Torrential Gearhulk


Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masterpiece Series: Kaladesh Inventions (MPS) Mythic Rare
Kaladesh (KLD) Mythic Rare

Combos Browse all

Torrential Gearhulk

Artifact Creature — Construct


When Torrential Gearhulk enters the battlefield, you may cast target instant card from your graveyard without paying its mana cost. If that card would be put into your graveyard this turn, exile it instead.

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Torrential Gearhulk Discussion

jetsfanforever14 on Jeskai Approach

1 hour ago

aperturescience I updated the deck to what you suggested. I chose to add one more land instead of 2 so I can fit the Torrential Gearhulk in the deck. I do like the Harnessed Lightning addition. Thank you for the input ill try this list out at the next tournament I go to.

aperturescience on Jeskai Approach

1 day ago

I would cut all 3 Farm / Market to run 2 more lands and 1 more glimmer. You should run 26 lands, and glimmer is one of your best cards. Torrential Gearhulk is also a good card for your deck, if you find anything lackluster. Finally, cut Lightning Strike for another Abrade and three Harnessed Lightning, and run 4x Aether Hub, because the energy package is really good, and you rarely, if ever, need to point the lightning strike at your opponent's face.

Argy on U/B Tezzeret Shenanigans

1 day ago

OK, here is what I think this deck needs.

If you're having problems against Aggro decks, and you WILL because your deck takes quite a bit of time to get its Win Conditions established, I would play them at their own game.

Do you know what fits the theme of your deck, and stops you Opponents' plays?

Artifacts. Specifically Heart of Kiran and Scrapheap Scrounger.

If you had four of each they will not only boost your early Artifact count, they will give you early blockers, which will shut down your friend's Aggro deck, and give you an alterate Win Con - the same as the Mardu Vehicles - SMASH EARLY FACE.

You will get enough time to put Hostage Taker on the field, which can grab you another Crew member, or steal your Opponent's biggest threat, and also more time to unleash Torrential Gearhulk.

This is probably not the news you were hoping for, as those cards are quite expensive, but I believe it is the best way to make this deck competitive enough to win some rounds at the PPTQ.

If you make these changes tag me again in these Comments. This might need a little more tweaking against Temur Energy.

EchoScorch on ramp to torrential gearhulk deck

2 days ago

A simple question I would like to ask you - Did you specifically make a deck to look terrible so that people would comment on it and then redo the entire thing into a deck that could possibly be competitive? Were you purposefully trying to incite people lol? Even now that this deck is a bit better, there are still issues with it. In the deck you are only representing 22 lands with the 19 physical lands and the 3 Attune with Aether. Most temur energy decks represent 26 lands with 22 in main board and 4 in the form of Attune with Aether, even with their Chandra's and Servant of the Conduits.

Getting more into the rest of the deck, you really need to focus on what you want your deck to accomplish. Right now, you are trying to go on a Go-Wide plan with Growing Rites of Itlimoc  Flip, a free spellish plan with As Foretold and a control plan with Torrential Gearhulk. These are good plans when in different decks, but cramming them all will usually not work. (Though in the newer versions of Temur decks they do have two Torrential Gearhulk in sideboard against some matchups).

In the future, please know that while some of our comments might be severe, you can always ask us for our reasoning and we would gladly explain to you how we feel that you can improve your deck. Do not go onto our walls and try and publicly harass us because even though we make some decks that are not as great (We usually make them on purpose or to just have fun) we do make some decks to be competitive and if you would look deeper into them you would see that the competitive meter is only an algorithm and does not always determine if a deck is good or not.

bigguy99 on Esper Control

3 days ago

Those are actually great suggestions! I put the Opts in yesterday - they are definitely worse than Serum Visions, which I had earlier. I think the point about Remand is interesting, but I really don't like Mana Leak just in general. I'll test it again, but it's always felt weak to me. The Thoughtseize point is good too - I will try it out. Torrential Gearhulk and Blessed Alliance I have been thinking of as well. Will have to test them out. Thanks for the advice!

Durkle on Esper Control

3 days ago

Been working on a Teachings control list myself. I have a few thoughts on your list here, based on my own experiences. Since you're not as familiar with cards post-BFZ, allow me to introduce to you some of the great new things we can take advantage of.

Torrential Gearhulk: 5/6 with flash that flashes back a cryptic command for free? Yes please.

Cast Out: Instant speed answer to any problem permanent.

Supreme Will: Not life changing, but it's a Mana Leak when you need it and an Impulse when you don't.

Blessed Alliance: Great sideboard card, if not a 1-of in the main. Wrecks bogles, can help you stabilize against fast aggro.

Shambling Vent: Big advocate of playing one of these since this is a slow deck with a painful mana base and few ways to gain life. Only 1 though, since blue is so important.

Other than that, I have a few miscellaneous thoughts. One, I really hate Remand in this style of deck. Remand is a tempo card, more useful in a deck trying to stall out a few turns rather than try to deny your opponent resources entirely. Besides, returning things to your opponent's hand makes Esper Charm WAY worse on turn 3. Second, I think Opt is a trap. I haven't been impressed with the card at all. On paper it seems alright, but I much prefer playing a couple more Think Twice and some other stuff instead, especially since our turn 1 is a golden opportunity to play our manlands or fetch painlessly.

And to the comment above, NEVER underestimate the value of a 1-of sideboard. Think about the type of deck this is; you're not trying to change its identity or its overall game plan going into games 2 and 3, you just want to replace some lackluster cards in the matchup for better ones.

...With that said, 1 spell snare and 1 leyline both seem strange to me. Even Thoughtseize I think would be better suited as more duresses. Think about when you would want to bring those in. Most of the time, it'll be against a control mirror. Against a deck that plays creatures, you don't want thoughtseize anyway. You don't want to cost yourself any additional life when you can afford it. Duress is super good against something like UW control or Blue Moon or something. Dispel too, for that matter. It's a preference thing. If you like the thoughtseizes better, play those.

Leyline is kind of a trap too. What it does is really powerful if you can get it in your opening hand, but otherwise you're just diluting your deck. I think 1 is actually the right number if you want to play it, but against burn, things like Timely, Rest for the Weary, or Blessed Alliance in tandem with your disruption should get the job done. Also Mindbreak Trap is great since storm is so big right now.

Anyway, good luck my dude. Control players gotta stick together in these tough times

TacoB4six on You could always use Gilly-Weed?

5 days ago

Can anyone else see the stuff I wrote in updates I'm new to sharing my decks online and socially discussing MTG stuff with people not paired up with me at locals. I don't have any friends or nothing. I'd like to meet others like me, my family doesn't support my love for MTG, World Of Warcraft, and similar interests.. I often compare my life to a mono blue control deck, The one that only ran the single copy of Torrential Gearhulk.


Hobbez9186 on Gluttonous Gift

5 days ago

I think I'm just going to like 3 Combustible Gearhulks instead of trying to find the best one-of artifact. Amulet does cool things but always seems to come up at the wrong time. It didn't on paper, but in paper the timing has been unfortunate and I got frustrated by it.

I could absolutely get behind a more traditional mill deck that runs 4 copies of Amulet along with a full set of Sanity, Argument, and every other mill spell in the format with Torrential Gearhulk to help seal the deal. That seems completely viable and there should be plenty of support cards out there to make it happen.

Anyway, -1 Amulet, +1 Gearhulk.

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