Ok, the 3 Transmutes answers the question because you can turn anything into the Sword of the Meek if it's appropriate. I still prefer 1 Thopter Foundry, but I play more permanent win-cons than you do so I can see going with 2 from your perspective as long as you have several ways to bring up the Sword.
The way I play the list I really want the sol land/mana rock combo in hand early on. Ideally in the opener. So I am willing to go with the dead pull late to get the better draw early. 28 is always where I want to be in terms of mana and my breakdown is 21/7 lands/rocks. You are going 22/6 which probably indicates that you are going heavier control in the build than I am. We both have the same number of dead draws late, with my 7th mana rock matching up against your 22nd land.
Engineered Plague beats Elves, Death and Taxes, Mentor Miracles, Storm (Empty the Warrens), anything that relies on tokens, it's great against control lists playing True-Name Nemesis and/or Vendilion Clique as their answers to creature removal. It beats all sorts of oddball lists that pop up from time to time using white and black hatebears. It's great against Dark Confidant and Young Pyromancer. It beats the oddball Faeries list that sweeps into round 5 because people have forgotten it exists. It's one of the best under-used hate cards in the meta.
When I'm playing the cantrip suite I'm ok with playing just 1 in the sideboard. In this list I play 2 because it will win me games when I can find it and I don't have a lot of ways to go do that in this particular list.
Curse of Death's Hold is great but it will never be fast enough against Elves or Empty the Warrens, even when you land it on turn 3. It will be hard to land against Death and Taxes because they will keep tapping your sol land during your upkeep. Just my opinion.
Fair point against Curse, but it's not the only thing I have against those decks. I have Cursed Totem, Deluge, and Chains on top of Plague for Elves, and my maindeck rarely loses to Storm in the first place, even with a Warrens draw. I see Curse more as a nail in the coffin than a first line of defense most of the time, since it hits everything instead of just most/some things.
Looking at my list, I'm thinking that most things are locked in what I want to play and I have five cards I'm not sure about. Those are the two Wurmcoil Engine, two Liliana of the Veil, and the Relic of Progenitus.
I want some kind of big threat besides planeswalkers, and it's mostly between Wurmcoil and Lodestone Golem. I've run Golem before, and I do like that it's another big threat that can be dropped on turn 2. But I think I'm good enough against combo and need more help against the fair/midrange/creature decks. I don't like that the Golem dies to Bolt, even if he does tax it, and Wurmcoil is the best threat I know of against fair decks. Only Swords to Plowshares really deals with it efficiently. If there's something that works better I'm open to changing it, but if I run a creature in this slot I don't think I'll find a better one.
I don't know which graveyard hate card to run in the main deck slot. I'm debating between Relic, Nihil Spellbomb, and Grafdigger's Cage (which is currently in the board, which would open a slot there). I've been reading around that Reanimator could be a big thing at the GP, so Relic may not be the right choice. The Cage was in the main deck until recently, and I might move it back because it's good against Elves as well as graveyard decks. If I do go with Leyline of the Voids in the sideboard that would be plenty of graveyard hate and leave me with an extra slot.
Liliana is the most open to change. I really don't know if it will work out or not. There are two main reasons I decided to try her out. First, I know that she has been great against fair decks in other decks I have played her (mainly Jund/BG style decks), and second that she plays very well with Ensnaring Bridge. There have been several games where I have Bridge out, but I struggle to empty my hand enough to keep it relevant, especially when I want to plus a Tezzeret or brainstorm with Jace and put another card in my hand. My main concern with Liliana is the mana - 1BB is an awkward cost in this deck. Adding Lili and moving Damnation to the main are the reason that the 5th fetch is black instead of blue.
Some random cards I've considered (some more seriously than others), whether for the main deck or the sideboard. Ratchet Bomb for general utility. Staff of Nin for long-game endurance. Trading Post mostly for life gain, but for everything really. Duplicant as an answer to the giant creature decks, whether Show or Reanimate. Lodestone Golem, as mentioned above. Karn Liberated to go bigger than everything.
More Damnation.
Liliana is really good in the list. She's a bailout against a lot of things that will cause problems if not dealt with and she's also good against just about anything that needs to put 2+ cards together at a time to win.
I'm happy with her as just another way to get rid of Deathrite Shaman, which other than Sensei's Divining Top is the card I least like seeing on the table opposite me early on.
I played Friday night but I was not well and so I made some shaky plays, going 2-1-1 on the night. I beat Elves and Storm and then lost to Shardless BUG and drew against Mentor Miracles. I should have beaten Miracles but I let game 1 run too long before losing and I ran out of time at the end with a good board position. The Shardless BUG loss was just one of those matches where he drew great and I drew average and he attritioned me out of the match, using Abrupt Decay to take down my locking pieces in the process.
When I was playing the first match against Elves I realized I wasn't feeling well at all and I probably should have just scooped and gone home but I hadn't been there in a few weeks and we had a decent crowd (11 players) and I decided to stick it out.
I agree on the more Damnation. I've wanted to go up to 3 for awhile now but I can't find the thing to remove to get there. Tezzeret the Seeker wins me games out of nowhere at times and I don't want to go down to a singleton there. Dimir Charm I'd rather take up to 3 than down to 1. The Mindbreak trap wins me games occasionally and it was the reason I won the middle game against Shardless Bug. I had the Trinisphere/Crucible of Worlds/Wasteland lock going against him and he tried to Abrupt Decay the Crucible and I Mindbreak Trapped it and then beat him. He couldn't find enough fetches after he broke 2 the first attempt and so I kept him at 1 land forever as he waited for fetches to drop anything other than his basic forest.
Finally back everyone. Recently got a new job and then moved so I've been super busy and magic has had a back seat for a bit.
But played an iq last night. Unfortunately I went 2-3 with one win a bye. Feel I just had an off night and my version needs some upgrades. After finally being able to sit down and read up on what I've missed, I really feel I need three trinispheres and now I'm on the fence for Force
Here's list (on phone so can't link)
4 tombs
3 city of traitors
4 delta
1 misty rainforest
2 underground sea
2 island
1 swamp
1 seat of synod
1 vault of whispers
1 urborg.
1 Academy ruins
4 strix
2 revokers
4 signets
2 talisman
4 chalice
1 trinisphere
2 ensnaring bridge
2 thopter foundry
2 sword of the meek
4 force of will
2 thirst for knowledge
1 thopter spy network
1 Jace TMS
1 ashiok
4 tezzeret agent
2 transmute artifact
1 toxic deluge
Sideboard
4 Leyline of the void
1 helm
2 tropical island
3 abrupt decay
1 bridge
2 damnation
1 toxic deluge
1 Jace TMS
So round one I played deathbed. Took me a bit to realize what I was playing at first. Looked like miracles for a good while and won game one. Then just ran out of gas the last two games and monastery mentor took over both games. Couldn't get bridge out fast enough and had my only bridge abrupt decayed
Round two lost against burn (wife)
Locked her out game one with chalice turn one and sphere on turn two. On to next games where price of progress wrecked my face plus fireplace to win. Chalice didn't matter game two and couldn't find it game three with a mulligans to four.
Round three had me on the bye
Round four I played another deathblade deck. Game one I won with ease. But game two I lost to true names and then game three I lost to creeping tar pits. Again couldn't get to my bridges. And then had both damnation from sideboard but didn't matter with tar pit.
Round five won 2-0 against a mono blue mill deliver. Game one almost lost to double deliver flipped but came out with strip and ruins for the win. Game two was drug out and crazy. Played against two in play energy Flux but got lucky enough to not have two abrupt decays milled.
Like I said, I want more spheres and debating about less or no forces or something. Going to take some tweaking to fine tune but atm with three spheres and I'm thinking a third thirst will help me in the right direction.
Sleeved it up and took it to a local Legacy day. Only had 6 players show, so couldn't get it sanctioned, but it gave me a day of playtesting.
Pre-event
Test game against Shardless. He mulled to 5, but kept a hand with T1 discard. I kept a hand with fast mana, a Sword, Blue Tezz, and a Transmute. His T1 Duress ate my Transmute, and his subsequent Hymn took my Tezz. He attritioned me out slowly. Didn't finish the game, but an active Jace with Decay backup is tough to fight through.
Round 1
vs. 8-Rack
Game 1 I stick a T1 chalice on 1 and he gets sad. Draw lots of mana for a few turns, then stick thopter sword and he scoops when the 10th token hits the table. Game 2 I don't know what he's on other than Swamps, so I board in some GY hate. I start with a Leyline on turn Zero. He hits me Hith a Duress and takes my Chalice. He poxes away both of our landbases and hands, but I win the topdeck game and get enough mana-rocks to stick Blue Tezz and fetch Helm for the win.
(1-0)
Round 2
vs. ANT
Game 1 he Discards my Chalice turn 1. I don't draw into any more hate before he can storm out on turn 3.
Game 2 I mull to 5, keeping mana rocks and a Tezz Seeker. I topdeck a quick Chalice on 1 to slow him down a few turns, then cast a Chalice for 0 and stick Tezz to fetch 3Sphere. I think I'm set to start slowly grabbing combo pieces, but he's able to Decay 3Sphere and Chalice on 1 next turn. He Storms before I can rebuild defenses.
(1-1)
Round 3
vs. Storm
Game 1 I T1 Chalice on 1, then T2 Sword and T3 Transmute into Foundry. Not sure which storm variant he's on, so I just board in 3Sphere and Lodestone, with Leyline Helm to get around Past in Flames.
Game 2 I T1 Chalice, then natural draw T2 Sword and T3 Lodestone. In a few turns, I find a Foundry and he scoops.
(2-1)
All in all, happy with the day. Feel a little bad losing to ANT, but sometimes Decay ruins your day. I'm liking how the deck runs so far, and excited to see how it does in a wider meta. Definitely need to figure out a plan for Shardless... gonna be adding The Abyss to the sideboard when I can afford one or two.
How's your draws or mulligans? I run two thirst for knowledge and feel I'd like a third because many games come to top decking. Has that been an issue?
Mulligans are sometimes rough. There aren't many dead hands, as even if a hand is all mana rocks and land, you're drawing live into must-answer threats a lot of the time. Hands with no Sol land and no chalice are pretty much garbage, since it's turn 3 before anything useful can happen.
As far as draw, I haven't felt like I needed much more. Strix replaces itself, baby Tezz and Jace draw/filter nicely when they stick. Transmute and big Tezz tutor for what you need.
Games do come down to top decking, but usually by that point, you're top decking must-answer after must-answer. Once something gets through, you're back in business.
I think you have to have 7 Sol lands and 7 ways to go broken with them by turn 2 at this point. Legacy is so fast at the moment. That's why I went with the 3 Trinispheres alongside the 4 Chalices. Sol land into mana rock into turn 2 planeswalker is the other way to apply heavy pressure. I'd go 8 Sol lands except I really don't want to go to 29 mana sources and I don't want to drop to 6 rocks either. Crucible of Worlds/Wasteland is another way to go broken in the right matchup, although the Crucible tunes out in a bunch of matchups also.
I have added wastelands and crucible of worlds. It has been working pretty well. I have 2 Transmute Artifacts and 2 Tezzeret the Seekers to get my main "silver bullets": Crucible of Worlds, Ensnaring Bridge, Trinisphere. I also run a 1 of Spellskite which I can get to protect a particularly effective silver bullet.
I am down to 5 mana rocks. 4 Mox Diamond and 1 Dimir Signet. Mox Diamond gives me more turn 2 chalices and even turn 1 trinisphere. I'm running 23 lands now.
hi guys, im looking to pilot this deck in modern but im not entirely happy with where the deck is at right now, any suggestions from you as to what could make the deck viable in modern? i've decided on playing muddle the mixture and reshape over thirst for knowledge (which might end up as a 1 of). other than that i can't really see any way to improve short of unbannings and/or functional reprints of lands etc. any help from you guys would be awesome since you know how the deck works and it is a competitive deck in legacy.
Wrong thread for a Modern discussion of the archetype. I will say that the lockout version with Chalice of the Void is not good in Modern. There are too many lists that don't care if you lockout 0cc and 1cc spells and it is generally too slow without the Sol lands.
Go check out the Modern Tezzerator thread for ideas. Be prepared to see lists that are much more like Affinity then Legacy Tezzerator and that unfortunately are slower than the real Affinity in a meta that is prepared to face Affinity or auto-lose at least one round in a big tourney.
If the life isn't a bother, just run Watery grave. If you're not running fetches, than there are plenty of other options to give you the same results. I'd say the ancient tombs and city if traitors is more important.
I'm back to the drawing board on legacy Tezz in preparation for a legacy event in September.
Will try and keep you posted on updates but post your list and we will see what we can help with
Thanks for the update. I might have to test out some daretti. I've felt the deck lacking something recently and maybe he is it. I'm always messing with new ways to improve it and glad u found something that works.
And yeah, death n taxes is just God awful to play against. I'd been trying a Sultai version for a bit with some Abrupt decays main board and it's been alright. Next legacy event is at the end of November for me.
If Chandra is the real deal in kaladesh, maybe she could be interesting in a grixis build. Testing it in my modern Tezz but she seems good when hiding behind bridges lol
I added in a one of Inventors' Fair, swapping out the Urborg in my Grixis list. The incidental life gain is trivially easy to trigger, and it mattered in the two matchups this week where I had it in play.
Having it as a way to tutor for specific artifacts was also amazing. Although slow, you can tutor out combo or lock pieces turn by turn if you start by tutoring for Crucible of Worlds and replaying Inventors' Fair after each use.
The way I play the list I really want the sol land/mana rock combo in hand early on. Ideally in the opener. So I am willing to go with the dead pull late to get the better draw early. 28 is always where I want to be in terms of mana and my breakdown is 21/7 lands/rocks. You are going 22/6 which probably indicates that you are going heavier control in the build than I am. We both have the same number of dead draws late, with my 7th mana rock matching up against your 22nd land.
Engineered Plague beats Elves, Death and Taxes, Mentor Miracles, Storm (Empty the Warrens), anything that relies on tokens, it's great against control lists playing True-Name Nemesis and/or Vendilion Clique as their answers to creature removal. It beats all sorts of oddball lists that pop up from time to time using white and black hatebears. It's great against Dark Confidant and Young Pyromancer. It beats the oddball Faeries list that sweeps into round 5 because people have forgotten it exists. It's one of the best under-used hate cards in the meta.
When I'm playing the cantrip suite I'm ok with playing just 1 in the sideboard. In this list I play 2 because it will win me games when I can find it and I don't have a lot of ways to go do that in this particular list.
Curse of Death's Hold is great but it will never be fast enough against Elves or Empty the Warrens, even when you land it on turn 3. It will be hard to land against Death and Taxes because they will keep tapping your sol land during your upkeep. Just my opinion.
Looking at my list, I'm thinking that most things are locked in what I want to play and I have five cards I'm not sure about. Those are the two Wurmcoil Engine, two Liliana of the Veil, and the Relic of Progenitus.
I want some kind of big threat besides planeswalkers, and it's mostly between Wurmcoil and Lodestone Golem. I've run Golem before, and I do like that it's another big threat that can be dropped on turn 2. But I think I'm good enough against combo and need more help against the fair/midrange/creature decks. I don't like that the Golem dies to Bolt, even if he does tax it, and Wurmcoil is the best threat I know of against fair decks. Only Swords to Plowshares really deals with it efficiently. If there's something that works better I'm open to changing it, but if I run a creature in this slot I don't think I'll find a better one.
I don't know which graveyard hate card to run in the main deck slot. I'm debating between Relic, Nihil Spellbomb, and Grafdigger's Cage (which is currently in the board, which would open a slot there). I've been reading around that Reanimator could be a big thing at the GP, so Relic may not be the right choice. The Cage was in the main deck until recently, and I might move it back because it's good against Elves as well as graveyard decks. If I do go with Leyline of the Voids in the sideboard that would be plenty of graveyard hate and leave me with an extra slot.
Liliana is the most open to change. I really don't know if it will work out or not. There are two main reasons I decided to try her out. First, I know that she has been great against fair decks in other decks I have played her (mainly Jund/BG style decks), and second that she plays very well with Ensnaring Bridge. There have been several games where I have Bridge out, but I struggle to empty my hand enough to keep it relevant, especially when I want to plus a Tezzeret or brainstorm with Jace and put another card in my hand. My main concern with Liliana is the mana - 1BB is an awkward cost in this deck. Adding Lili and moving Damnation to the main are the reason that the 5th fetch is black instead of blue.
Some random cards I've considered (some more seriously than others), whether for the main deck or the sideboard.
Ratchet Bomb for general utility.
Staff of Nin for long-game endurance.
Trading Post mostly for life gain, but for everything really.
Duplicant as an answer to the giant creature decks, whether Show or Reanimate.
Lodestone Golem, as mentioned above.
Karn Liberated to go bigger than everything.
More Damnation.
I'm happy with her as just another way to get rid of Deathrite Shaman, which other than Sensei's Divining Top is the card I least like seeing on the table opposite me early on.
I played Friday night but I was not well and so I made some shaky plays, going 2-1-1 on the night. I beat Elves and Storm and then lost to Shardless BUG and drew against Mentor Miracles. I should have beaten Miracles but I let game 1 run too long before losing and I ran out of time at the end with a good board position. The Shardless BUG loss was just one of those matches where he drew great and I drew average and he attritioned me out of the match, using Abrupt Decay to take down my locking pieces in the process.
When I was playing the first match against Elves I realized I wasn't feeling well at all and I probably should have just scooped and gone home but I hadn't been there in a few weeks and we had a decent crowd (11 players) and I decided to stick it out.
I agree on the more Damnation. I've wanted to go up to 3 for awhile now but I can't find the thing to remove to get there. Tezzeret the Seeker wins me games out of nowhere at times and I don't want to go down to a singleton there. Dimir Charm I'd rather take up to 3 than down to 1. The Mindbreak trap wins me games occasionally and it was the reason I won the middle game against Shardless Bug. I had the Trinisphere/Crucible of Worlds/Wasteland lock going against him and he tried to Abrupt Decay the Crucible and I Mindbreak Trapped it and then beat him. He couldn't find enough fetches after he broke 2 the first attempt and so I kept him at 1 land forever as he waited for fetches to drop anything other than his basic forest.
But played an iq last night. Unfortunately I went 2-3 with one win a bye. Feel I just had an off night and my version needs some upgrades. After finally being able to sit down and read up on what I've missed, I really feel I need three trinispheres and now I'm on the fence for Force
Here's list (on phone so can't link)
4 tombs
3 city of traitors
4 delta
1 misty rainforest
2 underground sea
2 island
1 swamp
1 seat of synod
1 vault of whispers
1 urborg.
1 Academy ruins
4 strix
2 revokers
4 signets
2 talisman
4 chalice
1 trinisphere
2 ensnaring bridge
2 thopter foundry
2 sword of the meek
4 force of will
2 thirst for knowledge
1 thopter spy network
1 Jace TMS
1 ashiok
4 tezzeret agent
2 transmute artifact
1 toxic deluge
Sideboard
4 Leyline of the void
1 helm
2 tropical island
3 abrupt decay
1 bridge
2 damnation
1 toxic deluge
1 Jace TMS
So round one I played deathbed. Took me a bit to realize what I was playing at first. Looked like miracles for a good while and won game one. Then just ran out of gas the last two games and monastery mentor took over both games. Couldn't get bridge out fast enough and had my only bridge abrupt decayed
Round two lost against burn (wife)
Locked her out game one with chalice turn one and sphere on turn two. On to next games where price of progress wrecked my face plus fireplace to win. Chalice didn't matter game two and couldn't find it game three with a mulligans to four.
Round three had me on the bye
Round four I played another deathblade deck. Game one I won with ease. But game two I lost to true names and then game three I lost to creeping tar pits. Again couldn't get to my bridges. And then had both damnation from sideboard but didn't matter with tar pit.
Round five won 2-0 against a mono blue mill deliver. Game one almost lost to double deliver flipped but came out with strip and ruins for the win. Game two was drug out and crazy. Played against two in play energy Flux but got lucky enough to not have two abrupt decays milled.
Like I said, I want more spheres and debating about less or no forces or something. Going to take some tweaking to fine tune but atm with three spheres and I'm thinking a third thirst will help me in the right direction.
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1 Academy Ruins
3 Underground Sea
3 Wasteland
4 Polluted Delta
2 Island
1 Swamp
1 Urborg, Tomb of Yawgmoth
4 Ancient Tomb
2 City of Traitors
1 Seat of the Synod
Creatures:
4 Baleful Strix
Planeswalkers:
4 Tezzeret, Agent of Bolas
2 Tezzeret the seeker
1 Jace, the mind sculptor
4 Dimir Signet
2 Talisman of Dominance
1 Pithing Needle
1 Relic of Proginitus
4 Chalice of the Void
2 Sword of the Meek
3 Thopter Foundry
1 Crucible of Worlds
2 Ensnaring Bridge
Spells:
4 Force of Will
2 Transmute Artifact
1 Toxic Deluge
4 Leyline of the Void
1 Helm of Obedience
2 Cursed Totem
1 Trinisphere
2 Lodestone Golem
1 Tsabo's Web
1 Misdirection
1 Damnation
1 Echoing Truth
1 Engineered Plauge
Sleeved it up and took it to a local Legacy day. Only had 6 players show, so couldn't get it sanctioned, but it gave me a day of playtesting.
Pre-event
Test game against Shardless. He mulled to 5, but kept a hand with T1 discard. I kept a hand with fast mana, a Sword, Blue Tezz, and a Transmute. His T1 Duress ate my Transmute, and his subsequent Hymn took my Tezz. He attritioned me out slowly. Didn't finish the game, but an active Jace with Decay backup is tough to fight through.
Round 1
vs. 8-Rack
Game 1 I stick a T1 chalice on 1 and he gets sad. Draw lots of mana for a few turns, then stick thopter sword and he scoops when the 10th token hits the table. Game 2 I don't know what he's on other than Swamps, so I board in some GY hate. I start with a Leyline on turn Zero. He hits me Hith a Duress and takes my Chalice. He poxes away both of our landbases and hands, but I win the topdeck game and get enough mana-rocks to stick Blue Tezz and fetch Helm for the win.
(1-0)
Round 2
vs. ANT
Game 1 he Discards my Chalice turn 1. I don't draw into any more hate before he can storm out on turn 3.
Game 2 I mull to 5, keeping mana rocks and a Tezz Seeker. I topdeck a quick Chalice on 1 to slow him down a few turns, then cast a Chalice for 0 and stick Tezz to fetch 3Sphere. I think I'm set to start slowly grabbing combo pieces, but he's able to Decay 3Sphere and Chalice on 1 next turn. He Storms before I can rebuild defenses.
(1-1)
Round 3
vs. Storm
Game 1 I T1 Chalice on 1, then T2 Sword and T3 Transmute into Foundry. Not sure which storm variant he's on, so I just board in 3Sphere and Lodestone, with Leyline Helm to get around Past in Flames.
Game 2 I T1 Chalice, then natural draw T2 Sword and T3 Lodestone. In a few turns, I find a Foundry and he scoops.
(2-1)
All in all, happy with the day. Feel a little bad losing to ANT, but sometimes Decay ruins your day. I'm liking how the deck runs so far, and excited to see how it does in a wider meta. Definitely need to figure out a plan for Shardless... gonna be adding The Abyss to the sideboard when I can afford one or two.
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As far as draw, I haven't felt like I needed much more. Strix replaces itself, baby Tezz and Jace draw/filter nicely when they stick. Transmute and big Tezz tutor for what you need.
Games do come down to top decking, but usually by that point, you're top decking must-answer after must-answer. Once something gets through, you're back in business.
I am down to 5 mana rocks. 4 Mox Diamond and 1 Dimir Signet. Mox Diamond gives me more turn 2 chalices and even turn 1 trinisphere. I'm running 23 lands now.
Ux Whirza
Rb Goblins
Legacy
U Urza Stompy
Duel Commander
Sai, Master Thopterist
Wrong thread for a Modern discussion of the archetype. I will say that the lockout version with Chalice of the Void is not good in Modern. There are too many lists that don't care if you lockout 0cc and 1cc spells and it is generally too slow without the Sol lands.
Go check out the Modern Tezzerator thread for ideas. Be prepared to see lists that are much more like Affinity then Legacy Tezzerator and that unfortunately are slower than the real Affinity in a meta that is prepared to face Affinity or auto-lose at least one round in a big tourney.
I'm back to the drawing board on legacy Tezz in preparation for a legacy event in September.
Will try and keep you posted on updates but post your list and we will see what we can help with
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3 Dack Fayden
3 Daretti, Ingenious Iconoclast
2 Transmute Artifact
4 Force of Will
4 Baleful Strix
4 Chalice of the Void
2 Ensnaring Bridge
4 Dimir Signet
2 Izzet Signet
3 Thopter Foundry
1 Sword of the Meek
1 Ratchet Bomb
2 Underground Sea
1 Volcanic Island
4 Polluted Delta
1 Creeping Tar Pit
1 Urborg, Tomb of Yawgmoth
1 Academy Ruins
3 Wasteland
1 Darkwater Catacombs
2 Island
1 Swamp
1 City of Traitors
1 Badlands
Any good examples or match ups you have found?
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And yeah, death n taxes is just God awful to play against. I'd been trying a Sultai version for a bit with some Abrupt decays main board and it's been alright. Next legacy event is at the end of November for me.
If Chandra is the real deal in kaladesh, maybe she could be interesting in a grixis build. Testing it in my modern Tezz but she seems good when hiding behind bridges lol
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Having it as a way to tutor for specific artifacts was also amazing. Although slow, you can tutor out combo or lock pieces turn by turn if you start by tutoring for Crucible of Worlds and replaying Inventors' Fair after each use.
Anyone else tried it out yet?
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