Faerie Mechanist


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2015 Edition (MM2) Common
Modern Masters (MMA) Common
Duel Decks: Elspeth vs. Tezzeret (DDF) Common
Conflux (CON) Common

Combos Browse all

Faerie Mechanist

Artifact Creature — Faerie Artificer


When Faerie Mechanist enters the battlefield, look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

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Faerie Mechanist Discussion

TwoIdiots on Baby's First Multiplayer Cube (cards to include?)

10 months ago

I like all of these inclusion, i amonkhet a big fan of the direction of black and green cards. I made som additions

Whirler Rogue good in General and a bomb in ub

Merchant's Dockhandthis might be to all in (?)

Thirst for Knowledge really good in ub, 23 card in blue

March of the Machines well.. Maybe?

Faerie Mechanist with a higher density of artifacts this might go in more decks.

Shape Anew strictly worse and harder to build Tinker



Cranial Plating i don't know about this one

Darksteel Citadel

Vault of Whispers Seat of the Synod i like sending a message by only including the two

Hibernation's End i love this card, so do you!


Izu_Korasu on Kiss Myr Ass (8 Total Lands)

1 year ago

drop Apprentice Wizard asap, his double blue mana cost puts a huge strain on mostly colorless mana production. (in tests, even weaponscraft enthusiast was hard to cast)

Skill Borrower is a solid alternate choice, and Faerie Mechanist gives some utility to the deck as does Foundry Inspector

DKapitein on Glassdust hulk EDH

1 year ago

maybe replace Serum Visions by Preordain

maybe consider Myr Enforcer, Faerie Mechanist, Rusted Slasher, Ornithopter, Mind Stone and maybe something with retrace or buyback for the lategame

Teknetic on Lady Gaga, Etherium Shaper

1 year ago

I really like the idea of playing Salvaging Station if you're planning on keeping Dispeller's/Executioner's Capsule in the deck. There should really be a Goblin Welder in there. Mana base should probably have Ghost Quarter/Wasteland/Strip Mine as answers to lands like Nyxthos and Valakut. Some number of Signets is probably going to help. Faerie Mechanist is some nice card selections, as is the standard suite of blue draw spells like Fact or Fiction or Rhystic Study. I'd switch out the Leonin Elder for Disciple of the Vault. Inventors' Fair is a great land. For more expensive options, Mycosynth Lattice continues to be broken in artifact decks. Tezzeret, Agent of Bolas also continues to be absurd in artifact decks. Rings of Brighthearth is great. The obvious expensive additions to the mana base would be obvious additions. Fetches, duals, shocks, check lands, fast lands, man lands, etc. Any number of tutors would help out.

Force_of_Willb on Sharuum the Hegemon

1 year ago

Added Sword of the Meek + Thopter Foundry removed Mimic Vat and Faerie Mechanist.

Does anyone know how to keep track of the revisions on the side?

ghgiunco on Flash Tranmuster

1 year ago

how abaout Faerie Mechanist

Samuel-Frederick on

1 year ago

This deck is very simple to play on the face of it, but is very easy to misplay and find yourself in trouble. Unlike most decks you run no removal, you have no instants or sorceries, you run almost only creature cards, and the 4 cards that aren't creatures simply make your creatures bigger. Other decks that fit this theme are very fast aggro decks, but this deck isn't that fast either, but don't worry too much about that.

You run 8 one drop creatures (Vault Skirge is a one mana creature unless you have nothing else to do with your mana), but you also run 12 lands that come into play tapped. Do not feel you have to play a creature turn one, play the land tapped turn one first, the reason for this is so it doesn't slow you down in the mid game (where your deck shines), and you aren't in a rush to run in either, so don't worry if it feels a little slow of the ground.

Your deck is like cogs in a machine, they all work well together. A 'Lord' is a creature that gives a bonus to a group of creatures, Chief of the Foundry and Grand Architect are both lords, then Tempered Steel is another lord of sorts. These make all of your creatures huge and incredible value for mana, those little one mana guys will pack a huge punch at any stage in the game!

You also have Etherium Sculptor who is another sort of lord, but instead of increasing power, decreases the cost of all artifacts you play by 1 colourless mana. This doesn't work on creatures that have no colourless mana cost, such as Court Homunculus and Esper Stormblade, (or the Grand Architect of course) but does make all your other creatures cheaper, and lets you cast Vault Skirge for 0 mana.

You don't run any instants or sorceries, but you have a couple of creatures with effects that help you out. Faerie Mechanist is a draw spell, but along with drawing you a card it's an artifact, and blue for the architect. The deck also runs 2 Ethersworn Shieldmage, this guy is awesome, but the deck doesn't run on instant speed so it only wants the two. Always remember you have a main phase before and after combat, always play creatures AFTER the combat phase. This way you attack with your creatures, if the opponent blocks to kill your creatures, or plays a combat trick to kill them, or something similar, you can flash in your Ethersworn Shieldmage to save your guys. However, if you don't need to use him then don't, play something else on your second main phase, then keep him for the next turn when you attack.

Finally, you have the Grand Architect. This guy lets you get to huge amounts of mana very quickly, which lets you get Sphinx of the Steel Wind out of the field a little earlier. It's almost always worth tapping your creatures for the mana to get these big guys (or multiple small guys) on the field to apply pressure. But not only does he let you ramp mana, he's a Lord to blue creatures, and lets you turn creatures blue, so he's good at any point in the game.

This deck is great fun to explore and play around with, and to modify with the artifacts of your choice. When you look to build a sideboard, add in cards that the deck doesn't have anything of, such as removal for creatures, artifacts and enchantments, you could run counter spells for when playing against control, and life gain when playing against aggro.

Most of all, enjoy the deck, and play the cards you love, and the more you play, the more you'll win. These guys will help out as much as they can!