Torrential Gearhulk

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual 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

Flash

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

Feltrix on Revelations

14 hours ago

Elspeth, Sun's Champion, Torrential Gearhulk, and Geist of Saint Traft are the main win cons. The secondary win con is, of course, my opponent's boredom. Against control, I sideboard in Sphinx of the Final Word. Against mill and discard decks, I sideboard in Glyph Keeper.

Aphoticate on Best Reanimation Targets

1 week ago

Jin-Gitaxias, Core Augur is imo the best target with Razaketh, the Foulblooded as a close second. The only reason I rank him second is you need at least one more creature in play to go ham.

Other great ones are Consecrated Sphinx, Nezahal, Primal Tide. Pestilence Demon is a personal favourite of mine too.

If you can reanimate at instant speed like I do in my The Scarab God deck, some nice options open up like Torrential Gearhulk, Steel Hellkite, It That Betrays and a personal piece of tech I have found useful: Keeper of Keys

Other honourable mentions are Rune-Scarred Demon, Kederekt Leviathan, Sire Of Insanity, Meteor Golem, Niv-Mizzet, Parun, Worldgorger Dragon, Gray Merchant of Asphodel, and Kokusho, the Evening Star,

Poseidon31 on Grixis Thing in the Ice

1 week ago

i would play Torrential Gearhulk instead of Dark-Dwellers to bring back a Cryptic Command. Instead of Gut Shot i would play more Dismember or Fatal Push.

Then you need some board wipes for the sideboard like Anger of the Gods or Damnation and therefore i woulc cut Duress, because you already have 8 hand disruptions main.

In my opinion you have enough single removal spells, but with only 3 Counter, i would prefer a bit more counter there.

Here is my list, but it is more Blue and on a counter base, but maybe in the sideboard are a few new options. The Golden Glory of the God-Pharaoh

CaptSillva on Vial Smasher & Kraum, the Evil Couple

1 month ago

I actually play this pair. They work well together. Here is a few cards that have served me well and I think they will do the same for you Twilight Prophet, Connive / Concoct, Shriekmaw, Mulldrifter, Deep-Sea Kraken, Bloodsworn Steward, Whip of Erebos, Breaking / Entering, Rise / Fall, Torrential Gearhulk, Stunt Double, Ancient Stone Idol, and Price of Fame.

Oh and important ruling you should know about Split cards. While they're on the stack, only the half you're casting is counted for CMC. However, when they're anywhere else and you need to figure out what the CMC is, you go by the total between both halves.

This matters for cards like Twilight Prophet and Combustible Gearhulk which I also suggest you run.

solarbeam on Three Color Midrange/Life gain Deck

1 month ago

Alright, awesome! I don't know your meta, so let me know if these suggestions aren't right for you and your playgroup(s).

First off, this is straight up Midrange. A couple counters and removal/control magic cards doesn't make it control.

Secondly, I would focus first on your mana base. The distribution of your lands will depend on the end result of the deck, as in how many black/blue/white symbols are on the card adn how early they appear. Some cheaper lands for esper are Fetid Pools, Irrigated Farmland, Sunken Hollow, and Prairie Stream. These are great choices as they have the basic land types and are able to be fetched with fetchlands, and the cycle effect on the first too can be really hand late game. I'd go with one or the other though, and those also turn on lands like Isolated Chapel, Glacial Fortress, and Drowned Catacomb. If your group plays lands that can be troublesome, cards like Ghost Quarter and Field of Ruin are some great ones that aren't straight up land destruction. I would heavily suggest Field of Ruin over Ghost Quarter though, as it doesn't set YOU back on mana. I would also strongly recommend playing at least 8 basic land cards and at least 25 lands with the amount of high cost cards you have as well.

This kind of deck really does not need Expedition Map, and Elixir of Immortality is really only good if there is an opponent on mill, there are better options if you need life gain. Cards like Wall of Omens, Ruin Raider, Twilight Prophet, Dusk Legion Zealot, Phyrexian Rager, Thassa, God of the Sea or Kefnet the Mindful are all great creatures that can help you draw cards and lands if needed. Spells like Preordain, Serum Visions, Impulse, Painful Truths, Discovery / Dispersal (which can act as removal as well, if need be), and Esper Charm are all well and dandy. If you choose to run any of these, with the kind of deck you're on, I would recommend choosing one of the 1 or 2 cost ones and running four, then run two copies of the 3-cost ones at max.

As for your enchantments, Sorin, Solemn Visitor, Sorin, Lord of Innistrad, or Elspeth, Sun's Champion, and Elspeth, Knight-Errant would all be better than True Conviction as they come down much faster (except Sun's Champion), are far easier to cast in a 3-color deck (W-Bla is much easier than WWW), they also give you creatures to flood the board.

The problem with Control Magic, is that it is far easier to get around than regular removal, but if you're adamant on stealing your opponent's toys, Entrancing Melody, Exert Influence for smaller creatures and Connive / Concoct which can double as rebuying a dead creature of yours, or Confiscation Coup paired with cards like Glimmer of Genius, Glint-Sleeve Siphoner, and Aether Hub. I recommend this because Control Magic can be destroyed by enchantment destruction effects adn let your opponent get their things back, especially if you don't have Privileged Position out, speaking of which

I wouldn't run it. Run more counterspells in its place. You don't want to broadcast the whole 'hit me, i'm setting up a hexproof Exquisite-Sanguine combo' and give them targets for their removal. You need to slam those things down and then protect them. Cryptic Command is amazing, and 3 is good enough. Depending on how your playgroup does with counterspells, og Counterspell, Mana Leak, Supreme Will, Ojutai's Command, Silumgar's Command, Negate, Essence Scatter, and Dissolve are all good. Arcane Denial if you want to be nice about it. You want to make them spend the mana on their way to answer your threats and then Dash Hopes (don't play that one, it's funny but not good). With Counterspells, you generally want to spend less mana on it than what you're countering, and they're better in multiplayer games than discard.

If you're playing 1v1 matches, you could go with discard effects over counterspells, but choose one or both. Cards like Duress, Thought Erasure, Divest, Harsh Scrutiny, Persecute, Arterial Flow (bonus points if you're playing with Twilight Prophet and friends with this one), Inquisition of Kozilek, Thoughtseize, Castigate, Blackmail, and Hymn to Tourach. You also have Kitesail Freebooter, Tidehollow Sculler, and Brain Maggot. From what you said with liking how your creatures take control, this is the route I would recommend for you, especially Kitesail Freebooters and Thought Erasures since one is a creature and the other can help fix your next draw step.

Once again, run Counterspells or Discard, and preferably counters in multiplayer. The simple reasoning is with discard you spend mana and resources and they don't spend mana and lose resources, counters you both spend mana and resources with you, preferably, spending less mana and quality of resources, and you don't want to tax your mana and resources doing both.

Don't run Riot Control. Don't do it. Run Eerie Interlude instead of Rootborn Defenses as it will trigger and enter the battlefield effects when your creatures come back and get you advantages that way.

Jace is cool, but run those Sorins and Elspeths I mentioned earlier instead, they fit better in your kind of deck.

Some way better creatures for you are Dragonlord Silumgar, Dragonlord Ojutai, Cloudblazer, Restoration Angel, Ravenous Chupacabra, Isareth the Awakener, Vona, Butcher of Magan, Nightveil Predator, Thalia, Heretic Cathar, Hostage Taker, Regal Caracal, Thraben Inspector, Noxious Gearhulk, Torrential Gearhulk, or Cataclysmic Gearhulk. There are so many options out there, and in the end it's your deck so you can make it however you would like. I hope this was at least a little bit of help.

Also, definitely find some room for Swords to Plowshares and Anguished Unmaking. Life is a resource and don't be afraid to spend a little bit or give your opponent some more if it means not letting them win or letting you win.

FogonaFrog66 on

1 month ago

Looks like good ole Grixis fun. Maybe add a Torrential Gearhulk, Snapcaster Mage or Goblin Dark-Dwellers for more redundancy? Sweet list

Argy on Grixis Pirate Aggro

1 month ago

You've got nothing at the top end of your curve so all your Opponent needs to do is keep your early game under control and they soon end up with Creatures large enough to block without trading.

If they have a couple of large fliers you end up not being able to hold them off for very long.

Have you tested with Admiral Beckett Brass, since you are in Grixis colours?

My partner StuBi and I did muck around with a Pirate brew but found we could only make it work with The Scarab God in the mix. Unfortunately you no longer have that card in Standard, or even Torrential Gearhulk.

You need to work out a Creature that comes out for either 5 or 6 CMC that will basically mean game over for your Opponent.

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