Experimental Aviator

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Experimental Aviator

Creature — Human Artificer

Flying (This can't be blocked except by creatures with flying or reach.)

When this enters, create two 1/1 colourless Thopter artifact creature tokens with flying.

legendofa on Eda, Mother of the Lost

9 months ago

All good. It's a great philosophy for building resilient, self-reinforcing decks, and Eda definitely deserves that treatment. Right now, though, I'm looking more at the card in a vacuum. Less of a "how well can I exploit and optimize this card" ceiling and more of a "how does this card compare to others with a similar function" floor.

Eda can be a huge value engine when surrounded by higher-end cards, no question. But right now it feels to me like the floor's a little bit too low. It feels too much like the card's power is a little too reliant on the cards around it. When I was comparing it to Vitu-Ghazi Guildmage and trying it alongside Experimental Aviator, I was comparing it to what appear to be the baseline costs and abilities for token generation, seeing how quickly it could do its thing for what cost without looking too much at power and toughness. The Aviator in my example could be replaced by Geist-Honored Monk, or Head of the Homestead, or Trostani Discordant, or any other creature that brings two tokens for five mana with no requirements or conditions. That seems to be the most efficient typical rate for token generation, which is what Eda wants to do. The test could be scaled up with Cloudgoat Ranger, or Captain of the Watch, or Avenger of Zendikar. But at that point, we're looking at specific card interactions, not minimum efficiency level, since there are very few cards that produce tokens at that rate. (And reading back, I could have made that clearer.)

So that's where I coming from right now. Again, I'm not saying you're wrong to look at the card in the context of a full deck. I was also throwing around stuff like Intruder Alarm and Gruff Triplets. I just think it could use a little more tweaking before it gets fully to that point.

legendofa on Eda, Mother of the Lost

9 months ago

I'm going to stand by what I said earlier and say this doesn't need any more restrictions. I get you don't want to roll up with an overpowered custom Commander, that's a bad look, but I think it's still slightly overtuned.

Eda has a lot of great self-synergy. Working through a sequence, let's say you cast Experimental Aviator to get some tokens, and pay the for offspring. From there, you gain 5 life from five tokens entering. You then populate the Aviator offspring token to get another Aviator and its tokens, gaining another 3 life.

Net result at what I see is the most efficient possible token generation rate (5 mana for a creature + two tokens), you spend eleven total mana to gain 8 life and create nine creatures. I can't find a direct comparison quickly, but this passes my personal feel test.

At the lower end, let's start with Memnite. Pay for offspring, you get two creatures for two mana. Populate the token, and the net result for least mana spent is for gaining 2 life and three creatures. Not super efficient.

I'm choosing examples that keep the process simple. If you choose, like, Gruff Triplets + Phyrexian Altar, you can completely change the math. But I think these examples illustrate my thought, that even with the best possible single-card outcome, you seem to be in pretty fair territory.

keegcb on I Wanna Be a Billionaire, So F***** Bad

3 years ago

darkin10s Excellent question. You're correct in the sense that Warp World is kind of a board wipe but let me paint a picture of the board state (not just my board). Warp World has us "shuffle all permanents he or she owns into his or her library", meaning it sees all those tokens as permanents even though they technically stop existing once they leave the battlefield. Then we reveal from the top of our Library, and in summary, put all permanents revealed onto the battlefield (not including Planeswalkers, hence the "in summary").

Warp World itself isn't putting tokens onto the battlefield but many of the permanents it would hit produce tokens for the extra value (all the creatures that make extra thopters when they enter). This is why cards like Dockside Extortionist , Brass's Bounty , Smothering Tithe , or Revel in Riches are so good before a Warp World cast, because we get extra card flips and potential permanents on the field for only a single card slot in the deck.

Warp World is more of a "hurts everyone, but hurts me the least" type of strategy that we are going for. We're working under the assumption that we have the most tokens onto the battlefield than the rest of the players, otherwise it's not worth casting. The value that we get is that we are making so many tokens because many of our cards put out either an extra treasure token or maybe a couple thopters.

Here is a very basic example that will help paint the picture with some simple math (this exact situation is not a likely scenario for a game but I think it gets across the idea). Lets assume everyone has played the same number of cards by turn seven and they have either tricked out a land or maybe played a mana rock, and maybe everyone has 2 creature and one enchantment. So everyone has 7 lands, 1 rock or extra land, 2 creatures, 1 enchantment = 11 permanents. But the 2 creatures I played are maybe Whirler Rogue and Thopter Engineer so I actually have 14 permanents since I've got 3 extra creature tokens. Now what if the enchantment I played was Smothering Tithe and it went a whole round on the table and wasn't paid for, meaning (in this fake scenario) I have 3 extra treasures. Now my permanent count is at 17 compared to everyone else's 11 count when I cast Warp World; I get to flip 17 cards from the top of my deck and everyone else gets to flip 11. This still wipes all players battlefields, but I'm counting on hitting more permanents when I flip with my extra chances. Plus if one of the cards I flip is a Experimental Aviator or maybe Myr Battlesphere , that single permanent I now gave me extra permanents for my board state, so I am recovering much more quickly from this type of wipe than my opponents.

This is obviously not a hyper optimized strategy because it's highly reliant on board state, it may not even be beneficial for you at times, but it's fun when it does happen.

Abzkaban on Ezuri budget

6 years ago

Looks good! You've got a lot of the Ezuri staples that don't break the bank. Looks like it would be pretty effective. I designed my Ezuri deck around elves. I'll leave a link to it here so you can take a look at it. You might find some ideas there.


Ezuri the Claw and the Little Green Men

Commander / EDH Abzkaban

35 VIEWS | IN 1 FOLDER


A lot of variation in decks containing blue come from your meta which determine what control cards you need. For the most part what you've included looks fairly well-rounded. I do have a few suggestions with a budget in mind.

I had Urban Evolution on my list as well before I deemed it too slow. By the time you have mana to cast it, you shouldn't need the ramp it provides. There are also more efficient means of card draw. I can't begin to describe the card advantage you get from Primordial Sage and Soul of the Harvest. Your mana curve looks low enough that I think you could be taking advantage of them. And even if you needed more mana ramp (which I don't think you need too much more), Gyre Sage and Viridian Joiner would give you a kick in addition to your Marwyn, the Nurturer. If you want more draw effects from playing a single card, might I suggest Prime Speaker Zegana, Shamanic Revelation, or Soul's Majesty. Any one of them will net you more cards than you need.

The other thing I can't stress enough if Panharmonicon if it's not out of your budget. The value from having this out with Ezuri is crazy especially when you play cards like Cultivator of Blades and Experimental Aviator. You basically get two experience counters for every creature under 2 power that you put into play.

Also as an afterthought, if you wanted to get your Sage of Hours out faster, you could add in Momir Vig, Simic Visionary who is really just good for getting any creature you might need. He's excellent for drawing right into your infinite win con, though.

Nice deck! Ezuri is so much fun to play!

stensiagamekeeper on Naru Meha, Combomaster

7 years ago

There are probably combos with Naru that are easier to set up. Naru meha + Diligent Excavator + Release to the Wind requires one less combo piece and one less manna on the turn you are going off. Baral's Expertise works like a Release to the Wind but is also a good card for surviving to the late game. Illusionist's Stratagem + Naru + Sailor of Means is as many cards and treasures as there are cards in your deck which is a guaranteed win if there is at least one Marionette Master in your deck. Illusionist's Stratagem + Naru + any etb creature goes infinite in fact (e.g.Homarid Explorer or Experimental Aviator).

Akujiki on I'm Bringing Sexy Back unblockable infect

7 years ago

I'm thought of these as cuttable material Archivist, Caller of the Claw, Experimental Aviator, Gudul Lurker, Owl Familiar, Wild Beastmaster, Forgotten Ancient. Thought it might be not for you

DEDmaster on U/R: Thopter Production

8 years ago

Im with joshuaizac you need to combo. well you dont need the whole combo for the production. but you should drop some cards and add somethings that will let you have the energy production. if you have nine energy two Decoction Module1 Mechanized Production and one Whirler Virtuoso you win turn five. Or maybe some Gonti's Aether Heart like two or even just one so you get that play once in a while. but build energy all game. then by turn 6 if you have 9 thopters and and 8 energy. you could win by just swinging away twice. or that last bit is all you need. I dont know.

the things I would take out is Experimental Aviator if you havent drop the production by turn four then you are not going to have the alternative win. And by turn 5 you should have bigger plays then a five drop popper.

and Ravenous Intruder if you are trying to win with thopter production then you should not be sacking them out to a two drop. Its a good idea. but if you do that then later when your one short you will be saying "only if i didnt sack those 3 earlier, I would have already won." so just to avoid that inner monolog just take that out and replace it with a more effective, goal driving cards.

elonth on First deck - W/U Artifact-heavy

8 years ago

Mighty Leap is a trap card for new players. It is only useful in limited (draft/sealed formats). You want something that either removes your opponents creatures or draws cards. CARDS TO REMOVE:Glint-Nest Crane isn't a bad card but you do not have a high enough nor good enough artifact density for it to be worth running. The majority of the time you cast it it will say "put the 4 cards that could have helped you on the bottom of your deck in any order"Self-Assembler this is a card that is only good in limited or if you have other assembler creatures besides self assembler. since you aren't running either of the good ones it serves no purpose other then being an expensive card that doesn't do much. you need to axe all 3 of them.

CARDS THAT NEED TO BE IN YOUR MAIN DECKAerial Responder is one of your best creatures. you need to be running it main board. Aegis Angel may be expensive but she protects your best creatures that are vulnerable to removal you should run at least 1 main board. Nebelgast Herald Sadly you don't have enough good spirits to make this guy as powerful as possible, that said there are a lot of cheap spirits that you can buy even at the rare level for standard they would be the corner stone of a budget blue flyer deck. i'll try and make you a budget blue deck under 30 dollars in just a few minutes that i will send you. Experimental Aviator not only makes you more fliers he makes you artifact fliers that get better off of your Foundry Inspector and serpent.

Air Servant while he is expensive at 5 mana and his ability is expensive to activate the primary goal of any flier deck is to control the skies. There are a lot of powerful flying artifact creatures in standard right now. He can tap them down so they can't attack you or block you when you need them.

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