|Commander / EDH||Legal|
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|Commander 2018 (C18)||Common|
|Magic Origins (ORI)||Uncommon|
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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 [[symbol:T] as soon as they come under your control.)
Thopter Engineer Discussion
1 month 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?
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
6 months 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.
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.
8 months 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.
8 months 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
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.
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)
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.
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.
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.
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.
Scalding Tarn - Obvious include if you want to spend the money.
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.
11 months ago
Don't forget Isochron Scepter and Dramatic Reversal. Whole lot of ways to search it out. Throw in a few mana rocks and have infinite mana/infinite Goblin Welder. Also keep Thopter Engineer, if you're going for the swarm you really need to keep haste in the deck. Also, another land you could play is Minamo, School at Water's Edge. But the deck is a lot of fun, i've been testing it out a lot recently. Went into infinite mana the other day and had to pass turn. The feels i got from that hurt a lot... lol
11 months ago
I'd definitely cut:
Brudiclad, Telchor Engineer, Jhoira's Familiar, Tawnos, Urza's Apprentice, Mindlock Orb, Orbs of Warding, Truth or Tale (this one especially is total garbage), Essence Scatter, Opt, Frantic Search, Magmaquake (there are a lot of earthquake effects that don't negatively synergize with your commander like this does), Remove (Not sure if this is even in the deck), Spell Shrivel, Syncopate (there are way better counter spells)
I'd probably cut:
I really like the card Steal Enchantment I'm surprised I haven't seen it in other decks before.
I also think you need at least one or two more lands. 34 is really low.
11 months ago
I picked up some cards I needed to make some changes I had been considering.
Krenko's Command comes in for Hanweir Garrison. I don't really care for Garrison for the same reasons I didn't like Goblin Assault and Goblin Rabblemaster. They don't do anything the turn they come into play and they force your goblin tokens to attack. If there are no profitable attacks then they are actively bad. Krenko's Command gives me what I want for one less mana. The point of all these cards is to put some tokens on the ground and Command does it more efficiently and reliably.
Inferno Titan comes in over The Locust God. The Locust God has just been an expensive token producer in this deck. You can't even copy it since it's legendary. Titan comes in as another win condition.
Hangarback Walker comes in over Sai, Master Thopterist. Sai has really been hit or miss on the amount of tokens he produces. I also am not actively looking to sacrifice artifacts so his second ability only gives me value if someone wipes the field. This isn't necessarily bad, but a lot of conditions need to be met. Hangarback Walker gives me wrath protection similar to Sai, but leaves relevant permanents behind. He also comes down a turn earlier, and its activated ability is very inexpensive.
I've also considered cutting Thopter Engineer over Sai, but Engineer always provides an extra body, and granting my artifact creatures haste is relevant with cards like Thopter Spy Network and Shadring Sphinx.
1 year ago
For a less budget alternate win con you could use Mechanized Production.
Good luck with the build! It should be fun!!
Thopter Engineer occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%