Whir of Invention

Whir of Invention

Instant

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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Trade

Have (3) Azdranax , metalmagic , jecder
Want (2) lyfeisweird , sumerian612

Printings View all

Set Rarity
Mystery Booster (MYS1) Rare
Aether Revolt (AER) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Whir of Invention occurrence in decks from the last year

Modern:

All decks: 0.08%

Commander / EDH:

All decks: 0.05%

Blue: 0.6%

UR (Izzet): 0.52%

Latest Decks as Commander

Whir of Invention Discussion

dingusdingo on MTG and their aggressive ban ...

3 days ago

To answer your question, no, this is not standard practice and is a relatively new thing to have this amount of regular bans. Too much money and too much interest in MTG is pushing Hasbro to run WotC with an iron gauntlet

The largest problem has been card design. After 2017, Wizards sacked the Play Design team after the copycat combo slipped through the cracks, and replaced it with a team trying to embody the F.I.R.E. design

F - Is it Fun? I - Is it inviting? R - Does it give lots of replayability? E - Does it excite the players?

Since adopting this new slogan, R&D has been putting out dumpster fire set after dumpster fire set, which have led to some of the least fun, inviting, replayable, or exciting games.

Many of the issues Wizards claims "We couldn't playtest it fast enough, there's just no way we can playtest everything!"

https://investor.hasbro.com/static-files/f9234f09-5745-4143-a910-168309191143

Hasbro is a billion dollar company. I understand that WotC is feeling pressure from the Hasbro suits to perform, but if they need to hire play testers than there is no excuse. Hire play testers. Wizards never even bothered to test Oko, Thief of Crowns +1 on opposing player's permanents, they thought it would entirely be used for food tokens. Wow, remember how fun the game was when Oko was running rampant?

How about the 1 CMC green Cryptic Command? You know, Veil of Summer? Does it strike you as odd that Green gets a 1 cmc counterspell with a draw stapled to it?

Or the "hope you didn't want to interact ever" Teferi, Time Raveler? Not being able to interact doesn't make the game more exciting Wizards!

Or the 1 card combo Karn, the Great Creator who pulls the hard lock piece from your sideboard?

Or companions, a mechanic so absurdly busted that Mark Rosewater rejected the idea during the Tempest block, and even wrote a long piece clearly showing he knows why the mechanic is a crack smokingly bad idea

https://magic.wizards.com/en/articles/archive/making-magic/topical-blend-did-you-hear-one-about-2015-12-07-0

So how does this all relate back to bans? Simple. Wizards is now relying on bans to shore up the weaknesses in their sets, since they are either too lazy or too incompetent to put out finished and polished products anymore.

The bans are also being weaponized to sell packs. Look at the Modern format, and the bannings that came after MH1 was released. Citing the extreme power of the Whir of Invention and Urza, Lord High Artificer decks, they decide to ban Mox Opal, mostly because its an older card and Urza is currently the chase mythic in the MH1 packs.

Or the companion rules errata, in which Wizards is too afraid of an outright ban because Ikoria is in paper right now.

Or the ban on Agent of Treachery in standard, even though the problem is the (you guessed it) chase mythic Winota, Joiner of Forces.

Wizards will always try their hardest to keep the newly printed cards off the ban list, and will instead destroy tons of decks in formats while avoiding the problem cards that they just printed. Look how many new cards are shaking up eternal formats? The entire point of Modern and Legacy and Vintage is that they don't rotate, and they slowly change over time, not an entirely new format every 3 months for 2 years.

Ask Wizards to abandon FIRE, sack the entire design team, dropkick MaRo to the curb, and reign in the ridiculous powercreep printings. This game will perish if we continue with these printings and required bannings.

Art-n-Lutherie on I am the Arch Enemy (Kruphix EDH)

6 days ago

@ mlequesne thanks friend! Glad you like the list it’s been a work in progress for a long time.

I used to run a Trinket Mage but ended up swapping it out a while back. I still have Tolaria West, Tezzeret the Seeker, Fabricate, and Whir of Invention that could all grab Walking Ballista. Someday I may slot it back in but I’m not sure what would come out now haha.

TriusMalarky on Modern Lurrus Prison

1 week ago

So, here's what I'm thinking:

Spreading Seas

Pyroclasm(2 copies or so)

Fatal Push(duh)

Lightning Bolt(duh)

Galvanic Blast

Aether Spellbomb

Necrogen Spellbomb and Scroll of Griselbrand

Nihil Spellbomb

Seal of Fire

Seal of Removal

Pyrite Spellbomb

Some Signets

Maybe Duress

Lantern of Insight and the mill friends, specifically Ghoulcaller's Bell

Thought Scour for consistency

Artificer's Intuition is a literal Survival of the Fittest here.

Whir of Invention

Ratchet Bomb because repeatable specified wraths is fun.

Shrine of Burning Rage and Shrine of Loyal Legions might be interested but their value is dubious.

Grave Peril can also control the board.

Locket of Yesterdays can help reduce mana costs of reanimating spellbombs.

I wonder if I can cast Lotus Bloom from my yard or if Lurrus of the Dream-Den doesn't allow that.

Os Mox Tantalite worth running?

Pithing Needle seems great.

Renegade Map for land draw?

Flooremoji on [Community Discussion]: Modern Chat

1 week ago

ToolmasterOfBrainerd: On the contrary, :) I think Amulet Titan would auto include this. With all their bouncelands and additional land drops (and, well, Amulet of Vigor) they would be able to ride Field/Valakut to the victory without even needing the extra mana.

There is also the possibility that decks utilizing fires/reclaimation type cards and winter orb explode and no one wants to see somthing like that happen in modern.

Additionally, while rather situaltional, it only cares it it is untaped. Therefore, cards like Whir of Invention suddenly can also free you from your own orb and still have utility.

Any decks focused on mana dorks (elves in particular) can more or less ignore what would otherwise be crippling, and while I have no problem with more elves in modern, elves dumping their hand and destroying my mana is not okay.

It seems to me like orb would be everywhere, and you would need to play 1-2 cmc artifact destruction maindeck.

One last consideration is that there are combo decks that can sit back and do nothing then combo you out on turn 3-4. They aren't very popular rn because there are better options, but they do exist. Orb wouldn't be very symmetic in such a deck and would reduce most of the counterplay options.

How do you think it would change the meta?

Brutal_B on Hop in. We're going for a ride!

1 week ago

Well you got the black tutors of course: Demonic Tutor, Diabolic Tutor Vampiric Tutor, Grim Tutor, Cruel Tutor.

You can use cards like Fabricate, Whir of Invention, Tezzeret the Seeker to search for an artifact (like a vehicle).

As far as counters go, I don't play many and when I do it's to protect my stuff. You can never go wrong with Counterspell. I like Rebuff the Wicked, Disallow, Cancel, Dissipate, Unwind,Countersquall, Absorb. That new Fierce Guardianship is pretty cool.

Brogan54 on Oloro, Ageless Ascetic

2 weeks ago

My recommendations :

I think most people will tell you that Oloro offers little competitive advantage to you compared to other esper commander like Zur (who can fetch Necropotence into play) or even Aminatou (who is a combo piece in the command zone). I think upsides for Oloro would be that he can do larger ad nauseam and possibly can even run Humility which few decks can win while it is on the board.

LOW IMPACT:

Teferi's Protection

Rhox Faithmender

Debt to the Deathless

Despark

MANA COST TOO HIGH

Merciless Eviction

Anguished Unmaking

Disallow

Thran Dynamo

TOO SLOW

Mox Tantalite

Phyrexian Arena

Twilight Prophet

Crypt Ghast

Winds of Abandon

Vindicate

Search for Azcanta  Flip

I would first add better ramp, better draw, potential Stax, tutors and then other win cons.

RAMP

Dark Ritual

Fellwar Stone

Mox Diamond

Talisman of Hierarchy

Talisman of Progress

Copy Artifact

Mox Opal

Cabal Ritual

Grim Monolith

Lotus Petal

Dramatic Reversal

DRAW

Ad Nauseam

Night's Whisper

Windfall

Timetwister

Whispering Madness

Brainstorm

Ponder

Preordain

Verity Circle (good against dorks)

Plunge into Darkness (a good Impulse)

Mindblade Render

Sygg, River Cutthroat

STAX

Drannith Magistrate

Aven Mindcensor

Cursed Totem

Notion Thief

Humility

Blind Obedience

Rest in Peace

Torpor Orb

BETTER COUNTERSPELLS

Mental Misstep

Dispel

Flusterstorm

Delay

Spell Pierce

Spell Snare

Negate

Tale's End

BETTER REMOVAL

Chain of Vapor

Gilded Drake

Yahenni's Expertise

Into the Roil

Blink of an Eye

TUTORS

Vampiric Tutor

Imperial Seal

Transmute Artifact

Intuition

Whir of Invention

Praetor's Grasp

Spellseeker

Academy Rector

OTHER COMBOS

CONSULT COMBO Demonic Consultation

Tainted Pact

Jace, Wielder of Mysteries

Laboratory Maniac

AD NAUSEAM COMBO Angel's Grace

Ad Nauseam (draw whole deck, can Windfall and make everyone die while AG means you can't lose

Helm of Obedience

Rest in Peace / Leyline of the Void

Heliod Walking Ballista

Approach of the Second Sun

Dramatic Scepter

Isochron Scepter

Rocks that produce at least three mana total (outlet is extort with blind obedience or crypt ghast) If have pristine Talisman gain infinite life, which is infinite draw with commander

Didn't look at landbase

Sanguinolency on Kinnan, combo prodigy

2 weeks ago

Pretty solid list so far, I have a few suggestions though. First and foremost, if you haven't checked out the cEDH decklist database, I recommend it. If you're truly wanting to get in to cEDH, then that is a good outlet for deck brewing. There are a bunch of cards in your list that are solid picks for a Kinnan deck, but there are also some that aren't up to snuff with the meta, but that's not a necessarily bad thing. Competitive EDH is about play the most powerful cards in the your color pie to achieve your overall win condition and to do it as efficient and consistent as possible. Kinnan is quite new and people are still trying to find the best way to brew the deck, but his strategy is undoubtedly proactive, so we have to try to overwhelm our opponents as fast as possible.

Here are the cards in your deck that you just don't see in the cEDH meta. Not a bad thing, just something to consider.

Your mana dorks are higher in CMC that the meta heavy mana dorks. This puts them being cast usually around turn two, which is when you want to be casting Kinnan.

Elvish Mystic, Fyndhorn Elves, Llanowar Elves are more reliable turn one creatures. Maybe try cutting Silver Myr, Maraleaf Pixie, and Quirion Elves for these.

Arcum's Astrolabe - It's just way too circumstantial, especially when you only have 6 snow lands in the deck. This card would be dead in your hand most of the time. There are also better mana rocks.

Mind Stone has been sub-par for a while. In cEDH, you want to get plenty of mana as soon as possible so you can start setting up for win quickly. This is why Grim Monolith and Mana Vault are very prevalent in the meta. They are net positive mana rocks that come in quickly.

Whir of Invention and Blue Sun's Zenith are on the cusp of being played in the meta and not, mostly Blue Sun's Zenith as it's used to help draw the deck after getting infinite mana. Usually you see these more in mono blue decks because they have plenty of blue to pay the non-generic mana and can go big with the X cost, however, once you leave mono blue it's very difficult to keep up mana for interaction after casting these and usually when X is greater than 2, it's worth someone countering it. If they're countered, the feel bads set in as you're now 5-6 mana behind. I would suggest cutting at least Whir of Inventions for a cantrip like Brainstorm, Ponder, Preordain that nets you cards for cheap.

Chord of Calling - Most of the creatures in your deck are very low cmc, so I don't think the redundancy of a Green Sun's Zenith is needed, especially when it costs 2 additional green mana.

Force of Vigor - It's not bad, I've seen a few decks run it that are more on the control side, but Kinnan is trying to be more proactive than reactive. Blue has some of the best removal in the game for cheap. Maybe consider a Chain of Vapor. That way if there is a problematic card for you on the board such as Cursed Totem or Linvala, Keeper of Silence, you can hit it regardless of what it is for one mana regardless of whose turn it is.

Ghost Quarter - if you need to get rid of a problematic land, I suggest Strip Mine over this, as it doesn't have the downside of letting the opponent replace the land.

With Tree of Tales and Seat of the Synod it's better off to just run basic lands, in case you encounter Back to Basics or Blood Moon.

There are a few suggestions I'd like to make for you to add that are practically staples for most of the cEDH Kinnan decks:

Seedborn Muse to help you use your commander more and acquire an overwhelming board state.

Training Grounds and Biomancer's Familiar to reduce the cost of Kinnan's activation.

Grim Monolith, Mana Vault, and Fellwar Stone as they're some of the best mana rocks in the format.

Right now, if you were to play a game with this list, I wouldn't be afraid of you activating Kinnan because there's nothing that will severely impact the game. Jin-Gitaxias, Core Augur is in a lot of the other cEDH decks because getting this guy on the field is detrimental to every opponent's strategy. I suggest you get a higher creature count and put more scary things in the deck. You'll whiff a lot with on activations with a creature count that low.

Here is a link to my current Kinnan build that has been assembling win (in a vaccum) very consistently between turns 3 and 4: Kinnan Activations cEDH

ShadowAblaze on Shard Assembler

1 month ago

Mechanized Production is faaar better than Clever Impersonator considering your goal for this deck...

Anyways, I suggest that you remove the temples because they enter tapped and it isn't that good to lose a potential play. A different land you could play would be Spire of Industry which is helpful for getting your colors as well.

If you want something else to sink mana into, Whir of Invention can get another shard or assembler at instant speed.

This deck appears to have a mana ramp more than a mana curve. Merchant's Dockhand is a creature that can be late game deck searching. Terrarion is a decent 1 drop that fixes mana and draws a card on the way out. Scrabbling Claws is more of a sideboard card but it is still worth thinking about.

If used with the dockhand stated above, Chief Engineer can help cast 2 shards or the like by turn 3.

Masterful Replication is kind of insane as an instant because you can untap, cast this, and potentially win with Mechanized Production. If you want a creature to win Metalwork Colossus can be a big beater.

Here is a short list of cards to consider: Padeem, Consul of Innovation is protection and card draw. Mystic Forge is another way to generate card advantage. Saheeli, Sublime Artificer is a short term copier but she also can make a token army. Emry, Lurker of the Loch is good for recursion.

This was a lot but I hope you found it insightful. Regardless, I like the deck +1!

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