Inventor's Goggles

Legality

Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Kaladesh Common

Combos Browse all

Inventor's Goggles

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

Merdolf_Gandlin on Mono Red Haste

2 weeks ago

Awesome. Have something similar I run but added 4 Renegade Tactics for card draw and to eliminate an opponents blocker. Works great with my menacing Sweatworks Brawler that I can usually drop pretty early using Inventor's Goggles and other early drop artifact cards. Pump with some Borrowed Hostility next round, swing and then cast Fling to add another degree of burn. Simple and fast. Love these types of decks. Good job.

multimedia on Artificer

4 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.


sonnet666 on [List] The MTG Weapons Arsenal

1 month ago

Don't stop now. I believe in you!

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)

VoeJozzo on Splicers

2 months ago

I run a couple of Inventor's Goggles in the Mainboard. They really help keep the more important Splicers online against Removal.

NewAgeDoom on Mono Red Improvise

3 months 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.

4 Sweatworks Brawler

4 Enraged Giant

3 Freejam Regent

4 Inventor's Apprentice

4 Bomat Courier

4 Ornithopter

4 Inventor's Goggles

4 Fireforger's Puzzleknot

4 Shock

4 Built to Smash

3 Incendiary Flow

19 Mountain

xenon240z on Whir of Skysovereign

3 months 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.

  1. Drop Artifacts turns 1-3

  2. Play Improvise cards turns 3 on.

Sequencing

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.

Generally, saving Metallic Rebukes for Torrential Gearhulks is a good plan. And working towards a turn when you can double spell is better than casting your spells earlier.

Key Cards

These are your best cards in the match-up, in order of least to most impactful:

  1. Inventor's Goggles

  2. Pacification Array

  3. Maverick Thopterist

  4. Key to the City

  5. Bastion Inventor

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.

Sideboard

This is my general plan against control:

-1 Aethersphere Harvester, -1 Skysovereign, Consul Flagship, -2 Pia Nalaar, -1 or 2 Battle at the Bridge

+3 Negate/Dispel, +1 Key to the City, +1 or 2 Release the Gremlins/Unlicensed Disintegration

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.

Final Thoughts

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!

xenon240z on Whir of Skysovereign

4 months ago

kts777-

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.

Esdeekay-

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.

  1. 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.

  2. 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.

  3. This deck is excellent against spot removal. Serpent is not. Think about Unlicensed Disintegration.

  4. 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.

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