Angel of Invention


Format Legality
Pre-release Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Kaladesh (KLD) Mythic Rare

Combos Browse all


Angel of Invention

Creature — Angel

Flying, vigilance, lifelink

Fabricate 2 (When this creature enters the battlefield, put two +1/+1 counters on it, or create two 1/1 colorless Servo artifact creature tokens.)

Other creatures you control get +1/+1

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Recent Decks

Angel of Invention Discussion

cdkime on

1 week ago

I have a couple suggestions:

  • Midnight Duelist is a particularly mediocre card. A 1/2 with an irrelevant ability is well behind the curve. Replace this card with Student of Warfare--one of the better one-drops in both knights and white weenies. Generally, I hate Level up cards--most of them are poorly costed, and far too susceptible to removal. Student is an exception--a 3/3 with First Strike for 3 is pretty nice. A 3/3 with First Strike that you can have on turn two is fantastic (turn one: play plains and Student, turn two, play planes, level up student twice).

  • Suntail Hawk is not a great card--you don't have enough support to justify running it.

  • Knight of the White Orchid is a strong card, particularly if you are on the draw.

  • Kinsbaile Cavalier makes for a better top-of-your-curve than Angel of Invention.

  • Radiant Destiny is quite mediocre, and you have better lords and other bonuses already. Oketra's Monument is three-mana for little real effect. Yes, it will net you tokens, but most of your creatures do not benefit from its cost reduction. Replace these cards with Path to Exile--probably the best removal spell in Modern.

  • Knight of Glory's Exalted ability is not particularly useful in a deck that seeks to go wide and swing with a bunch of lord-boosted creatures. Instead consider Leonin Skyhunter--another two drop, in your relevant tribe, with evasion.

magicsheep on Reanimator ETB

1 week ago

Don't recommend keeping Angel of Invention in sideboard - it requires , and the only way I see of producing is Aether Hub (tell me if I'm wrong plz) - thus, even with the tutor cards it's unlikely you'd be able to play it. Great deck, I love the idea and the execution. Definitely worth an upvote magicmoment!

xyr0s on Tamiyo Tricolor

1 week ago

1: That's great. Consistently drawing your main card will be so much better.

2: They might work fine, for now, but eventually someone figures out that you have problems countering bunches of cheap spells. Like, say... turn 1 Monastery Swiftspear, followed by turn 2 Lightning Bolt and Lava Spike. When that, eventually, happens, just remember that cheaper counterspells exist :)

3: Dual colored, untapped lands are one of these surprisingly powerful things. It doesn't look like much, and arguably, the improvement from adding a single copy of Glacial Fortress is so minimal as to be almost non-existent (Planck deck-improvement). But if you have several, it adds up, and turns your deck out to run smoother, and about one turn faster.

4: I'm not denying the usefulness of herald, but it would be easy to find a stronger 6 cmc wincondition. One more little improvement: Angel of Invention instead of Serra Angel. If you exchanged Bishop's Soldier for 2 additional Countless Gears Renegade, it would be even better (more bodies making the buff even more useful).

Oh, and I didn't say your deck was crap. If it plays well in your local meta, then it's an ok deck.

stensiagamekeeper on Mono White Servo

2 weeks ago

Some other cards you could use are Sram's Expertise, Anointed Procession also Angel of Invention but from memory that's a little pricy. Shefet Dunes and Desert of the True seem fine in the land base as well. I think Aether Inspector, Eddytrail Hawk, Foundry Inspector and Propeller Pioneer are reasonable cuts as they don't really do enough.Also the module plan isn't that reliable. Assuming no mulligan, removal, draw or scry, the chance of drawing all three modules is: in first hand 2.7%, turn 4 9.7%, turn 8 20%, turn 12 31% etc. ( Speaking of combo's however, you may not have noticed that Aethergeode Miner goes infinite with two Decoction Modules and some way of benefiting from the loop e.g. Ninth Bridge Patrol or Fabrication Module. However even with a playset of each it's like 17% just to get the loop going by turn 8 with or without a payoff.If you're willing to spend a little $ Metallic Mimic choosing servo goes pseudo infinite with fabrication module and is already a powerful card being effectively a lord in the two drop slot.If you're playing standard you'll probably want a sideboard. An unhealthy amount of Gideon's Intervention is probably in order as it's the only way of protecting against wrath in your colors. Also Anointer Priest for aggro, Ixalan's Binding for The Scarab God and Treasure Map  Flip or Sunset Pyramid for control.Anyways good luck with this next time.

Snivy__ on Favorable Pirates ($25 Budget Tempo)

2 weeks ago

I've been thinking of a sideboard for this deck and I've come up with some ideas:

Silent Gravestone or Sentinel Totem against The Scarab God, BR/MonoB Aggro, and other graveyard strategies.

Full playset of Unsummon against flyer-heavy decks and big flyers such as Angel of Invention or The Locust God.

2 more Hope of Ghirapur against control strategies, my brother used one against my Approach with his Mardu Vehicles and prevented me from casting it to win.

Maybe a couple copies of Ceremonious Rejection against decks using a lot of artifacts.

Maybe Essence Scatter against creature heavy decks and Negate against control decks

Jace's Defeat could come in handy against the Grixis/UB/UR/UG decks in the meta (which is quite a lot)

Supreme Will might work against control-heavy strategies and midrange decks

If you could create a good sideboard for this deck, try using these cards and it might turn out to be game-changing!

x12721 on Rally the Little Kids

2 weeks ago

Consider some anthem effects, such as Angel of Invention, Call for Unity, Radiant Destiny, or even Pride of Conquerors to "grow" your kids up for a win.

Shoku on post-ban Simic Merfolk- Competetive

2 weeks ago

Hey, just stopped by because you mentioned it on my deck. I have some insight on the deck that might be beneficial to you.

  1. I noticed you said this list is more midrange than agro, and because of that I think 20 lands is nowhere near enough. In my list 21 is a good number because I almost never need more than 4 in a game. I also have Merfolk Branchwalker to help me hit my lands. I'd recommend them in your list too, because a 3/2 for 2 or a 2/1 for 2 that draws you a card are both really good outcomes.

  2. Also because you're midrange, I think that 11 1 drop creatures may be too many. I personally run 3 Mist-Cloaked Herald and 2 Jade Bearer along with my 4 Kumena's Speaker, which is by far the best 1 drop of the 3. For your other 1 drops, I think you might need another Unsummon just for constancy, and I'd also swap out your main deck Negates for Spell Pierce but keeping the ones in your sideboard.

  3. In your list I would go with Deeproot Waters over Jungleborn Pioneer because the former will give you more value as the game goes on.

  4. I like the Swift Wardens, to go along with them though I would recommend Blossoming Defense as a good way to also protect your creatures.

  5. 4 Kumena, best amount!

  6. I would drop Tempest Caller down to 2 or 3 copies, it's not a card you want multiples of. Alternatively I've seen people run Watertrap Weaver which is actually pretty decent despite how it might look at first glance.

  7. Finally the sideboard, I would drop the Jade Guardian in favor of more Swift Wardens. I would also replace Silent Gravestone for either Crook of Condemnation or Scavenger Grounds, Gravestone doesn't stop a lot of things like GPG which I find my deck has a rough time against with cards like Gifted Aetherborn, Angel of Invention, and Aethersphere Harvester. For that reason I also sideboard in Naturalize as it also helps against most Orzov, Esper, Etc. tokens lists.

Hope everything I've said can help, I might be wrong on some stuff but I think I might be able to help you get closer to what you're going for.

U/G(Simic) Rivals of Ixalan Merfolk

Standard Shoku


Argy on Selesnya Exertion

3 weeks ago

The other change I would think about is this:

-1x Angel of Invention
-1x Devoted Crop-Mate
-1x Verdant Rebirth

+3x Shapers' Sanctuary

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