There was still some time remaining in the poll when I captured this stunning screenshot, but much like how they call U.S. elections with some votes still uncollected, I felt pretty safe in calling this one in favor of Splinter Twin. Aether-fueled thopters are fabricated and used in large quantities on Kaladesh, the home plane of Chandra Nalaar. The first creature to bear the type was Ornithopter in Antiquities (first printed with the type in Ninth Edition). Let’s examine that claim. Activate Thopter Foundry for 1 colourless mana and sacrificing Sword of the Meek. At least, that’s the argument in favor of Twin being more mana efficient. The reason it’s only a half truth is that if you spend the 7 total mana to assemble the Twin combo and it gets disrupted, you’re down a huge investment. If you have a Sword of the Meek in play and cast Thopter Foundry, you’re not risking anything. Repeat steps 2-4. Updated Jun 09, 2019 by mcg93 using our MTG Deck Builder. Less than 1 in 4 people believe Thopter/Sword is better. Hey all, I'm looking for criticism on a Thopter Sword deck I now want to build since acquiring some Sword of the Meek. As artifact creatures didn't use to have creature types, "Thopter" became a shorthand for a small flying device; and later designers used it as a root word to graft epithet to. At most, it represents 8 cards in the deck. Thopter/Sword on the other hand, requires a smaller deckbuilding investment. All things told, I think Thopter/Sword is easier to assemble, carries less risk of assembly, is more resilient, folds to less hate, and slots into more decks than Splinter Twin does. I think a better poll might have been: “Which is a more oppressive combo for the Modern format?” Powerful might imply “which one is better when executed” and Splinter Twin wins the game on the spot whereas Thopter/Sword doesn’t. Twin has a number of advantages on Thopter/Sword. This is important for a variety of reasons. The deck is by no means new or … The first creature to bear the type was Ornithopter in Antiquities (first printed with the type in Ninth Edition). In the next few weeks, your wiki will be migrated to a Fandom.com domain. In some ways, Twin is more mana efficient than Thopter/Sword. Thopter/Sword creates a near endless stream of chump blockers and gains a significant amount of life in the process. I believe that Thopter/Sword is actually a more powerful combo than Exarch/Twin in Modern. I actually feel the opposite. [3] The word "ornithopter" comes from the French "ornithoptère",[4] itself constructed with the ancient Greek words "ornithos" (meaning "bird") and "pteron" (meaning "wing"). I’d love to write about my changes to modern Modern Urza Thopter Sword fresh off another SCG weekend playing the deck. Much like Twin, you can play Thopter/Sword in a control shell. If they have an Abrupt Decay, then the worst that happens is you lose one combo piece and can try again later. Thopter is a creature type used for cards depicting small flying devices. With 4 Grand Prix Top 8s, including a finals appearance at GP Oklahoma City, and wins in both Louisville and New Jersey, his greatest strength as a player is his motivation, work ethic, and drive to succeed. Only two fake words were created using the "thopter" basis (Roterothopter and Telethopter), before card names started referring to Thopters directly: Thopter Squadron was the first to solidify Thopter as the generic name for these devices. Certainly, you can play other cards like Muddle the Mixture to find the combo, but you’re not obligated to play those kinds of cards, and it’s no different than how Twin decks can play supporting pieces like Spellskite or Dispel. For one, creature removal is more ubiquitous than artifact removal, especially in game 1. Magic's ornithopters are based on the real world devices of the same name. There are a few overlapping pieces of disruption, like Abrupt Decay, which kills both Thopter Foundry and Deceiver Exarch, or Kolaghan’s Command, which can kill Pestermite and Thopter Foundry, but there are very few main-deck pieces of disruption that handle just Thopter Foundry and not Deceiver Exarch. ChannelFireball - Magic: The Gathering Strategy, Singles, Cards, Decks. Regardless of whether or not the poll was perfect, 78% of people felt that Twin was a more powerful combo in the context of Modern. BBD started playing Magic competitively in 2012 and since then has been driven to succeed at the Professional level, increasing his efforts each year. I was surprised that not only did Thopter/Sword lose, but that it lost by an enormous margin. Being an artifact-based combo instead of a creature-based combo is a giant benefit. The implication is that either WotC feels like Splinter Twin is the more egregious of the two, or perhaps they just want to mix things up. If you had 8 copies of Tarmogoyf in play, you’d be basically breaking even against 6 lands and the Thopter Sword combo. Splinter Twin was banned, and one cycle later Sword of the Meek was unbanned. Other examples include Roterothopter, Thopter Squadron, and Drill-Skimmer.[1]. All Thopters are artifact creatures. It’s not fully true, though. Modern is a format where removal spells are a must in most decks. As I stated earlier, the Twin combo also wins the game. Thopter Foundry and Sword of the Meek also both cost 2 mana, so you can assemble the combo as early as turn 3, and then just sit back on interactive spells while the combo takes over the game. In that regard, I think Thopter/Sword is a harder combo to interact with or stop. For one, you can play Deceiver Exarch or Pestermite at instant speed. Whenever equipped creature deals combat damage to a player, Sword of War and Peace deals damage to that player equal to the number of cards in their hand and you gain 1 life for each card in your hand. Those cards all do nothing against Thopter/Sword. But with the ban of Hogaak, Arisen Necropolis looming I don’t want to spend too much mental energy on a dead format. Sacrifice a thopter token to Ashnod's Altar to generate two colourless mana. Thopter/Sword creates a near endless stream of chump blockers and gains a significant amount of life in the process. Sword of War and Peace (3) Artifact — Equipment Equipped creature gets +2/+2 and has protection from red and from white. People are going to figure out how to build decks around this combo, and when they do, it’s going to be a big deal in Modern. It’s certainly possible that I worded this question poorly. Which combo is better in Modern? All Thopters are artifact creatures. As head of the Azorius Senate, the planeswalker Dovin Baan introduced thopters for surveillance in Ravnica. Another huge edge for Thopter/Sword is that there is no risk in going for the combo. Almost every deck plays cards like Lightning Bolt, Terminate, Path to Exile, etc. 78% of people who took the poll thought Splinter Twin was better than Thopter/Sword. You gain 1 life and a 1/1 thopter token creature is created, bringing back Sword of the Meek to be sacrificed again. If history is any indication, I’m probably not. But I’m not sure that tells the whole story. Not only do I disagree, but I also think Thopter/Sword is going to reflect a metagame shift that players should prepare for. I think this is a pretty interesting question to consider. I guess I’ll just have to wait and see if I’m right. Although not something that will happen that often, it’s certainly possible to still lose a game after assembling an undisrupted Thopter/Sword. Decks that are trying to win with creatures, which is most decks in Modern, basically stand no shot of successfully beating this combo. You frequently cannot cast Twin because of the risk of a removal spell, and going for the combo and failing is game over most of the time because it’s too much to overcome the loss in cards and tempo. I think if I asked this same question for Legacy and the two options were Top/Counterbalance and Exarch/Twin, Top/Counterbalance would win by an enormous margin, despite Exarch/Twin being a more powerful combo when successfully executed. Typically, this form of disruption involves a removal spell on the creature, which means you’re down 7 mana and 2 cards, and in order to reassemble the combo, you have to invest another 7 mana and another 2 cards. The-Biggest-Baddest-Nastiest-Scariest-Creature-You'll-Ever-See, https://mtg.gamepedia.com/Thopter?oldid=363008. Regardless of what WotC thinks, I’m curious as to which of these combos is actually more oppressive in Modern. If you had 8 copies of Tarmogoyf in play, you’d be basically breaking even against 6 lands and the Thopter Sword combo. While effective at stopping the combo, decks that rely on those cards to beat it are generally going to lose game 1, and Thopter/Sword decks can anticipate the hate and find other ways to win after sideboard, much like Splinter Twin did. A lot of people consider the fact that Thopter/Sword is an artifact-based combo a significant drawback because of cards like Ancient Grudge or Stony Silence. and those cards can all serve as disruption for the Twin combo because all it takes is the ability to kill a creature to disrupt it.