|Commander / EDH||Legal|
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|Magic Origins (ORI)||Uncommon|
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Creature — Human Artificer
When Thopter Engineer enters the battlefield, put a 1/1 colorless Thopter artifact creature token with flying onto the battlefield.
Artifact creatures you control have haste. (They can attack and [[symbol:T] as soon as they come under your control.)
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Thopter Engineer Discussion
1 month ago
Thopter Engineer might be really good. I can cast it off of Sram's Expertise and give all the token haste immediatly.As mentioned above, i'm not really sold on cards sporting double mana requirements other than Sram's Expertise since it is just that good in the deck. Pia and Kiran Nalaar specifically seem a bit steep with , which is more or less just a splash until now.
Concerning Whirler Rogue i'm not really sure he synergises good with swarming the board. I believe he is better in decks that produce less token, but do have big beaters that dont have to connect often to win the game. He also cannot be casted off of Sram's Expertise which would weaken it, if both are in hand and which i plan on relying more on in the future. I'll keep it in mind though.
Thank you for contributing to this.
2 months ago
3 months ago
I agree you need some more fixing, also get rid of a lot of the 4 drops. You can use Thopter Spy Network and Thopter Engineer in most of the places of your 4 drop creatures that dont make tokens on entry, Pia and Kiran Nalaar are really solid too. Servo Exhibition is good also. Smuggler's Copter should be a 4 of for this deck to function well, Shrapnel Blast and Fiery Conclusion are solid removal pieces that cost you a single token. Artificer's Epiphany is good draw, and Court Homunculus might be a good addition as well. I would want 4 Fleetwheel Cruiser also.
3 months ago
Panharmonicon is at least worth testing since you've upped your ETB count.
Reveillark seems pretty good here, actually.
Goblin Matron is definitely worth it as another copy of Kiki, which is your best "flicker" enabler and a nice combo piece. It gets enough other things to never be dead.
Boros Charm is pretty good to save your dudes form board wipes or as a surprise double-strike win (you can give other people's commanders double strike, too). If there are a few voltron decks, that's probably worth it.
Flickerwisp isn't the worst.
Geist-Honored Monk is too slow IMO, since it has no evasion.
I think Rally the Ancestors will be too expensive to cast for the cards you actually want. It might end up being dead pretty often.
Dolmen Gate might be worth a card here, since you already have Frontline Medic and Iroas, God of Victory. Do you really need three copies of that effect? At least the other two have bodies most of the time.
themtgguy00 on Breya
5 months ago
Trading Post and Mirrorworks works well together so i make a bunch of copies as my artifacts enter and when i dont need those said artifacts i either sac them to get cards or i sac them to Breya, Etherium Shaper.
Magistrate's specter is in there so that when im casting 3 spells a turn with paradox engine, it kinda turns into pay 12, take an extra turn, even though that is rather expensive compared to time sieve, where with sieve i only need to sac 5 artifacts, i do run alot of mana rocks so 12 mana never seems to be a problem for me, i seem to always have the 12 mana available.
Even though i am more combo based, Thopter Engineer helps me do kuldotha forgemaster if i flash him in when i have vedalken on board, or if i play him and i need to get a Darksteel Forge out when my opponent has artifact removal.
I know my deck needs work, i orignally had fellwar stone in the deck. but i needed to drop a card for vedalken because it orignally wasnt in the deck.
and the main reason for bounce/tri lands is because i really dont have money for pain/shocks/fetches
5 months ago
I realize that the meta that I play in is probably very different. For one nobody runs creatures except mana dorks or win the game ones.
For me when a scary creatre hits the board it has to die the moment it hits the board. So I find cards like Decree of Pain, yes the cycle gives it a lot of flexibility, to be bad compared to other removal in that it cost so much mana. And those deck are often not a problem, as long as it isn't elves, since I can just out race them. And unless you meta has people attacking you with their creatures constantly cards like Baleful Strix is just a hard to cast card.
I played a very similar deck to what you have. But I switched off because I found that I just mulliganed till I hit a combo piece and a tutor. And then literally waited a couple of turns and I won in a very boring way. I also stopped because this type of deck is very vulnerable to boardwipes or simple instant speed removal. And it is hard to recover without things like Open the Vaults or Scrap Mastery
I did a couple of play tests it seemed like this deck either trouble spending its mana in the early turns or it has trouble casting some of the higher cost cards and other cards on the same turn. It feels like this deck is trying to do too many things and again it doesn't have the cheap and powerful spells like Gitaxian Probe, Sensei's Divining Top or Ponder to push it the extra mile.
I get that a lot of these cards you doubtlessly put in to help you in your meta. The cards I suggested are just good cards in general and will make you combo faster. I also don't see combos with cards like Magistrate's Scepter , Mirrorworks, Thopter Engineer, Trading Post. And I think you deck is often slowed by a turn because of the lands. Bouncelands and the Tap lands really hold you back just putting in regular lands or pain lands like Underground River can often do the trick, if not you are still missing a couple of the essential mana rocks like Fellwar Stone
5 months ago
You should put in Spell Pierce or Negate instead of one of your counterspells, generally you don't have to be worried about people paying for it or countering it. Most of the scary people that you usually are worried about tap out...or just counter their mana rocks...
get Mystic Remora
takeout all the bouncelands just put in regular lands
you have a lot of scary but nonetheless dead cards...Wurmcoil Engine, Tezzeret, Master of Metal, Magister Sphinx, Thopter Engineer, Steel Hellkite, Decree of Pain, Nevinyrral's Disk, Magistrate's Scepter, Trading Post, Panharmonicon, Mirrorworks, Temple of the False God, Combustible Gearhulk, Counterflux, Baleful Strix
ideally in a combo deck you should...in a non super competitive deck... go off turn 6 or 7 easily.
8 months ago
Another artifact-centered build I'm working on, this one using Bosh, Iron Golem as the commander, and Karn, Silver Golem as kind of a partner. Lots of combos and artifact shenanigans. Upvotes and suggestions are welcome!
Commander / EDH*
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I think I would like Thopter Engineer in the 99, but am having trouble deciding what to move.