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Instead of golems, constructs, gargoyles, thopters, juggernauts, etc, I believe a whole tribal set with dreadnought as the artifact & maybe Dimir or Golgari colors could be good for the game. Maybe like leviathans, this type will have versions with both flying and not. I like the idea of a combo creature type with zombie...But I'm just rambling now. What would define what the dreadnought type is? This card. What would one that costed 2 or 0 be?
Posted By: MattLynn (5/19/2013 7:48:11 AM)
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These are the reasons why I love this card...

1) It is BIG! Really really BIG! Bigger than THAT!
2) It tramples.
3) It costs ONE GENERIC MANA.
4) It has a specific drawback, and I love the old fatties with drawback! Moreover, the drawback was already bypassable when it came out.
5) It is Phyrexian.
6) It is a gargantuan insect-like machine that is about to devour a mage trying to stop it with a ridiculous spell.
7) It creates LOTS of BIG effects. I post here some of them sorted by mana cost.
- For 1 you have a 12/12 trampler (Torpor Orb or Illusionary Mask)
- For 1 you deal 12 damage to any target (Pandemonium or Warstorm Surge)
- For 2 you have a 12/12 trampler (Sundial of the Infinite)
- For 1Blue you have a 12/12 trampler (Stifle)
- For 1Red you deal 12 damage to a play... (see all)
Posted By: Paolino (2/23/2012 5:50:09 AM)
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Here's hoping you can get Tower of Calamities up and running on turn 1 or 2 against a blue deck where money is apparently no object
Posted By: Kryptnyt (12/7/2010 12:22:01 AM)
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Wow, I just realized you could Fling this. Before you have to sac it.
Posted By: DacenOctavio (11/7/2010 10:32:27 PM)
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Strange to think of anything Phyrexian working for the Greater Good.

(That might be the best card draw engine in the game of Magic, actually. I can't think of any other "draw 12" spells for 3GreenGreen or even 3BlueBlue, and this guy's triggered ability uses the stack, so it works. It's even repeatable if (1) you can bounce the Dreadnought from your graveyard to your hand and (b) you need 24 cards. Sheeeesh.)

@ redgolem -- yes, but only if you are allowed to cast Phyrexian Dreadnought at instant speed. The enters-play ability resolves before you are able to cast any non-instant-speed spells, such as a second Dreadnought. To use your trick would require giving the Dreadnought flash, or something like Aluren.
Posted By: Salient (2/17/2012 3:35:02 PM)
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Turn 2 Phyrexian Dreadnought+ Stifle
?????????????
Turn 4: profit
Posted By: doitpow (4/23/2010 1:09:28 PM)
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This card is so well designed. It looks fantastic at first glance, then you reread it and think about it and it looks terrible, then you think about it and realise there are actually loads of ways to turn the supposed disadvantage to your favour. Kudos to the designer.
Posted By: stygimoloch (12/1/2008 3:05:26 PM)
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Once New Phyrexia is released we'll have one more way to avoid the drawback with Torpor Orb
Posted By: roguepariah (4/20/2011 4:57:09 PM)
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Assuming but one land per turn and no acceleration whatsoever,
O Mighty Dreadnought, how do I break thee? Let me count the ways.

Ways to make a Dreadnought:
T2: Stifle, Mask of the Mimic + any creature
T3: Torpor Orb, Renegade Doppelganger, Trickbind, Sundial of the Infinite
T4: Cackling Counterpart, Voidslime, Dimir Doppelganger, Cytoshape + any creature
T5: Mirrorweave + at least one creature, Humility + any enchantment removal (noncreature source)
T6: Riku of Two Reflections
T7: Dual Nature, Wild Pair

Ways to make something roughly equivalent to a Dreadnought:
T4: Mercy Killing
T6: Kresh the Bl... (see all)
Posted By: OneFishTwoFish (12/16/2011 12:08:22 AM)
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Vorthos players will hate the fact that this works with Arcbound creatures, but it does nonetheless.
Posted By: Mode (9/1/2009 9:23:26 PM)
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