If you've frequented the Create-a-card thread these past few weeks or months, you might remember that at some point, I made a new keyword called Invent, which is as follows:
Invent(to invent, put a colorless Gadget Equipment artifact token named "Gadget" with Equip 1 onto the battlefield.)
So, long story short, this thread is made to celebrate this keyword, given that as I mentioned in the Create-a-card thread, I have just far, far too many ideas for this keyword (far, far more ideas and all my other keywords such as Decrepit and Etherform combined). I hope you don't mind this narcissistic display
Special thanks to clan-iraq, whose card HERE inspired me to make Invent mechanic.
See the following for cards that I have actually posted in the Create-a-card thread.
Compulsive DisassemblerU
Creature - Human Artificer (U)
At the beginning of your upkeep, sacrifice a Gadget. If you do, scry 1. "There has got to be an explanation on how this intricate device could work like this."
1/1
Innovative Gearmaster3U
Creature - Human Artificer (R)
Whenever you cast an artifact spell, invent. (To invent, put a colorless Gadget Equipment artifact token named Gadget with "Equip 1" onto the battlefield) T, sacrifice four Gadgets attached to Innovative Gearmaster: Search your library for an artifact card and put it onto the battlefield, then shuffle your library.
1/3
Install Flame Cartridge1R
Sorcery (U)
Invent twice. (To invent, put a colorless Gadget Equipment artifact token named "Gadget" with Equip 1 onto the battlefield)
Until end of turn, Gadgets you control gain "Equipped creature gets +1/+0". "Nothing liven up an invention like explosives."
Novice Cannoneer2R
Creature - Human Artificer (C)
When Novice Cannoneer enters the battlefield, invent. (To invent, put a colorless Equipment Gadget artifact token named Gadget with "Equip 1" onto the battlefield) T, tap an untapped Gadget attached to Novice Cannoneer: Novice Cannoneer deals 2 damage to target creature or player.
1/2
Unstable Tinkerer1R
Creature - Human Artificer (U)
When Unstable Tinkerer enters the battlefield, invent. (To invent, put a colorless Gadget Equipment artifact token named "Gadget" with Equip 1 onto the battlefield)
Whenever Unstable Tinkerer deals combat damage, if it is on the battlefield, sacrifice a Gadget attached to it. If you do, Unstable Tinkerer deals 2 damage to itself and each creature or player it dealt combat damage to.
1/3
Powerglove Tinkerer2G
Creature - Human Artificer (U)
When Powerglove Tinkerer enters the battlefield, invent. (To invent, put a colorless Gadget Equipment artifact token with "Equip 1" onto the battlefield) 4G, T: Target creature you control gets +1/+1 until end of turn for each Gadget attached to it, then it fights another target creature.
2/2
Shielder Engineer1GW
Creature - Human Artificer (R)
Creatures you control have "Tap three untapped Gadgets attached to this creature: This creature gains hexproof and indestructible until end of turn, and prevent all damage that would be dealt to this creature this turn". GW, T: Invent. (To invent, put a colorless Gadget Equipment artifact token named "Gadget" with Equip 1 onto the battlefield)
2/2
As mentioned, at some point I decided to stop posting cards with Invent in the main Create-a-card thread, and the sheer length of this post will give you an idea how spot on my worry is Enjoy.
Bulwark Machinist4W
Creature - Human Artificer (U)
When Bulwark Machinist enters the battlefield, invent.
Each Gadget you control has "Equipped creature gets +0/+1".
3/3
Install Ferromagnet Device1W
Sorcery (U)
Invent twice.
Until end of turn, Gadgets you control gain "1, T: Tap target Gadget you control and attach it to equipped creature".
Install Leap Booster1U
Sorcery (U)
Invent twice.
Until end of turn, Gadgets you control gain "1, T: Equipped creature gains flying until end of turn".
Install Toxin Pockets1B
Sorcery (U)
Invent twice.
Until end of turn, Gadgets you control gain "T: The next time a creature deals combat damage to equipped creature, that creature gets -1/-1 until end of turn."
Install Flamethrower1R
Sorcery (U)
Invent twice.
Until end of turn, Gadgets you control gain "T: Equipped creature gets +1/+0 until end of turn".
Prolific Inventor2R
Creature - Human Artificer (U)
At the beginning of your upkeep, invent. He just couldn't settle for one design.
1/2
Install Bulkchanger1G
Sorcery (U)
Invent twice.
Until end of turn, Gadgets you control gain "Equipped creature can't be blocked except by creatures with power greater than the number of Gadgets attached to equipped creature".
Powerglove Innovator2G
Creature - Human Artificer (U)
When Powerglove Artificer enters the battlefield, invent. 1G, T: Target creature you control deals damage equal to the number of Gadgets attached to it to another target creature. That creature deals damage equal to its power to the creature you control.
Forcefield Engineer3GW
Creature - Human Artificer (R)
Creatures you control have "GW, sacrifice two Gadgets attached to this creature: This creature gains hexproof and indestructible until end of turn". GW, T: Invent.
3/4
And finally, this post is for cards that don't Invent directly, but otherwise works well with Gadgets if indirectly due to the Gadgets' blank state, spammability or other factors.
Grafted MagnetismW
Enchantment - Aura (U)
Enchant creature
Whenever an Equipment enters the battlefield under your control, if enchanted creature is not equipped, attach that Equipment to enchanted creature. "It would be easier to utilize these gadgets if they can fly to you at moment's notice."
Diamagnetic Pulse1U
Instant (U)
Each creature target player controls gets -2/-0 until end of turn for each Equipment attached to it. Woe to any inventor who did not see that many others would rather see them fail at their inventions.
Envious Artificer2R
Creature - Human Artificer (R) 2R, T: Destroy target noncreature artifact. If that artifact is an equipment and Envious Artificer is not equipped, gain control of artifact and attach it to Envious Artificer. He has always resented other people's skills in artifice.
2/1
Which means it creates this token :
So, long story short, this thread is made to celebrate this keyword, given that as I mentioned in the Create-a-card thread, I have just far, far too many ideas for this keyword (far, far more ideas and all my other keywords such as Decrepit and Etherform combined). I hope you don't mind this narcissistic display
Special thanks to clan-iraq, whose card HERE inspired me to make Invent mechanic.
Compulsive Disassembler U
Creature - Human Artificer (U)
At the beginning of your upkeep, sacrifice a Gadget. If you do, scry 1.
"There has got to be an explanation on how this intricate device could work like this."
1/1
Innovative Gearmaster 3U
Creature - Human Artificer (R)
Whenever you cast an artifact spell, invent. (To invent, put a colorless Gadget Equipment artifact token named Gadget with "Equip 1" onto the battlefield)
T, sacrifice four Gadgets attached to Innovative Gearmaster: Search your library for an artifact card and put it onto the battlefield, then shuffle your library.
1/3
Install Flame Cartridge 1R
Sorcery (U)
Invent twice. (To invent, put a colorless Gadget Equipment artifact token named "Gadget" with Equip 1 onto the battlefield)
Until end of turn, Gadgets you control gain "Equipped creature gets +1/+0".
"Nothing liven up an invention like explosives."
Novice Cannoneer 2R
Creature - Human Artificer (C)
When Novice Cannoneer enters the battlefield, invent. (To invent, put a colorless Equipment Gadget artifact token named Gadget with "Equip 1" onto the battlefield)
T, tap an untapped Gadget attached to Novice Cannoneer: Novice Cannoneer deals 2 damage to target creature or player.
1/2
Unstable Tinkerer 1R
Creature - Human Artificer (U)
When Unstable Tinkerer enters the battlefield, invent. (To invent, put a colorless Gadget Equipment artifact token named "Gadget" with Equip 1 onto the battlefield)
Whenever Unstable Tinkerer deals combat damage, if it is on the battlefield, sacrifice a Gadget attached to it. If you do, Unstable Tinkerer deals 2 damage to itself and each creature or player it dealt combat damage to.
1/3
Powerglove Tinkerer 2G
Creature - Human Artificer (U)
When Powerglove Tinkerer enters the battlefield, invent. (To invent, put a colorless Gadget Equipment artifact token with "Equip 1" onto the battlefield)
4G, T: Target creature you control gets +1/+1 until end of turn for each Gadget attached to it, then it fights another target creature.
2/2
Shielder Engineer 1GW
Creature - Human Artificer (R)
Creatures you control have "Tap three untapped Gadgets attached to this creature: This creature gains hexproof and indestructible until end of turn, and prevent all damage that would be dealt to this creature this turn".
GW, T: Invent. (To invent, put a colorless Gadget Equipment artifact token named "Gadget" with Equip 1 onto the battlefield)
2/2
Bulwark Machinist 4W
Creature - Human Artificer (U)
When Bulwark Machinist enters the battlefield, invent.
Each Gadget you control has "Equipped creature gets +0/+1".
3/3
Install Ferromagnet Device 1W
Sorcery (U)
Invent twice.
Until end of turn, Gadgets you control gain "1, T: Tap target Gadget you control and attach it to equipped creature".
Install Leap Booster 1U
Sorcery (U)
Invent twice.
Until end of turn, Gadgets you control gain "1, T: Equipped creature gains flying until end of turn".
Install Toxin Pockets 1B
Sorcery (U)
Invent twice.
Until end of turn, Gadgets you control gain "T: The next time a creature deals combat damage to equipped creature, that creature gets -1/-1 until end of turn."
Install Flamethrower 1R
Sorcery (U)
Invent twice.
Until end of turn, Gadgets you control gain "T: Equipped creature gets +1/+0 until end of turn".
Prolific Inventor 2R
Creature - Human Artificer (U)
At the beginning of your upkeep, invent.
He just couldn't settle for one design.
1/2
Install Bulkchanger 1G
Sorcery (U)
Invent twice.
Until end of turn, Gadgets you control gain "Equipped creature can't be blocked except by creatures with power greater than the number of Gadgets attached to equipped creature".
Powerglove Innovator 2G
Creature - Human Artificer (U)
When Powerglove Artificer enters the battlefield, invent.
1G, T: Target creature you control deals damage equal to the number of Gadgets attached to it to another target creature. That creature deals damage equal to its power to the creature you control.
Forcefield Engineer 3GW
Creature - Human Artificer (R)
Creatures you control have "GW, sacrifice two Gadgets attached to this creature: This creature gains hexproof and indestructible until end of turn".
GW, T: Invent.
3/4
Grafted Magnetism W
Enchantment - Aura (U)
Enchant creature
Whenever an Equipment enters the battlefield under your control, if enchanted creature is not equipped, attach that Equipment to enchanted creature.
"It would be easier to utilize these gadgets if they can fly to you at moment's notice."
Diamagnetic Pulse 1U
Instant (U)
Each creature target player controls gets -2/-0 until end of turn for each Equipment attached to it.
Woe to any inventor who did not see that many others would rather see them fail at their inventions.
Envious Artificer 2R
Creature - Human Artificer (R)
2R, T: Destroy target noncreature artifact. If that artifact is an equipment and Envious Artificer is not equipped, gain control of artifact and attach it to Envious Artificer.
He has always resented other people's skills in artifice.
2/1