Quicksmith Genius

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Kaladesh (KLD) None

Combos Browse all

Quicksmith Genius

Creature — Human Artificer

Whenever an artifact enters the battlefield under your control, you may discard a card. If you do, draw a card.

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Quicksmith Genius Discussion

Force_of_Willb on Jhoira wc budget deck edh

3 weeks ago

I think this deck would be cool with Chief Engineer and then some cards that untap when artifacts enter the battelfield like Battered Golem, Grinding Station, Traxos, Scourge of Kroog to help keep casting more artifacts so that you can win with Aetherflux Reservoir. Reckless Fireweaver also works as another finisher.

Quicksmith Genius + Riddlesmith also help dig if you draw into lands to keep casting historic spells.

Turnabout is a second dramatic reversal

and Ichor Wellspring, Mycosynth Wellspring, Burnished Hart, Pilgrim's Eye, Solemn Simulacrum - just because they are great

I would consider removing: Chain of vapors, Magus of the Wheel, Torpor Orb (as it removes 8 of your own Artifact creatures from triggering Jhora), Sorcerers Spyglass, Pyroblast, and Mystic Remora

hecklefeckle on Jhoira Paraflux Storm

1 month ago

Reckless Fireweaver is kinda a second Aetherflux, and Quicksmith Genius is like Jhoira 2.

StopShot on Rate each draw engine from ...

2 months ago

A draw engine is a two card synergy that results in repeatable card draw. I run a Mardu deck so most of the cards will be in colors. I've numbered each engine so you just need to post the engine number followed by your personal score for each. (Feel free to skip any since the list is lengthy. No card is mentioned more than once however.)

A score means the draw engine is janky, unreliable, clunky, inefficient, etc. Basically an engine you'd never consider running under any circumstance. A score means the draw engine is consistent, reliable, fast, and effecient at drawing cards. This score signifies a considerable auto-include for any EDH deck.

) Skullclamp + Bitterblossom//Reassembling Skeleton = Draw off equip cost.

) Land Tax + Scroll Rack = Exchange 3 basic lands for 3 new cards every turn.

) Mentor of the Meek + Norin the Wary = Draw a card every time Norin flickers.

) Underworld Connections + Deserted Temple = Double draw by untapping enchanted land.

) Skyhunter Skirmisher + Mask of Memory = Dig through four cards while discarding only two.

Sensei's Divining Top + Quicksmith Genius = Repeatable loot effect by resolving QG's ability last.

Greed + Ivory Tower//Authority of the Consuls = Gain life to mitigate life loss from Greed.

Ghirapur Orrery + Tireless Tribe = Discard your hand to activate the Orrery's second ability.

Tower of Fortunes + Braid of Fire//Mana Flare = Use extra mana to activate ToF's ability.

Geth's Grimoire + Geier Reach Sanitarium = Draw extra cards equal to the number of opponents.

) Phyrexian Arena + Strionic Resonator = Double draw from Phyrexian Arena.

) Well of Lost Dreams + Peace of Mind = Discard one card to draw three.

) Aggressive Mining + Drownyard Temple = Pay three mana to draw two cards on every turn.

) Endless Ranks of the Dead + Cryptbreaker = Produce lots of zombies to draw cards with.

) Gift of Immortality + Moriok Replica = Pay 2 mana to draw 2 cards and lose 2 life on every turn.

) Invasion Plans + Infiltration Lens = Draw 2 cards for each creature that blocks equipped creature.

) Otherworld Atlas + Voltaic Key//Energy Chamber = Accelerate charge counters for draw power.

) Call the Bloodline + Slate of Ancestry = Produce multiple vampires to draw multiple cards.

) Strands of Night + Magus of the Wheel = Repeatable draw seven cards.

) Humble Defector + Homeward Path = HP regains control of Defector after drawing 2 cards.

Not all draw engines need to be rated. Rating the ones that are the most interesting will do. This feedback will be crucial for other people when considering what draw engine to use for their decks.

duffman24 on Valduk, Keeper of Too Many Pants

2 months ago

Bloodforged Battle-Axe is another relatively cheap and powerful equipment you might want to consider. Maybe Quicksmith Genius as another looter. +1

luther on Enchantress-esque cards for artifacts

2 months ago

Azdranax, Quicksmith Genius is exactly what I wanted!!

enpc I like Shu as well, but I think Akiri might be slightly better. Probably with Ludevic, Necro-Alchemist due to cmc.

Rzepkanut I love Monastery Mentor for this! I hadn't even considered that before!

MagicalHacker, I don't mind Open the Vaults, but I think I might like things that will put my yard back into the library like Elixir of Immortality since it is an artifact that makes it so I can continue to draw cards without losing. It may still snag a spot since it is still pretty spicy

numerek on Cheerio, Govna!

2 months ago

I'm not saying you have to use any of these just thought I would throw them out there

Artificer's Assistant, Riddlesmith, Quicksmith Genius - can help deal with land draws

Vedalken Archmage - duplicates commander draw ability and you can cast if you don't have red

Firebrand Archer, Nettle Drone, Psychosis Crawler - win conditions

Roryrai on Jhoira, Weatherlight Captain: Brave the Storm

2 months ago

The first big thing that I'd recommend ditching is the artifact lands. While they seem alright on paper, the thing to realize is that not only do they not draw cards, but we run several blanket artifact bounce spells that also then remove lands from us. On top of that, it's reasonable to expect that people will tutor Null Rod, Stony Silence, or other artifact hate, which are already really hard for us to deal with, so why hurt ourselves more by letting them shut off/destroy our lands too?

Quicksmith Genius and Riddlesmith: These both feel like "win more" cards to me, I've currently cut both from my list, Riddlesmith may make it back through the next round of changes but I'm not sure.

Laboratory Maniac: The reason I don't like Lab Man here is because he's a pretty dead card when trying to storm - and if you've stormed your whole deck, you really ought to have found another way to kill them by then.

Slobad, Goblin Tinkerer: I'm really on the fence about this card - I've cut it multiple times now and then put it back in because it's incredible with Scrap Trawler, but meh without it.

Grapeshot: This seems...underwhelming. You'd need a storm count of 120 to kill the table with it and that's probably only possible with a Words of Wind bounce combo, at which point you've probably won anyway (since they have no permanents anymore).

Trinket Mage frankly just feels incredibly slow to me. Best case it fetches Mana Crypt or Mana Vault and you've essentially payed one U to draw a card (since the +2 mana from Crypt/Vault makes up for the 2 colorless for Trinket Mage) - this is a worse Ponder.

Skullclamp doesn't feel like it accomplishes anything to me as we generally don't like our creatures dying.

I would also recommend cutting all the 0-drop do-nothings for more haterocks like Pithing Needle, Phyrexian Revoker, and Cursed Totem.

Krark-Clan Ironworks and Scrap Trawler are both incredible - Scrap Trawler plus a sac outlet lets you loop rocks through the graveyard to generate card draw, mana, and storm count.

I'm still tuning my counterspell suite so I'm not really sure where that will end up at the moment.

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