Turbo-Thwacking Auto-Hammer MTG Card
Text of card
Whenever you crank Turbo-Thwacking Auto-Hammer, target creature gains double strike until end of turn.
Cards like Turbo-Thwacking Auto-Hammer
The Turbo-Thwacking Auto-Hammer serves as an intriguing piece within the pool of artifact equipment in Magic: The Gathering. This unique card is reminiscent of equipment like Umezawa’s Jitte, which is renowned for the versatility and power buff it provides creatures it equips. Nevertheless, Turbo-Thwacking Auto-Hammer differentiates itself by its ability to turn creatures into powerhouse attackers each combat phase with increased strength – an attribute not directly mirrored by Umezawa’s Jitte.
When comparing it to other equipment, such as Loxodon Warhammer, we note how the focus shifts. Loxodon Warhammer mainly offers a considerable life gain advantage through lifelink, in addition to a strength boost. Although the Turbo-Thwacking Auto-Hammer does not provide life gain, its aggressive stat amplification for creatures can quickly close games, which underlines its offensive potential.
In weighing the unique attributes of Turbo-Thwacking Auto-Hammer against similarly positioned cards, we see that it stands out for turning creatures into consistent hard-hitting threats on the battlefield. This aligns it with players who favor aggressive strategies in their Magic: The Gathering build, capitalizing on sheer force over the variety of buffs other equipment pieces might offer.
Cards similar to Turbo-Thwacking Auto-Hammer by color, type and mana cost
Card Pros
Card Advantage: Turbo-Thwacking Auto-Hammer offers a unique way to maintain card flow by allowing players to potentially draw a card at the beginning of each combat on their turn. This continuous card draw potential helps keep your hand replenished with more options and strategies.
Resource Acceleration: The artifact’s ability is engineered to ramp up your resources quickly. By giving you an extra creature with haste each turn, it paves the way for not just aggressive plays but also serves as an alternate source of ‘mana’ through creature sacrifice or synergistic interactions, turbocharging your plays.
Instant Speed: Its presence on the battlefield can instantly alter the pace of the game. While not an instant itself, Turbo-Thwacking Auto-Hammer allows you to spawn a creature at instant speed during your combat, effectively adding elements of surprise and momentum to your strategy. Plus, being at instant speed in deploying creatures can throw off your opponent’s calculations and disrupt their plans.
Card Cons
Discard Requirement: Turbo-Thwacking Auto-Hammer requires players to discard a card to activate its ability. In game situations where keeping a full hand is crucial, this cost can lead to difficult decisions and potential loss of valuable resources.
Specific Mana Cost: The casting and activation of this artifact involve a combination of generic and colored mana, potentially making it challenging to include in multi-colored decks that have a tight color mana base and rely on mana stability to function effectively.
Comparatively High Mana Cost: The total mana cost to get full value from Turbo-Thwacking Auto-Hammer is quite steep. Players might find the initial investment high compared to other options that provide equipment or artifact synergies with a lower investment threshold, potentially affecting deck efficiency and speed.
Reasons to Include in Your Collection
Versatility: The Turbo-Thwacking Auto-Hammer card can be an asset in various deck builds, particularly those that crave consistent artifact synergy or need an extra push for late-game dominance.
Combo Potential: This card not only bolsters your board state but can also integrate into intricate combos, synergizing with strategies that capitalize on tapping or untapping artifacts to gain an edge over the competition.
Meta-Relevance: In an environment where artifact decks are king, Turbo-Thwacking Auto-Hammer has the potential to shine, either as a formidable threat or as a means to accelerate your game plan effectively.
How to beat
The Turbo-Thwacking Auto-Hammer is a unique artifact in the landscape of MTG that can give any player an understandable moment of pause. Recognizing how to dismantle this contraption efficiently is crucial for those aiming to maintain the upper hand in the game. A successful strategy against the Auto-Hammer revolves around timing and resource management.
One effective tactic is to employ artifact removal spells. These spells can dismantle the Turbo-Thwacking Auto-Hammer before it gets the chance to demonstrate its value. Ensuring that you have artifact removal options in your sideboard can give you a significant advantage. Additionally, countering the spell upon its cast can prevent its impact altogether, so keep those counter spells at the ready.
By staying mindful of the Auto-Hammer’s potential and having a game plan that involves either preemptive or reactive measures, players can mitigate the advantage it offers. Adaptability and foresight are key. Remember, letting the Turbo-Thwacking Auto-Hammer get in rhythm could be a fatal mistake, so keep your removals and counters close to thwart your opponent’s mechanical machinations.
Where to buy
If you're looking to purchase Turbo-Thwacking Auto-Hammer MTG card by a specific set like Unstable, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.
For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.
Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.
Below is a list of some store websites where you can buy the Turbo-Thwacking Auto-Hammer and other MTG cards:
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- eBay
- Card Kingdom
- Card Market
- Star City Games
- CoolStuffInc
- MTG Mint Card
- Hareruya
- Troll and Toad
- ABU Games
- Card Hoarder Magic Online
- MTGO Traders Magic Online
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Rules and information
The reference guide for Magic: The Gathering Turbo-Thwacking Auto-Hammer card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.
Date | Text |
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2018-01-19 | Any Contraption that’s on the battlefield and wasn’t assembled immediately heads to the scrapyard. However, if it’s a not an actual Contraption card (like Copy Artifact isn’t), it goes to your graveyard as normal. Non-Contraption cards can’t be in the scrapyard. |
2018-01-19 | At the beginning of your upkeep, if you control any Contraptions, move the CRANK! counter to the next sprocket. You may then crank any number of Contraptions on that sprocket, causing their abilities to trigger. Cranking a Contraption is always optional. |
2018-01-19 | Contraptions are artifacts. Anything that interacts with artifacts will interact with Contraptions. |
2018-01-19 | Contraptions aren’t put into your main deck. They go into a separate deck called the Contraption deck. |
2018-01-19 | If a Contraption would leave the battlefield and go to any zone other than exile, it instead goes to the scrapyard, the Contraption deck’s version of the graveyard. Things that affect the graveyard do not affect the scrapyard. You can exile Contraptions just fine. |
2018-01-19 | If you crank multiple Contraptions, their abilities can be put onto the stack in any order. The ability put onto the stack will resolve first. |
2018-01-19 | If you or a permanent you control are instructed to assemble a Contraption, reveal the top card of your Contraption deck. Put it onto the battlefield on one of the three sprockets. |
2018-01-19 | If you or a permanent you control assembles a Contraption and your Contraption deck is empty, nothing happens. You don’t lose the game. |
2018-01-19 | In Constructed formats, a Contraption deck must have at least fifteen different Contraption cards and no more than one of each. |
2018-01-19 | In Limited formats, a Contraption deck may include any number of Contraption cards in your card pool. You don’t have to include every Contraption card you draft or open in sealed deck. In those formats, your Contraption deck may include duplicates. |
2018-01-19 | In silver-bordered games using Contraptions, you have three sprockets, illustrated on the back of Contraption cards. At the start of the game, put a CRANK! counter on sprocket 3. |
2018-01-19 | While Contraptions you control are on the battlefield, the Contraption deck is not, even if you are using it to signify the three sprockets. |