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At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.
: Add to your mana pool.
, , Sacrifice Inventor's Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle your library. Activate this ability only if you control three or more artifacts.
Inventors' Fair Discussion
1 week ago
Thrumming is a game winner and a meme in this deck!
2 weeks ago
Added in Bolas's Citadel and Aetherflux Reservoir . Both are decent in here in their own right, but having them both lets us just go, "whoops, I guess I play my whole deck and have a storm-ish win" if the skithyrix beats ever becomes inviable. Having just aetherflux keeps us alive through our self damage, and citadel gives more reach if we get stuck. Also added Inventors' Fair for tutoring specific artifact hate peices or combo pieces and for the incident
2 weeks ago
Inventors' Fair is anothe good land you could use. Also grab an Ancient Den and Darksteel Citadel as well to maximize artifact synergies. Refurbish , Emeria, The Sky Ruin , and Open the Vaults can also let you get things out of your graveyard.
Reya is probably too expensive.
Cut Heavenly Blademaster, you don't have enough creatures to take advantage of her.
Kemba, Kha Regent would be a more appropriate one because she generates tokens as blockers and swarmers if neede.
I'm not huge on Nahiri, the Lithomancer . 5 mana to not really get a lot done but make a 1/1 and equip it once. Similarly, Ajani Goldmane doesn't seem to do a lot in your deck. I think walkers like Ugin, the Ineffable and Elspeth, Sun's Champion might just straight up be better fits. You want to capitalize on that artifact synergy.
If you absolutely need something expensive and threatening, Zetalpa, Primal Dawn or Heliod, God of the Sun are good options with baked-in indestructible.
Land Tax and Smothering Tithe may also be very big includes. The second generates artifacts for anything that needs them as well as makes lots of mana or slows your opponents down considerably. Both are good for you.
Finally, you have some fun infinite mana generation in there but... what does it do? You've got no real payoff for abusing Basalt Monolith. There's no way to chain or bounce things, no aetherflux resrvoir, etc. Maybe instead of Doubling Cube , you run more linear ramp like Sword of the Animist , Explorer's Scope , or Land Tax
3 weeks ago
Possible draw/value cards that come to mind:
1. Teshar, Ancestor's Apostle
2. Sun Titan
3. Goblin Engineer
4. Scrap Trawler
5. Faithless Looting
6. Mystic Forge
7. Mind's Eye
8. Smothering Tithe
9. Assemble the Legion
10. Elspeth, Sun's Champion
12. Inventors' Fair
13. Experimental Frenzy
14. Stolen Strategy
15. Treasure Map Flip
16. Marshal's Anthem
1 month ago
I just had a thought, and it's not an original thought, and an expensive thought, so sorry ...
... but Smuggler's Copter would REALLY help to smooth out the draw with this deck.
That way you wouldn't get stranded hunting for certain things.
Of course there is removal to worry about but, better they get rid of that than Pummeler .
Probably too many thoughts in there. Use or ignore as you see fit.
1 month ago
Academy Ruins - reuse your land fetch artifacts.
Buried Ruin - same as above.
Inventors' Fair - can fetch your artifacts.
Fabricate - fetch which artifact you need.
Enlightened Tutor - self explanatory
Dispatch - you have enough artifacts that this can be a no draw back path or swords.
Baleful Strix - value
Magus of the Moat - to go with your sanctuary.
Archetype of Imagination - creatures can't attack you with Moat or Sanctuary out.
Junk Diver - re use artifacts
Workshop Assistant - re use artifacts.
Myr Retriever - re use artifacts.
Alela, Artful Provocateur - can be a hidden commander/backup to Dakon.
Strata Scythe - can get big.
You might want to cut back on the non basic lands and replace them with the other fetches you can get.
1 month ago
Hey dude, liking these changes, the deck feels a lot more streamlined than before!
If you’re looking for additional suggestions, then these are my current thoughts:
1) you probably either want to make the deck more consistent, by running more 4-ofs instead of all the 1-and-2-ofs, or else allow it to work better under a more tool-boxy build, by including a playset of Whir of Invention . I’m not sure how viable it’d be getting 3 blue for Whir though, so probably better to go for the first option. But in either case, you’re looking to more reliably get the pieces you need to see the game through. So more of the key cards like Walking Ballista , for example.
2) the tricky part of any deck - whittling it down to 60 cards. Anything above 60 will just make it less consistent and make your draws generally worse. Being able to confine your mainboard to 60 will make your deck stronger overall and having to critically evaluate cards down to that restriction makes for a better deckbuilder over time also.
3) some other cards to consider:
Voltaic Servant can help make your Steel Overseers go crazy, as well as help Traxos stay upright.
Inventors' Fair can help drag the game out longer while also finding useful cards lategame
Buried Ruin can help to protect your boardstate by getting back the stuff that gets sniped.
Expedition Map feels vitally important for getting an earlier Tron, it’ll allow you to run more higher-cmc cards also (as tron will be more reliable)
consider adding a single Mycosynth Lattice to your sideboard so your Karn can fetch it for an auto-win condition (prevents your opponents from being able to tap their lands etc)
Tron loves Wurmcoil Engine , but i know these cards are expensive money-wise. If you can manage to get some, they’d make the deck much, much stronger (you’d probably only want to run 2 of them, maybe 3 at a push, depending how easily you can assemble Tron)
1 month ago
If this is a combo deck, I'd suggest playing more things that activate the combo. Most 2 card combos have lots of tutors. You do have Inventors' Fair , Vampiric Tutor , Enlightened Tutor , and the Mages... but since you have black, you can play even more tutors. Even the bad ones. Imperial Seal , Demonic Tutor , Diabolic Tutor all work. Also, Trophy Mage does not at all interact with any of your combo cards because it finds CMC 3 only; Would not recommend. Even Mystical Tutor works with other tutors. Tutoring for a tutor is something that happens and, depending on the timing of cards, is usually the best option.
Other than that, the deck seems fine. Lots of combos are screwed by disruption tho, so maybe add some "opponents can't cast spells on your turn" or "opponents can only cast spells at sorcery speed". Cards like Grand Abolisher and Teferi, Time Raveler . Playing Counterspell is fine, and most of your reactive disruption would be used while setting up the combo. Countering an overloaded Vandalblast after casting Time Sieve and Thopter Assembly but before your upkeep, for example. Reactive disruption is best when the deck is most vulnerable, even though you can get cards back with your commander, that takes time.
Inventors' Fair occurrence in decks from the last year
All decks: 0.14%
Commander / EDH:
All decks: 0.09%
UR (Izzet): 0.6%