Fabricate

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Planechase (HOP) Uncommon
2010 Core Set (M10) Uncommon
Mirrodin (MRD) Uncommon

Combos Browse all

Fabricate

Sorcery

Search your library for an artifact card, reveal it, and put it into your hand. Then shuffle your library.

Fabricate Discussion

GhostChieftain on Lazav,Dimir Mastermind

2 hours ago

I am not sure if you actually want to make this competitive or if you were just mentioning that the competitive gauge is silly. I am just going to yeet in assuming the former.

First thing I would do is scrap everything 5 cmc or greater that doesn't almost immediately win me the game. I would cut your creature count by about half if not more. Lastly for cuts, I would put at the very most 33 lands in here (i.e. cut 7 and add in mana rocks like Dimir Signet , Fellwar Stone , and Talisman of Dominance )

As a mill deck, you will want to shut off your opponent's access to their graveyards. Planar Void is my fav for lazav, but Grafdigger's Cage , Nihil Spellbomb , Relic of Progenitus , and Silent Gravestone all really do the trick.

Your counterspell package should probably drop all of the ones greater than 2 cmc and add in Swan Song , Delay , Flusterstorm , Pact of Negation , Mana Drain , Mana Leak , Mental Misstep , Muddle the Mixture , Tale's End , Force of Will .

Tutors and draw are very quick ways to make an okay deck much better. For draw you can have necropotence, Mystic Remora , Rhystic Study , Consecrated Sphinx , Brainstorm , Search for Azcanta  Flip, Dark Deal , Wheel and Deal , Whispering Madness , and Windfall . The wheel effects are particularly nice because they bring down your opponent's deck size as well. For tutors ya get Demonic Tutor , Vampiric Tutor , Imperial Seal , Mystical Tutor , Fabricate , Intuition , Merchant Scroll , Whir of Invention .

I would add in artifacts and enchantments that slow your opponents to a point that they can't do much and your counterspells can really devastate them. Null Rod , Cursed Totem , Winter Orb , Static Orb , Trinisphere , Back to Basics , Pithing Needle , Sorcerous Spyglass , Torpor Orb , Nether Void

Lastly I would probably run a lab man consultation package as an extra win con Laboratory Maniac , Jace, Wielder of Mysteries , Demonic Consultation , Tainted Pact .

I hope even if you don't go quite in this direction that this gives you a glimpse into a spikier mindset and can give you some ideas for this and future decks. Cheers!

multimedia on Discern Defeat!

3 days ago

Hey, nice first blue Commander deck.

With Syr I think you want to draw cards, more than usual because this fuels the amount of power she has to attack with.

Cards within the budget to consider adding:

With Narset only you benefit from the draw of cards from Mine, Dictate, Kami and Folio. This is a powerful effect especially with Folio.

Cards to consider cutting:

  • Temple of the False God
  • Aether Gale
  • Distortion Strike
  • Slip Through Space
  • Burnished Hart
  • Guard Gomazoa
  • Hover Barrier
  • Worn Powerstone
  • Cancel
  • Illusionist's Gambit
  • Drake Umbra
  • Open Into Wonder
  • Flight of Fancy
  • Kumena's Awakening
  • Thaumatic Compass
  • Chemister's Insight

Because you have Thassa, God of the Sea who's a repeatable source of making Syr unblockable then I don't think you need a lot of these cards that are a single effect (only making Syr unblockable for one turn). Good luck with your deck.

TestDiver on Building a Verdurous Gearhulk Deck

1 week ago

I’ve always wanted to build a Verdurous Gearhulk and need some help doing it.

I’d like to start this off by saying I'm a sucker for good card art and steampunk looking designs. So when I saw Verdurous Gearhulk around its release I was pretty hyped up for it. Sadly though, it never really seemed to live up to people expectations. So the question I'm posing here is how can we make this work? Clearly this deck is not supposed to be competitive but simply not be completely shut out at local game nights.

  1. Colors: We need green… duh. I feel like it needs a lot more than that though. Since Verdurous Gearhulk is an artifact and we’re trying to find it and draw cards I think blue would also be a good inclusion. It would allow access to cards like Fabricate . Not only does it have a many good artifact synergies, but the recent Simic cards such as Neoform could also potentially contribute. I did of course think go mixing red for its artifact synergies, as well as, its burn potential but conceptually didn’t like it as much.

  2. Gearhulking Out: Obviously, we need Verdurous Gearhulk on the field since that’s the whole point of this. Modern has always had a rather disgusting ability to ramp out high CMC cards on early turns. Since most decks are seems fairly fast these days, it would be important to get Verdurous Gearhulk out as early as possible. My first thought would be Tinker but thats not legal in Modern. So that leaves the previously mentioned Neoform could do the trick based off the combos it has been pulling off already and that would play in with the blue. Another blue card to look at would be Etherium Sculptor . It’s not flashy but it could speed Verdurous Gearhulk ’s entrance by a turn.

  3. Gearhulk Smash: Once Verdurous Gearhulk is out, he needs to actually do something. Since Verdurous Gearhulk can come down as a 8/8 with trample, I believe it could pose as a viable win condition if proliferated on/buffed slightly. Additionally, some burn could be thrown in to improve the odds of winning. Another thought would be to have additional token generation to hit for the remaining damage. (To fit with the theme maybe some thoptors?)

These are just my current quick thoughts but I would love for some suggestions/ideas to actuality make this deck happen!

Optimator on Human Fly

4 weeks ago

Trinket Mage can find Sol Ring so it's like a 4 CMC ramp 2 spell. Also finds Library of Leng or Spellbook . Tribute Mage can find Lightning Greaves and friends, as well as ramp in a pinch. Trophy Mage can find Ashnod's Altar which may or may not be worth it but there it is. Treasure Mage doesn't help you much.

I wish you could find that Fabricate I gifted you way back! It seems to me that tutoring for Coat of Arms or Bident of Thassa (or even Teferi's Puzzle Box if you're up against the right deck) would be huge. 3 mana draw 1 awesome card is A-OK

multimedia on The Fierce, the Firemind, & the Mindrazer

1 month ago

Hey, saw your forum topic asking for help.

I think you have enough wheels, but could add a few more if you wanted:

Consider more tutors or early game draw to help to find wheels or the impactful cards? Since don't already have Demonic Tutor then I presume this card is not within the budget? Tutors that won't break the bank to consider adding:

Early game spells that can help to find wheels:

Waste Not gives you a lot of advantage when you're wheeling the table. Kess, Dissident Mage is quite good to recast wheels or other instant/sorceries you discarded from your graveyard. Smothering Tithe and Necropotence are cards you don't want to see an opponent play and if one does you want some answers for it if it resolves.


Cards to consider cutting:

  • Etched Oracle
  • Runehorn Hellkite
  • Deathsprout
  • Murderous Cut
  • Condescend
  • Dream Fracture
  • Mindswipe
  • Perplex
  • Volcanic Vision
  • Psychic Corrosion
  • Spell Swindle
  • Neheb, Dreadhorde Champion

SideBae on Yet another Oona, queen of the EDH

1 month ago

So, I have a couple suggestions. I found this deck under the 'help' tab, but your description doesn't ask for help. So please forgive me if I sound presumptuous.

  1. Preordain . Ponder and Brainstorm are already in your deck, and Preordain will help dig to lands if you need them, and past lands if you don't. One-mana cantrips are some of the best cards for getting a deck more powerful. Importantly, running more cantrips means that you can cut a land or two, meaning your deck will have a higher average card power.

  2. Your mana-base has room for improvement. Watery Grave is great, especially if you end up running fetch lands. Zendikar/Onslaught fetches like Polluted Delta or Misty Rainforest are easily the best fetches, but slow-type like Bad River and Rocky Tar Pit can also be useful. Also, consider Prismatic Vista . With a high concentration of land-based shuffle effects, Brainstorm becomes more and more powerful. Evolving Wilds and Terramorphic Expanse are good substitutes. Sunken Hollow and Fetid Pools are also fetch-able. Other duals, like Underground River , Morphic Pool and Choked Estuary are also good.

  3. In non-green EDH decks, artifact ramp is of prime importance. Talisman of Dominance , Fellwar Stone , Mind Stone and Thought Vessel are all great. Two-mana rocks are significantly better than three-mana rocks in EDH, as by the time you have three mana you usually want to do more powerful things than cast a rock. Additionally, if you end up running Ancient Tomb or Mana Crypt (which are hard to get ahold of), you can land a two-mana rock turn-one. Mana Vault also happens to be busted.

  4. In magic, it happens that it's a LOT easier to exile your deck than an opponent's. Jace, Wielder of Mysteries works great in Doomsday -style decks; if you're smarter than me, you can probably use Doomsday to tutor up your infinite mana combo. More simply, you can just cast Demonic Consultation with Jace, Wielder of Mysteries on the table, naming a card not in your deck (I generally use Atog or Singing Tree ), and then draw a card to win. So you may want to include Demonic Consultation and/or Doomsday , the latter if you have a lot of power in the brain-thingy.

  5. I see you're running Ashiok, Dream Render ; I love that card. Narset, Parter of Veils is also worth running, especially if you choose to include Windfall . Narset's been kicking ass in Vintage recently, and I have found her to be completely nuts in EDH.

  6. I may be missing something, but I am unsure as to why you're running Seat of the Synod and Vault of Whispers . If you had a Mox Opal in the list they might make more sense, but as things stand I think they're just worse than Island s and Swamp s. Back to Basics , Blood Moon , Magus of the Moon , By Force , Null Rod , Stony Silence and Collector Ouphe are all rampant in EDH (at least in my experience), so I think you'd be better off cutting the artifact-lands.

  7. Vision Skeins is an interesting include; you may be interested in running Words of Wisdom , which gets your opponents less out of the card. Also, if you run Notion Thief , the card is pure value. Note also that Vision Skeins becomes Words of Wisdom if you have Narset, Parter of Veils out.

  8. Ovinize is worse than Rapid Hybridization or Pongify , in my opinion. I think you should run two to three boardwipes -- Cyclonic Rift , Toxic Deluge and Damnation are the best ones, I think, with Toxic Deluge on top (you can cast it while Gaddock Teeg is down).

  9. Demonic Tutor is the best tutor, and Scheming Symmetry is good in a deck heavy in mill effects. There're some other good tutors to consider, of varying price: Vampiric Tutor , Diabolic Tutor , Fabricate (to get Isochron Scepter ), Mystical Tutor (for your Dramatic Reversal ), Dark Petition , Beseech the Queen , Mastermind's Acquisition and Lim-Dul's Vault are all good. Ideally, you wouldn't include the four-mana tutors, since they tend to take a whole turn to resolve. I suggest running around two or three more tutors than you have now.

  10. There're a couple of ways to generate card-advantage that I think are worth including in a final list of this deck. I'm not entirely certain how the deck plays, but if you have Oona, Queen of the Fae out frequently without an infinite-mana combo, Skullclamp is definitely worth including. Sticking it on one of your faerie tokens means butt-loads of card-advantage. Slate of Ancestry is similarly good if you tend to have a high creature-count. Fact or Fiction and Chemister's Insight are alright instant-speed card-draw. Phyrexian Arena is a good piece of permanent-based card-draw, and Dark Confidant , if you have access to it, is great with your low average CMC. Speaking of low CMC, Ad Nauseam is a great card-draw spell; I recommend including it for the high-value card-draw.

  11. If you want to pour money in here, Cavern of Souls is a great way to make sure your general isn't countered.

  12. There're a few counterspells you don't have that I think you might find useful. Counterspell itself is good, and it's far pricier cousin, Mana Drain , is also great. Spell Snare , Swan Song and Flusterstorm are all great counters as well. Turn Aside is one I've thought about but never used... you may want to consider it.

  13. If you choose to keep mainly basics and avoid the duals mentioned in (2), consider Back to Basics . The card is under $10 nowadays, and it's a great way to punish greedy mana bases.

Ok! That's all I got. Good luck, man!

dingusdingo on Budget Kefnet Turns

1 month ago

I enjoy the Kefnet Turns build, haven't seen it before for this commander and I think its rather neat. You should focus exclusively on assembling your win and remove the extra side cards, like your mill sub-theme. I also think you should replace expensive removal and interaction with cheaper pieces, as you're less likely to cast them off the top with Kefnet. I also think you should add in more ways to discard and also tutor to top of deck. Your combo requires a handful of specific cards and also to be in a specific spot in your library, so topdeck manipulation and tutors help immensely.

My complete list of changes would be

Dismiss -> Counterspell

Everdream -> Ponder

Exclude -> Arcane Denial

Precognitive Perception -> Concentrate (You're never copying the addendum with Kefnet)

Supreme Will -> Mana Leak

Thought Collapse -> Mental Misstep (Every deck runs 1 cmc spells so Misstep is unbelievable value for EDH)

River's Rebuke -> Wipe Away

Zndrsplt's Judgement -> Vapor Snag (That card is hard to link to :O )

Mistfire Adept -> Long-Term Plans

Riverwise Augur -> Sleight of Hand

Niblis of Frost -> Mystical Tutor

Drowned Secrets -> Serum Visions

Fraying Sanity -> Preordain

Precognition Field -> Careful Study

Psychic Corrosion -> Fabricate

I think its worth noting

That to combo off, you need Library + Aminatou's Aug + Dino + Turn card + Commander. That requires 4 cards outside your commander, 3 of which are exactly specific. Finding another enabler or outlet to reuse your turn spells or another way to put cards on top would help the consistency of this deck a lot. Running more draw and tutors to topdeck also lets you value copy a turn spell to start chaining turns, and even if you don't hit an infinite loop getting 3 or 4 extra turns will get you much closer to establishing the lock. You should shave off alternate wincons and focus on getting infinite turns, because once you have them you've won.

allanrichardo on Sisay Citadel

1 month ago

Fabricate and Scheming Symmetry helps a lot. Making citadel more consistent finding artifact you need.

Load more

Fabricate occurrence in decks from the last year

Commander / EDH:

All decks: 0.08%

Blue: 0.79%

WU (Azorius): 1.12%

UR (Izzet): 0.69%