← MTG Rules

Rules guide · Enchantment

Thopter Spy NetworkHow it works & interactions with other cards

By the ManaCount desk· 5 min read· March of the Machine Commander· April 21, 2023
Carte Magic Thopter Spy Network

Thopter Spy Network is one of those cards players keep asking about. Here is, in plain words, what its official text says, the rulings published by Wizards of the Coast, and the combos players actually run.

01

Official card text

At the beginning of your upkeep, if you control an artifact, create a 1/1 colorless Thopter artifact creature token with flying. Whenever one or more artifact creatures you control deal combat damage to a player, draw a card.

Complete guide

Thopter Spy Network is a powerhouse enchantment for artifact-heavy decks, providing both board presence and card advantage. This blue enchantment ensures you always have a squadron of flyers ready to scout your opponent's defenses. By rewarding you for simply playing the game, it becomes a must-answer threat in any long-term match.

Token Generation and Timing

The first ability of Thopter Spy Network is governed by an 'intervening if clause.' This means you must control at least one artifact at the exact moment your upkeep begins for the ability to even go on the stack. Furthermore, you must still control an artifact when the ability resolves to successfully create your 1/1 colorless Thopter artifact creature token with flying.

Drawing Cards through Combat

The second ability triggers whenever one or more artifact creatures you control deal combat damage to a player. It is important to note that this is not 'per creature.' If three Thopters hit a player simultaneously, you only draw one card. However, if you attack multiple players and hit each of them with an artifact creature, the ability triggers once for each player dealt damage.

Common Misconceptions

Players often forget that the card draw trigger is tied to the combat damage step. If your creatures have First Strike or Double Strike, you may actually trigger this ability twice in one combat phase—once during the first strike damage step and once during the regular damage step—provided an artifact creature deals damage in each.

Strategic Implementation

To maximize Thopter Spy Network, you should pair it with low-cost artifacts to ensure the upkeep trigger is active as early as possible. Since the tokens it creates are themselves artifacts, this card becomes a self-sustaining engine once the first Thopter is born, continuously fulfilling its own requirements for future turns.

Interaction examples

The Self-Sustaining Cycle

At the start of your upkeep, if you control a Thopter token, the 'if' clause is satisfied. You create a new Thopter token. Later, when those Thopters deal combat damage to a player, you draw a card. Even if your opponent destroys your other artifacts, the Thopters generated by the network count as artifacts to keep the engine running.

Navigating Taxing Effects

If your opponent controls Propaganda, you must pay {2} for each Thopter you wish to attack with. Even if you pay for multiple Thopters and they all deal combat damage to that opponent, Thopter Spy Network will only trigger once, resulting in one card draw for that combat damage step.

Upkeep Interactions

If both Thopter Spy Network and Rhystic Study are on the battlefield, you must manage your triggers carefully. However, Rhystic Study triggers on spell casts, while the Network triggers on your upkeep. If you have no artifacts as your upkeep starts, the Network won't trigger at all, even if you were to somehow cast an artifact spell in response to other upkeep triggers.

Guide written with AI from the official text and rulings. Official English text prevails.

How it works : Thopter Spy Network

Original English text — Wizards of the Coast / Scryfall

  1. #1· Wizards of the Coast

    Thopter Spy Network's first ability has an “intervening ‘if' clause.” That means (1) the ability won't trigger at all unless you control an artifact as your upkeep begins, and (2) the ability will do nothing if you don't control an artifact as it resolves.

    Card named in this ruling

  2. #2· Wizards of the Coast

    The last ability will trigger, at most, once per combat damage step per player. However, if at least one artifact creature you control has first strike and others don't, or if an artifact creature you control has double strike, the ability could trigger twice per combat: once in each combat damage step.

    No other card is named in this ruling.

02

Popular combos

Real combos played by the community, sorted by popularity.

Time Sieve
+Myr Battlesphere
+Conjurer's Closet
+Thopter Spy Network
#1

Time Sieve + Myr Battlesphere + Conjurer's Closet + Thopter Spy Network

Infinite turnsLock
  1. 1At the beginning of your upkeep, Thopter Spy Network's first ability triggers, creating a 1/1 Thopter artifact creature token.
  2. 2At the beginning of your end step, Conjurer's Closet triggers, blinking Myr Battlesphere.
  3. 3When Myr Battlesphere enters the battlefield, its first ability triggers, creating four 1/1 Myr artifact creature tokens.
  4. 4Activate Time Sieve by tapping it, sacrificing the Thopter and the four Myrs, causing you to take an extra turn after this one.
  5. 5Repeat each turn.
Obeka, Splitter of Seconds
+Time Sieve
+Thopter Spy Network
#2

Obeka, Splitter of Seconds + Time Sieve + Thopter Spy Network

Infinite turnsLock
  1. 1At the beginning of your upkeep, Thopter Spy Network's first ability triggers, creating a 1/1 Thopter artifact creature token.
  2. 2Deal combat damage using Obeka.
  3. 3Obeka triggers, causing you to get at least four upkeep steps after this phase.
  4. 4Repeat step 1 during each of the additional upkeep steps.
  5. 5Activate Time Sieve by tapping it and sacrificing five Thopters, causing you to take an extra turn after this one.
  6. 6Repeat each turn.
Time Sieve
+Myr Battlesphere
+Teleportation Circle
+Thopter Spy Network
#3

Time Sieve + Myr Battlesphere + Teleportation Circle + Thopter Spy Network

Infinite turnsLock
  1. 1At the beginning of your upkeep, Thopter Spy Network's first ability triggers, creating a 1/1 Thopter artifact creature token.
  2. 2At the beginning of your end step, Teleportation Circle triggers, blinking Myr Battlesphere.
  3. 3When Myr Battlesphere enters the battlefield, its first ability triggers, creating four 1/1 Myr artifact creature tokens.
  4. 4Activate Time Sieve by tapping it, sacrificing the Thopter and the four Myrs, causing you to take an extra turn after this one.
  5. 5Repeat each turn.
Stasis
+Urza, Lord High Artificer
+Thopter Spy Network
#4

Stasis + Urza, Lord High Artificer + Thopter Spy Network

Mass Land DenialPlayers skip their untap stepsLock
  1. 1At the beginning of your upkeep, Stasis and Thopter Spy Network's first ability trigger.
  2. 2Resolve the Thopter Spy Network trigger, creating a 1/1 Thopter artifact creature token.
  3. 3Activate Urza's first ability by tapping the Thopter, adding {U}.
  4. 4Resolve the Stasis trigger, causing you to pay {U}.
  5. 5Repeat during each of your turns.
  6. 6As long as Stasis is on the battlefield, players skip their untap steps.
Shuri, Wakandan Inventor
+Mindslaver
+Thopter Spy Network
#5

Shuri, Wakandan Inventor + Mindslaver + Thopter Spy Network

LockYou control one opponent on each of their turns
  1. 1At the beginning of your upkeep, Thopter Spy Network triggers, creating an artifact token.
  2. 2Activate Shuri by paying {1} and tapping it, causing the artifact token to become a copy of Mindslaver that isn't legendary.
  3. 3Activate the artifact token by paying {4}, tapping and sacrificing it, causing you to gain control of target opponent during their next turn.
  4. 4Repeat during each of your turns.
Time Sieve
+Myr Battlesphere
+Soulherder
+Thopter Spy Network
#6

Time Sieve + Myr Battlesphere + Soulherder + Thopter Spy Network

Infinite turnsLock
  1. 1At the beginning of your upkeep, Thopter Spy Network's first ability triggers, creating a 1/1 Thopter artifact creature token.
  2. 2At the beginning of your end step, Soulherder's second ability triggers, blinking Myr Battlesphere.
  3. 3When Myr Battlesphere enters the battlefield, it and Soulherder's first abilities trigger.
  4. 4Resolve the Soulherder trigger, putting a +1/+1 counter on it.
  5. 5Resolve the Myr Battlesphere trigger, creating four 1/1 Myr artifact creature tokens.
  6. 6Activate Time Sieve by tapping it, sacrificing the Thopter and the four Myrs, causing you to take an extra turn after this one.
  7. 7Repeat each turn.
Time Sieve
+Myr Battlesphere
+Thassa, Deep-Dwelling
+Thopter Spy Network
#7

Time Sieve + Myr Battlesphere + Thassa, Deep-Dwelling + Thopter Spy Network

Infinite turnsLock
  1. 1At the beginning of your upkeep, Thopter Spy Network's first ability triggers, creating a 1/1 Thopter artifact creature token.
  2. 2At the beginning of your end step, Thassa triggers, blinking Myr Battlesphere.
  3. 3When Myr Battlesphere enters the battlefield, its first ability triggers, creating four 1/1 Myr artifact creature tokens.
  4. 4Activate Time Sieve by tapping it, sacrificing the Thopter and the four Myrs, causing you to take an extra turn after this one.
  5. 5Repeat each turn.

Related cards and tokens

03

Legal formats

pioneermodernlegacyvintagepennycommanderoathbreakerduel
0 Image

Commentaires

  • Sois le premier à commenter cette carte.

Read next

Meta decks with Thopter Spy Network

No archived Top 8 deck with this card yet.

Explore the meta
Official source