeds to swing away with an 8/8 starting on turn 2. I take a profound beating but respond with Emmara, Soul of the Accord and attack, making chumps to feed his monster. He doesn't draw anything else after that and I bust him ftw. 1-0
Game 2: He's a little slower and only makes Frogmite and Arcbound Worker on turn 1. Ravager comes out turn 2. I get Hero of Precinct One and make dudes with Tajic, Legion's Edge and spank for 6 right away. He responds with all out attack. I block the Frogmite and he sacs out, pumping the Ravager up to 6, brings me down to 5, and finishes with Shrapnel Blast . 1-1
Game 3: On the play again. I have to mulligan, keeping two land and a mox, but make Hero while he makes Ravager and a pair of Ornithopter . He swings, I try Response / Resurgence on the Ravager so he sacs everything and makes the Ornithopter 5/7, just outside Collision range (in my effing hand, no less!). Whatever. I make a Swiftblade Vindicator while he attacks me down to 1, I throw Colossus on the vindicator and swing all out, pummeling him for 14... he's at freaking 15. One more freaking damage OMFG!!! Ornithopter finishes me off while I stare at the same two land and useless mox. 1-2
Game 1: On the play, I get no red mana but two mox and Emmara, and which allows me to drop her and Hero on turn 2. Next turn Aurelia, Exemplar of Justice and swing for 6. All I see on his end is Anticipate and Eldrazi Skyspawner . 1-0
Game 2: I lose one Emmara to Harnessed Lightning , a second to Thopter Arrest . Stuck on two mana and a useless Mox, I make Hero and lose that to another lightning. Everything in my hand costs 3. He makes Jace, Unraveler of Secrets . I find another land and make Legion Warboss , he responds with Eldrazi Skyspawner . This allows Tajic, who gets traded but I take Jace down to 1. Chandra, Torch of Defiance torches the Warboss, leaving me with a 2/2 and a 1/1 goblin so he makes Heart of Kiran which takes 6 from Collision / Colossus allowing me to polish off his planeswalkers. Tajic happens again only to fall under Thopter Arrest. Then Aurelia happens, pumping the goblin and this is the first time I actually damage this punk. Next turn, eleven, one Chance for Glory dies to Negate but the second gets through ftw. 2-0
Game 3: Vindicator dies to lightning, Emmara dies to Thopter Arrest, I drop a second Emmara and he plays Felidar Guardian to blink the arrest, kills one Emmara to the legend rule and arrests the survivor. I have Tajic but he's not going to bust through the 1/4, he topdecks Saheeli Rai . GG. 2-1
Game 1: I'm on the draw. Thunderherd Migration reveals Ghalta, Primal Hunger and pumped Vindicator takes down Steel Leaf Champion early. He then ramps while Tajic pumps Vindicator for 7 to the face when he drops 6/6 Multani, Yavimaya's Avatar . Tajic pumps the Vindicator again at a loss to himself while Warboss adds another, bringing him to 6. He then plays another Champion, then taps 2 for Ghalta. Colossus and the double-striker trade for the 12/12 and it costs me the Warboss and Emmara so I get him to 3 but I got nothing left but tokens. He finds a Gigantosaurus and sends 8/8 trampling Multani over. I've got 4 attackers, he's got 3 blockers and I topdeck the Planeswalker. I have another Vindicator so I offer him to the 10/10. We trade, then he throws down another Ghalta and my next card is a land. 0-1
Game 2: I keep two Clifftop Retreat and a hero and wait to draw a green while he ramps into Steel Leaf Champion , Gigantosaurus , then Aggressive Mammoth . I can make some dudes but not that much, he makes another 10/10 and Ghalta. 0-2
Game 3: Hero, Emmara, and Vindicator jump out the gate while he ramps into Gigantosaurus. I trade Vindicator plus Colossus for the big guy and cast Chance for Glory but it wouldn't have mattered since I had so many dudes out by that point. 1-2
vs. Stars n Stripes
Game 1: Early Tajic and Vindicator get in for sixteen before dying to Wrath of God . Hero dies to Incinerate , Aurelia, Exemplar of Justice eats a Force of Will , and Vindicator knocks him down to 1 before eating another Wrath. Out of creatures, Huatli sits there and adds counters until he finds Rainbow Efreet to eat away at her. I finally start to draw creatures again but by this time he's got two Thawing Glaciers being fed by Brainstorm and everything I cast gets burnt, countered, or nuked. Efreet ftw. 0-1
Game 2: Both decks get a slow pull, much to his advantage, not mine. Hero gets Incinerate, Aurelia eats a Force of Will while he digs for Glaciers. A second Aurelia + Huatli bounces off a Rainbow Efreet turn after turn when he finds his land. I drop Tajic and smash, pumping the angel and knock him down to 3. He kills Huatli with the Efreet, phases out, and taps out for Wrath. With nothing left I draw into a land clump while he goes crazy with two Glaciers, every creature I find gets swallowed by Hammer of Bogardan while hasty Tajic gets lost to a Dissipate . 0-2
Game 3: I gain some life early from Swords to Plowshares and then spank his mana-screwed ass with Tajic. Colossus saves him from the Incinerate and repeats the beats. Huatli grows while Tajic dies to a second Incinerate. Rainbow Efreet comes out and starts to eat Huatli, Legion Warboss makes a goblin before getting the Hammer. I'm forced to use Response to take out the Efreet though I probably should have done so sooner. He throws the Hammer at Huatli bringing her down to 5 and plays a second Efreet and Kjeldoran Outpost . Then a gross misplay leaves the wrong mana untapped, Tajic kags, gets fed by Colossus and Huatli sacs to add 1 for exactly his life total... his three land are two Island and the Outpost. Oops. 1-2 but he shoulda won that last one.
Game 1: I draw no red. He opens with Birds of Paradise and Wood Elves , equips Umezawa's Jitte so I kill the elf with Response / Resurgence and come at him with Hero of Precinct One and Tajic, Legion's Edge and spank for 7. He thinks he can stop me with Arashi, the Sky Asunder so I swarm him with tokens, save my dude with indestructible Chance for Glory , 5 damage get through and there's Colossus in hand. 1-0
Game 2: We both mulligan to six. He drops a turn-3 Kodama of the North Tree . Then Aurelia comes and pumps the Vindicator who eats a Saproling token. Kodama smashes again knocking me down to 3 while Llanowar Elves puts counters on Umezawa's Jitte to take out the Vindicator. No matter; with Aurelia, Hero, and tokens I've got 8 damage plus Chance for Glory and a +4/+2 combat trick on standby. 2-0
Game 3: Shanna, Sisay's Legacy comes, then Mox enables Aurelia to hit turn 3 and swing for 4. He answers with Loxodon Hierarch . I swing, he Seed Spark s the Mox and makes two Saprolings, I pump Shanna to save her and get through with two in the air, he answers with four on the ground. He then throws another Seed Spark at his own Pithing Needle to stack Shanna. I, pump to kill the elephant and he drops Yosei, the Morning Star . I play another Shanna and pass the turn. Yosei starts to beating and I make a Warboss. We trade blows, I get down to 6 and he kags a Selesnya Guildmage . My turn, I kag a Tajic and swing with just enough to force him to trade the guildmage along with the Saproling, he just made, leaving Aurelia to block the dragon ftw. 3-0
There were some cards I was thinking about that I no longer consider and others I'm more convinced of.
Mox Amber just didn't do much. 90% of the time it was just dead weight and even when it did do its job the best it did was bring me from 3 to 4. It doesn't give me colors I'm missing and when the Legends get killed it sits there worthless. I initially thought Lightning Strike would go here but now I think a simple Shock would do even better. Even if you don't draw it, the threat of instant damage should change the opponent's play to our advantage.
Aurelia, Exemplar of Justice I'm on the fence about. Sometimes she added just the right amount of damage, sometimes she looked pretty. Overcosted, she's the only flyer in the deck and sometimes that made a huge difference. I was thinking Gruul Spellbreaker . The advantages to him are haste, which was often the difference when Tajic, Legion's Edge , that it's not white though I don't see a lot of protection from white in Standard right now. He doesn't feed the combo, though that could be a plus. I dunno. I like the angel, just not as much as I'd like.
I request that you add this list to your sideboard so that it may be tested. There are dependent factors, such as are you more likely to go up against control/combo in which case Cindervines should be an absolute killer, or are you more bothered by the graveyard recursion in which case Return to Nature would be better. 4:2, 2:4, or keep it at 3:3.
Banefire I anticipate should be a control destroyer. Without testing we can't be sure, but I suspect it can double as a Teferi-blaster or a face-puncher just the same. It might be too expensive, not sure, but imagine playing Chance for Glory , bash with creatures, and then Banefire lets us throw the mana at him as well.
Unbreakable Formation is a total spoiler. The indestructible is similar to the Chance but if we don't have lethal on the table we can't take the Chance. (you like that?) Hold back in anticipation of Kaya's Wrath or even use in conjunction with Chance to pump creatures.
I put Shalai in there to protect YOU, btw; lot of the cards that killed us targeted the player.
Anyway so there we have a sideboard. If you try it out let me know how it works.
1 year ago
I've played a lot of Oketra's Monument decks since it was released and it looks very similar to mine from M19. I'd like to give you some ideas I've learned while playing it during FNM's and Showdowns.
Aviary Mechanic is insane in this deck. It allows to replay Cloudblazer, Militia Bugler for huge card advantage, bogunce Irrigated Farmland if you are flooding and if you have 2 in hand and Monument in play it pretty much allows you to make Warrior tokens for for as long as you have mana for it. I strongly believe 4 is a must in this deck.
Also Aven Wind Guide allows to gain this much needed reach in some matchups. Giving tokens flying was key in many matches, either to finish off opponent or defend against Heart of Kiran, Rekindling Phoenix, Glorybringer or Tempest Djinn. 1-2 of is very nice to have.
I've discovered that Dusk is rather nonbo with Benalish Marshal and it's more of a sideboard option. The same goes for Sunscourge Champion. Thopter Arrest is great removal option for mainboard as well.
1 year ago
GW cats may be a better choice overall, btw. But it's nice to see a Soul Sisters-style deck in Standard.
1 year ago
I think the simplest way to improve the deck could be to run some removal. Your deck is packed with ways to protect your game plan but if your opponent's deck is proactive rather than reactive you might be in trouble. A couple of Thopter Arrest and Ixalan's Bindings would be my suggestion.
Another thing I've noticed is you're extremely light on white cards and could be mono-green without much difficulty. That makes Gigantosaurus and Blanchwood Armor viable and improves your manabase. Key to the City could be a decent alternative to Pegasus Courser that works well with Honored Hydra.
Finally Adventurous Impulse is a phenomenal card in this kind of deck. With these numbers more than 50% of the time you'll have a choice between spell or land and even when it doesn't you are three cards closer to the land/creature you didn't hit when you cast it.
Best of luck with your fnm.
1 year ago
Radiant Destiny wouldn't work in this deck because we're not tribal. No more than half our creatures share subtypes so you'd need to rebuild into basically a completely different deck to fit Destiny in.
As for MTG Arena play, that's tough. Without being able to sideboard, it's hard to adjust on the fly like that. You could run Charge as additional tech against Chainwhirler, or you could try Adamant Will or even Sheltering Light to protect your Benalish Marshal (Adamant Will is more versatile as it lets your 2-power creatures punch down Gifted Aetherborns but Sheltering Light is cheaper). You could also try maindecking Thopter Arrest for additional removal. You're facing down a very particular meta so the key is to test things out until you find what works best against it. Good luck!
1 year ago
Hey, you're welcome. I like the changes.
My advice for the sideboard is plan it for control and midrange matchups and plan the main deck for aggro matchups. Aetherborn, Legion, Seeker, Feast with Destiny is how you beat aggro. Especially Legion/Destiny, the anthems because they help against Goblin Chainwhirler's ETB. I'll first give you a full broad sideboard to consider, then explain it.
This is a broad sideboard plan for overall Standard. It's not one that's specific, geared toward the exact meta you play in since I don't know that meta. If you need a more specific sideboard plan hopefully this broad plan can help you make one:
- 4x Duress
- 2x Doomfall
- 2x Arguel's Blood Fast Flip
- 1x Ixalan's Binding
- 2x Seal Away
- 1x Twilight Prophet
- 1x Profane Procession Flip
- 2x Forsake the Worldly
For control matchups there's Duress, Doomfall, Blood Fast and more Prophet. In control matchups worry less about anthems pumping your Vamps (don't have to worry about Chainwhirler) and don't worry about creature removal. Instead worry about preventing board wipes, having card advantage to match your control opponent and having discard to take your opponent's answers.
Four Duress because of Settle the Wreckage. This board wipe will wreck you if you don't have some answers for it. Thankfully, Settle can only be cast by your opponent after you attack meaning you can play Duress and take your opponent's Settle before you attack. If you can better prevent board wipes then you can get the city's blessing faster which makes Prophet amazing against control if left unanswered. Duress is not just for Settle it's also for Planeswalkers as they can be hard to beat especially Teferi. It's also a way to clear the way take your opponent's counterspell so you can resolve Blood Fast or Prophet.
Doomfall is additional discard that exiles. It can exile one of any nonland card in your opponent's hand, includes a creature such as a God. Very helpful to exile your control opponent's finisher. Another mode it has is you can choose instead to have your opponent exile a creature they control, good for lone finisher creatures like The Scarab God when your opponent taps out for the five drop God hoping to stop your attacking. Your white control opponent will sideboard in Lyra Dawnbringer if you can cast Doomfall before turn five then you can possibly exile her and if that fails then Doomfall gives you another mode to possibly exile her when she's on the battlefield.
Blood Fast is most likely your best sideboard card because of the life gaining theme of Vamps. Backed up with a lot of life gain can take over games. If left unanswered even without a life gain strategy it can take take over a game. It gives you a lot of card advantage for little mana investment. It's a two drop which is another reason to play it; it can most likely be played without being countered and if it is countered then you most likely have mana left over for the turn to play something else. Blood Fast and Prophet gives you four cards that if left unanswered their draw can take over a game.
Possible Control matchup sideboard plan:
Into main deck
- 4x Duress
- 2x Doomfall
- 2x Blood Fast
- 1x Prophet
- 4x Destiny
- 2x Seal
- 2x Arrest
- 1x Seeker
Out of main deck
More Prophet, Procession, Blood Fast and Binding are for midrange matchups. Midrange matchups are the most likely matchups where a stalled board will happen and that's where Prophet and Procession shine because they get better, give you more advantage, the longer they're in play. Procession is additional exile removal for Gods and creatures. It can be repeatable exile of your opponent's creatures; exiling up to three creatures and then Tomb of the Dusk Rose becomes a bomb of card advantage with reanimation. Blood Fast is great to have in a stalled board situation because you're drawing more cards then your opponent thus you can find more answers to end the board stall. Prophet has flying which is nice when you're against black and green ground creatures.
2x Blood Fast, 2x Prophet and 2x Champion of Dusk and 1x Procession gives you a ton of card advantage against midrange. Binding is even more nonland permanent exile, it can shut down your opponent from playing another copy of a threat that's hard for you deal with such as Glorybringer, The Scarab God, Lyra Dawnbringer, even Chainwhirler, etc. Black and red can't destroy Binding to prevent this.
Possible Midrange matchup sideboard plan:
Into main deck
- 2x Blood Fast
- 1x Prophet
- 1x Binding
- 1x Procession
- 4x Zealot
- 1x Conquistador
Out of main deck
My thoughts for midrange matchups is to go bigger with cards that can swing the matchup in your favor. Goblin Chainwhirler will still be a problem against a lot midrange decks therefore I've cut Zealot.
For aggro matchups you want more two drop removal that exiles. Seal is a good way to get annoying Scrapheap Scrounger off your back for two mana. Against aggro you want instant removal to answer Scrounger, Bomat Courier and top end Glorybringer, Gods. You want removal that can kill Chainwhirler, Gifted Aetherborn, but it doesn't have to be instant to kill these guys. The card in aggro matchups that will give you the most trouble is Heart of Kiran because Seal can't target it. Cast Out can, but it's really too slow. Thopter Arrest is for Heart and it can also exile Scrounger or a God. Thankfully, Heart is seeing a lot less play in Standard because of the huge presence of Abrade and Fatal Push. If you're facing a lot of Hearts in aggro matchups then you need to change your removal options against aggro. More Arrest instead of Seal or switch to Gideon's Reproach for the sideboard.
Possible Aggro matchup sideboard plan:
Into main deck
- 2x Seal
- 2x Champion
Out of main deck
Only two cards, more exile removal from the sideboard because the main deck is already built to play against aggro. Champion is not good in aggro matchups, it's a five drop which is too high and doesn't gain you life, it makes you lose a lot of life which is consistently too risky. Other cards you could cut for aggro matchups are Prophet and Cast Out for low mana cost cards. Playing too many four drops can be a problem when against aggro. You want more early game plays to stay alive. Seeker and Feast are four drops that can potentially gain you life this makes them much more important than other four drops against aggro.
Forsake is in the sideboard for God-Pharaoh's Gift matchups. It's another instant exile answer to go along with Cast Outs. You want instant exile in Gift matchups because your opponent is going to get Gift into play during their turn, before combat of their turn. You want to be able to before your opponent goes to combat exile Gift. A lot sideboards rely on graveyard exile for Gift matchups and that's fine, but the main card you need to deal with is Gift because your opponent can still get it into play without their graveyard.
Forsake is also helpful in white matchups where you'll be against removal that's enchantments Seal and Cast Out. End of opponent's turn destroy one of these enchantments get your creature back and attack with it on your your turn. There's a lot of matchup situations where you want instant artifact/enchantment exile. One example is Mono blue artifacts it's a deck that's starting to get popular. Having a way to stop Aetherflux Reservoir at instant speed can prevent your opponent from killing you.
I just gave a pretty detailed broad sideboard with actual plans for three types of matchups (control, midrange and aggro), but honestly this is just the tip of the iceberg for sideboard theory. I hope this helps you. The sideboard is one of the most fun aspects of Magic; it's where real thinking needs to be done. For me the most satisfaction from wining a matchup comes from when I beat an opponent with sideboard tech. It's the best way to outwit your opponent and turn a matchup that's less favorable into a favorable one.
1 year ago
Hey, you asked for my help. I like the more black than white midrange direction with Vamps you're playing. I also think you're right to play a go wide strategy with Feast, Seeker and Destiny. The anthems are a big reason to play Vamps because with them you don't auto lose to Goblin Chainwhirler.
The core here seems good. I would trim a few copies of cards and I feel there's a few noncore cards that would be better in the sideboard or cut. There's better instant removal options than sorcery Plank and I think you want more than three main deck removal spells. 22 lands is low when playing a lot of four drops and 2x five drops. I suggest 24-25 lands, adding 2-3 more lands, 2x Ifnir Deadlands and 1x Dunes. The Desert lands are nice because they give you something to use mana on if draw too many lands. Making your fourth land drop is pretty important and it's difficult to do with only 22 lands.
Consider moving Prophet to the sideboard? He's a slow card, he's great in some matchups but in most he's not. I'm not a fan of Elendra or Mavren I don't think they do enough for their mana costs, consider cutting them? Both can be replaced with more main deck removal which can help more than these Vamps. I think Prophet is a superior card then both of them for matchups where you want it and flying evasion is a big bonus.
Seeker, I don't think you need 4x of him. Seeker is a good card, but you want a somewhat established battlefield of Vamps before you play him. This is not required, but it gives you a large advantage in a game if you already have some Vamps to attack the turn you drop Seeker. Feast is your best four drop because it gives you three Vamps with lifelink, very nice with the anthems, Legion and Destiny. Consider 4x Feast and 2x Seeker?
Because of low budget you're unfortunately restricted to using white removal not black. Fatal Push and Vraska's Contempt are the two best black removal spells, but they aren't budget options. Budget removal options that are better than Plank are Seal Away, Cast Out, Thopter Arrest and even Cast Down, Gideon's Reproach, Never, Vicious Offering. Seal and Cast Out are the premiere white removal spells because both are instant, they exile and can target any creature or in the case of Cast Out any nonland permanent. Because they exile is a big reason to play them, exile is very good in Standard because of the Gods and Scrapheap Scrounger
Arrest can also exile, but it can exile an artifact, it's wanted main deck to deal with Heart of Kiran. You want some kind of main deck answer to this artifact and three mana is a big difference in aggro matchups then four for Cast Out. Consider six main deck removal spells: 2x Seal, 2x Cast Out and 2x Arrest with 2x more Seal in the sideboard for aggro matchups? This removal spell base gives you a lot of options and they all exile.
In some matchups you're going to want additional removal because without it you simply can't break through your opponent's creatures and have to chump block with tokens or you get overrun too fast by red aggro. Seal is very good in a lot of matchups especially against red and black because if it ETB then it's not leaving the battlefield against these colors. Red and black can't destroy enchantments.
More removal main deck is fine with Vamps you don't fall behind because of the go wide strategy of Feast/Destiny/Legion this can give you a lot of Vamp power after using removal on your opponent's creatures. The Gods are terrible to play against without having some kind of exile answer especially Scarab God, but also Hazoret. Tokens help a lot against Gods, but you don't want to have to chump them every turn with a token, instead Seal them.
Combining all my suggestions consider this creature base:
- 4x Conquistador
- 4x Aetherborn
- 4x Legion
- 4x Zealot
- 2x Seeker
- 2x Champion of Dusk
Consider this other spells base:
- 4x Destiny
- 2x Seal
- 2x Arrest
- 2x Cast Out
- 1x Landing
- 4x Feast
Consider this manabase:
- 4x Courtyard
- 4x Chapel
- 4x Territory
- 2x Deadlands
- 3x Dunes
- 6x Swamp
- 2x Plains
If this is your last official Vamp deck for Standard then consider a sideboard, to make it truly official :) Would you like some sideboard advice?
Good luck with your deck.