Whir of Invention
Improvise (Your artifacts can help cast this spell. Each artifact you tap after you're done activating mana abilities pays for .)
Search your library for an artifact card with converted mana cost X or less, put it onto the battlefield, then shuffle your library.
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Whir of Invention Discussion
1 day ago
khayoz Yes, Teferi, Mage of Zhalfir can work without Knowledge Pool. I wouldn't have it in because 90% of the time I pitch it in a loot effect. I have it in for the 1 or 2 times they are going WAY to fast for me to control. That's the only time I install it. I wouldn't and haven't take it out just for that reason. maybe make your deck as a whole less oriented around getting the lock installed by taking out Whir of Invention, and Fabricate.
My meta is far from a casual meta for some. that is why my deck is the way it is.
1 day ago
I hope I don't come off as rude, but are you sure you've read Whir of Invention closely? It is insanely cheap considering you can tap your non-rock Artifacts for it, not to mention is is an Instant speed tutor that places the target directly on the field. It is by far one of the best ways to get that last combo piece you need to close out a game in my opinion.
I've personally really been enjoying the huge amount of work Purphoros, God of the Forge and Eldrazi Displacer have been pulling in my games. They play very well with existing combo pieces and can generate a good deal of value on their own. And of course, they win you the game with Breya and a Krark-Clan Ironworks/Ashnod's Altar out. I'd also highly recommend you find room for the Ironworks, as it not only provides redundancy for your combos, but it can also save key pieces from Exile effects and can lead to some insane Scrap Mastery/Open the Vaults plays.
4 days ago
You should really have Walking Atlas in here, too. He and Retreat to Coralhelm can create infinite land-drops if you have a bounce land in hand or any bouncing Moonfolk in play. Just gives you another piece of the puzzle you can go infinite with.
Whir of Invention can also help you tutor out any artifacts you need onto the battlefield at Instant speed. Can help you get the last piece for your combo at the very moment you desire it.
5 days ago
Not really sure what format(if any) you're going for or what exactly you're deck is trying do. I've been a big fan of artifact decks for along time. Here are a few cards that I think are outstanding.
Arcbound Ravager Master of EtheriumCranial Plating Thoughtcast Bomat Courier Etherium SculptorWhir of Invention Chief EngineerMetalworker Grand ArchitectHangarback Walker Walking Ballista Tezzeret, Agent of Bolas Ensoul Artifact Vault Skirge Signal Pest
I also think that Reliquary Tower count could be cut down 4 seems excessive, maybe more Inventors' Fair 3 at most since it's legendary, I also really like using Tomb of the Spirit Dragon, Blinkmoth Nexus and Inkmoth Nexus and pretty tough to. Lastly the Artifact lands Darksteel Citadel Seat of the Synod Vault of Whispers Tree of Tales Ancient Den Great Furnace
The artifact lands with exception of Darksteel Citadel are banned in Modern and Standard.
I've been working on an unconventional artifact deck recently you can check it out here Wrath of the Machines
5 days ago
Just running around and asking people to look at your deck by posting on their deck without adding any constructive feedback tends to rub people the wrong way. Just forewarning you for the future.
Your deck is significantly different than the deck of mine you commented on. Luckily, I have played around with Tezzerator. I have not ever brought Sultai Tezzerator to an event, but I have dabbled with it. There are a couple different ways to play it.
Glissa, the Traitor Midraneg. She can be pretty insane with Executioner's Capsule and can generate a lot of value. She also walls off many mid range threats that you might run up against in Tasigur, the Golden Fang, Siege Rhino, Thought-Knot Seer, and Reality Smasher. The downside is that she cannot be fetched or dug for with many of the spells that Tezzerator normally plays (Ancient Stirrings, Glint-Nest Crane, Tezzeret, Agent of Bolas, Tezzeret the Seeker ). To circumvent this, it might be wise to run a more creature heavy shell and use some Traverse the Ulvenwald. Glint-Nest Crane, Vault Skirge, Scrapheap Scrounger, Treasure Mage, Trinket Mage, Snapcaster Mage, Spellskite, Wurmcoil Engine, and Hangarback Walker could all be good additions for a more creature heavy mid range shell with the option of a combo finish. Thirst for Knowledge is great in these shells.
Midrange without Glissa, the Traitor. I feel this is where you list is right now. Not saying that its a bad thing. Its is fine strategy. The traditional UB Tezzerator lists tend to be more combo-focused (which I will dive into in a second), but green gives you a lot of really solid control spells to help grind out a game. I think you have a slight problem though with your shell as it stands. You have about the amount of control as a midrange deck, but no real bombs aside from your combo. This makes you fairly dependent on lucky draws, landing an Ensnaring Bridge and dumping your hand, and/or unlucky draws for your opponent. I played an Esper list a few weeks ago, and I circumvented this by having creatures to help wall off the early game in Spellskite, Hangarback Walker, Vault Skirge, and Glint-Nest Crane while I dug for an Ensnaring Bridge (I ran 3 mainboard) so I can then safely just stall until I land my combo or ult Tezzeret, Agent of Bolas for a win. Thirst for Knowledge is also excellent in these shells.
This one feels weird, but Tezzerator can actually play a bit more aggro if you want it to. I am not sure if Sultai are the best colors for this (Grixis might be best). But Vault Skirges, Darksteel Citadels, and Spellskites with Ensoul Artifact can get scary pretty quick. The upside to Sultai for this plan would be marvelous control suite you can pack that remove things that are in your creatures' way.
Combo/Control. This is what most traditional U/B lists are doing right now. The most common strategy revolves around Whir of Invention and the silly interactions it can have with Pentad Prism. See, Whir of Invention taps artifacts to reduce it's cost and Pentad Prism does not have to tap to give you mana. You can also remove both of Pentad Prism's counters in the same turn. So a single Pentad Prism can essentially tap for 3 mana when trying to play a Whir of Invention. This allows for some pretty explosive starts where you can land an Ensnaring Bridge on turn 2 with only 1 or 2 cards in hand. Ensnaring Bridge is key in these decks as a wall to stall your opponent until you can tutor for your combo. This is where I feel you might want to direct your deck as it fells well with the idea of having no actual creatures and thus blanking your opponent's removal. The straight UB decks often struggle in game 2 as they have difficulty getting rid of Stony Silence. They often try to get around this by playing a Breeding Pool in the main and some Abrupt Decays in the side. But since you mana base will be much more geared to making sure you hit that green mana, you would be able to more reliably get that Stony Silence off the table.
What I am looking to do here for you is to give you a fair list of the sub-archetypes within Tezzerator. If you give me more of an idea of which direction you want to go, I can give much more tailored advice!
5 days ago
Yeah, the other thing I was thinking too was that Whir of Invention is instant speed, so you could hold mana and drop it at the end of your last opponent's turn and then setup the combo on your following turn.
6 days ago
So, I don't have Vampiric Tutor. I feel like I'll probably pick it up somewhere along the lines, along with Mana Crypt on your suggestions. I'm really wondering on what to replace Vampiric Tutor with though. Originally I assumed Fabricate would be fine, but then I found Whir of Invention and felt like it was a decent trade off for that spot. I'm only wondering if Steelshaper's Gift might not be a better choice for me since it would allow easy access to either Nim Deathmantle, Sword of the Meek, or Lightning Greaves. Just wondering on what the general opinion was on this?
6 days ago
Teal_Fox - I originally had Eldrazi Displacer in the list, but I was worried about if I would have enough sources to generate the colorless mana for his ability in a deck running four colors. Still not sure if I have enough for that, but I will definitely pay close attention to see if it is right to bring him back into the list. Purphoros, God of the Forge is a very solid suggestion, I will see what I can do about getting him in here. He will never be a creature, but I think that is okay. Altar of the Brood may come in if I do end up putting Trinket Mage in. I don't know how I forgot about Whir of Invention.
As to your points on what to take out, I think Saheeli's Artistry is a possibility, as is Memnarch. It is true that I don't have ways to really abuse Memnarch as the list stands now, and your points on Saheeli's Artistry are valid. I have had very good luck with both Filigree Angel and Noxious Gearhulk, but if I were to remove one, I think the angel gets the boot here. It's possibly true that the ability is only good if I am already ahead, so I think I am going to try replacing it and seeing if I miss it. Noxious Gearhulk has proved itself to be very worthwhile, however - he helps cut down a scary opponent while being a sizable body on my board at the same time. He's also very nice to pair with Deadeye Navigator.
Last thing, what are your thoughts on Hanna, Ship's Navigator in this list?
Zombot - Cloudshift could work, however I would need to find a slot for it where I think it is truly better than what I am removing for it. I will look at the list and see what I can find. What would be your cut, other than things listed above, as those slots will probably be filled with recommendations from Teal_Fox