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I was going to make a bant investigate deck, since those are the investigate colors, but I wanted to call the deck Blue's Clues (A children's' show) and it seemed weird not to have it be mono blue. Then I just really liked the way the deck turned out. Mechanized production is a perfect wincon for the deck, but I try to keep it under 30$, and it's a bit expensive so I can't have a full playset. A lot of the Kaladesh cards help out. Thanks to Wizards for thinking ahead like that.
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Aether Revolt came with an interesting mechanic that can be of use for you: Improvise. "Bastion Inventor" is a good example for this mechanic and can be a solid, protected, beater, "Wind-Kin Raiders" a beater with evasion and "Metallic Rebuke" is a great control-spell for low mana if you have some clues on the field. I'm not fully understanding "Padeem, Consul of Innovation"in here as tokens have cc0 with Kaladesh in the current standard-meta it's very likely that your opponent will have some, more expensive, artifacts on the field (Even when you get Tamiyo's Journal on the field some vehicles can be more expensive). Last I would add 2-3 additional lands, even if that would put you above the desired 60 cards. You simply want to be able to investigate any time you want to and even if your mana-curve looks Ok it's max is at 2 and not at 1. GreetingsMuktol
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I added in two Bastion Inventors, it needed a few more creatures. Padeem's mainly to give them hexproof. Also, if I happen to get him out with Tamiyo's Journal, then his ability might activate. You're right about the lands though. Any idea what I should cut?
Hard to tell as I don't know the standard-meta. Stomach feeling would tell me "Era of Innovation" as it doesn't really help you with the clues and is 'only' an expensive carddraw. Further you can sacrifice a clue-token in an instant but you'll have to wait until you have 5 energy to make use of this one, so it's more prone to removal.
Thank you.
+1 from meI made a Bant investigation deck on my account but I like this mono blue version alsoSome things I'd personally change:-1Gone Missing+2 erdwal illuminatior+1 land (I like 24 but that's just me)-3 fleeting memories-2 negate+3 metallic rebuke
Could I hear your reasoning on Fleeting Memories?
I can try:Its probably just me but I don't see a reason in running that unless your just going for the cheap investigationIn which case I would go with more Press for AnswersI have seen Fleeting Memories run in some more recent mill decks but I don't think your going for thatIs there a reason for that card that I'm not seeing?
The one reason that would come to my mind why to keep it is rather simple. Disturb your opponents game-plan. While not as strong as discard or removal it helps by moving cards your opponent might need somewhere it will be hard for him to get to: The graveyard.
Your right I guessIt's just a friend told me once for that kind of thing that it's all in your head because you could also just dig them closer to wha they needI don't know if that's makes senseMight just be me