Artifact Creature — Thopter
Thopter Squadron enters the battlefield with three +1/+1 counters on it.
, Remove a +1/+1 counter from Thopter Squadron: Put a 1/1 colorless Thopter artifact creature token with flying onto the battlefield. Activate this ability only any time you could cast a sorcery.
, Sacrifice another Thopter: Put a +1/+1 counter on Thopter Squadron. Activate this ability only any time you could cast a sorcery.
Printings View all
|Tempest Remastered (TPR)||Rare|
|Vintage Masters (VMA)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Thopter Squadron Discussion
2 weeks ago
griffstick: that makes sense. And ignore what I said, I realised the stupidity of my comment.
While single target removal is an issue (there are the big 4 - Path, Swords, Shift and Unmaking plus a slew of others) I think the deck is going to want a bunch of sac outlets anyway via both creeatures sac outlets (eg Carrion Feeder) as well as artifact sac outlets and specialist sac outlets like Thopter Squadron so you should be pretty safe.
1 year ago
Thanks for the advice crabclaw.
Thopter Squadron is in there to go infinite with an altar, zulaport, and annointed procession. Its a bit tough to pull off, but the token creation can help with a couple different cards.
Open the Graves wasn't originally in, however it was subbed in because both Requiem Angel and old teysa don't trigger on spirit deaths. Extra Skullclamp s are spicy, but I wanted to ensure more value when working with me other cards.
1 year ago
If you're looking for cards to cut to reduce your cmc, then:
Sadistic Hypnotist -- it's a nice effect, but you can't combo this, you don't have a reanimator shell, and you're not exactly a discard-focused deck. Is too dependent on other specific cards.
I'm not super sold on Seraph of the Scales as a commander card. I've not seen it played so I may not be the best judge.
Several of your 5-6 drop enchantments and sorceries could easily be swapped. Martyr's Bond does a little bit more for you than Grave Pact , depending on if you have one of your three treasure-generating cards out, which themselves are dependent on other things in order to create any treasure tokens. Not sure if the potential synergy is worth it.
Black Market will be nice in some cases, but will otherwise result in either a) unused mana or b) a blowout if anyone points removal at it. It's too undependable a source of ramp, especially because it limits your usage of the mana to your main phase. That you don't have a reliable mana sink with which to use the mana is even less ideal. More efficient, consistent sources of ramp will work better in its slot.
1 year ago
1 year ago
Full discretion its late at night my eyes are barely open this may need double checked.
1 year ago
I am posting a comment because of the Advertise your deck game forum. I can't see shit i would change there may be a few things i would say but I don't know what all synergizes with what. I mean it looks like everything goes together so who knows what taking one thing out does to 20 strategies. I guess though since i play a Ghave, Guru of Spores deck I have a good infinite colorless mana combo that you could use in this deck. It would work wonders with sacrificing. My combo is Ghave, Guru of Spores Ashnod's Altar Parallel Lives Cathars' Crusade you don't need the cathar's crusade but man does it buff everyone fast with the combo. The combo you can use is a little different. You have the token doubler Anointed Procession and Ashnod's Altar so you would need something like Thopter Squadron which you have a thopter card already so you could use them also to sac another similar card is Pentavus all have similar effects to Ghave, Guru of Spores
(please leave some feedback and comment what you think would work and upvote) My deck:
Commander / EDH
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
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.
1 year ago
carpecanum Fair point! I might drop a few lands and try to work them in - but I want to keep Magosi, the Waterveil in, i feel like if that comes in early game, it could be a big plus late game. The storage lands i feel are pretty critical too for burst late game. Some of the cycle lands can come out to make room if need.