Whir of Invention


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena 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
Aether Revolt (AER) Rare

Combos Browse all

Related Questions

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.

Whir of Invention Discussion

carlmoores on Mairsil's Jail for Combos

2 days ago

Hey, been playing Mairsil for a few months now and here to offer some suggestions. But I also have some questions.

1: Are you married to infinite mana combos? MY experience is that they are ineffective because they require perfect hands. And due to your budget limit I would imagine Demonic and Vampiric Tutors are out of the question. Ditto Intuition. It's too bad because these three would really enable artifact based combos to be assembled easier. Of course there's Fabricate or Whir of Invention but these are sub-optimal to Black tutors which fetch anything you want. Board wipes for example, which are SO important in a Mairsil build. You should also run Mystical Tutor as it's within your budget and fetches maybe the most important card in the deck (Buried Alive) Also, DEFINITELY play Gamble is you're not running the black tutors. If there that doesn't care about the discard, this is it.

2: Pillowforts and Board Wipes. Which do you prefer? My personal experience is that pillowfort cards like Smoke Crawlspace and Caverns of Despair (or in your deck, Propaganda) are not only not always effective, they are prone to removal. Both from other players and from you caging Nev's Disk with Mairsil and establishing a soft lock. I would take the Last One Standing and mainboard it immediately along with the excellent Chandra's Ignition and if you're willing to go overbudget Toxic Deluge is also a must. Though cheaper $$$, but higher CMC, alternatives exist. You might also want to consider Fire Covenant as a mix between targeted and mass removal. Crypt Rats is also a good walking boardwipe and cage target. Though it is best when Chromatic Lanterns is on board or if you're running Urborg, Tomb of Yawgmoth

Card Draw: First off: Fact or Fiction is your best friend. This is literally the best card draw card in Magic for this Commander. The reasons for which are pretty easy to see. As another commenter on Reddit said: Wheels. Wheels. Wheels. Windfall , Magus of the Wheel , but Jace's Archivist and Whispering Madness most of all since they can be stapled to Mairsil for further wheeling. You want to be POWERING through your deck. Especially since you are not/ cannot get the high end, low CMC tutors. For additional evil, add Legacy All Star Notion Thief . "Flash in Notion Thief at the end of your turn. My turn. Windfall. We all discard your hands. I draw 28 cards...you guys draw none" A few of the loot effects are fine for the extremely early game but I'd keep 3 max and replace the rest with FoF's and wheels.

Haste enablers: I am just going to assume you don't know about Hanweir Battlements and Flamekin Village you can lose Urabrask for sure and free up a slot for something else and also lose either Fervor or Thousand Year (which, as established, die to Disk...though despite dying to Disk I would recommend Lightning Greaves for the Shroud just as much as the Haste)

Counters: I would lose anything with 2 Blue in the casting cost in favor of things like Intervene . Keeping as much Blue open as possible for Aetherling and Quicksilver Elemental's abilities to be activated when needed. Negate is also a strong pick as, largely, your opponents creatures shouldn't be of much concern to you. You are mostly concerned with countering instants that try to kill Mairsil in response to an ability activation or, frustratingly, people attempting to counter Mairsil. To be specific put in the two cards I suggested and take out Counterspell and Wizard's Retort.

Cage Targets/ Creatures: Personally, I would lose the infinite mana stuff as it is convoluted in several ways, but to each their own. I'll try to keep my advice away from that issue save to say that: Your combos should really be two cards and preferably creatures so they and Aetherling can be dumped in one go with Buried Alive. (It's getting late here so I'm not going to offer any reasons from here on out but if you have questions I'll respond to them tomorrow) Out: Deadeye Nav, Duskmantle Guildmage, Knacksaw Clique, Mischievious Poltergeist, Oona, Soul of New Phyrexia, Urabrask, Walking Ballista. Maybe out: Geth, Memnarch, The Locust God (he may be worth keeping if you follow through on running a tonne of wheels). (I will suggest cards to run and wrap up this comment tomorrow, though feel more than free to hit me up in the meantime)

wallisface on U Ballista Control

1 week ago

Some thoughts

  • vial seems really clumbsy. There’s only 8 creatures you can use it for (can’t vial ballista), and even then these creatures have different cmcs, making it awkward. I get you’re trying to be able to sneak out tbe pili so summoning sickness is less of an issue, but you’re built as a control deck so it really shouldn’t matter. Ditch the vials.

  • Control decks typically have more lands, and more control-elements. You’re wanting the game to go long so that you can effectively remove all threats and wait for your wincon. This is a bit troublesome as your current wincon has 12 cards, which makes it much harder for you to keep control of the game (every non-control piece you draw brings your opponent closer to winning). You need 24-26 lands imo.

  • Your wincon relies on drawing 3 specific cards. If any of the playsets of these cards are in the bottom half of your deck you lose (you won’t get down that far), which is about 19% of the time. And that’s assuming you can still get through the first half of your deck, which will involve 23 draws/scrys- a huge ask!

So all this sounds a bit grim... 3 piece combos are hard to begin with, and i’m not sure you’re fielding the search tools to get it together quickly or reliably enough. Your control shell is also lacking enough ompf to actually control the game. What I would be doing is one of these options:

1) make the deck a proper UW control deck, board-wipes and all. Drop down to only 1-each of Ballista and Pili, but have cards like Inventors' Fair to tutor for them at your leisure when the fame’s good-as-won, and maybe a few copies of Buried Ruin in case they end up in the yard.

2) mono-blue-tron. This lets you run big stuff like Wurmcoil Engine and crazy blue spells to utterly disrupt and mess with your opponent. It also makes all your existing creatures useful on their own (architect will have more targets to ramp with, pili can get you extra blue in a pinch, ballista can easily be cast with 4+ counters). Imo this is the most practical path to go down.

3) robots. With cards like Steel Overseer , and a bunch of the other meaty-bois you see in typical affinity decks, you no longer rely on having to have the combo, and instead the combo becomes a sweet secondary wincon if the opponent can somehow wade through judgement-day. It allows a easy include of Whir of Invention , meaning you can probably get away with running just 2 pilis, cause you’ll be able to tutor him when you need him (you’ll also be able to inude the lands mentioned above)

Sorry if this all sounds like i’m doom-saying your original idea here, and hoping that some of what i’ve said helps make this deck awesome :)

Eleaj77 on Steel Mill

1 week ago

You could also try Clock of Omens to speed up infinite mill instead of relying on the mox opal every time and add a 4th Whir of Invention to get those pieces out.

PlatinumOne on Blue myr mill

2 weeks ago

Muddle the Mixture cannot search for Whir of Invention or Blue Sun's Zenith . Muddle has a cmc of 2, the other two have a cmc of 3.

Vman on Blue myr mill

2 weeks ago

Flooremoji muddle searches something with the same cmc meaning

Whir of Invention

And more importantly ur main wincon Blue Sun's Zenith

Vman on MLGSavageBoy

2 weeks ago

HI i made a pretty unique brew for you here. Its not playtested heavily nor full proof but kaybe you can work on it and make it awesome. Just an idea to have fun with.

The deck consists of 3 plans.

Plan A. Gather infinite mana through 2 Myr Galvanizer s and either 2 random mana myr or 1 Palladium Myr . Then win through Blue Sun's Zenith decking out the opponent completely.

This is made easier and consistent by being able to fetch Blue Sun's Zenith through Muddle the Mixture . Any missing myr is also extremely tutorable through Kuldotha Forgemaster , Tezzeret the Seeker and Whir of Invention .

Plan B Artifact beatdown. The Antiquities War and Tezzeret the Seeker 's ultimate turn artifacts into 5/5 beaters for a quick win.

Plan C Myr Superion . Tuis may seem underwhelming but this guy beats out most big guys in the modern meta. Its bigger than Hollow One , kills Gurmag Angler and most of the time can go head to head with Tarmogoyf . This guy is not joke.

http://tappedout.net/mtg-decks/blue-myr-mill-1/?cb=1551684836 check it out and work on it a little. Goodluck!

Blue myr mill

Modern* Vman


hkhssweiss on Circu's Apathetic Sadism (Combo)

2 weeks ago

naturesnake420 There are a couple ways I closed out the games, I pretty much have two main lines. Demonic Consultation + Laboratory Maniac and Isochron Scepter + Dramatic Reversal .

To add to that as well Paradox Engine + Isochron Scepter + any spell exiled under Scepter + Mana Rock that produces with any Mill effects or Circu on field is also a win.

This list I currently have posted is not my actual version I had, it's been heavily downgraded as my pieces went into my Zur and Kess deck. If you have the budget available, than pretty much you will add in all the efficient mana rocks all the tutor and it will be essentially a Dimir IsoRev deck with Circu at the helm to end the game.

I also ran tutors like Transmute Artifact , Reshape , Whir of Invention , Fabricate as your goal is to control the board and tutor out your combo pieces as soon as possible. Using Lantern Control as a subtheme to control what they draw.

multimedia on Counter, my Counter!

3 weeks ago

Hey, to make your deck more competitive consider building around Darksteel Reactor , Magistrate's Scepter and Sage of Hours ? A strategy around Biovisionary is not worth it because it forces you to play a bunch of bad high mana cost cards to enable it.

What you want with Reactor/Scepter are cards that can untap Vorel to be able to use his ability more than one time a turn as well as other cards that interact with charge counters. You also want tutors for artifacts. With Sage you need to get a counter on him either with graft (Frogling), moving a counter from one permanent to another (Conduit) or target him (Bioshift).

Cards to consider adding:

Another thing to consider is decreasing the avg. CMC of your deck. You can do this by cutting a lot of high mana cost cards especially creatures and enchantments for lower mana cost cards:

Many of these cards are budget and cards like Study are expensive price, but entirely worth it if you're trying to be more competitive. Toothy, Imaginary Friend is a good creature with counter strategies and all these draw spells especially repeatable ones such as Remora and Study can really pump it. Fauna can be a repeatable creature tutor which is very helpful when your budget can't afford all the expensive price tutors. When playing Toothy you want Reliquary Tower because Toothy can draw a lot of cards and you want to keep all those cards in your hand.

I offer more advice :) Good luck with your deck.

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Whir of Invention occurrence in decks from the last year


All decks: 0.08%

Commander / EDH:

All decks: 0.05%

Blue: 0.6%

U/R (Izzet): 0.52%