Creature — Human Artificer
Inventor's Apprentice gets +1/+1 as long as you control an artifact.
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Inventor's Apprentice Discussion
4 days ago
5 days ago
When you go to add creatures, you might find some good options by searching for creatures with the "pilot" subtype. Some really low mana options are Inventor's Apprentice and Toolcraft Exemplar, since they each get buffs to their power if you have a vehicle and that'll help with crew costs. These may or may not be a good idea depending on how aggressive you want the deck to be.
3 weeks ago
clayperce I think you're right.
I also like Inventor's Apprentice due to it being a 1 drop, and frequently turning into a 2/3 on Turn 2.
I think that gives better value than Metallic Mimic.
realBorborygmos thanks for the sympathy.
Argy + will rarely be seen.
I would say never be seen, but I do use it every now and then.
3 weeks ago
magikarp123 I will, once I receive it. See my description.
I'll think about Sphinx of the Final Word, but I've never really liked one ofs.
The other night I hit with Untethered Express as an 8/8, and forced my Opponent to block with their entire field, which then got wiped out, or lose the game.
Have you ever played with it? It is SO good.
3 weeks ago
Although, I am surprised that no one has suggested Metallic Mimic.
That could sit in for Inventor's Apprentice, choosing "Construct".
Clever suggestions like that, which would strengthen the current build, are what I'm after.
3 weeks ago
I threw in Mind Rot in the hopes to slow my opponent because it takes this deck so long to build up, especially since most cards cost 3 or more. I just realized that Mind Rot is fairly expensive given my curve as well. Consider it nixed with a Harsh Scrutiny added.
Your Ravenous Intruder reminded me of Inventor's Apprentice so I added them instead (even though the buff isn't as large) because it costs 1 less and I don't view most of my artifacts as expendable, except for Ornithopter since it doesn't account for much beyond a wall. Granted that's where Scrap Trawler would come in handy but most of my artifacts cost 3. I'm having the same dilemma with Treasure Keeper.
I considered Ornithopter because it was free, would act as a wall early game, and would allow me to scry for free once I got Contraband Kingpin out. Now it would also help the Apprentice but it may not be worthwhile to remove anything for it.
I definitely would like to get Built to Smash in there. It was part of the first 5 color deck along with Built to Smash which was extremely helpful for the indestructibility. Every time I've played with Smash however, it often times ended up as a dead card in my hand. Mayhaps that's because I wasn't playing the deck to it's full potential. Anyway, I'm just ranting now...
Thanks for the tips!
4 weeks ago
My God, that's a lot of thoughts)
So, I admit that you nailed some of things right on the head. Like, I totally do need one-drops. I just wasn't able to find any worthy enough: Myr Servitor for example is nice and such, but with his ability unreliable at best, he's just a 1/1 for 1. I'm seriously considering dropping blue and transferring into red because it gives access to Inventor's Apprentice and Shrapnel Blast.
After you say it, I'm actually going to agree with Myr Reservoir being generally inferior to Palladium Myr. I had this beautiful idyllic picture of landing Myr Battlesphere turn 4 with Reservoir:Turn 1: LandTurn 2: Land, Mana MyrTurn 3: Land, Reservoir, tap Reservoir and Myr to get the Galvanizer out.Turn 4: Land, ta-da, seven mana, Battlesphere.
But it requires god hand and of course is unreliable. So guess I'll have to pop my dream bubble and switch the Palladiums in.
I disagree about Welding Jar though. Judging by all the information I've read on the forums, deckbuilding primers and such, a card should either be vital to your battle plan (such as our mana myrs' ramp is irreplacable, and therefore we could tolerate them even though there's a high chance we'll topdeck them later with no use for them), or that card should be welcome to be drawn at almost any point of the game. Welding Jar with its one-shot effect and occassional Metalcraft/Affinity helping just doesn't cut it IMHO, I would be very sad to draw it say Turn 8 or else.
I don't get why you dislike Dispatch. We must be viewing it very differently then. IMHO a deck with no removal is a no-go at all, because there WILL be big bitches that need to be removed, or some little utility bastards that threaten to throw up the game. And Dispatch is like the best you can get with an artifact deck. I can't see myself possessing less than 3 artifacts at most points of the game barring board wipes. My reasoning behind using it that it will almost never be a dead draw (except maybe hardcore control ones with no creatures).
Also I must say that I mostly don't rely on the combo to win, it doesn't even happen in most games because getting 2 Galvanizers is hard and not getting them nuked immediately is even harder. Usually A LOT of myrs pumped by Tempered Steel or a Battlesphere swing does it for me.
Could you give me advice about Myr Turbine? If I fill in more myr such as Servitors, Superions and Palladiums, I'll be highly likely to have 5 Myrs the time Turbine lands. Then I can chain-tutor the Battlespheres. But of course it will suck getting multiple Turbines in the opening hand and it will be even sucker to have them without Myrs. Plus, the steep cost of 5 offsets me.
Myr Superion is definitely going in with Palladiums.
Myr Incubator suffers from the same problem as the Turbine. Of course, it is overkill if you do crack it and the Myrs don't Drown in Sorrow or dealt with other way. BUT Incubator needs two turns to be devoted to it. On the other side, those two turns can be fourth and fifth with all the ramp we possess, so I'll reconsider it.
Thoughtcast is an another card on which our views differ greatly. I don't see it as a situational Divination, because there rarely (very rarely) would be times I don't have at least two artifacts on the battlefield. Instead, it's a Divination for usually two or one mana that helps not to run out of gas. Myr IMHO don't have enough early aggro to rely on it alone, and should have their means to transition into midgame.
Maybe half of my text is just incoherent babbling, but I tried my best to explain myself. Sorry if it sounds insane, I rarely could get my thoughts about Magic organized and clear.
1 month ago
I know this doesn't go along with the theme of the deck, but for other threats, Inventor's Apprentice or Pia Nalaar are viable options. For more passive damage, Reckless Fireweaver or Quicksmith Rebel could be great additions to the deck.