Ingot Chewer

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Ingot Chewer

Creature — Elemental

When Ingot Chewer enters the battlefield, destroy target artifact.

Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)

MeneerDutchy on Henzie “The Toolman” Taylor ETB

8 months ago

Torgaar, Famine Incarnate Dusk Mangler Gruul Ragebeast Hornet Queen Meteor Golem Overseer of the Damned Regal Force Rune-Scarred Demon Terror of Mount Velus Titan of Industry Verdant Sun's Avatar Baleful Beholder Bane of Progress Blight-Breath Catoblepas Blitz Leech Brutalizer Exarch Cleanup Crew Dakmor Lancer Dark Hatchling Duplicant Earthshaker Giant Goremand Grave Titan Great Oak Guardian Greenwarden of Murasa Kodama of the East Tree Kogla, the Titan Ape Massacre Wurm Noxious Gearhulk Patron of the Vein Ravager Wurm Regal Behemoth Soul of the Harvest Sower of Discord Thief of Blood Ulvenwald Hydra Whiptongue Hydra Bloodtithe Collector Blossom Prancer Cavalier of Thorns Conclave Naturalists Custodi Lich Demanding Dragon Emrakul's Hatcher Fury Giant Ambush Beetle Gilt-Leaf Winnower Gray Merchant of Asphodel God-Eternal Rhonas Gruesome Scourger Ingot Chewer Indrik Stomphowler Invader Parasite Keldon Firebombers Massacre Girl Mindclaw Shaman Morkrut Banshee Nessian Game Warden Obsidian Charmaw Pharika's Mender Phyrexian Delver Predatory Nightstalker Priest of the Blood Rite Puppeteer Clique Qasali Slingers Regisaur Alpha Serpent Assassin Shadowborn Demon Shriekmaw Silverglade Elemental Stuffy Doll Stingerfling Spider Whiptail Moloch Wei Assassins Wild Celebrants Agent of Erebos Ancestral Statue Balustrade Spy Bloodboil Sorcerer Bramble Sovereign Cackling Fiend Carrion Imp Chain Devil Coal Stoker Dagger Caster Disciple of Bolas Dread Presence Flametongue Kavu Foundation Breaker Grief Intellect Devourer Kozilek's Predator Llanowar Empath Masked Admirers Mausoleum Turnkey Misfortune Teller Myconid Spore Tender Nekrataal Nantuko Cultivator Ondu Giant Oxidda Scrapmelter Quirion Trailblazer Rampant Rejuvenator Ravenous Chupacabra Sawblade Slinger Slippery Bogbonder Solemn Simulacrum Summoner's Egg Sylvan Messenger Traxos, Scourge of Kroog Umori, the Collector Voice of Many

Grubbernaut on

1 year ago

Only around half of your pieces benefit from the cost reduction of Umori; that being the case, it might be better to include the cat oven package, and/or Asmo and Cookbook. Endurance in the mainboard seems pretty medium at best, and Cat would give you more black cards to pitch to Grief . You might also consider Fury if you want to stick with Umori. There's also Bone Shards .

For sideboard: Ingot Chewer and Shriekmaw are both decent choices, Collector Ouphe , Tasigur, the Golden Fang (for long matchups), and Kalitas, Traitor of Ghet .

Cheers!

FunnyDuck on Never Break the Chain (Chainer, Nightmare Adept)

1 year ago

Cornonjacob07

I like your idea of Hellkite Tyrant so I've made a swap for him, getting rid of Vandalblast while simultaniously moving Ingot Chewer out for Shenanigans . I'll have an opportunity soon enough to test those things out, so I may as well make the change for now. Thanks for that suggestion! :)

I personally am not a fan of the forced discard of your entire hand that Ox of Agonas has. At least, not for just three cards. Wheel of Misfortune is a good enough Wheel of Fortune impersonation that I would still prioritize it over the 'discard hand draw 3 creatures'. Draw 7 is so much more powerful for a deck reliant on burst damage such as this one. And in a roundabout sense, self-milling using Dredge cards is much the same result, so perhaps one of the options between Ox, Ravager, or Reveler is a good subtitiute to replace Stinkweed Imp if you like those effects more.

And as for nuPurphoros, I am not a fan of him here. In a mono-Red deck sure, but there's just too many Black creatures here for him to be consistent with his effect, which is the major thing differentiating him over other Haste enablers. He's very borderline worth the 5 mana as a Haste-granter, and certainly not worth it as an 8 mana Sneak Attack that only works with half your creatures. If you're having trouble with keeping Chainer on board as your primary Haste effect, always keep in mind that you don't have to send him to the Command Zone everytime he's done in. Conserve some of your redundant recursion ( Reanimate , Dread Return ) for him. Or just jam Lightning Greaves and/or Ogre Battledriver somewhere in the deck!

zapyourtumor on Dry Eyes

1 year ago

I'm not sure about vexing devil. If your opponent knows you got something up your sleeve with blink spells, they might just let it stay in which case the spell would do nothing. Also, if they do let the devil do damage to them twice, the rebound from ephemerate is wasted which is also not great.

Inner-Flame Acolyte might be okay, but is better if you have another creature on the board (since targeting itself the first etb does nothing). Abbot of Keral Keep is one of my favorite monored cards and I think it could work pretty well here, taking the place of Light Up the Stage for a burn deck's card draw slot.

Ingot Chewer should be in the board. Maybe Wispmare as well.


lagotripha ( Akroma, Angel of Fury has protection from white so you can't blink her.) Nevermind I see what you're doing here, that's nice. I would second this suggestion, although the second blink from Ephemerate does nothing here.

Avalanche Riders + Blood moon mainboard seems like a different type of deck (land destruction flicker), also 5 mana is pretty slow. If only Faultgrinder wasn't utter trash ;o_o

Suppression Field fucks up Thermo-Alchemist big time - it could work if Balaam__ decides to run Electrostatic Field instead (which also happens to not die to bolt).

FunnyDuck on Never Break the Chain (Chainer, Nightmare Adept)

1 year ago

Cornonjacob07

Thanks for the support! I'll try and take a look at your own list when I have the time if you want some suggestions there as well.


First, Shenanigans ! I had it in the list for a while as a stand in for Golgari Thug (who's pricey for an uncommon) and it performed...better as discard fodder than as artifact removal. Ingot Chewer does a lot for this deck and is much more abusable and cheaper to cast (9 times out of 10 you evoke it).

I essentially only have room for 3 expendable single-target removal slots after all the synergistic options like Shriekmaw . Between Baleful Mastery , Bedevil , Chaos Warp , Rakdos Charm , Vandalblast , By Force , and Shenanigans itself (for examples), I prize the exile effect and mana efficiency on Baleful Mastery first and foremost (if you're wheeling frequently with Magus of the Wheel or even Ruin Grinder a single draw is irrelevant), with Chaos Warp acting as another non-destruction removal piece that isn't restricted on what it can hit. All of that covers creature removal quite thoroughly, so I looked to dedicated artifact removal next.

I chose Vandalblast over any other targeted artifact removal due to the popularity of Osgir, the Reconstructor and Voltron-style Sword of X & Y equipment decks. A non-targeting wipe is significantly stronger against artifact decks like them vs. an incremental single-target destruction effect like Shenanigans. If you don't have a go-wide artifact deck like Osgir in your play environment, feel free to use Shenanigans over Vandalblast and reap some extra discard synergy in the meantime.


For Ilharg, the Raze-Boar I wanted a threat to work as an independent backup plan from the graveyard. The best response a graveyard deck can have against grave hate is to practice moderation, and Ilharg attacks on a similar angle to Sneak Attack without adding to the graveyard unnecessarily. The vast majority of ETB effects in the deck are valuable and worth repeating over and over again, while Ilharg itself is a hard-to-remove threat in its own right. If you are having trouble with needing creatures in hand to abuse, I would highly recommend Phyrexian Reclamation ...so much so that I wouldn't even suggest running Sneak or Ilharg without it!

And trust me when I say that sneaking in a Master of Cruelties off of Ilharg is a devious play that is guaranteed to turn heads and take names!

TheWooba on The Suicide Squad

1 year ago

Shalai seems alright, I might test it out. I've found the deck to have little interaction; have you considered adding Shriekmaw or Wispmare , Ingot Chewer , or even just Reclamation Sage ? It would be nice to get targeted removal from the grave with the Horde of Notions ability

MULRAH on Elementals Toolbox

1 year ago

Ryan tried this deck out last night. He tried to get a value engine going with Hoofprints of the Stag but was eliminated from the game before that could really work. I wonder if he was being too proactive, when this deck is really more of a reactive deck. For example, if he'd tutored up Tornado Elemental instead of Hoofprints of the Stag, maybe could have taken out the flyer I'd been hitting him with repeatedly. He did use Brutalizer Exarch to eliminated one of my equipments, but he could have instead used it to go get Ingot Chewer , play it for its evoke cost to take out the same equipment, and then use it again from the graveyard with Horde of Notions . Once I was cut down to size, he could have then set up his value engine and start attacking with the multiple threats he had on the board.

makronic on Elementalary

1 year ago

General Comments

I think you need to cut a lot of stuff... You'll need 40+ lands for a landfall deck I think. You've got so many cards that allow you to play additional lands. You might not have that many lands to get the value out of those cards, even if you could play lands from GY.

I think in the deck, there's 3 kinds of cards to fit the theme of what you're doing:

  1. Small/medium stuff which both ramps and boosts landfall at the same time like Oracle of Mul Daya
  2. Then it's big powerful board state changing stuff that your general will cheat from GY, like Roil Elemental
  3. Utility for answers to opponent like Ingot Chewer and Demonic Tutor to control the board

Once you have the cards for (1), I think you'll be pretty unstoppable. You'll have the mana base to just throw things out. You shouldn't need to worry about card draw because your general can play off the GY. But, I don't think you have enough cards that puts things into GY. If you have a full GY, your general becomes basically tutor any card and cast it for 5 mana, which is ridiculously cheap. Mayael the Anima 's ability, in comparison, costs 6, and you only get to choose from top 5 random cards. I think exploiting the general's ability is the most powerful thing in this deck, but you can't do it without a graveyard.

I think cards that don't fit that theme you've got going should be cut, even if they're powerful cards, because they clunk up your engine. Except Vigor . Bloody Vigor is the best.

Cards I think you want:

Eternal Witness - this card combos with so much, espectially if you got a way to recur it back. It returns any card from graveyard to hand, not just creatures. Great for searching for answers in your GY which aren't elementals.

Hermit Druid - Populates your GY, and nets you a land in hand. Once it's on the board, for 1 mana, you're guaranteed a basic land, and lots of stuff in your GY. It's crazy good utility. But be careful, because 5 colour means you won't have that much room for basics.

Mana Drain - The much better counterspell

Shriekmaw - Does what your Ingot Chewer and Wispmare can do, but to non-black creatures. Is elemental, so can be reused for general. Completes your board control for artifacts, enchantments, and creatures.

Cards I think you might not want:

Avenger of Zendikar - good card, but not amazing value for money IMO. For 7 mana, I think it needs to be a game changer. I know you wanna build +1+1 counters into it, but I think there's just not enough cards for that engine, and you already have too many cards.

Animar, Soul of Elements - If you have your general out, animar doesn't really do much... If you get Animar out early, it doesn't help you cast your general, and those counters will take time to build up, by which time you might as well use your general.

Kozilek, the Great Distortion - a 10 mana card that you can't cheat out with your general?

Yarok, the Desecrated - you don't really have that many ETB effects for this to be worthwhile imo.

Sylvan Awakening - why for?

Vampiric Tutor - always good to have a tutor... but it might get in the way since this tutors to the top of your library rather than your hand. So it just interferes with your "play lands off topdeck" cards, which you have a few, and then everyone also gets to see what you've tutored.

Nissa, Vital Force - eh...

Path of Discovery - pretty underwhelming... requires a creature to come down, then you might either get a land in hand, or a +1/1 counter to the creature that just came down. So only 40% of the time or so you'll actually get a land in hand. For 4 mana, you have Oracle of Mul Daya, which is just much better.

Exploration - my experience with exploration is that it peters out quickly. If you play it early, you don't have an engine yet, and you run out of land in a turn or 2. If you play it late, it's a little underwhelming. Rather pay more mana for Mina and Denn, Wildborn , Courser of Kruphix or Oracle of Mul Daya which both sources you lands and let you play them. You also have Muldrotha, the Gravetide , The Gitrog Monster , and Zimone, Quandrix Prodigy which also serves similar functions but have other uses.

Growth Spiral - arguably worse than Exploration because it's single use. Effectively does the same thing as farseek because it replaces itself with a card draw, and you get a land on the battlefield in addition to your normal turn land. But worse than farseek because you can't tutor for the card you're drawing, and you need to have 2 lands in hand for it to be worthwhile. Also needs 2 specific coloured mana to play, which you might not have early game in a 5 colour deck.

Icon of Ancestry - costs 3 to use, and needs to tap. You're much better off having something that puts things in graveyard instead because you general only costs 5, and puts it on the battlefield. And you're restricted to elemental cards, which is likely 1/3 or less of your deck. You only get to top deck 3, so it's unreliable and mana inefficient.

Dragonmaster Outcast - it's a strong card, but if you're going to cut something, cut the cards that don't synergize. It's not an elemental, it doesn't put stuff in graveyard, it isn't an answer to something an opponent plays, it doesn't put land on the board or have landfall.

Acidic Slime - I love acidic slime, but it's not elemental and becomes single use. Might as well get a Reclamation Sage instead. Costs 2 less.

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