Three Magic cards side by side over a blurred background: Kappa Cannoneer, Ironheart, Clever Champion and Whir of Invention, three cards with improvise

Improvise MTG: How It Works, Every Improvise Card and a $70 Ironheart Deck (2026)

Improvise is a Magic: The Gathering keyword that lets your artifacts help pay for a spell. For each generic mana in the spell’s total cost, you may tap an untapped artifact you control instead of paying that mana. The current reminder text puts it in one line: “Your artifacts can help cast this spell. Each artifact you tap after you’re done activating mana abilities pays for {1}.”

Improvise debuted in Aether Revolt (20 January 2017) as the set’s artifact mechanic. Only 23 cards have the keyword, plus three more that hand it out, and 20 of the 26 cards listed below cost under a dollar. Its Commander reputation comes from four cards played in over 120,000 decks each, and from 2026’s Ironheart, Clever Champion, which gives every noncreature spell you cast improvise.

This guide covers how improvise works (including the rulings that trip people up: summoning sickness, Treasure, mana rocks, Null Rod), every improvise card ranked by Commander play, how it compares with convoke, affinity and delve, legality in every format and a $70.28 budget Ironheart deck.

What is improvise in MTG?

Improvise is rule 702.126 of the Comprehensive Rules. Rule 702.126a reads: “Improvise is a static ability that functions while the spell with improvise is on the stack. ‘Improvise’ means ‘For each generic mana in this spell’s total cost, you may tap an untapped artifact you control rather than pay that mana.'” Rule 702.126b adds that it “isn’t an additional or alternative cost and applies only after the total cost of the spell with improvise is determined”, and 702.126c says multiple instances on the same spell are redundant.

Three things follow from that wording. Improvise only ever pays generic mana: the {3} in {3}{U}{U}, never the {U}. It uses any untapped artifact, not just mana rocks, so a Thopter token, an Equipment or a Treasure all count as one mana each. And it doesn’t change the spell’s mana cost or mana value, so a Reverse Engineer cast for {U}{U} is still a five-mana spell for anything that counts mana value.

Aether Revolt printed 16 of the 26 improvise cards. Since then the keyword has appeared in small handfuls: Saheeli’s Directive (Commander 2018), three Neon Dynasty Commander cards (Kappa Cannoneer, Organic Extinction, Universal Surveillance), two Fallout cards (Bottle-Cap Blast, Synth Infiltrator), Archway of Innovation (Modern Horizons 3), The Fifteenth Doctor (Secret Lair, 2023) and two Marvel Super Heroes cards in 2026 (Arc Reactor and Ironheart). Scryfall’s improvise search also returns Improvised Weaponry and Improvised Club; both just have the word in their names and have nothing to do with the keyword.

A golden mechanical statue of a woman with jointed metal arms lifts a blue-winged brass dragonfly toward the sky, in front of gleaming filigree towers and floating clockwork machines under a pale cloudy sky
Inspiring Statuary (Aether Revolt): three mana to give every nonartifact spell you cast improvise. It sits in 157,826 Commander decks. Art by Kirsten Zirngibl. Image via Scryfall; © Wizards of the Coast.

How improvise works

The keyword is short, but most real questions about it are about timing and which artifacts you can tap. These are the situations that come up, with the source for each.

SituationWhat happensSource
Which part of the cost can artifacts pay?Only generic mana. Improvise can’t pay {W}, {U}, {B}, {R}, {G} or {C} symbolsCR 702.126a; Aether Revolt release rulings
When do you tap the artifacts?After the total cost is locked in, including cost increases, reductions, additional and alternative costs. You activate mana abilities first, then tap artifacts for the restCR 702.126b; reminder text
A mana rock you already tapped for manaIt’s tapped, so it can’t also be tapped for improvise. Tap Sol Ring for {C}{C} or for improvise’s {1}, not bothAether Revolt release rulings
An artifact you sacrifice for mana while casting (Treasure, Lotus Petal)It’s gone before you pay, so you can’t tap it for improvise as wellAether Revolt release rulings
An artifact creature that just entered (summoning sick)You can tap it. Summoning sickness only stops attacking and the creature’s own {T} abilities; improvise is the spell’s abilityCR 302.6
Spells with {X}Choose X first. Whir of Invention for X = 3 costs {3}{U}{U}{U}; tap two artifacts and you pay {1}{U}{U}{U}Whir of Invention ruling
Alternative costsImprovise still applies, because it isn’t an alternative cost itselfAether Revolt release rulings
“Counter target spell unless its controller pays {3}”Improvise can’t pay that. It only pays the cost of casting the spell, not taxes paid on resolutionAether Revolt release rulings
Tapping an EquipmentThe equipped creature stays untapped and keeps the bonus. Tapped artifacts keep working unless they say otherwiseAether Revolt release rulings
A spell that sacrifices an artifact as an additional costYou can tap that artifact for improvise before you sacrifice itInspiring Statuary ruling
Two sources of improvise on one spellRedundant. You still tap one artifact per generic manaCR 702.126c

The practical upshot: improvise is free mana from artifacts that otherwise don’t make any. The big gains come from Thopters, Servos, Equipment, cantrip artifacts, Clues and Food, which you would never have tapped for mana anyway.

Treasure and improvise

Treasure is the most common artifact token in Commander (347 Commander-legal cards mention one), and improvise changes what it does. Sacrificing a Treasure gives one mana once. Tapping it for an improvise spell also pays {1}, but the Treasure stays on the battlefield and untaps next turn. On improvise spells, a pile of Treasure works like a pile of mana rocks that never runs out. You can still sacrifice them later for colored mana, which improvise can’t make.

Does Null Rod stop improvise?

No. Null Rod, Stony Silence and Collector Ouphe stop artifacts’ activated abilities. Tapping an artifact for improvise isn’t activating anything: it’s how you pay the spell’s cost, under rule 702.126a. So under Null Rod your mana rocks stop making mana, but every one of them can still be tapped for an improvise spell. That makes improvise one of the few ways an artifact deck keeps casting spells through its main hate cards.

Improvise vs convoke, affinity and delve

Improvise belongs to a family of mechanics that let something other than mana pay a spell’s cost. The difference is what you give up and which mana it can cover.

MechanicWhat paysColored mana?Resource after
Improvise (CR 702.126)Tap one untapped artifact per generic manaNoArtifacts untap next turn
Convoke (CR 702.51)Tap one untapped creature per mana; a creature of the right color can pay that colorYesCreatures untap next turn; until then they can’t attack or block
Affinity for artifactsCost goes down by {1} per artifact you control. Nothing gets tappedNoArtifacts stay untapped
Delve (CR 702.66)Exile one card from your graveyard per generic manaNoThe cards are gone for good

Affinity is the stronger keyword card for card: an artifact counts every turn, even tapped, and can still tap for mana or improvise. That’s why affinity cards (41 Commander-legal cards say “affinity for artifacts”) tend to carry higher printed costs. Convoke is the only one that can pay colored mana, which is why it supports double- and triple-pip costs; our convoke guide covers it in depth. Improvise and delve also stack: Treasure Cruise’s {7} can be paid with any mix of exiled cards, tapped artifacts and real mana, because both apply only after the total cost is set.

Every improvise card, ranked

All 26 cards with improvise or that grant it, sorted by the number of Commander decks that play them on EDHREC, with the first set they appeared in and the cheapest current printing on Scryfall.

CardCostTypeP/TFirst setCommander decks (EDHREC)Cheapest
Kappa Cannoneer{5}{U}Artifact Creature4/4NEC (2022)167,023$0.31
Archway of Innovation (grants improvise)Land—MH3 (2024)165,187$1.24
Inspiring Statuary (grants improvise){3}Artifact—AER (2017)157,826$0.27
Organic Extinction{8}{W}{W}Sorcery—NEC (2022)123,394$0.31
Whir of Invention{X}{U}{U}{U}Instant—AER (2017)121,348$5.52
Bottle-Cap Blast{4}{R}Instant—PIP (2024)41,181$1.54
Universal Surveillance{X}{U}{U}{U}Sorcery—NEC (2022)30,012$0.20
Arc Reactor{5}Artifact—MSH (2026)29,192$1.28
Reverse Engineer{3}{U}{U}Sorcery—AER (2017)17,749$0.18
Synth Infiltrator{3}{U}{U}Artifact Creature0/0PIP (2024)14,815$0.28
Ironheart, Clever Champion{4}{U}Legendary Artifact Creature3/4MSH (2026)12,270$0.31
Metallic Rebuke{2}{U}Instant—AER (2017)11,112$0.27
Saheeli’s Directive{X}{R}{R}{R}Sorcery—C18 (2018)10,560$1.01
Herald of Anguish{5}{B}{B}Creature5/5AER (2017)9,762$0.38
Battle at the Bridge{X}{B}Sorcery—AER (2017)9,373$0.29
The Fifteenth Doctor (grants improvise){2}{U}{R}Legendary Creature3/3SLD (2023)4,019—
Sly Requisitioner{4}{B}Creature2/2AER (2017)2,972$0.10
Maverick Thopterist{3}{U}{R}Creature2/2AER (2017)2,712$0.11
Barricade Breaker{7}Artifact Creature7/5AER (2017)2,138$0.11
Foundry Assembler{5}Artifact Creature3/3AER (2017)1,100$0.13
Freejam Regent{4}{R}{R}Creature4/4AER (2017)663$0.16
Bastion Inventor{5}{U}Creature4/4AER (2017)325$0.04
Enraged Giant{5}{R}Creature4/4AER (2017)294$0.05
Fen Hauler{6}{B}Creature5/5AER (2017)288$0.06
Sweatworks Brawler{3}{R}Creature3/3AER (2017)233$0.04
Wind-Kin Raiders{4}{U}{U}Creature4/3AER (2017)112$0.04

Five cards carry the keyword in Commander. Kappa Cannoneer (167,023 decks) is a six-drop that often costs just {U} in an artifact deck, then grows and becomes unblockable every time another artifact enters. Archway of Innovation (165,187) is a land that gives your next spell improvise, so it fits any blue deck with a few artifacts. Inspiring Statuary (157,826) is the old Ironheart: every nonartifact spell gets improvise, and the Statuary is an artifact to tap itself. Organic Extinction (123,394) is a ten-mana one-sided board wipe for artifact decks: it destroys every nonartifact creature, and with eight artifacts out it costs {W}{W}. Whir of Invention (121,348) is an instant-speed artifact tutor that, with enough artifacts, costs {U}{U}{U} for any X.

The rest are mostly Aether Revolt limited cards. Two are worth knowing about: Bottle-Cap Blast deals 5 for as little as {R} and turns excess damage into tapped Treasure, and Arc Reactor is a mana rock that pays for itself: with five artifacts out it’s free, and from the next turn it taps for {C}{C}{C}.

Close-up of a red and gold armored suit, its chest piece built around a round glowing white-blue reactor core, against a dark blue background
Arc Reactor (Marvel Super Heroes): {5} with improvise, enters tapped and taps for three colorless. In a deck with five artifacts it costs nothing. Art by Maxim Ruabtsev. Image via Scryfall; © Wizards of the Coast.

How many artifacts do you need for improvise?

Improvise is only as good as the number of untapped artifacts you have when you cast the spell, so the real question for Commander is how easy it is to get them. We counted Commander-legal cards on Scryfall by what they add to an improvise board.

Artifact sourceCommander-legal cardsWhat it adds to improvise
Cards that make Treasure347One untapped artifact each; it stays if you tap it instead of sacrificing it
Cards that make Food144One artifact each, and life later
Cards that make Servo or Thopter tokens76Artifact creature tokens: tap them the turn they arrive
Artifacts with mana value 0 (not lands)73Free artifacts: Ornithopter, Memnite, Welding Jar, Urza’s Bauble
Artifacts with mana value 1 (not lands)425Pay for themselves on the first improvise spell
Artifact lands34A land drop that also counts for improvise (you choose: tap for mana or for improvise)
Artifact creatures1,245Bodies that can tap the turn they enter
Cards that untap artifacts or permanents69Cast a second improvise spell the same turn (Clock of Omens, Dramatic Reversal)
All Commander-legal artifacts3,593The pool

Counts are Scryfall Oracle-text searches on 24 October 2026 (Commander-legal, paper), so wording quirks can move them by a few cards either way.

The practical rule: mana rocks that make two or more mana (Sol Ring, Hedron Archive, Arc Reactor) are better tapped for mana, because improvise only gets {1} out of them. One-mana rocks are a wash. Every artifact that doesn’t make mana is a pure gain, and that’s where improvise decks find most of their payments: tokens, baubles, Equipment and artifact creatures.

The best improvise commanders

Only two legal commanders have or grant improvise, and only one of them leads real numbers on EDHREC.

CommanderColorsWhat it does with improviseEDHREC decks as commander
Ironheart, Clever ChampionMono-blue{4}{U} 3/4 flyer with improvise; noncreature spells you cast have improvise589
The Fifteenth DoctorBlue-redThe first nonartifact spell you cast each turn has improvise; mills three on enter and attack and grabs a two- or three-mana artifact17

Ironheart is the one to build. It covers artifact noncreature spells too, which Inspiring Statuary doesn’t: your mana rocks, Equipment and baubles all get improvise, so every artifact you cast makes the next one cheaper. Its EDHREC top cards are what you would expect: Thought Monitor, Etherium Sculptor, Sai, Master Thopterist, Mystic Forge, Mishra’s Bauble and Welding Jar. If you prefer a different artifact commander, Inspiring Statuary and Archway of Innovation give any blue artifact deck the same effect for nonartifact spells; Urza, Lord High Artificer and Sai are the usual homes for them.

Budget Ironheart improvise deck ($70.28)

This is a 100-card Ironheart, Clever Champion list built around improvise. We validated it against Scryfall on 24 October 2026: every card is Commander-legal and mono-blue, there are no duplicates, and the total is $70.28 at the cheapest regular printing of each card. It runs 40 artifacts (13 mana rocks and 2 artifact lands among them), 32 lands and 47 noncreature spells that Ironheart gives improvise.

We measured what that means for the deck. Of the printed mana on Ironheart’s noncreature spells, 73% is generic, the part artifacts can pay (89 generic against 33 colored pips, with X counted as 0). Twenty of them cost generic mana only, so with enough artifacts out they are free: every mana rock, Lightning Greaves, Swiftfoot Boots, Cloud Key, Clock of Omens, Mind’s Eye and Inspiring Statuary. Seven gain nothing (Counterspell, Pongify, Rapid Hybridization and four zero-cost artifacts), and the five X spells (Whir of Invention, Universal Surveillance, Pull from Tomorrow, Blue Sun’s Zenith, Stroke of Genius) gain the most, because every artifact is another point of X.

The plan: deploy cheap and free artifacts early (Ornithopter, Memnite, Welding Jar, baubles, mana rocks), cast Ironheart for {U} or close to it, then chain noncreature spells. Thoughtcast and Reverse Engineer draw cards for {U} or {U}{U}. Ironheart doesn’t help creature spells, so the creatures bring their own discount: Kappa Cannoneer has improvise, and Thought Monitor has affinity for artifacts. Sai, Whirler Rogue, Efficient Construction and Thopter Spy Network make more artifacts as you go. Clock of Omens untaps artifacts, Cloud Key makes your chosen spell type cost {1} less, and Paradoxical Outcome returns your tapped artifacts to hand, draws a card for each and lets you recast them, the zero-cost ones for free and the rest mostly with improvise. Dramatic Reversal untaps everything for a second round. The Antiquities War, Psychosis Crawler, Steel Overseer and big X draw spells close the game.

Budget Ironheart Improvise - Commander Deck

100 cards — one click loads the full list into a TCGplayer cart so you can check real prices and grab the whole deck at once.

Buy this deck on TCGplayerAffiliate link — buying through it supports KrakenTheMeta at no extra cost to you.

The ten most expensive cards:

CardRole in the deckCheapest printing
FabricateTutor for any artifact$7.19 (MRD)
Whir of InventionInstant-speed artifact tutor with improvise$5.52 (PLST)
Urza’s BaubleFree artifact that draws a card$4.25 (MB2)
Lightning GreavesProtects Ironheart; free with two artifacts$3.49 (DRC)
Clock of OmensUntaps artifacts for a second improvise spell$3.30 (M13)
PongifyOne-mana creature removal$2.35 (PLST)
Vedalken ArchmageDraws a card for every artifact spell$2.34 (FDC)
CounterspellProtects the engine$2.32 (FDC)
Phyrexian WalkerFree artifact creature$2.22 (VIS)
Forensic GadgeteerMakes a Clue for every artifact spell$2.16 (MKM)

Where to spend more first: Cyclonic Rift ($29.53) and Inventors’ Fair ($18.50) were in the first draft and were cut for budget; Unwinding Clock ($21.45) untaps every artifact on each other player’s turn and is the best single upgrade. Mystic Forge, Mishra’s Bauble and Urza, Lord High Artificer’s best cards come after that. For a fully built artifact list from the community, a KrakenTheMeta user has published a mono-blue Urza, Lord High Artificer deck. To check how your own build curves out and how many artifacts it really has, paste it into the free MTG deck analyzer, and look up current prices for any card in the card price finder.

An explosion of orange fire fills the frame, with dozens of red and gold bottle caps spinning outward through the flames and sparks
Bottle-Cap Blast (Fallout): 5 damage for {4}{R} with improvise, and any excess damage to a creature becomes tapped Treasure. Art by Liiga Smilshkalne. Image via Scryfall; © Wizards of the Coast.

Improvise legality

All 26 cards are legal in Commander, Legacy and Vintage. None is banned or restricted anywhere, and none is on the Commander Game Changers list.

FormatImprovise cards legalNotes
Standard2Arc Reactor and Ironheart, Clever Champion (Marvel Super Heroes)
Pioneer18Every Aether Revolt card, plus the two Marvel cards
Modern20Adds Kappa Cannoneer and Archway of Innovation
Pauper6Bastion Inventor, Fen Hauler, Foundry Assembler, Metallic Rebuke, Reverse Engineer, Sweatworks Brawler
Commander, Legacy, Vintage26All of them
Arena (Historic, Timeless)1814 Aether Revolt cards (not Bastion Inventor or Foundry Assembler) plus Kappa Cannoneer, Archway and the two Marvel cards; Brawl allows 18 too

Ironheart’s Standard legality makes it the only improvise commander for Standard Brawl on Arena.

Is improvise good?

In an artifact deck, yes: it turns every artifact that doesn’t make mana into one that does, for one spell a turn, and it keeps working under Null Rod. Outside artifact decks it’s close to blank, because the cards are overcosted on purpose (Barricade Breaker is a {7} 7/5, Organic Extinction is ten mana) on the assumption that you will tap three to six artifacts for them. The four big Commander staples are played for that reason: in a deck with 25 or more artifacts, Kappa Cannoneer, Organic Extinction and Whir of Invention routinely cost only their colored pips.

Improvise also pairs well with other mechanics that use artifacts without spending them. Vehicles are artifacts you can tap for improvise on the turn you don’t crew them, and artifact tutors like Whir and Fabricate find the engine pieces. For more blue tricks that cheat on mana, see prowess and our best blue creatures list.

Frequently asked questions

What does improvise do in MTG?

Improvise lets you tap untapped artifacts you control to pay a spell’s generic mana: each artifact you tap pays {1}. It can’t pay colored or colorless ({C}) symbols, and it doesn’t change the spell’s mana value.

Can you tap summoning-sick artifact creatures for improvise?

Yes. Summoning sickness (CR 302.6) only stops a creature from attacking and from activating its own abilities with {T} in the cost. Tapping it for improvise is part of paying for the spell, so a Thopter token that entered this turn can pay.

Can I tap a Treasure for improvise?

Yes, and it stays on the battlefield. Tapping a Treasure for improvise pays {1} without sacrificing it. You just can’t sacrifice it for mana in the same casting, because it’s already tapped.

Can I tap Sol Ring for mana and for improvise?

No. An artifact can only be tapped once. If you tap Sol Ring for {C}{C}, it’s tapped and can’t pay improvise. For any rock that makes two or more mana, tapping it for mana is better.

Does Null Rod stop improvise?

No. Null Rod stops artifacts’ activated abilities. Tapping an artifact for improvise isn’t an activated ability, so it still works.

Is improvise an alternative cost?

No. It applies after the total cost is determined, so it works together with alternative costs, additional costs, cost reductions and delve.

How does improvise work with X spells?

Choose X first, then tap artifacts for any generic part of the total cost. Whir of Invention with X = 3 costs {3}{U}{U}{U}; tapping three artifacts leaves {U}{U}{U}.

What’s the difference between improvise and affinity for artifacts?

Affinity reduces the cost by {1} for each artifact you control without tapping anything. Improvise needs untapped artifacts and taps them. Affinity is stronger, which is why affinity spells usually cost more.

What is the best improvise commander?

Ironheart, Clever Champion. It gives every noncreature spell you cast improvise, including artifact spells, and leads 589 decks on EDHREC. The Fifteenth Doctor (blue-red) only gives your first nonartifact spell each turn improvise.

Is improvise in Standard?

Yes, on two cards: Arc Reactor and Ironheart, Clever Champion from Marvel Super Heroes (2026). The other improvise cards rotated out with Aether Revolt.

Build your next deck with AI

KrakenTheMeta’s AI deck builder researches the current meta and writes you a complete, format-legal decklist in about a minute — free to try.

Build a Deck with AIor browse community decks

Similar Posts