Faerie Mechanist

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Legality

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

Faerie Mechanist

Artifact Creature — Faerie Artificer

Flying

When Faerie Mechanist enters the battlefield, look at the top three cards of your library. You may reveal an artifact card from among them and put it into your hand. Put the rest on the bottom of your library in any order.

Hikarumei on Faeries Tribal

4 years ago

so the way I see it you're actually quite close (33 basic lands means 25 basic lands brings you up to 82)

Sooooo creatures

  • Zephyr Sprite (basic 1 drop flyer, but a 1 drop flyer is good on its own)
  • Wydwen, the Biting Gale (3/3 flyer with an ability that gives you bounce to save itself or add faerie casts)
  • Wasp Lancer (3 mana faerie flyer, that's it)
  • Vendilion Clique (ok, pricey but a good way to say no to an incoming problem)
  • Thieving Sprite (another way to say no to an incoming threat)
  • Silkbind Faerie (untap effects are very exploitable, although often rare)
  • Silkbind Faerie (easy to be a 3/3 flying vigilance for 3)
  • Ringskipper (this one is kinda mostly filler but could be obnoxious to get rid of)
  • Quickling (ok I think this is a diamond in the rough, 2 mana, get a body AND save a faerie from impending doom)
  • Oona's Gatewarden (i know defender BUT WITHER IS SUCH A GOOD MECHANIC)
  • Nightveil Sprite (2 mana 1/2 flyer that lets you look at the top card of your library, with the option to toss)
  • Mistbind Clique (forcing your opponent into an all out play can create quite the opening, timing it before the end of a phase limits their options on what they can do with all that mana)
  • Metropolis Sprite (With anthems that ability could be nasty, especially since early game flyers are often going unblocked)
  • Knacksaw Clique (I hate myself for suggesting this monster of a card but even if you aren't stealing their cards, your permanently removing them and that's just nasty)
  • Faerie Vandal (drawing 2 cards in a turn isnt hard in blue, so in many cases it will get +1/+1 every turn)
  • Faerie Mechanist (counts as an artifact AND sifts for more)
  • Fae of Wishes (that adventure lets you pull solutions out of thin air)
  • Eye Collector (1/1 with a decent ability)
  • Brazen Borrower (again not budget but another great adventure)
  • Faerie Guidemother (1 drop white with an ok adventure option)
  • Phyrexian Metamorph (clone that can hit artifacts always good, especially in EDH)
ANTHEMS

Other Stuff

My sanity is lasping soooooo…. Also might want to think of artifact / enchantment recovery cards and good ol’ Elixir of Immortality

Ziusdra on Alela - Brawl to EDH Upgrade l The Command Zone

4 years ago

Love the deck tech and this is an archetype I have thought often of, though trying to do both artifacts and enchantments in a three-color format and not restrict your synergies can be tough. You're better off either going full enchantment or full artifact and then you'll be running a more streamlined, combotastic deck by doing so. I think you've gone heavier on the artifact side, or we'd be seeing more enchantment creatures from Theros and the Commander enchantment-creature precon and enchantment removal spells that combo with things like Blightcaster and Grim Guardian (which all combo with enchanting removal like Pacifism and Prison Realm and Dead Weight, etc.). To this artifact-heavy focus, I think Myr Retriever and Workshop Assistant are too redundant and provide only small bodies on the field when there are so many other cards that have this same effect already in the deck here (Sharuum the Hegemon, Buried Ruin, etc.). Plus, without a sacrifice outlet, Workshop Assistant is definitely not the kind of card you want to be top-decking in situations where you've run out of steam. On the other hand, you may need more card draw rather than grave draw, since you don't self-mill, (especially if you're in a situation where Distant Melody is dead in your hand) and I think Mask of Riddles is an ideal sideboard/budget alternate for this deck. And is Ever-Watching Threshold in the pre-con? It should be. Faerie Mechanist comes to me as a distant budget option (because it only looks at the top 3 cards of your library, it's too limited to be truly useful since this deck also runs so many enchantments and creatures, but it's got tribal, flying, and it is an artifact as such is worth a mention). Finally, if you can make double-black mana work in your casting, Underworld Connections is card advantage that seems to be a staple of commander that also happens to trigger your commander. Sludge Strider can get you that life back on occasions where you have extra mana and are losing artifact creatures or sacrificing artifacts to effects (heck, even Dimir Locket and Orzhov Locket couldn't go wrong as cheap ramp that gets you card draw in the late game and triggers other effects). And take out the Winged Words from the 60-card precon, which gets you nowhere in a 100-card format, and put in at least a Terramorphic Expanse if you don't have access to better quality dual-lands. Campaign of Vengeance and Ethereal Absolution if you're really committed to going wide with your commander (I mean, with Etchings and Ethereal and your commander, you could have at least five or six 4/3 flying faeries threatening to go wider and wider). They could be protected from board wipes by an additional counterspell, like Stoic Rebuttal. I could go on and on, but definitely replace a few of the things in the precon with at least a few of these.

SynergyBuild on

5 years ago

Mono Blue Affinity with Ninja's?

Drop the 4xHalimar Depths for 4xDarksteel Citadel

Run 4xThoughtcast over the 4xGolem Foundry

Some cards to consider - Etherium Sculptor, Ponder, Brainstorm, Faerie Mechanist, Frogmite, Myr Enforcer

I'll build up a budget decklist for the deck and post it here.

TwoIdiots on Baby's First Multiplayer Cube (cards to include?)

6 years ago

I like all of these inclusion, i amonkhet a big fan of the direction of black and green cards. I made som additions

Whirler Rogue good in General and a bomb in ub

Merchant's Dockhandthis might be to all in (?)

Thirst for Knowledge really good in ub, 23 card in blue

March of the Machines well.. Maybe?

Faerie Mechanist with a higher density of artifacts this might go in more decks.

Shape Anew strictly worse and harder to build Tinker

Fabricate

Batterskull

Cranial Plating i don't know about this one

Darksteel Citadel

Vault of Whispers Seat of the Synod i like sending a message by only including the two

Hibernation's End i love this card, so do you!

/E

Izu_Korasu on Kiss Myr Ass (8 Total Lands)

7 years ago

drop Apprentice Wizard asap, his double blue mana cost puts a huge strain on mostly colorless mana production. (in tests, even weaponscraft enthusiast was hard to cast)

Skill Borrower is a solid alternate choice, and Faerie Mechanist gives some utility to the deck as does Foundry Inspector

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