Inventors' Fair

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Legality

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

Rules Q&A

Inventors' Fair

Legendary Land

At the beginning of your upkeep, if you control three or more artifacts, you gain 1 life.

: Add to your mana pool.

, , Sacrifice Inventor's Fair: Search your library for an artifact card, reveal it, put it into your hand, then shuffle your library. Activate this ability only if you control three or more artifacts.

Flavuss on Myrtron

2 days ago

lagotripha You're absolutely right , sometimes It feels like the hand or the board is missing the bigpayoff. I thought about adding some green but I'd love to stick with the colorless , at least for a couple of months to try to figure it out how to make the list work decently. The Idea behind this , and feel free to correct my point of view, is to have a few big threats to drop using the lands but still being able to play around the tribal synergies of the little creatures if im out of big threats or tronlands , so that the deck could be played even with an aggro/token style without relying purely on the big hitters. The cards in the list are the ones I currently own and I was considering to maybe remove one Myr Superion , oneMyr Reservoir and one Myr Turbine . The first to avoid being stuck with an hand that dont let me cast the creature the other two to avoid too much redundancy. Kuldotha Forgemaster is a card I'm considering to make easier to play the big payoff but I was afraid that It could've been to much paired with Myr Turbine and Inventors' Fair considering that the only ''real'' big payoff I have is the Myr Battlesphere

As a good big payoff Im considering Myr Incubator too , that theorically seems to have good synergies with the way i want to deck to go. It could thin the deck , let me swarm with tokens and help the Myr Turbine to search the deck for the Myr I need. Lodestone Myr could also benefit from that card. Mimic Vat Is a card I'd love to try with the deck but I dont know how really could improve it ( maybe I just love that thing ahah) Bonders' Enclave is another card I'm thinking of . Genesis Chamber too but for now I think is a bit risky for how the deck is built. By the way thank you for your time , i'll appreciate any advice you would give me :)

multimedia on Urza, Chief Artificer

3 days ago

Hey, you're welcome.

If you wanted to a couple of lesser lands here could be upgraded within the budget?

Other options are to replace them for some less expensive utility lands?

These land options are lower priced ones, there's many others that are higher price that are better such as Inventors' Fair and City of Brass.

The Talismans in the sideboard could replace some of the Signets?


You're light here with low mana cost ramp and have a pretty high mana curve. More ramp could help gameplay. These are better ramp options specifically with Urza as Commander than the other Signets/mana rocks. The 2 drop artifact creature mana dorks can be helpful to cast Urza quicker since they count towards his artifact creature affinity and can make colored mana.

This is a ramp package to consider? It's 16 sources, most important 14 sources of low mana cost ramp with Urza, Monument and Tezz at high end. Thought Vessel is a good card, but it turns off discarding hand down to 7 cards which can fuel artifact reanimation. Solemn Simulacrum is another good card, but I think it's too much mana here since there's better 4 drops for power and/or help more Urza and Constructs. Sculpting Steel is excellent in multiplayer Commander and it can count towards ramp because it can become an artifact ramp source.

king-saproling on Momo: Twice the horns, twice the fun

4 days ago

Sure! I suppose you could run Tiller Engine or Bomat Courier as a secondary target. Walking Atlas is possibly the strongest card in the deck so I think having ways to find it would be valuable.

Maybe you're right though, maybe Recombiner wouldn't fit in this iteration of Moraug. I could see an artifact-combo-based Moraug list being cool though. Like it could go infinite using things like Great Furnace + Goblin Welder, or Salvaging Station + Darksteel Citadel + stuff, and tutors like Recombiner, Goblin Engineer, Gamble, Hoarding Dragon, Inventors' Fair, Moonsilver Key, Goblin Matron, etc. Lots of constructs that'd fit the strat too like Salvager of Ruin, Scrap Trawler, Workshop Assistant. Sorry got way off topic haha

amarthaler on EDH Ganax, Astral Hunter & Guild Artisan

2 weeks ago

Update!

In: Treasure Map  Flip and Inventors' Fair

Out: Arch of Orazca and 1x Mountain

I made a mistake with the previous update - Arch wasn't supposed to go in but Treasure Map was. Also added Inventors' Fair, one of my favorite lands! It's going to help us tutor up Gauntlets of Might, Extraplanar Lens, Dragon's Hoard... all the goodies!

Max_Hammer on Shorikai go vroom

1 month ago

So, right now, Commander included, you've got 126 cards. Seeing as you're only 26 over the cap, this shouldn't be too bad.

This is a low mana cost deck with a lot of draw, you probably only need 34-36 lands if you're being generous. If I were you, I'd drop some of the slower lands, such as Temple of Enlightenment, Skybridge Towers, Prairie Stream, Azorius Chancery, Castle Ardenvale, Castle Vantress, or even Port Town.

You might also want to include more fetch lands, too. Flooded Strand, Fabled Passage, and Flood Plain all come with a pretty high price tag, but they're all good.

On the other side of the coin, Brokers Hideout, Obscura Storefront, Evolving Wilds, Terramorphic Expanse, Myriad Landscape, Esper Panorama, and Bant Panorama are all cheaper fetch lands that you could use.

Drawing mana late game can be a dead draw a lot of the time, so being able to remove that excess from your deck can be a really nice tool to have, so you can draw just what you want. Maybe take out cards that are fast, but not necessary such as, Skycloud Expanse, Sea of Clouds, Mishra's Factory, and Crawling Barrens.

Changing it to this (or a list of just 35 mana), should bring us down to 122 cards.

As for non-land ramp, you have a lot. I’m going to say you want to kick out Silver Myr, Gold Myr, Mind Stone, and Ornithopter of Paradise. Normally I’d say more, but for this specific deck that seems to love ramp, this seems more than fine.

118 left.

For the rest, I’d say Ondu Inversion  Flip, Access Denied, Tezzeret the Seeker, Tezzeret, Artifice Master, Phyrexian Metamorph, Cultivator's Caravan, Invoke Justice, and An Offer You Can't Refuse, all mostly because they’re too expensive.

That leaves you with 109

Okay, so, this decklist is surprisingly tight for being 30~ cards over and I don’t know where to kick the last 9 off. Maybe Artificer Class? Maybe some of the creatures/vehicles? Idunno, good luck.

SufferFromEDHD on Erinis Unshackled Ruin

1 month ago

Dust Bowl too much value.

Inventors' Fair not running many artifacts but they are important.

Urza's Saga 3 crucial targets.

Rath's Edge not great but colorless damage from a land source is very unique.

SufferFromEDHD on Celestine, Re-Living Saint

1 month ago

Inventors' Fair easy +1 and tutors for serious engine pieces.

Kabira Crossroads or Radiant Fountain quick +2 in a pinch.

Dust Bowl with that many basic plains is much better than Ghost Quarter/Field of Ruin. Flagstones of Trokair is great ramp with it.

amarthaler on EDH Jorn, God of Winter

2 months ago

Update!

Out: 20 total cards! 1. Time of Ice, 2. Muldrotha, the Gravetide, 3. Iceberg Cancrix, 4. The Tarrasque, 5. Time of Ice, 6. Emergent Ultimatum, 7. Glittering Frost, 8. Boreal Outrider, 9. Faceless Haven, 10. Shimmerdrift Vale, 11. Avalanche Caller, 12. Frostwalk Bastion, 13. Coldsteel Heart, 14. Fabled Passage, 15. Opulent Palace, 16. Tropical Island, 17. Underground Sea, 18. Bayou, 19. Birds of Paradise, 20. Village Rites

In: 20 total cards! 1. Primal Rage, 2. Winged Boots, 3. Darksteel Plate, 4. Panglacial Wurm, 5. Sundial of the Infinite, 6. Diabolic Vision, 7. Inventors' Fair, 8. Thespian's Stage, 9. Boreal Centaur, 10. Hailstorm Valkyrie, 11. Druid Class, 12. Expedition Map, 13. Thing in the Ice  Flip, 14. Glorious Sunrise, and 2x Snow Forest, 3x Snow Island, 1x Snow Swamp

With this new design, we're looking to keep Jorn alive longer and deal more damage. There's also more ways to summon Marit Lage and pump up snow creatures. The mana base is smoothed out with more snow lands, and more card draw / ramp cards. Let me know what you think of the new brew!

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