Artifact — Equipment
Equipped creature gets +1/+2.
Whenever an Artificer enters the battlefield under your control, you may attach Inventor's Goggles to it.
Equip (: Attach to target creature you control. Equip only as a sorcery.)
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Inventor's Goggles Discussion
2 days ago
I've kind of scrounged together a decklist out of what I could from Kaladesh/Aether Revolt to put together a Mono Red/Artifact flavored aggro deck. If anyone could give me some ideas of where I could go with it to make it a bit more competitive, that'd be much appreciated.
3 weeks ago
The control match-up has a lot of subtleties that are important. While it's definitely a positive match-up, there's a lot of small decisions to be made. Because I don't know your background as a magic player, I'm going to start with basic concepts for the match-up, some of which you may very well already know, and go from there.
Our game plan basically remains the same.
Drop Artifacts turns 1-3
Play Improvise cards turns 3 on.
Being on the play or on the draw is going to significantly change the pace of the game due to the cost of the control opponents counter spells. For example, on the play, playing a turn 3 Maverick Thopterist is a great play. On the draw, however, it's just asking to get countered by Disallow/Void Shatter. On the draw, I usually will wait until turn 4 to play a Thopterist, even if I had the opportunity to play it turn 3, taking turn 3 to play something that is insignificant or not cast anything at all. This is because of your control opponents game plan. Ideally, they would counter our turn 3 play and then cast Glimmer of Genius turn 4. By declining to cast anything turn 3 it makes them have to decide on turn 4 between countering our play and using their mana inefficiently or letting our threat resolve and casting their Glimmer. This is just one example of how to make the game more awkward for your control opponent. Every time you cast something, it needs to be deliberate. You need to figure out your turns ahead of time and make a game plan. Don't feel too pressured to make the first move, and if they are countering your artifacts, that's a counter spell out of their hand that isn't hitting a Bastion Inventor.
Speaking of Inventor, he is your absolute best chance of winning, and the entire game revolves around resolving him. Not only will Inventor win you games, but the threat of casting him will. What I mean by this is that because of how powerful he is, your opponent must respect that they could lose the game if they are caught without a counter spell in their hand, or by tapping out. This means that as long as you have any amount of pressure, it will be risky for them to remove your creatures in your combat phase, because of the threat of playing an Inventor in your second main phase. For example, even after turn 6 when they have Torrential Gearhulk mana. You can make really "bad" attacks with servos or Thopterists without caring if they drop a Gearhulk to block, because if they do it means they tapped out and you can land an Inventor.
These are your best cards in the match-up, in order of least to most impactful:
Whir of Invention is probably the sixth best card, but you could make an argument for some other cards too. Being able to do this at the end of their turn is great. Never Whir for a vehicle in this match-up, they are not even close to being more valuable than the other artifacts in the above list. Prioritize Key to the City, then Pacification Array, then Inventor's Goggles. The first copy of each of those cards is worth more than a duplicate of any of them, unless you suspect artifact removal from your opponent, then it just depends on the game.
A quick explanation of why these artifacts are so good:
Key to the City is a work horse in this match-up. Once you have one in play, your improvise cards no longer cost a card and you can grind your opponent out of counter spells. As if that wasn't enough, it provides unblockable to Inventors.
Pacification Array makes it very hard for your opponent to touch you. With only Gearhulks (and Dynavolt Tower) as their win condition it's extremely hard to get damage in. And if you run out of improvise cards to tap your Key, Array can do that with it's ability too.
Inventor's Goggles makes all your threats hit harder and make Inventors the size of Gearhulks.
This is my general plan against control:
It depends on what your sideboard looks like and if you suspect they are bringing in more threats after board and if they are playing Dynavolt Tower. But hopefully that should give you a good idea to start with.
I've played against a lot of different control decks with this deck, ranging from rogue Jeskai Fog to Temur Dynavolt Tower and I can assure you that the control match-up is very winnable. I like the idea of Elder Deep-Fiend and I had a few copies in my sideboard at one point too, but too often there just aren't enough targets to emerge with. Dispel is absolutely fantastic and I'd make room for those if you want more to bring in (I used to run 3 side).
I hope you found this information useful, feel free to shoot any more questions my way!
1 month ago
Ceremonious Rejection does sound great at one copy!
The reason I don't like Ballista is because it turns on a lot of removal from our opponents that normally doesn't line up very well (grasp, fatal push, shock). I could see siding in creatures like this for game 2 when they side out their removal though.
Great to hear you like the deck! I actually used to play with Gearseeker Serpent in the early versions of the deck. It was mono blue and looked something like this: Mono Blue Improvise. After that, the deck went through a bunch of changes. I didn't give up on Gearseeker Serpent though. I still played with it in an FNM and a Game Day. One of the biggest problems with it though is that it's pretty terrible to have in your opening hand and overall makes hands that include it harder to keep. With improvise decks, consistency is one of your biggest issues. Cards like Pia Nalaar are mainly in the deck to help consistency, giving you a semblance of battlefield presence and an artifact in one card.
That's a lot of jumbled info to take in, so I'll narrow it down to a few points on why the Serpent doesn't make the cut in my list.
Is it better than any of the payoffs in the current list? I believe that 10 payoffs is the right number in an improvise list, so assuming that's correct, we'd have to shave one or more of them to make room for the Serpent(s), otherwise, our draws get unbalanced and clunky. In this list, the payoffs are 4 Maverick Thopterist, 4 Bastion Inventor, and 2 Whir of Invention. IMO, Serpent is far worse than these. Thopterist provides ramp, pilots, and blockers. Inventor is already a 5/6 most of the time thanks to Inventor's Goggles and has hexproof. And Whir is a centerpiece of the deck.
Could we make room for it by taking out a piece of interaction (i.e. Metallic Rebuke or Battle at the Bridge)? Unlikely. I've liked 6 pieces of interaction, especially with the best deck (Mardu Vehicles) being so aggressive.
This deck is excellent against spot removal. Serpent is not. Think about Unlicensed Disintegration.
We already have access to unblockable with Key to the City, and you'd be surprised how few times the Serpent's ability actually feels good to use. 6-mana is a real cost.
With that said, Serpent can be awesome when it lets you double spell with an improvise card, especially with Metallic Rebuke and Battle at the Bridge. If you really want to play it, I say go for it. I would take out a Whir of Invention or the third copy of Battle at the Bridge/1st copy of Unlicensed Disintegration depending on what your list looks like.
I hope this helps! All in all, I like to play cards that I have fun playing. If you have fun with Gearseeker Serpent I definitely think it could earn a spot in your list.
1 month ago
I found you!
Try the following:
Drop 2x Islands, a mountain, and a swamp for a total of just 20 land. If you find that you get mana-starved in play-testing, I would also consider 4x Evolving Wilds instead of basic land which would allow you to search and pull for the color of land you need.
Drop either 2x Ornithopter's or the Bone Saw's. Pull the Gifted Aetherborn's since they don't really fit the theme of the deck. I would also consider coming down to only 2x of Tezzeret's Touch. Put the Scrap Trawler's in your sideboard instead of your mainboard. I would either run the full set of Freejam Regent and drop your demon, or go half and half with 2x of him and 2x of the Herald of Anguish. That would bring your card count down to 62, which is a little bit more manageable.
With this setup, I see Reverse Engineer as the only real problem with this deck since it requires 2x blue mana. Freejam and Herald also require 2x of their color, but they're late-game players which you're trying to make sure you get out as closer's for you game. Reverse Engineer is kind of a "back up" card if your hand-size gets low and does better in the sideboard since you can get a feel for your opponents deck and pull it in if they're also playing a longer game. I would put in Metallic Rebuke instead since it's a very fast and sneaky card with it's improvise function and is much better early in the game; you slow your opponent down by countering his spells while you prep for your own bigger creatures.
I would consider adding Pia Nalaar since she also adds a thopter artifact creature and is an Artificer which would give you three creatures to use Inventor's Goggles on. I'm a big fan of Filigree Familiar and if you're thinking of adding it, I would pull the Ornithopter's altogether in favor of that more productive creature.
See my own improvise deck for other ideas Tezzeret likes to touch things. +1 for finally getting on this site and publishing your first deck :)
1 month ago
Thanks Obial I like yours deck too it's very similar to mine and the grixis improvise in general is gold for me! I do not consider the Prism because I want to have a lot of artifact in play in the early turns. So I think that Servo Schematic helps me this way at cost 2 comes 2 artifact! I often sack it with Herald ability so in some way became usefull ahaha. Prism is very usefull to draw cards and give me some usefull mana I have to think about that change. The thing that I like of your deck is the Combo between Bastion Inventor and Inventor's Goggles! For now I decided to do no changes to this deck untill Amonkhet comes out because I hope in a Nicole Bolas pw and probably we have more artifact lands and other spell that can improve this deck ideas!
1 month ago
This is my Tezzeret deck that was made on a budget:Creature spells (13):
4 x Dhund Operative
2 x Bastion Inventor
3 x Wind-Kin Raiders
2 x Sky Skiff
3 x Prophetic Prism
4 x Servo Schematic
2 x Treasure Keeper
Enchantment Auras (3):
3 x Tezzeret's Touch
2 x Reverse Engineer
8 x Swamp
12 x Island
It's pretty lack luster and could do with some more powerful monsters but it seems okay for a budget deck
1 month ago
Why is there nothing to untap artifacts and creatures that you have tapped for your improvise? I know that Paradox Engine is expensive to cast, but here are other cheaper options. Inspiring Statuary would add value. The combination of Tezzeret Schemer, Tezzeret's Touch, Ornithopter, Thopters and support like Inventor's Goggles seems strong, but is just a little slow to pull off in the current meta. If you can get lots of 5/5 fliers on the field, great - but are these combinations really any quicker than Dragonmaster Outcast?
1 month ago
I ran Inventor's Goggles and Wind-Kin Raiders before I added red into the deck. I may have to revisit the goggles because they're pretty nice with the free equip. Maybe swap out two of the maps. I have noticed that about half the time my maps don't actually get used for anything other than improvise anyway. I'll have to do some testing.