Thopter Engineer

Thopter Engineer

Creature — Human Artificer

When Thopter Engineer enters the battlefield, create a 1/1 colorless Thopter artifact creature token with flying.

Artifact creatures you control have haste. (They can attack and as soon as they come under your control.)

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Printings View all

Set Rarity
Double Masters (2XM) Uncommon
Commander 2018 (C18) Common
Magic Origins (ORI) Uncommon

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Tokens

Legality

Format Legality
Block Constructed Legal
Vintage Legal
Pauper Legal
Duel Commander Legal
Canadian Highlander Legal
Highlander Legal
Oathbreaker Legal
2019-10-04 Legal
Modern Legal
Leviathan Legal
Unformat Legal
Casual Legal
Legacy Legal
Limited Legal
Custom Legal
Pioneer Legal
1v1 Commander Legal
Commander / EDH Legal
Pauper EDH Legal
Tiny Leaders Legal

Thopter Engineer occurrence in decks from the last year

Latest Decks as Commander

Thopter Engineer Discussion

The_Fallen_Duke on Red/Blue Artifact Deck

5 months ago

Pretty much the same general advice as above. There is some good material in the deck, but I also guess you should find the path you want to follow to secure the win. Going wide with tokens (especially if evasive like flying thopters) is definitely an option, but in this case I would suggest to have some ways to give them haste: you don't want to build your board and then being hit like a board-wipe before doing any damage (which it seems it is what was happening). Thopter Engineer and Bruciclad are good, but as creatures they can easily die to removal, so something like Fervor or Hammer of Purphoros (which also synergize as an artifact) could work.

Everything written by the fellow above regarding answers and card-draw, something at which blue excels and red is not bad, I can do nothing but quote.

multimedia on Jor Kadeen

6 months ago

Hey, nice start for a budget version.

Consider more one to four drop creatures who can be cast before Jor and who can create an artifact when they ETB? You want creatures on the battlefield before you play Jor to take advantage of attacking with the pump, but you also need three artifacts to get that pump. Creatures with double strike are good if metalcraft is active, but without it they're lackluster. Boros Keyrune is the right idea since it's an artifact first and then it can turn into a creature with double strike.

Pia/Kiran is very good budget creature to curve into Jor since it puts three creatures on the battlefield including two artifacts meaning you only need one other artifact to activate metalcraft. The other two artifact lands: Ancient Den and Great Furnace help a lot when trying to activate metalcraft. Mishra's Factory can turn into an artifact creature for one mana.

Smuggler's Copter is a powerful two drop flying Vehicle. It can be a repeatable source of draw and it's an artifact that turns into a artifact creature by crew 1 (tapping any other creature you control). Hammer of Purphoros gives Jor as well as all your other creatures haste and it can be a repeatable source of an artifact and a creature.

Goblin Welder is great with artifacts as repeatable reanimation since you can sac an artifact you control to reanimate any artifact in your graveyard. It's good with Myr Battlesphere as a way to reanimate it, sac it, have artifact fodder to keep reanimating it.

The manabase can use some budget improvements of dual lands.

Good luck with your deck.

hobolegs on Saheeli

11 months ago

Think you had mentioned that you already have Cascade Bluffs on the way, and Spire of Industry was a possibility we talked about, and you might want to consider Castle Vantress . I think now is about the time that you'll want to start honing in on what you want the deck to have a focus on; given the push for eldrazi and X spells, I think you could drop Brudiclad, Telchor Engineer and Thopter Engineer . I'd personally cut Reverse Engineer , Saheeli's Artistry , and Masterful Replication and start looking into more payoffs for Saheeli's +1. You may want to consider one or two of the following for casting on other people's turns to avoid as much trouble on your own turn: Shimmer Myr , Vedalken Orrery , and/or Leyline of Anticipation ; these will also play well into Unwinding Clock . I think Palladium Myr is droppable given if it doesn't have haste it's functionally a Worn Powerstone , and Pristine Talisman , Prismatic Lens , and Izzet Locket can be pretty underwhelming. Blue Sun's Zenith and Expansion / Explosion are draw spells that use Saheeli's ability as a payoff, and BSZ will shuffle back in. If you want more draw, Slate of Ancestry is good if you find yourself with a lot of creatures, Tower of Fortunes if you end up with a lot of extra mana to spend, and Loreseeker's Stone if you find yourself empty-handed most of the time.

DeathBySprnkles on If a permanent becomes a …

1 year ago

I probably already know the answers but just want to be sure.

1.) If a creature is already on the field and is changed into another, for example, a myr token being changed by Brudiclad, Telchor Engineer to a copy of Thopter Engineer due to Splinter Twin or Flameshadow Conjuring , would the effect go off making new thopters?

2.) If a permanent becomes an artifact like using Liquimetal Coating , would Reckless Fireweaver deal damage from the new artifact?

I do have this feeling that none of the effects will go off since they were already on the field but the only thing that happened is a new appearance

butcher234 on Roon, Golemshaper

1 year ago

I love this idea. I used to run a RW Golem deck in modern with Thopter Engineer s to fill out the artifact creature plan and for a big surprise swing with golem tokens and maybe a Built to Smash to end it and with Built to Last as protection (nuts whenever there was a Precursor Golem out). Fun times.

One thing I notice is the lack of Panharmonicon in the deck? It's amazing in a blink/flicker deck like Roon

Another card to consider is Tempered Steel which is awesome in any artifact creature deck, understandably. It doesn't do anything besides make them big, but sometimes that's all you need, just like a Beastmaster Ascension if you're interested in those type of effects.

TheDracogenius on Niv-Mizzet Think Tank

1 year ago

Your deck seems to pull in too many directions, so neither of them are fully realized. You have a dragon subtheme without significant tribal payoff, not even Dragonstorm. These dragons also cost a lot of mana at sorcery speed, so your X-Spells like Mindswipe and such lose a lot of their use an value because you do not have the resources to spare. Vedalken Orrery etc. is not enough to balance this out. Dragons do not at all synergize with any part of the textbox on Niv-Mizzet, nor with your artifacts, apart from Hellkite Tyrant, which is a great card regardless. Your artifact subtheme uses the wrong payoffs, like Thopter Engineer... what artifact creatures are in your deck that need haste? Next to none, so this is a bad card in this context. You have 23 creatures in a deck that should be primarily built around spells and slinging them. Your deck feels very unsynergistic and self hindering because of this. You should pick one of these strategies and run with it, not all of them. You only run 19 instants and sorceries, which is a little above half as much as you want for a spellslinging theme and by far not enough to make an Electrostatic Field worth it. Also your deck lacks mana fixing and mana rocks, which would go together with your artifact theme. You should strife for about 10 pieces of ramp at least in any EDH deck to make sure it can function properly and fast. Streamline your deck, pick one strategy, and add mana ramp to make it run much more smoothly.

If this is not your style, you could also switch generals and embrace another strategy, for example Jhoira. I am not trying to be mean or tell you how to have fun, as I know myself that putting 60 awesome cards in your deck is fun... but being able to cast them is what makes them even more fun, so you should make sure that your deck can do that.

Randomsome1 on Brudiclad

1 year ago

Cards Missing From Initial Build

Goblin Welder Jhoira, Weatherlight Captain Thopter Engineer Thopter Squadron Blade of Selves Coldsteel Heart Commander's Sphere Retrofitter Foundry Vedalken Orrery Treasure Map  Flip Fire Diamond Sky Diamond Thirst for Knowledge Gamble

Ideas

More Removal/Wipes Blasphemous Act - Staple Release the Gremlins - Gives more tokens Rapid Hybridization, Pongify - Staples and can give yourself a 3/3 token Meteor Golem - High CMC, but can destroy Enchantments which is a huge weakness of the deck.

Master Transmuter - Cheats out your big artifacts, but kind expensive.

Curse of Opulence - A weird staple for this deck, but I think you can figure out why.

Pirate's Pillage/Pirate's Prize - Draw and tokens, maybe

Thoughts

Think about how fast you can make tokens. Does it make Purphoros, God of the Forge worth it?

Check through what effects require set up and make sure you don't have too many compared to stand alone cards. Even though Krark-Clan Ironworks does ramp, I wouldn't count it as ramp because it requires set up. Same goes for Storm the Vault  Flip (But you have 36 actual lands which is totally fine)

Your curving out around 4, so 2 drop ramp spells are much more important than the other higher ramp spells. Iron Myr, Fire Diamond, Sky Diamond, Silver Myr, Coldsteel Heart fit the best imo.

Gamble, Mystical Tutor, Fabricate, maybe Hoarding Dragon (?) - Combos in decks are strong and fun, but really hard to pull of without a descent amount of tutors and/or redundancy. Ignoring combos, each tutor can search out a key cards.

Final Fortune - Speaking of combos. Great combo with Isochron Scepter and Sundial of the Infinite, but you should either cut this or add more tutors to make getting it a bit more consistent.

Dramatic Reversal - I don't think you have enough mana rock/dorks to get to infinite mana, and without that it's kind of a waste of a card.

These combos in general don't really synergize with the goal of the deck (infinite mana more than infinite turns) like an infinite token combo would. I think there is a combo with Scrap Trawler and Hangarback Walker that I vaguely remember that you might want to try to find.

Darksteel Colossus/Blightsteel Colossus are super strong, but don't really fit. If you can find more targets for Mimic Vat and Prototype Portal then maybe, but those 4 cards stick out.

Cuts (IMO)

Everflowing Chalice - I always go colored mana over colorless if it costs the same, even if artifacts don't need it. It has potential to ramp you a bit more late game, but you usually don't need the ramp at that point.

Inspired Sphinx - 6 mana for a draw 3, maybe 4, and a hefty costed mana sink doesn't seem worth it to me.

Mycosynth Lattice - I might be missing something, but it seems a little narrow sited. It works a little with Darksteel Forge and Combos well with Hellkite Tyrant, but if the deck makes a bunch of tokens you don't need it to win with the Hellkite.

Panharmonicon - Same as Mycosynth Lattice. I might be missing something but there isn't a lot of ETBs to abuse this. I'm only counting 1 card that works: Thopter Spy Network

Lands

Cut Phyrexia's Core -Negligible effect unless you have a consistent way to abuse LTB triggers.

Caldera Lake - There are far better lands.

Swiftwater Cliffs - Its fine if you want to stay budget.

Reliquary Tower - I don't see a way for you to draw a bunch of cards and overflow your hand, so this isn't really needed.

Add City of Brass Reflecting Pool Mana Confluence - All staples in multicolored decks. Spire of Industry too for artifact decks, but is super cheap.

Izzet Guildgate and Highland Lake - Better, and cheaper, than Caldera Lake if you want to stay budget

Scalding Tarn - Obvious include if you want to spend the money.

Evolving Wilds/Terramorphic Expanse - Color fixing

Myriad Landscape is a 2 land fetch and taps for mana.

Overall, good base. It has potential to go from 0 - 100 and kill everyone out of nowhere.

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