Thopter Assembly


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Mirrodin Besieged (MBS) Rare
Mirrodin Besieged: Mirran (MBM) Rare
Promo Set (000) Rare

Combos Browse all


Thopter Assembly

Artifact Creature — Thopter


At the beginning of your upkeep, if you control no Thopters other than Thopter Assembly, return Thopter Assembly to its owner's hand and put five 1/1 colorless Thopter artifact creature tokens with flying onto the battlefield.

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Recent Decks

Thopter Assembly Discussion

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

1 week ago

Made some edits to my personal version of the deck at: Breya, Combo Bae. Here are my thoughts, I'd be interested to hear some feedback from you guys.

OUT: Grand Architect, Thopter Assembly, Boros Signet, Dispatch, Vandalblast

IN: Myr Battlesphere, Mycosynth Lattice, Vedalken Orrery, Hurkyl's Recall, Toxic Deluge

So I learned that Grand Architect doesn't allow you to tap Breya, Etherium Shaper's Tokens to pay the cost of Nim Deathmantle's return ability. This is because Deathmantle's ability is triggered and not activated, and knowing this really dropped his value in the deck IMO. I looked the deck over and since he also doesn't work with Rings of Brighthearth either, his main functionality in the deck is just making Breya's tokens better with the +1/+1 and tap for some mana. It only really helps you play your artifact spells though, which are generally low costed anyway save for a few exceptions. I suppose he does still have value with the signets but in the end I chose to drop him for Vedalken Orrery. While it doesn't combo with anything, having all of our spells at instant speed seems a little better... honestly this place seems flexible still though if something better comes along.

I dropped Thopter Assembly for Myr Battlesphere because battlesphere gives you the creatures when you cast it, you don't have to pass through an upkeep to get your 5 artifacts. Also, if you have Nim Deathmantle and the you can just take turns with Time Sieve right away. Plus Myr Battlesphere combo's with Krark-Clan Ironworks/Ashnod's Altar + Nim Deathmantle for ETB Triggers and Mana. It just seems 100% better than Thopter Assembly

Boros Signet seemed like an easy drop since and are our least used colors. Also, now that Grand Architect is gone I have no reason not to run Mycosynth Lattice again since it still combos perfectly with all the colorless we make and Saheeli Rai.

Dispatch out, I've never liked the card tbh and I wanted a good blanket removal spell so Toxic Deluge seemed like an easy include.

Last but not least, I dropped Vandalblast since I've also never really liked it. The interaction with Mycosynth Lattice is the only thing that made it good imo and at that point for to overload it at sorcery speed felt gross. In it's place I opted for Hurkyl's Recall because the slap in the face play is still there with lattice and it's at instant speed for ! Also much like Cyclonic Rift we can grab it with Muddle the Mixture if we suspect someone is ready to go off and Mycosynth Lattice is already in play.

Hope you guys like these suggestions. I feel like they are pretty decent ideas... but I'd love to hear what you all think.

NV_1980 on Purphy's Blasta Boys

2 weeks ago

Many thanks for your insights Fluffpocalypse. Here's what I am going to do with them:

  • I agree with you Leyline of Punishment would be better for this deck compared to Splinter Twin. Mostly because it doesn't need any other cards to be effective like Twin does. Also, like you've said, it goes a long way towards countering life-gain decks. I think I will try and make this replacement.

  • One of the reasons Splinter Twin is in, is because of Zealous Conscripts. Together they can generate an infinite amount of (tapped) Conscripts. If I'm going to take out Twin, Conscripts will probably go too. Thopter Assembly would indeed be a great replacement. Though its CMC is 1 higher than Twin's is, the amount of value it generates together with Purph more than makes up for that.

  • I know 36-38 lands are pretty standard for commander, but in a single color deck I think 35 still works pretty well. Let's just say that so far, I've not had any issues with mana shortages while playing it. So I think I will keep to 35 lands for now.

I'm going to have a look around and ask my friends if anyone has a Leyline of Punishment and/or Thopter Assembly to trade (I no longer buy cards). Once I have them, I will add them to the deck's description. Thanks again for your help. I hope the deck is worth an upvote :)

Fluffpocalypse on Purphy's Blasta Boys

3 weeks ago

Overall the deck looks like it has a really nice balance between strength and fun. Nice job! Some things I would change around a bit have to do with getting a little closer to the constant burn theme of Purphoros, as well as some options for utility:


Rather than Splinter Twin, Id say either a Sulfuric Vortex or a Leyline of Punishment would likely help to give a little more problem-solving capability to the deck. Sure burn damage is awesome on its own, but I cant tell you how many times Ive played against a dang Oloro that got to near 90 health within 10 turns without anyone able to answer their shenanigans. Even a single Sphinx of the Steel Wind can make another player really hard to pin down if left to their own devices for long enough. These enchantments ideally answer the overarching threat of overhealing - especially Leyline of Punishment, since it makes your damage (and other players damage) unpreventable.


I would think that maybe you could swap your Zealous Conscripts for a Thopter Assembly. I know that Zealous Conscripts is pretty good threat mitigation, but I would say that a Thopter Assembly would be a card that really provides a vast array of utility to your currrent kit. It acts like a token-generating Norin the Wary, and it makes five tokens all at once. Counting the creature itself, that amounts to 12 damage to everyone if the tokens are allowed to land...and the awesome thing is you can keep repeating this process over and over again! Even once the tokens are there, you now have five 1/1s to work with - perfect sac material for Goblin Bombardment or Ashnod's Altar...10 colorless mana or five pings can get you a surprisingly long way.


I dont know if this is just my personal preference talking or if for this build it really is viable, but as a rule of thumb for myself, I usually like running 36 - 38 lands. I would think taking out the Fire Diamond and Brightstone Ritual in favor of two more Mountains would be good, although probably not at all necessary.

All in all its a cool looking deck. I love red to bits so I couldnt help but comment - Purphoros, God of the Forge is like, one of my favorite cards ever. Good luck with tuning and playing the deck!

kamelyan on Means of Production

3 weeks ago

Didn't want to run the Time Sieve and Thopter Assembly combo? Or Thopter Foundry and Sword of the Meek? Or even a Nim Deathmantle or Eldrazi Displacer to go with your commander and that Ashnod's Altar?

Well good for you.

Cinnabar Island

Commander / EDH kamelyan


KingRamz on Queen Marchesa Tokens

1 month ago

I feel like this deck is not focused enough on the theme of "make tons of tokens." You have a lot of cards that make tokens, but many of them don't really do it efficiently. Some examples:

Awaken the Sky Tyrant - makes only one token, and only if an opponent lets you make it.

Teysa, Envoy of Ghosts - makes tokens only if your opponents let you

Skyline Despot - makes one token per turn if your opponents let you (or if you leave back plenty of defense)

Ghirapur Gearcrafter - makes one token

Descent of the Dragons - this is secretly a one-shot anthem that doesn't let you attack the turn you cast it

Dragonmaster Outcast - makes one token per turn on turn 6+ if your opponents can't kill a 1/1

Kazuul, Tyrant of the Cliffs - makes tokens if your opponents let you

Custodi Soulbinders - makes tokens for 3 mana each if there are a decent number of creatures out when you cast it

You get the idea.

Personally I'd try to run five or six anthem effects and hit the token makers really hard. I counted thirteen anthem effects in this version of the deck. Also, one anthem effect comes to mind that you aren't running - Jazal Goldmane. That card should play better than either Mikaeus or Ravos (both of which I'd cut).

Efficient token makers you could run: White Sun's Zenith, Bitterblossom (harder to kill than Outcast), Secure the Wastes, Goblin Trenches, Storm Herd, Sacred Mesa, Requiem Angel, Elenda, the Dusk Rose, Thopter Assembly (if you don't run other Thopter makers), Hanweir Garrison, Rise of the Hobgoblins, Twilight Drover. I think Legion's Landing could potentially work in here too - it's inefficient from a mana perspective but it's a one-drop that shouldn't be too hard to flip and at that point it taps for mana. Which brings me to

Lands: There's quite a few lands that I think could play well here. Kjeldoran Outpost, Kher Keep, Vault of the Archangel, Hanweir Battlements (if you run the Garrison), or Windbrisk Heights. Creature lands are also secretly good here because they benefit from your anthems and let you mount an offense even when untapping on an empty board after a sweeper. Ghitu Encampment, Needle Spires, Lavaclaw Reaches, Shambling Vent, Mishra's Factory and so on.

Haste: If you're going to make a ton of tokens, you really want to bash with them right away, before your opponents can sweep your board. I like Hammer of Purphoros here because it makes tokens and Ogre Battledriver because it doubles as a pseudo-Anthem, but there's also Fervor, Anger, Akroma's Memorial and probably other cards I haven't thought of.

I definitely think there's potential for this deck concept. Just remember that Dragon tokens and anthems don't go in the same deck (except Crucible of Fire). Good luck!

Leafwing01 on Sharuum the Ghetto: Xtreme Budget!!!

1 month ago

maybe run Time Sieve for the infinite turn combo with Thopter Assembly

RazortoothMtg on DD: Elves vs. Inventors Packaging ...

1 month ago

Today we got an article on the final Duel Deck, Elves vs. Inventors, and a few spoilers.


So the inventors side has new art Thopter Assembly and Goblin Welder, as well as Shivan Reef and Solemn Simulacrum reprints.

The elves deck gets new art Elvish Archdruid, as well as Regal Force and Sylvan Advocate.

Then there's Ezuri, Renegade Leader with new art, but the card itself was blacked out in the packaging photo.

Then the article says "we've got something a bit special planned for that card. We'll explain as we get closer to the release date." About Ezuri.

They told us it was Ezuri, and showed us the art, but won't show us the cards themselves (worth mentioning that there aren't images of the other spoilers, the author just tells us about them too). What could be on Ezuri's card?

I assume spoilers in the flavor text or something to that extent, similar to when Larger Than Life was spoiled with the flavor text blacked out.

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

1 month ago

I would pull Open the Vaults in place of Liquimetal Coating as it combos off with Saheeli Rai, whereas the former is very risky retrieval.

Saheeli Rai + Liquimetal Coating + any one of Altar of the Brood, Reckless Fireweaver or Disciple of the Vault.

With Saheeli Rai on board without an activation, activate Liquimetal Coating targeting her, then do her -2 ability targeting herself (she is now an artifact from the coating). Copy hits the board, Legend rule, choose the token to keep (and since she's an artifact herself again due to her ability), and -2 again. Rinse and repeat.

I also run Myr Retriever and Junk Diver for artifact retrieval, which coupled with Scrap Trawler can lead to some wicked interaction with Time Sieve.

Time Sieve activation, sacrifice in a descending CMC order, including Junk Diver and Myr Retriever will pull all 5 back to hand that you sacrificed, plus an additional artifact in your graveyard, stocking up to 6 if ever in a bad situation of no hand.

Thopter Assembly + Time Sieve for an easy victory.

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