Grand Architect

Grand Architect

Creature — Vedalken Artificer

Other blue creatures you control get +1/+1.

: Target artifact creature becomes blue until end of turn.

Tap an untapped blue creature you control: Add to your mana pool. Spend this mana only to cast artifact spells or activate abilities of artifacts.

Browse Alters View at Gatherer

Trade

Have (1) metalmagic
Want (1) Suave321

Printings View all

Set Rarity
Mystery Booster: Store Edition (MYSTOR) Rare
Scars of Mirrodin (SOM) Rare

Combos Browse all

Legality

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

Grand Architect occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Blue: 0.2%

Grand Architect Discussion

MichaelDoumin on The Frostbites

1 week ago

After putting Long-Term Plans and Mystical Tutor combo-outs increased dramatically. Now Spellseeker can find Mystical Tutor and then Mystical Tutor can find Long-Term Plans which in turn can find Grand Architect - the most inaccessible combo-part before.

Actually, now my friends call this deck "The Fags" :)))

PurePwnage on Urza's Paradox

1 month ago

GeminiSpartanX, thanks for the comment. Painter's Servant would turn every permanent I control Blue and speed up the combo by a single turn (T3) since believe it or not this deck is very tight on mana, I can forgo paying to activate Grand Architects ability (efficiency). This is predicated upon playing my creatures with Aether Vial instead of hard casting them though.

GeminiSpartanX on Urza's Paradox

1 month ago

If you say that the deck is too slow, then I'd speed it up with a few more cantrips and black discard/counters while dropping the phantasms. Since you're running snow lands anyway, throw in a set of Arcum's Astrolabe in place of some lands (2x watery graves and the Urborg, as well as the 1st Phantasm) to dig through your deck faster. They also make Urza better. Many of the modern Urza decks get away with only using 20 lands, and with your vials plus not needing more than 3 lands in play I think you can shave a few. The other 2 phantoms can be Thoughtseizes or counterspells of some sort (Spell Pierce or Swan Song for mana efficiency's sake), or simply Mishra's Baubles for more cantrips and to add artifacts for Urza.

May I ask why Painter's Servant is in the deck? From what I can see, it's just to save a mana when you drop Grand Architect for the win, but do you need it as a 4-of? It may be another possibility if you need to shave something for additional controlling cards. Looks like a sweet list though!

Poly_raptor on Urza PolyTyrant

1 month ago

Trinisphere ?

Also another combo you could use would be Grand Architect & Pili-Pala this might be more efficient than tidespout because all you’re doing is activating mana abilities which don’t use the stack so can’t be countered, the only bit that could be countered would be making pili-pala blue, but it’s a lot rarer to come across “counter target activated ability”.

Where as tidespout leaves open a lot of opportunities to counter a piece of it.

jasonkrivera on Alela, Enchantress of the Fae

2 months ago

jconeil1988 good point! I'll probably not run the Foundry/Sword combo in this deck due to this actually. The individual pieces don't warrant inclusion on their own, and I want my commander out as long as possible.

Also, I played my Alela deck for the first time last night!


I forgot I'm also running Pili-Pala + Grand Architect + Urza, Lord High Artificer, and that's how I won that game.

I played Grand Abolisher, Grand Architect, and Swiftfoot Boots and passed the turn with Urza, Lord High Artificer and Tribute Mage in hand. Next turn I played Tribute Mage, searched for and cast Pili-Pala. Equipped Swiftfoot Boots to give Pili-Pala haste, and made Pili-Pala blue with Grand Architect. Then I made infinite mana, cast Urza, and exiled my entire deck except 3 cards. For free, compliments of Urza's ability, I cast Grim Guardian and then Enchanted Evening, and I cast the rest of my permanent cards exiled with Urza's ability, and played a land to kill everyone else off with Constellation triggers.


In remembering the Pili-Pala + Grand Architect, I remembered I run several CMC 2 or less control instants as an Isochron Scepter + Dramatic Reversal package, along with mana rocks.

Lastly, I also have a small CMC 3 or less enchantments package to tutor with Zur the Enchanter, and will be adding Contamination + Dreadhorde Invasion to combo with the mana rocks already included for the Isochron + Dramatic Reversal.

I thought my lack of focus on either artifacts or enchantments would hurt the deck, but it seems the multiple-prong attack is tough to deal with, and the ability to win out of nowhere all of the sudden is pretty good. Tossing out faerie tokens is a potential aggro win-con and a byproduct of the other strong combos I guess?

I can post a list if anyone would like to brew and compare decklists!

austintayshus on austintayshus

2 months ago

ZendikariWol I understand that each color has its strengths and weaknesses. What I don't understand is why White's weaknesses are fundimentally important parts of the game that each other color has access to.

Green has the best ramp, I would also argue that it has the second best card draw. It is tied to creatures and lands, but that is barely a drawback.

Red can draw card by discarding first, but red also has many 'temporary' card draw effects like Light Up the Stage . Red also has plenty of ramp through ritual effects.

Black can definitely draw cards and ramp, usually at the cost of paying life. But over the years magic has definitely proven that life is a very small price to pay.

Blue has the best card draw. Blue also has access some to ramp. Some of it is tied to artifacts like Grand Architect and Urza, Lord High Artificer . They also have effects that can untap permenents like Fatestitcher and even more if you count cards like Rewind . It's not the best ramp, but it is there.

And now white. White's best card draw spells are Dawn of Hope , Mesa Enchantress and Mentor of the Meek . Those are good cards, but must be built around. These cards probably shouldn't be in the same deck together. Knight of the White Orchid and Kor Cartographer are white's best ramp spells and they are not great.

This is why White is not doing well in commander.

The only reason anyone ever gives as to why White can't draw or ramp is 'Color Pie'. A few years ago, Red couldn't draw either except through rummaging. Then WOTC introduced Commune with Lava in Khans block (I believe this was the first effect of its kind, I could be wrong). It immediately opened up a new avenue for red to gain card advantage without breaking the color pie and has since been well supported. Red is still a very aggressive color that wants to win quickly, but they now have to tools to compte in longer formats like commander.

There is a way to allow white the tools to compete with the other colors that doesn't break the color pie. Again, I think Ugin, the Ineffable 's +1 ability feels very white and could be a route to fix this problem. And if WOTC still doesn't want to do that, then they need to give White more stax effects like Spirit of the Labyrinth .

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