Could you give some examples where you have really like Torpor Orb. Why was it better in those situations than cage?
I should say I've gone back and forth, and find Torpor Orb a little better but not a ton. I think it may be right to use them both. Against Kiki-Chord, cage shuts down chord but that is truly it. Aside from Kataki and Pridemage, all their effects are ETB. Most lists do not seem to run Kataki because it can be a bit too slow against affinity. That is, if they puked their hand and are going all in for a Ravager kill, Kataki won't help. And you know they keep in all their removal. All that is to say, more Pridemages and Rec Sages are correct. And in that light, a Needle on Pridemage and a Torpor Orb shuts down almost everything this deck does.
Affinity: because of the inbred meta game right now, I see 3 grudges in most boards. This makes me lean towards Cage again.
U/W Eldrazi: Make sure you needle the displacer game 1, because they can do shenanigans to make you draw 4-6 cards in a row and swing through bridge. Post board, you want the Leyline because they run Recall and Seer. Not enough to use Orb.
G/R Eldrazi: Pack it up and go home. Just accept you aren't going to win this match. 4 main Worldbreaker, 4 Mindstone for instant speed draws. Go look at the top list and realize they bring in literally all 15 of their sideboard in. Cage is obviously better here, as everything except Seer is a cast trigger.
Grixis: Orb and Cage are pretty similar, both hit Snapcaster. Difference is that Orb also gets Clique. Cage may stop a flipped Jace from using -3, but you still need to Needle him because they will eventually emblem to kill you. I think Orb is better here.
Living End: Orb turns off Ingot Chewers (and some lists run Avalanche man).
Scapeshift: It seems they have gone away from reactive blue and to a faster RG with prime time. Orb stops the first trigger and you can't take out any bridge against this version. If you don't get the GQ surgical on valakut, expect a grindy match.
Jund: Neither is great. Orb only hits Pia, Cage only for Grudge, but Jund is usually diverse in their threats to not run more than 2.
Conclusion: if your local meta is more diverse, Orb is overall better than Cage in my opinion. If your meta looks like Affinity vs Eldrazi, then Cage will serve you better against Affinity (depending on how many of your own Ancient Grudges you run). Either way, I cannot ever advocate for cutting pyxis in this current metagame.
Well at last the cards arrived and got my Lantern Control deck complete (except for infernal tutor). Played a Modern Tournament at my LGS and went 5-0!!! I also did not lost any game!!, 9-0 Record on games!!
My list was pretty much the same of Sam Black except no Pyroclasm-no Infernal Tutor- No pyxis Main Board, and playing with 2 spellbombs (I love them), 2 Spellskites and 1 Extra Land (GW fastland).
My pairings were:
1) Rogue Esper Reveilark-Body Double-Viscera Seer Combo: Strange deck, I belive a brew. It had some tricky cards that made me loose lives when it entered the bf and the obviously combo. I had to play surgical extraction to view the decklist and then knew what to needle. 2-0
2) UWR control. First matchup he drew a lot of bolts and got me to 3 but then I locked him. Second one was a bit rough because he surgicaled my coddex shredder and Finally "won" with a lock with 2 lanterns/spellskite/academy ruins/bridge/welding jar. (really time was out but I had the game locked and his only shatterstorm was exiled with my hide//seek). 1-0
3) Grishoalbrand: LOL. First turn tsize+surgical extraction for an easy win. Repeated same on second match (I sb a third surgical). 2-0
4) Infect: First one he keeps with a risky hand, he floods a little, I kill his only creature with a Pyrite and then he never got the chance of drawing another one. Second game He plays 1/1 infect, me Pyrite, He pumps and hits for 8 infect, me Pyroclasm, he plays inkmoth nexus, me first tsize (he responds with natural claim to my pyrite) I see no creature except for other inkmoth, Play pithing needle for inkmoth... GG. 2-0
5) Affinity: First one was difficult but needle won the game when I was at 4. The second one he didnt stand any chance...
My SB was a bit strange, 1 Natural Claim, 1 Hide//Seek, 1 Pithing Needle; 1 Pyroclasm; 1 Surgical Extraction; 1 Graffidigger's Cage; 2 Welding Jar;4 Sun Droplet and 3 Timely Reinforcements. I only played one time against a RB burn, won based on turn two droplet and turn 3 timely (thats why I run GW fastland).
Well it is not the best report, but just wanted to comment it!!
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just won a mini with the list above. sorry for the mistake in the posting it. i did include pyxis. i think 9 mill rocks is where we want to be. kind of sucks when you have bridge and lantern with no rock and all you can do is watch them draw an answer.
just won a mini with the list above. sorry for the mistake in the posting it. i did include pyxis. i think 9 mill rocks is where we want to be. kind of sucks when you have bridge and lantern with no rock and all you can do is watch them draw an answer.
It does suck. But even worse imho is staring at an opening hand with 2-3 rocks but no lantern or interaction. And unless you know your matchup keeping with a ruins and hoping to blind mill into what you need is often going to be a very risky proposition.
Could you give some examples where you have really like Torpor Orb. Why was it better in those situations than cage?
I should say I've gone back and forth, and find Torpor Orb a little better but not a ton. I think it may be right to use them both. Against Kiki-Chord, cage shuts down chord but that is truly it. Aside from Kataki and Pridemage, all their effects are ETB. Most lists do not seem to run Kataki because it can be a bit too slow against affinity. That is, if they puked their hand and are going all in for a Ravager kill, Kataki won't help. And you know they keep in all their removal. All that is to say, more Pridemages and Rec Sages are correct. And in that light, a Needle on Pridemage and a Torpor Orb shuts down almost everything this deck does.
Affinity: because of the inbred meta game right now, I see 3 grudges in most boards. This makes me lean towards Cage again.
U/W Eldrazi: Make sure you needle the displacer game 1, because they can do shenanigans to make you draw 4-6 cards in a row and swing through bridge. Post board, you want the Leyline because they run Recall and Seer. Not enough to use Orb.
G/R Eldrazi: Pack it up and go home. Just accept you aren't going to win this match. 4 main Worldbreaker, 4 Mindstone for instant speed draws. Go look at the top list and realize they bring in literally all 15 of their sideboard in. Cage is obviously better here, as everything except Seer is a cast trigger.
Grixis: Orb and Cage are pretty similar, both hit Snapcaster. Difference is that Orb also gets Clique. Cage may stop a flipped Jace from using -3, but you still need to Needle him because they will eventually emblem to kill you. I think Orb is better here.
Living End: Orb turns off Ingot Chewers (and some lists run Avalanche man).
Scapeshift: It seems they have gone away from reactive blue and to a faster RG with prime time. Orb stops the first trigger and you can't take out any bridge against this version. If you don't get the GQ surgical on valakut, expect a grindy match.
Jund: Neither is great. Orb only hits Pia, Cage only for Grudge, but Jund is usually diverse in their threats to not run more than 2.
Conclusion: if your local meta is more diverse, Orb is overall better than Cage in my opinion. If your meta looks like Affinity vs Eldrazi, then Cage will serve you better against Affinity (depending on how many of your own Ancient Grudges you run). Either way, I cannot ever advocate for cutting pyxis in this current metagame.
I disagree with your thoughts on GR Eldrazi. I've won quite a few games against them. ( I think I'm currently 3 - 1 in series)
Needle or surgical Worldbreaker, and who cares about a single instant speed draw? If you don't have multiple mill rocks something's going wrong anyways.
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Semi-retired Lantern Player. I try to get out to play every once in awhile!
I haven't had a chance to play against GR Eldrazi yet, but I don't see why it's considered such a bad matchup. Post-board it'd certainly get worse, it just seems like another Jund-style matchup where they have maindeck cards that're relevant + Grudge sideboard so we actually need to work to win the series.
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These visions of mine... are they still daydreams if the sun is dead? Are they waking nightmares, instead, or is that what they always were?
just won a mini with the list above. sorry for the mistake in the posting it. i did include pyxis. i think 9 mill rocks is where we want to be. kind of sucks when you have bridge and lantern with no rock and all you can do is watch them draw an answer.
It does suck. But even worse imho is staring at an opening hand with 2-3 rocks but no lantern or interaction. And unless you know your matchup keeping with a ruins and hoping to blind mill into what you need is often going to be a very risky proposition.
That sounds like a hand that I would mull. The point is that if you have a lantern and no mill running 9 maximizes your chance of finding them.
I disagree with your thoughts on GR Eldrazi. I've won quite a few games against them. ( I think I'm currently 3 - 1 in series)
Needle or surgical Worldbreaker, and who cares about a single instant speed draw? If you don't have multiple mill rocks something's going wrong anyways.
There's no way to disagree without it sounding bad, but I highly doubt the skill of your opponents. I think you have faced poor pilots who do not understand Lantern or their own deck. If you want to schedule a time to test on Cockatrice, I can show you how the matchup goes. They still apply fast pressure so you need a bridge. And you need lantern, and you are agreeing you need multiple mill rocks to play around mind stone. And they have ancient stirrings and eye of ugin to fetch worldbreaker. And ulamog. And if you aren't running spellskite, you have zero ways to save against those effects. And you only have 2-3 thoughtseizes to take them out of hand. Post board is a joke man. 3 grudges and 3 natural state, relics for more instant speed draw. And while they don't puke like other eldrazi, they still have turn 2 seer ability.
I disagree with your thoughts on GR Eldrazi. I've won quite a few games against them. ( I think I'm currently 3 - 1 in series)
Needle or surgical Worldbreaker, and who cares about a single instant speed draw? If you don't have multiple mill rocks something's going wrong anyways.
There's no way to disagree without it sounding bad, but I highly doubt the skill of your opponents. I think you have faced poor pilots who do not understand Lantern or their own deck. If you want to schedule a time to test on Cockatrice, I can show you how the matchup goes. They still apply fast pressure so you need a bridge. And you need lantern, and you are agreeing you need multiple mill rocks to play around mind stone. And they have ancient stirrings and eye of ugin to fetch worldbreaker. And ulamog. And if you aren't running spellskite, you have zero ways to save against those effects. And you only have 2-3 thoughtseizes to take them out of hand. Post board is a joke man. 3 grudges and 3 natural state, relics for more instant speed draw. And while they don't puke like other eldrazi, they still have turn 2 seer ability.
Quote from artfranc007 »"
Then I think this matchup must be highly build dependent. I always play md spellskites which clearly helps a bit, and I don"t recall any of the RG builds I"ve played running maindeck Ulamog. I"ve also seen a variety of sideboard plans from them with anywhere from 4-8 artifact hate cards. The plan for the matchup is still the same though. establish the lock then dig like hell for as many spellskites/jars as you can before tring to mill them out.
just won a mini with the list above. sorry for the mistake in the posting it. i did include pyxis. i think 9 mill rocks is where we want to be. kind of sucks when you have bridge and lantern with no rock and all you can do is watch them draw an answer.
It does suck. But even worse imho is staring at an opening hand with 2-3 rocks but no lantern or interaction. And unless you know your matchup keeping with a ruins and hoping to blind mill into what you need is often going to be a very risky proposition.
That sounds like a hand that I would mull. The point is that if you have a lantern and no mill running 9 maximizes your chance of finding them.
You may be right. My concern is that you have to cut something for that extra rock, and that means you have even less interaction without the lock.
Welcome! I had to be budget for quite some time before I could get Glimmervoids and Opals as well. I ran some combination of the typical lands (Llanowar Wastes, Blackcleave Cliffs, Copperline Gorge, Ghost Quarter, Academy Ruins) and Darkslick Shores. Shores works pretty well for budget. I ran 4 Shores 4 Gorges for quite a while, but I don't think that's correct in retrospect.
You could also try using Mishra's Bauble instead of Opals. It does let you dig faster and works well with the main concept. Always remember to pop it on the opp's turn so that you draw the extra card on your turn, though. This way the opp can't possibly be able to use cards like Thoughtseize to discard that extra card - They never get to see it (unless you have Lantern out ).
I would suggest getting Glimmervoids before Opals. The color stability is more important than accelerant, and it wouldn't hurt so much if Opal gets banned like many people are predicting.
Just a quick observation: mtggoldfish.com lists Lantern control as sharing approximately 1.11% of the online meta, with last time I checked it being close to 0.40%. It appears people are trying lantern to answer the large representation of affinity and eldrazi online. Pretty neat.
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Someone above asked about land count (17 vs 18). Well...
Using the stock list (close to stock), I've collected data within 3 separate conditions from a combined 500 sample hands. I am currently testing a forth condition and will hopefully have the data posted here by tonight or tomorrow for interpretation.
So far I've found the data to suggest an 18 land and 3 Mox Opal split, to be more often correct than a 17 land and 4 Mox Opal split. This is mainly due to the likely hood of drawing 2 Mox Opal's within the opening hand. This combined with the fact that the 18th land has utility beyond strictly producing mana, for example, destroying an Eye of Ugin with Ghost Quarter, or recurring a milled or destroyed artifact with Buried Ruin, makes me lean towards an extra utility land in place of 1 Mox Opal.
What are people's opinion of Tezzeret, Agent of Bolas? Is he a decent fun-of or does he really not do that much?
Previous discussions have summed up Tezzeret as a win more card. Some people have used it, but the more experienced pilots don't see the point in running him. No real need for a card that might be stuck in your hand or to speed the game up. If your a good enough pilot a win more card doesn't do anymore than running the optimal list and playing it extremely well.
I don't see why people would run Tezzeret in the deck, we already win games fast enough with Pyrite recursion and that also cycles + helps control the board. Playing a 4-mana spell to win games faster doesn't seem worth it when it can just get stranded in your hand. I've never actually tried the card, though.
As for the comment above about mana, I've seen a lot of posts about it on this thread and the 'standard' seems to be 17 land and 4 Mox Opal. I've been running 17 lands and 3 Mox Opals for as long as I've had the deck, but I've been considering upping my land count to 18. Mox Opal is great for explosiveness when you have access to other zero mana artifacts, like Mishra's Bauble when the deck used to run it or with Welding Jar post-board... with the current configuration, while it's still great for colour-fixing and accelerating mana a bit, I wouldn't run a full playset.
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These visions of mine... are they still daydreams if the sun is dead? Are they waking nightmares, instead, or is that what they always were?
I don't see why people would run Tezzeret in the deck, we already win games fast enough with Pyrite recursion and that also cycles + helps control the board. Playing a 4-mana spell to win games faster doesn't seem worth it when it can just get stranded in your hand. I've never actually tried the card, though.
I was asking about Tezzeret not because of his -4, but because of his +1. It gives you was is essentially an Ancient Stirrings every turn iwthout having to put mana into it after turn 1. Yes the other abilities are relevant, but the +1 was the main reason I was voicing my interest.
Though if the more experienced players of the deck are saying it isn't worth the slots, then I don't think I'll bother with it. I'm still working on fine tuning my 75 so I am trying to get more experienced players opinions on what may be good and what may not be.
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Modern Decks: UBG Lantern Control GBU BRG Bridge-Vine GRB
Commander Decks UBG Muldrotha, Value Elemental GBU BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
Cards like Fabricate and Trinket Mage have been suggested before and tested, and ultimately weren't really worth it... if you're after a tutor effect, a one-of Infernal Tutor is amazing in its versatility, grabbing Academy Ruins or a lock piece or discard / Surgical / Pyroclasm as needed. Tezzeret is a threat and not simply a one-shot effect like Fabricate or Infernal, neither is strictly better, it's just that you really want your list to be as streamlined as possible. Every card needs to pull its weight.
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These visions of mine... are they still daydreams if the sun is dead? Are they waking nightmares, instead, or is that what they always were?
If budget weren't a ooncern at all, this is where I think I'd want to be at the moment with my maindeck. In terms of sideboard, I've cut the anti-burn cards and would want some more Nature's Claims, Grafdigger's Cage and Torpor Orb if I had the cards.
In the games I've played since I put it in, Sea Gate Wreckage has been amazing. Noxious Revival has been so-so, I may end up cutting it eventually, and I've gone down to one Ghost Quarter.
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These visions of mine... are they still daydreams if the sun is dead? Are they waking nightmares, instead, or is that what they always were?
What are people's opinion of Tezzeret, Agent of Bolas? Is he a decent fun-of or does he really not do that much?
Amazing. Do it. Idk about the "more experienced players", but fluffing round when you can sale him down and win the following turn seems like a bad idea. He not only insta gibs, or stirrings every turn, or makes you blockers in place of bridge, he also gets you out of the red zone vs affinity and burn who can kill you through the bridge with simply having 2-3 relevant cards in a row. He's pure value for every situation.
Case closed, everyone!
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These visions of mine... are they still daydreams if the sun is dead? Are they waking nightmares, instead, or is that what they always were?
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I should say I've gone back and forth, and find Torpor Orb a little better but not a ton. I think it may be right to use them both. Against Kiki-Chord, cage shuts down chord but that is truly it. Aside from Kataki and Pridemage, all their effects are ETB. Most lists do not seem to run Kataki because it can be a bit too slow against affinity. That is, if they puked their hand and are going all in for a Ravager kill, Kataki won't help. And you know they keep in all their removal. All that is to say, more Pridemages and Rec Sages are correct. And in that light, a Needle on Pridemage and a Torpor Orb shuts down almost everything this deck does.
Affinity: because of the inbred meta game right now, I see 3 grudges in most boards. This makes me lean towards Cage again.
U/W Eldrazi: Make sure you needle the displacer game 1, because they can do shenanigans to make you draw 4-6 cards in a row and swing through bridge. Post board, you want the Leyline because they run Recall and Seer. Not enough to use Orb.
G/R Eldrazi: Pack it up and go home. Just accept you aren't going to win this match. 4 main Worldbreaker, 4 Mindstone for instant speed draws. Go look at the top list and realize they bring in literally all 15 of their sideboard in. Cage is obviously better here, as everything except Seer is a cast trigger.
Grixis: Orb and Cage are pretty similar, both hit Snapcaster. Difference is that Orb also gets Clique. Cage may stop a flipped Jace from using -3, but you still need to Needle him because they will eventually emblem to kill you. I think Orb is better here.
Living End: Orb turns off Ingot Chewers (and some lists run Avalanche man).
Scapeshift: It seems they have gone away from reactive blue and to a faster RG with prime time. Orb stops the first trigger and you can't take out any bridge against this version. If you don't get the GQ surgical on valakut, expect a grindy match.
Jund: Neither is great. Orb only hits Pia, Cage only for Grudge, but Jund is usually diverse in their threats to not run more than 2.
Conclusion: if your local meta is more diverse, Orb is overall better than Cage in my opinion. If your meta looks like Affinity vs Eldrazi, then Cage will serve you better against Affinity (depending on how many of your own Ancient Grudges you run). Either way, I cannot ever advocate for cutting pyxis in this current metagame.
My list was pretty much the same of Sam Black except no Pyroclasm-no Infernal Tutor- No pyxis Main Board, and playing with 2 spellbombs (I love them), 2 Spellskites and 1 Extra Land (GW fastland).
My pairings were:
1) Rogue Esper Reveilark-Body Double-Viscera Seer Combo: Strange deck, I belive a brew. It had some tricky cards that made me loose lives when it entered the bf and the obviously combo. I had to play surgical extraction to view the decklist and then knew what to needle. 2-0
2) UWR control. First matchup he drew a lot of bolts and got me to 3 but then I locked him. Second one was a bit rough because he surgicaled my coddex shredder and Finally "won" with a lock with 2 lanterns/spellskite/academy ruins/bridge/welding jar. (really time was out but I had the game locked and his only shatterstorm was exiled with my hide//seek). 1-0
3) Grishoalbrand: LOL. First turn tsize+surgical extraction for an easy win. Repeated same on second match (I sb a third surgical). 2-0
4) Infect: First one he keeps with a risky hand, he floods a little, I kill his only creature with a Pyrite and then he never got the chance of drawing another one. Second game He plays 1/1 infect, me Pyrite, He pumps and hits for 8 infect, me Pyroclasm, he plays inkmoth nexus, me first tsize (he responds with natural claim to my pyrite) I see no creature except for other inkmoth, Play pithing needle for inkmoth... GG. 2-0
5) Affinity: First one was difficult but needle won the game when I was at 4. The second one he didnt stand any chance...
My SB was a bit strange, 1 Natural Claim, 1 Hide//Seek, 1 Pithing Needle; 1 Pyroclasm; 1 Surgical Extraction; 1 Graffidigger's Cage; 2 Welding Jar;4 Sun Droplet and 3 Timely Reinforcements. I only played one time against a RB burn, won based on turn two droplet and turn 3 timely (thats why I run GW fastland).
Well it is not the best report, but just wanted to comment it!!
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It does suck. But even worse imho is staring at an opening hand with 2-3 rocks but no lantern or interaction. And unless you know your matchup keeping with a ruins and hoping to blind mill into what you need is often going to be a very risky proposition.
I disagree with your thoughts on GR Eldrazi. I've won quite a few games against them. ( I think I'm currently 3 - 1 in series)
Needle or surgical Worldbreaker, and who cares about a single instant speed draw? If you don't have multiple mill rocks something's going wrong anyways.
That sounds like a hand that I would mull. The point is that if you have a lantern and no mill running 9 maximizes your chance of finding them.
There's no way to disagree without it sounding bad, but I highly doubt the skill of your opponents. I think you have faced poor pilots who do not understand Lantern or their own deck. If you want to schedule a time to test on Cockatrice, I can show you how the matchup goes. They still apply fast pressure so you need a bridge. And you need lantern, and you are agreeing you need multiple mill rocks to play around mind stone. And they have ancient stirrings and eye of ugin to fetch worldbreaker. And ulamog. And if you aren't running spellskite, you have zero ways to save against those effects. And you only have 2-3 thoughtseizes to take them out of hand. Post board is a joke man. 3 grudges and 3 natural state, relics for more instant speed draw. And while they don't puke like other eldrazi, they still have turn 2 seer ability.
You may be right. My concern is that you have to cut something for that extra rock, and that means you have even less interaction without the lock.
You could also try using Mishra's Bauble instead of Opals. It does let you dig faster and works well with the main concept. Always remember to pop it on the opp's turn so that you draw the extra card on your turn, though. This way the opp can't possibly be able to use cards like Thoughtseize to discard that extra card - They never get to see it (unless you have Lantern out ).
I would suggest getting Glimmervoids before Opals. The color stability is more important than accelerant, and it wouldn't hurt so much if Opal gets banned like many people are predicting.
Lantern Control
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Using the stock list (close to stock), I've collected data within 3 separate conditions from a combined 500 sample hands. I am currently testing a forth condition and will hopefully have the data posted here by tonight or tomorrow for interpretation.
So far I've found the data to suggest an 18 land and 3 Mox Opal split, to be more often correct than a 17 land and 4 Mox Opal split. This is mainly due to the likely hood of drawing 2 Mox Opal's within the opening hand. This combined with the fact that the 18th land has utility beyond strictly producing mana, for example, destroying an Eye of Ugin with Ghost Quarter, or recurring a milled or destroyed artifact with Buried Ruin, makes me lean towards an extra utility land in place of 1 Mox Opal.
Stay tuned, more to come.
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
Previous discussions have summed up Tezzeret as a win more card. Some people have used it, but the more experienced pilots don't see the point in running him. No real need for a card that might be stuck in your hand or to speed the game up. If your a good enough pilot a win more card doesn't do anymore than running the optimal list and playing it extremely well.
As for the comment above about mana, I've seen a lot of posts about it on this thread and the 'standard' seems to be 17 land and 4 Mox Opal. I've been running 17 lands and 3 Mox Opals for as long as I've had the deck, but I've been considering upping my land count to 18. Mox Opal is great for explosiveness when you have access to other zero mana artifacts, like Mishra's Bauble when the deck used to run it or with Welding Jar post-board... with the current configuration, while it's still great for colour-fixing and accelerating mana a bit, I wouldn't run a full playset.
I was asking about Tezzeret not because of his -4, but because of his +1. It gives you was is essentially an Ancient Stirrings every turn iwthout having to put mana into it after turn 1. Yes the other abilities are relevant, but the +1 was the main reason I was voicing my interest.
Though if the more experienced players of the deck are saying it isn't worth the slots, then I don't think I'll bother with it. I'm still working on fine tuning my 75 so I am trying to get more experienced players opinions on what may be good and what may not be.
Modern Decks:
UBG Lantern Control GBU
BRG Bridge-Vine GRB
Commander Decks
UBG Muldrotha, Value Elemental GBU
BRG Windgrace Real-Estate Ltd. GRB
#PayThePros
4 Codex Shredder
4 Ghoulcaller's Bell
1 Pyxis of Pandemonium
4 Lantern of Insight
4 Ensnaring Bridge
2 Surgical Extraction
4 Inquisition of Kozilek
1 Thoughtseize
1 Duress
1 Pyrite Spellbomb
1 Spellskite
1 Galvanic Blast
1 Infernal Tutor
1 Noxious Revival
2 Abrupt Decay
3 Pithing Needle
3 Mox Opal
4 Glimmervoid
2 Grove of the Burnwillows
2 Blackcleave Cliffs
4 Llanowar Wastes
2 Academy Ruins
1 Ghost Quarter
1 Sea Gate Wreckage
1 Forest
In the games I've played since I put it in, Sea Gate Wreckage has been amazing. Noxious Revival has been so-so, I may end up cutting it eventually, and I've gone down to one Ghost Quarter.
Case closed, everyone!