Thran Turbine

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Urza's Saga (USG) Uncommon

Combos Browse all

Thran Turbine

Artifact

At the beginning of your upkeep, you may add up to (2) to your mana pool. You can't spend this mana to play spells.

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Thran Turbine Discussion

superhuman21 on Oloro, Ageless Ascetic

1 week ago

Ok keithallenlaw I'll attempt to justify what I'd do.
Cards to Remove:
-Gray Merchant of Asphodel: This card is expensive and the ETB is the only highlight of it. Without reanimating it or cloning this isn't worth the slow IMO.
-Skirge Familiar: The ability of this card is counterproductive. You have a huge amount of mana stones, so 1 blk mana isn't ideal for the cost of a card which you don't want to discard.
-Thran Turbine: At the surface this looks ok, but there are alot of mana rocks already and you could be doing other things.
-Ajani's Pridemate:It sounds good but you're just not doing a lot of protection or focus on counters. There are better options for the slow.

-Psychosis Crawler: for 5 this is a gamble that you'll have cards in your hand to make it worth while. This is better in a blue deck with a large hand.

Cards to Consider Filling Space:
-Vampire Nighthawk: A staple in lifegain orzhova decks. a flying/deathtouch/lifelink for 3 is a steal.
-Test of Endurance or Felidar Sovereign: Obvious alt win-cons in a lifegain deck.
-Ivory Cup: This works with ANYONE playing a white spell. the 1life you gain for 1 can help you trigger lifegain combos which are important.
-Tablet of the Guilds: An overlooked 2 drop. You can easily start gaining life with this and use it to help activate/chain your lifegain combos.
-Debt to the Deathless: this can be very fatal if someone doesn't counter it.
-Lightning Greaves, Whispersilk Cloak, Swiftfoot Boots are all good to help protect your important creatures like drogskol and oloro, etc.
-Wrath of God, Nevinyrral's Disk, Planar Cleansing:Board wipes care great and can help you out in a pinch if you tutor for them.
-Kambal, Consul of Allocation: If you had to pick another commander for a deck it is this guy.
-Ephara, God of the Polis: This god is a great drop price. He also can allow you to get card draw. On top of this he is indestruct and has a decent strength/tough.
-Trigon of Mending: This isn't a superb card but it'll help you to keep gaining life which can combo with other cards for crazy effect.

Anyways those are some of my recommendations explained. Hope the explanation helps a bit where I'm coming from which what I play in Oloro.

StopShot on Any Suggestions for Mardu Draw ...

1 month ago

Hello, I'm looking for ways to draw more cards in . I'm trying to find effective two-card draw engines, basically any 2-card synergy that can repeatedly draw cards every turn. As a reference I am only looking for card draw engines that would draw more cards than simply playing Phyrexian Arena would, because why would I need two cards to do what 1 card already can?

I've made a list of card engines I'm currently utilizing, and another list of ones I've considered, but wouldn't fully commit to. I'd like to hear some fresh ideas or second thoughts on what I've laid out.

~Draw Engines I'm already running:

  • Skullclamp + Bloodghast = Draw 2 cards whenever you play a land. 4 cards if that land is a fetch land.

  • Land Tax + Scroll Rack = Get 3 basic lands, exchange them for cards on top your deck. Next turn get 3 basic land, and shuffle your deck to repeat process. Basically draw 3 every turn.

  • Necropotence = Pay 7 life, draw 7 cards. Obviously the best.

  • Geth's Grimoire + Geier Reach Sanitarium = While card draw is variable on the number of opponents - in a standard 4-player game you'll draw 4 cards and discard 1 after the first for each use.

~Draw Engines I've considered, but felt underwhelmed by:

  • Aggressive Mining + Drownyard Temple = A repeatable draw 2 for 3 mana is fine, but the restriction I can't play lands is detrimental and may not make up for the value produced. I also couldn't play it right away until I have enough lands in play to last me the game.

  • Aggressive Mining + Herald of Leshrac = Bonus points that my commander is Alesha, the only issue is while the combo is so evil that it will draw hate from across the table, the demon's culumative upkeep is too slow to effectively be oppressive.

  • Mind's Eye = Tends to get targeted and removed just as easily as Necropotence. Unlike Necropotence, Mind's Eye costs more mana to put on the field and can be removed before you make any advantageous card draw off of it.

  • Norin the Wary + Mentor of the Meek = Practically a creature version of Mind's Eye for one less mana and in addition I can use it to draw on my turn, however; I find draw engines using creatures tend to get removed more easily than those that use artifacts and enchantments, and that disruption can make this one impractical.

  • Humble Defector + Homeward Path = Same issue with the last draw engine mentioned. Creature-combos tend to be removed more easily, and in addition, this combo is limited to two cards per turn and usually I have to wait until my next turn to get started since Humble Defector will likely have summoning sickness.

  • Well of Lost Dreams + Words of Worship = While there is a slew of life-gain cards to choose from, none of them seem as practical or as reusable as Words of Worship . The issue sort of amounts to a combination of small issues being; it costs 7 mana to get both pieces on the table, it can only be started (mostly) on your draw step, and you got to pay a minimum of 4 mana just to draw 1 card more than Phyrexian Arena would which can be pretty harsh for a start-up tax.

  • Tower of Fortunes + Thran Turbine = While the turbine can be switched with Sol Ring or Mana Crypt, it tends to beg the question why not run both or all three? Essentially your 1 or 0 cost artifact helps by making the activation cost from 8 to 6 which is much more reasonable for drawing 4 cards, yet still as costly. Braid of Fire may be considered instead, but you'd need to wait 3 turns after playing it just to make 1 mana more than the Thran Turbine to make a difference. Mana Flare can also be used instead to practically make the activation cost 4 mana, but it gives your opponents a ridiculous amount of mana to use which can be too severe of a drawback.

  • Sensation Gorger + Runed Stalactite = Unless you're already running a Goblin or Shaman tribal deck, revealing a creature card on your upkeep will result in discarding your hand and drawing 4 cards, plus the additional card you'd draw on your draw step. The three issues with this set up are; if your opponent(s) like their hand removing this will become their top priority, if your opponents have no hand or useless cards in hand this may restock them with what they need faster, and lastly there's always the possibility you might not reveal any creature cards for turns and turns to come unless you're running a creature-heavy deck, and even then you can still top-deck a land.

  • Kurkesh, Onakke Ancient + Sensei's Divining Top = This works similar to how Sensei's Top works with Future Sight, but not as good. Essentially you can tap the top to draw a card and copy the draw ability with Kurkesh so you can draw a card and the top again. This allows you to pay 2 mana to draw 1 card as many times as you'd like. Do note though creature draw engines tend to be more weak since creature remove and boardwipes tend to be prevalent.

  • Invasion Plans + Infiltration Lens = It might be a three card draw engine since you need Infiltration Lens equipped to a creature, but it doesn't matter what creature it is preferably one without flying though. Because Invasion Plans says the attacker chooses blockers you can have your equipped creature be blocked by all creatures an opponent controls, which will trigger Infiltration Lens for each creature that blocks. That means if your creature is blocked by 3 creatures you'd draw 6 cards. The main issue with this draw engine is it depends strongly on the number of untapped creatures your opponent controls. Invasion Plans can also leave you open to large beaters since it can allow your opponents to have you block only their smallest creature or force you to make unfair trades in combat.

  • Sensei's Divining Top + Darkblast = This isn't so much a draw engine as it is an effective top deck filter. Sensei's Divining Top suffers from the fact you're stuck with whatever the top three cards of your deck are. Luckily Darkblast tends to mitigate this with its dredge 3 as well as being easily disposable to put back into your graveyard for further use. While these two won't net you any extra cards it should be noted that both pieces can be pretty hard to remove on their own and may get you to your more valuable cards faster, so I felt it was worth a mention.

ChaosJester on Ensnaring Bridge

3 months ago

abby315 What is your opinion about Thran Turbine in combination with Isochron Scepter? I am not sure if that is useless or not.

DaringApprentice on Part-ners: Ravos, SoulCycler

5 months ago

This looks like a lot of fun, great to see these blasts from the past get used! One card that you might consider for ramp is Thran Turbine, could give you a free cycle each turn. As for lower CMC creatures, some that I think could be useful are Cryptbreaker, Stoic Champion, Ruthless Sniper, Cho-Arrim Alchemist, Pack Rat, Skirk Ridge Exhumer, Undertaker, and Devout Witness, since they get a different kind of value out of discards than cycling. Similarly, Key to the City and Smuggler's Copter can allow you to use discards for different kinds of value.

As far as other cards related to cycling go, did you consider Ash Barrens, Gilded Light, Stir the Sands, Unearth, Radiant's Judgment, Street Wraith, Viscera Dragger, and Pitiless Vizier? I'm not sure if those fit in perfectly, but they might be worth considering.

If you wanted to make all players discard but have you benefit more from it, you might consider cards like Oppression and Necrogen Mists. I also think Library of Leng is worth looking at, but it might not fit your strategy.

Do you think getting Hellbent is something you are looking to do with this deck? If the former, maybe something like Gibbering Descent, Asylum Visitor, Dark Suspicions, Grim Strider, or Hollowborn Barghest could be interesting. In either case, some card draw like Phyrexian Arena could be very useful.

Also, watch out for Stabilizer!

VesuvanDoppelbanger on Kydele / Ravos Cycle.deck

5 months ago

How about a Thran Turbine - you have so much cycling here, it'll be like a 2nd sol ring.

Alkarius on Jhoira of the Ghitu EDH

6 months ago

I like the fun factor, it is how my original Jhoira deck looked, but (from experience) I believe your going to run into problems if your opponents run enough counters or kill cards... with only 2 counterspells Jhoira might not live long enough for you to really get rolling. I see a few cards that are flavorful but ultimately too slow or conditional... Braid of Fire is nifty but unnecessary imo, along with Thran Turbine, and Lighthouse Chronologist, awesome as he is, is spell bait and doest really fit the theme.. Cards you might want to consider adding are Expropriate or Temporal Mastery, Omniscience or As Fortold, Obliterate or Jokulhaups, and Boseiju, Who Shelters All.

VesuvanDoppelbanger on Lin Sivvi Gorilla Tactics

6 months ago

I use Thran Turbine in my own Rebels deck, with great results. Almost a 2nd Sol Ring, once you have a tutor-rebel out.

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