Fabricate

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Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Fabricate

Sorcery

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

IHATENAMES on All Your Base

1 month ago

I like the idea I'm going to play around with it and see if I can find any interesting additions. From my first look though the lack of chromatic star and the like effects cuts your color fixing and redraws that take advantage or urza effects. I would still run Ugin main board to wipe if behind or just win. Fabricate is a effective artifact tutor. Extra land drops from coiling oracle are difficult because you want that t3 tron and your 1st 2 land need to be non tron lands to play that on curve. Perhaps Acquire as sideboard tech vs certain matchups fits theme.

Guerric on [Primer] Unleash the Dragon! *Updated*

3 months ago

I think I forgot to mention in the updates that I also changed out Unburial Rites for Necromancy and Fabricate for Grim Tutor. Since I did that earlier I didn't think to include them in the update thread. They are pretty obvious swaps in that both cards are strictly better.

Guerric on Too Many Merfolk!

3 months ago

Coat of Arms is another great finisher here, which can be tutored with Whir of Invention and/or Fabricate.

Also, just a warning about Collected Company. It's an amazing card in modern and pioneer, but in commander it can sometimes whiff if there aren't enough creatures relative to other permanent types. I'm not saying not to run it, just make sure the math makes sense.

Guerric on [Primer] Unleash the Dragon! *Updated*

3 months ago

Profet93

Sorry about the delayed response, I was a bit tired last night and waited until morning. Fabricate probably could be cut. The targets are Whispersilk Cloak and Lightning Greaves which are sort of the easy button for protecting Scion, but we don't need them if we play conservatively.

I actually used to play Elemental Bond and Guardian Project in earlier versions of the deck, and while they are incredibly good in other decks, I found them to be at best win-more cards in this one. The thing is, creatures don't enter the battlefield as often as we might think. We can do a lot of damage with a small number of dragons, and some turns we won't have any new ones ETB. Where these cards payoff the most is when we play a mass recursion spell, but at that point we are winning the game anyway, so it isn't all that great. What does work incredibly well is Tome of Legends, which can pretty much get us an extra card for every turn we have it out, and Colossal Majesty is basically a second copy of Phyrexian Arena without the life loss, which is usually good enough. In a way, we are drawing cards by tutoring stuff into the graveyard, so we need our regular draw mostly to get our recursion pieces in hand.

Necromancy is good, and is definitely better than Unburial Rites which, while recurrable, is on the pricey side in terms of mana. I've mostly held out because it isn't super cheap, but I have some store credit at Card Kingdom and might pick that this week! I like Diabolic Servitude because it is recurrable- if the dragon dies it goes back to hand and we can use it again, and it's always a discount on hard-casting a card. You are right about the potential downside of the card being exiled, which is why I'd never use it on my most critical dragons like Karrthus, Tyrant of Jund. I should definitely add that to the primer though! As for Yawgmoth's Will, that is great, but I own all my decks in paper and the real world price tag is a bit prohibitive. It has its price tag for a reason though!

I hadn't thought of Rishkar's Expertise! I think this is a risky deck, and one which plays with big mana, so it probably is worth it! I'm definitely ok with burst card draw as long as it get's at least three cards for a good return on mana and I don't play too much of it. This card could easily refill my hand later in the game when I need it, and get me a free permanent on top of that. Great suggestion!

NV_1980 on Padeem's Mechanical Army

4 months ago

Hi there,

This looks like a lot of fun! It would probably be a good idea to include Swiftfoot Boots/Lightning Greaves to protect Padeem himself as well; he can't protect himself because he's not an artifact.

I would really include some more draw in the deck, as you have almost none in here now and providing draw is something that blue (as well as some artifacts) is really good at. Not sure what your budget for this deck is, but Mystic Remora and Rhystic Study would both be nice additions. I would also recommend some artifact tutors (like Fabricate) if you can get your hands on them.

Some more counterspells would also be good to consider. Another area in which blue excels. Your main worry are artifact-wipes as well permanents that somehow inhibit the use of your artifacts (like Null Rod), and right now you have almost nothing to stop such permanents.

Finally, I would consider Academy Ruins. I know, bit expensive, but probably very much worth it.

Hope the deck is going to work for you!

Regards,

NV_1980

Guerric on Fish are friends

4 months ago

One more thing I forgot! Don't sleep on some inexpensive (in real world $ and mana) tutors that blue has. They're not all overpriced like Mystical Tutor. Solve the Equation gets you any instant or sorcery you want. Merchant Scroll is great for getting a counterspell. Fabricate, Whir of Invention, and Reshape can get you artifacts. Long-Term Plans will put anything you want three cards down in your library, which is great when you are in the color that can easily draw into it. You don't even have to show it to your opponents! You'll love the consistency just a few of these cards brings.

Deathblossom on Yusri deck

4 months ago

A couple of suggestions:

I'd replace Galestrike with Repulse.

Depending on how much you're looking to spend, the card that would have the single biggest impact on your commander's performance would probably be Krark's Thumb (possibly supported by some combination of Muddle the Mixture and Fabricate to tutor it).

I'd really encourage you to play more lands. Even adding just Forgotten Cave and Lonely Sandbar would improve your ability to consistently hit your land drops by so much.

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