Inventor's Apprentice


Format Legality
Pre-release Legal
1v1 Commander Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Kaladesh Uncommon

Combos Browse all

Inventor's Apprentice

Creature — Human Artificer

Inventor's Apprentice gets +1/+1 as long as you control an artifact.

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0.01 TIX $0.91 Foil


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Inventor's Apprentice Discussion

yinterno on Boros Bashers

21 hours ago

Removed 4x Thraben Inspector, 2x Stasis Snare, 1x Chandra, Flamecaller. Added 2x Inventor's Apprentice, 2x Glory-Bound Initiate, and another Chandra, Torch of Defiance.

Did this to get ready for the rotation of the BfZ and Innistrad blocks. Waiting for Ixalan spoilers to look for better replacements and more than likely won't purchase this deck until after the introduction of Ixalan.

Grunyarth on Bang for Buck Bushwhacker! (Budget Red AER Aggro)

2 weeks ago

Magmatic Chasm is often a better version of Destructive Tampering. I would also recommend cutting down to only 3 Kari Zev, Skyship Raiders, as she is legendary. I don't think your deck benefits enough from the artifact subtheme to be worth your time, so I would recommend swapping the Hope of Ghirapur and Inventor's Apprentice for other 1 and/or 2 drops (Village Messenger  Flip is amazing). Pia Nalaar is also somewhat weak in aggro, so you could swap her out for more 2 drops. I would also recommend swapping Aether Chaser out in favor of Thriving Grubs, as it is much better to have the 3/2 than the 2/1 and 1/1 in my opinion.

I have a very similar deck, but mine is GR, and I have to recommend that upgrade path if you want to upgrade your deck, as it gives access to Voltaic Brawler and Greenbelt Rampager

multimedia on Artificer

3 weeks ago

Rilikb, welcome to Tappedout!

Because of your budget and not having access to dual lands I recommend you go with only two colors and if you must a small splash of the third with help from Aether Hub, Spire of Industry and Prophetic Prism. I wouldn't use four colors without having a lot of dual lands. You'll also going for an aggro strategy; the more colors you use the worst it will be. Not being able to play your cards when you want to. Aggro is about filling the battlefield with power in the early game using aggression, you don't want your manabase to slow you down at this stage of the game.

Consider changing your deck into two colors, blue and red possibly including a small black splash for Tezzeret's Touch keeping the artificer strategy with Inventor's Goggles, but also including improvise. I recommend blue and red because these colors give you the most amount of good artificers out of the other colors. Good artificers in these colors are:

The strategy of playing artificers with Inventor's Goggles is nice, but consider expanding on this by also including artificers with improvise. Once you get Goggles on the battlefield being able to use it not only to equip for free to artificers, but also to help improvise is good. Pia Nalaar is a good artificer for the improvise strategy because she makes an artifact. The Servos that Swooper and Chaser can make can be used to improvise. Sweatworks Brawler is a great artificer with Goggles because Goggles can help to cast him ahead of curve as well as give him 4 power with menace and 5 toughness is also nice.

I'm not going to give you a complete list that's for you to decide, but here's the starting core I would use:

This core lets you be more aggressive with Goggles and Apprentice. Goggles with Swooper or Chaser into Brawler is a nice curve. I've included Prism because it's a cheap artifact that draws a card and it can fix mana for you. Prism is also pretty good with Tezzeret's Touch if you're choosing to include it. Bastion Inventor is another good artificer with improvise although not as good as Brawler, but hexproof is powerful. You're going to want some kind of cheap main deck removal there are a lot of options, Harnessed Lightning is the best as is Incendiary Flow, it's good and even though Flow is sorcery it's better to cover a wider range of creatures to kill.

Metallic Rebuke is an improvise counterspell it gives you a mid to late game ability to counter your opponent's big creature, Planeswalker or mass removal spell. Pacification Array or Deadlock Trap are artifact options to tap down creatures and other permanents. Array is a one drop artifact which can be used to improvise if you don't need to tap down a creature or artifact.

If you're looking to include some more draw as well as improve energy production Era of Innovation is an option since it works with both artificers and artifacts both are being played.

Good luck with your deck.

Mj3913 on Rakdos Fast Stuff

1 month ago

A little bit of "Vs" talk here. I'd like to discuss a little about the future of the deck, as well as its current state. I have 3 cards main board I'm debating switching for 3 others, I will list them below.

Insolent Neonate VS Inventor's Apprentice: Neonate can be an evasive attacker, an expendable blocker, and a discard/draw outlet. It is also in line for the next rotation. Apprentice can usually be a good 1 drop considering the amount of artifacts on board. It is also unaffected by the next rotation.

Alms of the Vein VS Unlicensed Disintegration: Alms follows the Madness theme, sadly only hits the player and again, is on the rotation list. Unlicensed hits a creature and a player. My thought is mainboard Unlicensed, then side Alms for less creature heavy decks.

Incorrigible Youths VS Lathnu Hellion: The first, 4/3 haste following madness theme, affected by rotation. The second, 4/4 haste, 3 cmc, lasts 2 turns, feeds Scrounger coming back. But does the extra 1 toughness really matter?

I am unsure myself; I like the deck and how it runs, however maybe it could be a little better, and maybe it's best to get used to cards that won't rotate. Or, just hold on to said cards and play as is until I have to worry about it.

WiltLeafElves on Ultra value budget

1 month ago

I think you should give more focus to energy, as your deck has a lot of powerful cards for it.

Adding in cards such like Attune with Aether, Dynavolt Tower, Servant of the Conduit, Longtusk Cub, and Voltaic Brawler can still be budget while making use of your electrostatic pummeler and greenwheel rampager. I suggest you cut the Inventor's Apprentice, Inventor's Goggles, and (possibly Combat Celebrant)

carlthekatt on Madness Aggro

2 months ago

Splashing B really increases your available card pool. Cut / Ribbons and Bone Picker are both very good in a burn/tempo deck. You also get to run Alms of the Vein which is another huge burn spell for B and helps against aggro. Incendiary Flow is good. Collective Defiance is removal, burn, and a madness enabler/hand reset. I would also recommend against running more than 2 Bedlam Reveler since they are awful in multiples and can be hard to cast if you say, draw 2 of them and not enough spells. 15 creatures is too many to have Reveler be consistent. Thermo-Alchemist is insane in a burn deck.

In summary:

-Add B, since it improves the deck whether you're going aggro or burn. It doesn't have to be a big splash, but a lot of good aggro creatures are black (Scrapheap Scrounger and Dread Wanderer), and you get good removal (Unlicensed Disintegration alongside Scrounger or Fatal Push) and sideboard options (Lay Bare the Heart is big right now).

-Decide whether you want to play creature aggro or burn. Bedlam Reveler doesn't really go in the creature version. Bomat Courier, Dread Wanderer, and Scrapheap Scrounger are pretty well set in the aggro version, along with 1-2 Glorybringer and/or 2-3 Hazoret the Fervent as top-end. The 2 and 3 drops are less set; I've seen Forerunner of Slaughter, Pia Nalaar and Weldfast Engineer, or Bloodrage Brawler if you're doing madness. You can also go a stronger artifact theme with Inventor's Apprentice if you have any Heart of Kiran. For the burn version, you want to cut most of the creatures except for 1-2 Bedlam Reveler and 4 Thermo-Alchemist. Bone Picker and Glorybringer also fit if preferred, but ideally the creature count is 8 or less. Goblin Dark-Dwellers is also pretty good if you tailor your spells so it can cast most of them. For spells, 4 Alms of the Vein and 4 Fiery Temper, 3-4 Lightning Axe, 2-3 Collective Defiance, 2 Cut / Ribbons, and either a 2-4 or a 3-3 split between Tormenting Voice and Cathartic Reunion, keeping in mind that Reunion is stronger, but harder to cast in general and much worse against control (since they can counter after you pay the discard cost - sweet 3 for 1). Incendiary Flow is a good card if you want another versatile early burn spell. You also need some number of sweepers. I prefer 2-damage sweepers here like Kozilek's Return or Flaying Tendrils since 3-damage sweepers take out Thermo-Alchemist, even though Sweltering Suns is pretty cool. Chandra, Torch of Defiance is pretty perfect in burn if you have it. You can also go a neat energy variant that runs Harnessed Lightning for removal, Aether Hubs, and 4 Gonti's Machinations. This gives you more survivability against aggro and another 1-cmc 3 damage effect. Not sure how inserting the energy subtheme affects the card totals.

-I don't think you want more than one Insult / Injury, if any. Injury is pretty expensive at 3 mana considering it does nothing without either another burn spell to follow up (hard to do before turn 5-6) or creatures on the field. The card doesn't seem great in aggro either since it's mostly just discard fodder. Injury is expensive for a sorcery burn spell.

-Soul-Scar Mage is fun, but doesn't really go in burn since he encourages you to burn creatures rather than your opponent. I feel like it might make sense as a sideboard card against big creature decks if you plan to try removing their creatures, but it's usually just better to have a fast burn clock against midrange.

-Falkenrath Gorger is pretty meh, unless you're running a vampire theme. It lines up very poorly against Thraben Inspector, probably the most-played 1-drop creature in standard.

This is mostly academic. The best burn deck in standard right now is U/R, but you basically need 4 Torrential Gearhulk (expensive!) and the deck is incredibly soft to Dispossess. You can also always make a U/R or Temur Turbo-Drake deck that just cycles and dumps most of your deck into the grave while casting fogs until you stick an Enigma Drake and Fling it at your opponent's face. The ability to do 50+ damage in a turn is pretty foul.

landofMordor on Rakdos Fast Stuff

2 months ago

Yeah, Kari Zev is good. Here are some random suggestions:

If you're willing to take out your least aggressive artifacts, I'd suggest a little more Madness in there (as it is, you've barely got anything to trigger Fiery Temper), with Alms of the Vein, Bloodrage Brawler, Heir of Falkenrath  Flip, Incorrigible Youths. With Invigorated Rampage for Built to Smash, it should actually be a bit of an acceleration for your deck. I also think Dread Wanderer is superior to Inventor's Apprentice for a 1-drop slot.

Hope that helps! I have a bit of experience with RB discard aggro, so let me know what else I can do!

Firebones675 on Red/Black Lathnu Hellion Standard

2 months ago

I'd consider siding out the Inventor's Apprentice as you have a low artifact count. Harsh Scrutiny is decent against control but i'd keep it in your sideboad. Being an aggressive deck you would rather have something to keep applying pressure or something to deal damage rather than stripping a card from your opponents hand. This pressure can take the form of a creature, a removal spell to let your other creatures swing in for damage, or a spell that deals directly to your opponents face.

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