Thopter Foundry


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Uncommon
Commander 2013 (C13) Uncommon
Alara Reborn (ARB) Uncommon

Combos Browse all


Thopter Foundry


, Sacrifice a nontoken artifact: Create a 1/1 blue Thopter artifact creature token with flying. You gain 1 life.

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Recent Decks

Thopter Foundry Discussion

lagotripha on Glissa Traverse BG Midrange

1 week ago

I really feel like this has potential. The idea of using Glissa to get a lot of value out of midrange facing midrange feels strong, but I'm feeling like there need to be some major changes to make that choice valuable enough to make it work.

This isn't a minor tech change card, unfortunately, and thats what feels wrong about this deck.

There are a sets of cards worth looking at to substantially increase glissa value, make it more resilient, and help maximise the deck's power when facing other midrange lists (which is what it should want to do with glissa value).

So when warping the shell, lets break this deck down into 'blocks of cards, and try swapping them out. Glissa Traverse BG Midrange copy has my breakdown of the various packages- not perfect, but it gives you an idea of how fragmented all the different things you are trying to do is.

I'd try to look for some 'bridge' cards, that like seeing glissa, and that other packages like seeing. You could look for something like Arcbound Ravager synergies from some of the older, higher-on-the curve affinity lists, or try for Lotleth Troll/Throne of Geth or Grinding Station/Myr Servitor synergies. You could splash blue and become a Reshape toolbox deck, or Thopter Foundry combo, or red and become Trash for Treasure/Inkwell Leviathan, or go full lawful evil and make it a lantern control variant. There are oodles of possibility.

The big question is 'what do I want to retain about this shell'. The grindiness? Big creatures? Big value bauble recursion? Because depending on the answer to that question, there are a lot of possiblities.

Aquamaniac on Sydri - Need Advice

2 weeks ago

I've got a few thoughts. And by a few I mean many. But first, Tolarian Academy is banned.

Comboing in Esper

Mycosynth Lattice gives Sydri the ability to destroy target land for 1 mana of any color. Also combos with Darksteel Forge to make your whole board indestructible.
Salvaging Station + Disciple of the Vault + Seat of the Synod + Sydri, Galvanic Genius = infinite damage. Tap Seat to make Seat a 0/0 creature via Sydri's ability who dies, triggering Disciple's ability and untapping Station. Tap Station to return Seat into play and deal infinite damage.
Thopter Assembly + Time Sieve = infinite turns.
Thopter Foundry + Ashnod's Altar + Sword of the Meek = infinite colorless mana.

Card advantage

You're in blue and black with almost no card draw or tutoring. Demonic Tutor, Mastermind's Acquisition, Diabolic Tutor, Phyrexian Arena, Consecrated Sphinx, Blue Sun's Zenith, Rhystic Study, Sensei's Divining Top, Trinket Mage. All are great in EDH.


Again, you're in the two colors best for removal in a format that relies on either having removal or being faster than removal, and you run no removal in a slow deck. Swords to Plowshares, Path to Exile, Oblivion Ring, Vindicate, Utter End, Vraska's Contempt, Merciless Eviction, Supreme Verdict.

Mana fixing

It's easy enough to say "just run duals and fetches," but they really do make all the difference in the world for Esper decks. Shocklands and buddy lands cycles are great places to start. You want to minimize "enters tapped" unless the secondary effect is relevant. Chromatic Lantern is the best 3 CMC mana rock in the game and you should run it.


Wurmcoil Engine, Steel Hellkite, Batterskull are all amazing cards. Nevermore and Gideon's Intervention are solid defenses. Venser, the Sojourner is cool. Ajani Goldmane and Telepathy are just bad.

Scion_of_Darkness on whats your game combo boy

1 month ago

I'm sorry, but that's not correct. Without the Grand Architect, the Thopter tokens generated by Thopter Foundry are 1/1s. That's why the combo works.

Grand Architect reads "Other blue creatures you control get +1/+1." If its in play, your Thopters will not come into play as 1/1s, but as 2/2s. Sword of the Meek will not return from your graveyard to attach to that token, because it is a triggered ability and the condition of that trigger hasn't been met. Grand Architect is a state based effect, and the Token will ETB as a 2/2.

If it did work, then it would be completely broken. Krark-Clan Ironworks wouldn't be a $10 uncommon, and one or more of those cards would be Banned from Modern.

The deck will still function awesomely, but not exactly as you envision it. I have a Pili-Pala/Grand Architect deck and a Thopter Foundry/Sword of the Meek deck, but they function separately because of that ruling.

soulsteel9 on whats your game combo boy

1 month ago

Scion_of_Darkness when I use Thopter Foundry and sac Sword of the Meek I get the blue thopter with the sword on it. Then tap the thopter for 2 colorless with Grand Architect and use 1 for Thopter Foundry again; giving me a net gain of one colorless to rinse and repeat.

Scion_of_Darkness on whats your game combo boy

1 month ago

Sword of the Meek + Thopter Foundry won't go infinite with Grand Architect, just to give you a heads up. The Sword will auto attach to a 1/1, and the Architect will give the Thopter tokens +1/+1 because they are blue, negating that ability. Krark-Clan Ironworks still works and I like how many combos you have going in such as small package. Consider Door to Nothingness with your Pili-Pala/Grand Architect mana.


PlattBonnay on Tymna + Kraum (Thopter Sword)

1 month ago

JoltsOfEnergy - the combo piece youre missing is Time Sieve. In combination with Thopter Foundry and Sword of the Meek you can take all the turns. But often making 5+ thopters a turn while countering things that would blow up the foundry is good enough to win midrange mirrors.

Duke.Fleed on Esper Midrange

1 month ago

Welcome back to magic and the best format, modern! Esper is a great color combination, some of the best removal and some of the grindiest capabilities out there. I'm not sure how budget you are looking to go or how much you are willing to spend so I will give some suggestions in both categorizes.

Budget suggestions:

  1. Timely Reinforcements one thing that I have notice, both playing against and playing with esper decks, is that even though the color combo has some great removal some times you need higher impact cards than point removal but you also need more efficient cards than board wipes. Lingering Souls, which you already have, is a great example of this kind of card. Timely Reinforcements is another great way to combat highly aggressive decks (which are popular right now).

  2. Azorius Signet is one of my favorite ways to accelerate mana in control decks. This is important in fast metagames though it sucks to draw late. This kind of card is really up to you if you want to include it.

  3. Tidehollow Sculler is an interesting choice for a midrange style of this deck, in that it can attack along with disrupting their game plan.

  4. Something you might consider, since you are in the right colors for it, is playing Thopter Foundry+Sword of the Meek combo as your way to grind. Many people have been trying to make it work with cards like Whir of Invention or Tezzeret the Seeker or Glint-Nest Cranes to find either the foundry or the sword. this might be a cool include.

  5. gaining in popularity, Logic Knot has shown itself to be very powerful, especially in decks that play many cantrips like Serum Visions, Opt, and Thought Scour.

Non budget suggestions:

  1. lands! I'm sure you are aware of shock lands, since you played during innastrad, but you missed onslaught fetchlands being printed into modern. So now you have access to Flooded Strand/Polluted Delta+Hallowed Fountain/Watery Grave.

  2. A very strong combo in esper is Gifts Ungiven+Unburial Rites+Elesh Norn, Grand Cenobite/Iona, Shield of Emeria. Turn 4, end of their turn, you cast Gifts Ungiven and only get Unburial Rites and whatever you want to reanimate, they have to choose to send them both to your graveyard. When you untap you will have the mana to reanimate whatever you got.

  3. along with Path to Exile, Fatal Push is the new hotness in black.

  4. Cryptic Command is a must

  5. Remand is often more useful than Mana Leak especially because you are trying to get to the mid game and many decks are running mostly one drops. But ultimately, that one is up to your preference.

  6. Celestial Colonnade is a must include for control decks. You mentioned that you wanted to keep it mid range. Even so, this is a fantastic way to close out games after a board wipe. Creeping Tar Pit is a very good alternative to colonnade.

I hope these suggestions were helpful. If you get tired of the esper deck, you can check out my podcast where we brew a new modern deck every episode.

StopShot on Need Help With Game Ending ...

2 months ago

Wharf Infiltrator is pretty useful if your deck runs creatures.Thopter Foundry + Sword of the Meek can make a consistent win condition if you splash either black or white.

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