Tinker

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Custom Legal
Vanguard Legal
Leviathan Legal
Archenemy Legal
Planechase Legal
Unformat Legal
Casual Legal
Oathbreaker Legal

Printings View all

Set Rarity
From the Vault: Exiled (V09) Mythic Rare
Urza's Legacy (ULG) Uncommon

Combos Browse all

Tinker

Sorcery

As an additional cost to play Tinker, sacrifice an artifact.

Search your library for an artifact card and put that card into play. Then shuffle your library.

Tinker Discussion

TestDiver on Building a Verdurous Gearhulk Deck

1 month ago

I’ve always wanted to build a Verdurous Gearhulk and need some help doing it.

I’d like to start this off by saying I'm a sucker for good card art and steampunk looking designs. So when I saw Verdurous Gearhulk around its release I was pretty hyped up for it. Sadly though, it never really seemed to live up to people expectations. So the question I'm posing here is how can we make this work? Clearly this deck is not supposed to be competitive but simply not be completely shut out at local game nights.

  1. Colors: We need green… duh. I feel like it needs a lot more than that though. Since Verdurous Gearhulk is an artifact and we’re trying to find it and draw cards I think blue would also be a good inclusion. It would allow access to cards like Fabricate . Not only does it have a many good artifact synergies, but the recent Simic cards such as Neoform could also potentially contribute. I did of course think go mixing red for its artifact synergies, as well as, its burn potential but conceptually didn’t like it as much.

  2. Gearhulking Out: Obviously, we need Verdurous Gearhulk on the field since that’s the whole point of this. Modern has always had a rather disgusting ability to ramp out high CMC cards on early turns. Since most decks are seems fairly fast these days, it would be important to get Verdurous Gearhulk out as early as possible. My first thought would be Tinker but thats not legal in Modern. So that leaves the previously mentioned Neoform could do the trick based off the combos it has been pulling off already and that would play in with the blue. Another blue card to look at would be Etherium Sculptor . It’s not flashy but it could speed Verdurous Gearhulk ’s entrance by a turn.

  3. Gearhulk Smash: Once Verdurous Gearhulk is out, he needs to actually do something. Since Verdurous Gearhulk can come down as a 8/8 with trample, I believe it could pose as a viable win condition if proliferated on/buffed slightly. Additionally, some burn could be thrown in to improve the odds of winning. Another thought would be to have additional token generation to hit for the remaining damage. (To fit with the theme maybe some thoptors?)

These are just my current quick thoughts but I would love for some suggestions/ideas to actuality make this deck happen!

LordKunai on Urza Powered Scepter

1 month ago

also, why no Tinker ?

duh it's banned. ignore lol.

Vulnoth on Scarecrow

1 month ago

Alright, let's get back in the field.

'Crow Support

Lords and Anthems

A longtime staple for tribes, dating all the way back to Zombie Master , and almost every tribe wants them. Since you're looking to put a lot of 'Crows on board, Lords of course buff them, and enables your ability to close a game without depending on commander damage. Some come with bells and whistles, and depending on what build you want, not all of these will make the cut. Anthems help with this as well, but vanilla Anthems won't give you the same mileage as a Lord. Nevertheless, it's worth considering everything at your disposal.

Adaptive Automaton - A standard Lord that mixes with any tribe, and maybe not ideal for Reaper, Lords are just good in general

Brass Herald - A little costly, but a recruiter and Lord in one is a nice option; I would only be comfortable recommending this if your creature count is high

Metallic Mimic - A de facto Lord, and is prime for ETB abuse

Etchings of the Chosen - Making your general hard to deal with should always be welcome

Radiant Destiny - I think Vigilance is a little too vanilla to make the cut in EDH, but it's worth considering

Shared Triumph - As far as Anthems go, this one is sold mostly by its appealing mana cost

Door of Destinies - Given that you will cast a lot of Scarecrows, Door will put in work

Icon of Ancestry , Vanquisher's Banner - An Anthem that can also access more advantage will serve you well

Other Support

Cover of Darkness - I think Cover is a little too Voltron-ish for King, but it's an option

Kindred Boon - Mostly just protection for King and at least is worth considering

Steely Resolve - Tribe-wide Shroud seems very good for any tribe that can use it

That Which Was Taken - Protection for anything, plus synergizes with Artifact support

Advantage Generation

Draw

Drawing is strange in EDH. Not everything good is usable here since you still want to find synergy, but there are plenty of options, and most of them will serve you well on a budget.

Deep Analysis - Its initial cost can be rough, but Flashback is great,

Dig Through Time - Given how long EDH games can go, Dig usually has plenty of Delve fodder to be affordable

Distant Melody - A decent choice for any EDH tribal

Thoughtcast - Solid in anything Artifacts

Greed - It's an option

Mind Stone - Doubles over as a mana rock, but its draw ability is mainly what you want for late game

Slate of Ancestry - It's " Distant Melody " on an Artifact

Thopter Spy Network - Generates fodder and enables draws, and while maybe not great, is nice nonetheless

Tutors and the Like

Consistency in function is crucial to your deck, and depending on who all you play with, the tempo of games could afford you time for otherwise less ideal options.

Scheming Symmetry - Better with more people at the table, but is an option

Planar Portal - Maybe a little costly, but it tutors anything and is a personal favorite

Planar Bridge - Even more costly than Portal, but can just churn a permanent out of the deck

Whir of Invention - Since Tinker will never be legal, this is what you got

Saheeli's Directive - Costly, but powerful, plus it gives a little extra utility to Artifacts that you don't immediately have use for or don't tap

Lands

I'm no expert in juggling lands for multicolor EDH, but there are some solid good stuff lands for such a format. This is probably where most of your attention is going to go because Shocks, Fetches, and the like are outside your budget, leaving you working with more strict cards. I'm including transforming cards because the Land forms are mostly what will concern you, although keep in mind their original forms should provide some utility as well.

Arch of Orazca - A colorless land can suck, but one that can keep cards in hand is worth noting

Command Tower - Don't question it

Glimmervoid - Staple for Artifact EDH

Growing Rites of Itlimoc  Flip - Can grab a creature, easily transforms, and if you manage that, it can be a nice mana source

Journey to Eternity  Flip - Production of any mana and reanimation is nice, and in a format where everything dies, transforming it shouldn't be hard

Mirrodin's Core - Super budget and requires some planning, but is flexible

Opal Palace - Decent fixing, plus it softens the pain of casting your general for the sixth time in a game

Path of Ancestry Color fixing with perks for casting your general

Storm the Vault  Flip - In Artifact EDH, it transforms for almost nothing into Tolarian Academy , and I guess it can also produce any mana

What to Ditch

This is where I start to fall off, since I've only ever built Voltron and Superfriends EDH decks. But I do have solid overall advice for deck building, period: consider what cards bring to the table. If you find that a card doesn't quite work well, look for something to better get this machine working. Try to get as much synergy out of your cards as possible, so things with linear and okay-ish function may not be worth keeping. Always test and see what happens. A lot of things that are good on paper don't iron out in practice, and likewise things that don't iron out on paper are great in practice.

Hopefully this all helps you find your way with the deck. Of course, since I'm no expert in this field, feel free to do further research for tips and cards. There are plenty of other King EDH decks on TappedOut, and people love to build things differently, so there likely are going to be things I've missed that someone else considers a no-brainer inclusion. Additionally, utilize Google and MTGSalvation for more ideas. Lastly, deckcycling puts it on the front page for people to see, and possibly give you a hand. There's a lot of room to build here, and there are likewise a lot of people who can advise you.

Dead213End on The Draw God

1 month ago

Tinker is banned in edh

https://gatherer.wizards.com/pages/card/printings.aspx?multiverseid=12383

DeinoStinkus on [COMMUNITY] What cards do you ...

1 month ago

Well, technically, the Angel's Grace can stop you from losing the game that turn. If you have 50 life, you can use it. Although it's simply an overpowered card on its own. And in Commander, use tutors or Tinker to fetch it.

DeinoStinkus on Eldrazi Titan Transformers

1 month ago

Thanks! I guess the Ineffable may need to be worded as "from the battlefield", although technically there are many ways you can cheat out massive creatures. ( Tinker and Blightsteel Colossus come to mind). They should definitely start with more loyalty, although Emrakul's third ability would just finish the game instantly after it transformed, short of Platinum Angel and Angel's Grace .

Lore-wise, I felt that the planeswalker type helped illustrate that they can travel between planes, not necessarily that they are planeswalkers.

I actually strongly disagree with Boza's idea about them costing . I disagree because Eldrazi are simply supposed to be huge, expensive creatures. Plus, lore-wise, it wouldn't make sense to have Emrakul be a 6/6 or so, because she is the biggest creature in the multiverse, besides possibly Mirat Lage from Dark Depths .

dbpunk on [COMMUNITY] What cards do you ...

2 months ago

Honestly Tinker , Braids, Cabal Minion and Primeval Titan are my three for unbanning.

Tinker is damn good, but the worst cards it can be played with ( Paradox Engine , Panoptic Mirror ) are banned. Unless it's in the right deck, it's not as horrifying as other tutors.

Primeval Titan would ramp you up big time, and I'll admit it's really strong, but the lands do come in tapped and it's not like Sylvan Primordial or Sundering Titan where it's blatantly destroying lands. And also, it's an obvious target. You know it would last to attack even.

Braids, Cabal Minion takes one permanent a turn and hits you too. There are much worse legendaries in mono black right now. And most decks have some token production/artifact ramp now, so it's not always gonna hit super big.

Also, fair argument for Gband to be unbanned.

Zeddicuus on Saheeli Shenanigans

2 months ago

That's a good point, Demarge. I removed Sol Ring and Tinker for Muddle the Mixture and Negate . All Is Dust is now Evacuation . Coldsteel Heart is now Star Compass .

I posted an update as well on things I'm considering given local meta.

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