|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
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*
SCORE: 1 | 2 COMMENTS | 43 VIEWS | IN 1 FOLDER
I think I would like Thopter Engineer in the 99, but am having trouble deciding what to move.
2 months ago
Without a doubt, it's ...
SCORE: 15 | 80 COMMENTS | 4600 VIEWS | IN 6 FOLDERS
Why? Well, it was the first Standard deck I actually brewed that performed even half-way decently. And I started playing it the same time I discovered the LGS that's become my absolute favorite. And OGW Standard was just amazing, with cards like ...
- Exquisite Firecraft: So spicy!
- Ghostfire Blade: Pretty much broken with Thopters, and full-on BUH-ROKEN with Reality Smasher.
- Hangarback Walker: Probably my favorite 2-drop ever!
- Pia and Kiran Nalaar: Amazing on its own, but made even better because I cracked a Foil at the Origins Pre-release
- Stormchaser Mage: Not quite Hangarback, but still one of my favorite 2-drops
- Thopter Engineer and Whirler Rogue: Hasty and Unblockable Thopters? Sure, I'll take some of that!
Such a fun deck! Thanks much Argy, for the excuse to dust it off!
2 months ago
First things first, you should change the format of the deck to casual since Counterspell is not legal in Modern.
With that being said I think the idea is neat but you need to streamline your deck. the more 3's and 4's you have the better consistency your deck is going to have. Drop a lot of the mediocre 2's like
and go up to 3's and 4's of the better cards like
Some other good Artifact stuff you may have overlooked
3 months ago
I played with this deck last night and found another combo that worked fairly well.
At this point I already had 5 energy stored. I drew Saheeli's Artistry which I then made a copy of Decoction Module and another random card on my board. This now gave me the ability to make an infinite number of 1/1 flying thopters with haste.
Every time I would use the ability on Whirler Virtuoso it would use 3 energy which brought me down to 2, but the thopter entered the field Decoction Module would give me 1 energy, but because I had 2 thanks to Saheeli's Artistry I would get 2 energy per thopter, but I also had Panharmonicon out and using that cards ability it doubled my energy gain therefore giving me 4 energy putting me at 6. So every time I would use the ability to gain a thopter I would end up with 1 more energy than it cost to cast. Therefore letting me cast an infinite number of thopters and then because Thopter Engineer gives all artifacts haste I was able to swing for that infinite amount of damage.
3 months ago
Betulas - Yeah, I am still considering the Banishing Light and I think you're right, Pia Nalaar, Thopter Engineer, and Fairgrounds Warden may be the weakest cards in the deck as it stands. More playtesting required.....
3 months ago
Deck looks great. Having played against this recently I like some of the changes you have made.
At a cursory glance it looks like you only have 5x spot removal? I understand that Fairgrounds Warden can play a role in this so perhaps I'm being over critical, however it would be nice to squeeze in a Banishing Light? This would give you much more versatility in the spot removal department. I do like however the 13/13 Dwarves/Vehicles ratio. So perhaps you would have to drop something else?
Let me know what you think...
3 months ago
I would swap out the Pia's Revolution and the Izzet Charms for a full playset of Serum Visions. You're in blue in modern, these are a necessity for fixing draws. I would also drop the favorable winds to round out the Chief of the Foundrys. You may want to eventually upgrade him into a play set of Master of Etherium at some point. I would also bump up Thopter Engineer to a full playset, and reduce your number of 4-drops. While Padeem does protect your thopters, your best permanents are creatures (Lords) and an enchantment, so I don't think she does as much as you think she does. If your thopters are dying, it'll often be via mass boardwipe such as Supreme Verdict. I would switch out her for Pia Nalaar, who has better combat abilities and is cheaper. I think the only 4 drops you should keep are full playset of Spy network and 3 of Pia and Kiran. You may also want to add a second Tezzeret the Seeker for consistency. You can also gradually upgrade the landbase with time, although I would either recommend Darksteel Citadel for artifact synergies or Inventors' Fair for stabilizing. Your sideboard is also up to you, but you can invest into some control pieces (Anger of the Gods, Vapor Snag) if you are getting overwhelmed. This is also where I'd put Whirler Rogue in match ups where they have lots of fliers too. I absolutely love this archetype, so these are my thoughts!