I've been playing Tezz in modern for almost 2 years now and with the new meta game I think we do pretty well against most decks (my friends Abzan Company deck though, is really...really hard to beat.) Here is my deck list that I've been running, just changed it a bit to fight the eldrazi, even though I haven't actually faced one of the decks yet. http://tappedout.net/mtg-decks/11-02-16-ub-tezzeret/
@Sled_Dog Yes but I don't care about the combo... I care about how Ad Nauseam itself interacts with the Coretapper shell I see it as a sort of interesting Primal Surge for the 0cc artifacts with interesting side benefits.
@Tdog09876 It has been tested and we came to the result that any 3cc mana rock cost too much and that we were better of using the 2cc ones, even if the ingot is indestructible, it doesn't do anything else except being a mana rock for 3 with the possibility of being a citadel substitute wich I didn't felt like we needed.
@Filthound A nice genuine tezzeret brew you have there, may I ask, why the simian spirit guides? With 6 mana rocks already main deck you would be better of with discard and more kill spells, some lilianas, a couple o' mana leaks... Also maybe try to up Thirst for Knowledge to a full playset as the card is invaluable.
[[DuskHorizons]] The spirit guides are for a lot of turn 1 plays, such as turn 1 rocks, turn 1 bridge (not often but it happens), Turn 2 tezz, Turn 1 chalice for 1 (since I chose not to run 1 drops to up the artifact count), turn 2 damnation, a lot of things can happen with the extra instant speed mana and it also helps empty the hand for bridge.
If i had the money for a liliana, i would add her in a second, but for now I am not going to invest in Lilianas because I had a playset and sold them when they were high, but now are higher :(.
Mana leaks are not good because I have to hold them if nothing happens, doesn't work well with bridge.
I was originally running 4 Thirst, but went down to 3 because in my opening hand, I would much rather have something else that I can play turn 1. This deck plays a lot like Affinity but with a lot of hate control.
[[DuskHorizons]] The spirit guides are for a lot of turn 1 plays, such as turn 1 rocks, turn 1 bridge (not often but it happens), Turn 2 tezz, Turn 1 chalice for 1 (since I chose not to run 1 drops to up the artifact count), turn 2 damnation, a lot of things can happen with the extra instant speed mana and it also helps empty the hand for bridge.
If i had the money for a liliana, i would add her in a second, but for now I am not going to invest in Lilianas because I had a playset and sold them when they were high, but now are higher :(.
Mana leaks are not good because I have to hold them if nothing happens, doesn't work well with bridge.
I was originally running 4 Thirst, but went down to 3 because in my opening hand, I would much rather have something else that I can play turn 1. This deck plays a lot like Affinity but with a lot of hate control.
Thanks guys this is all good stuff. I love the control heavy artifact type of build.
What is an optimal type of build similar to this if you had access to any card?
I've been playing Tezz in modern for almost 2 years now and with the new meta game I think we do pretty well against most decks (my friends Abzan Company deck though, is really...really hard to beat.) Here is my deck list that I've been running, just changed it a bit to fight the eldrazi, even though I haven't actually faced one of the decks yet. http://tappedout.net/mtg-decks/11-02-16-ub-tezzeret/
All the points you brought up is just what justified my cards' choices, too! I just traded for my second Damnation today so I can sleeve this beauty up. Keep us posted on your testing results, plz!
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MODERN Blue Lantern, UBx Tezzerator. OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
Will do! I'm planning on going to my local card shop tomorrow and testing it out. I should have my copy of Gemstone Caverns by tomorrow, which will probably replace a Ghost Quarter, since some hands seem to have little color. I still don't know if I should maindeck Chalice...going to find that out tomorrow I guess.
I don't really know why we would want to go through the effort of taking an extra turn. I completely agree it is a card that should be tested, and it looks very powerful, but I also think it counters our main plan. Let me explain:
You take an extra turn. What do you usually do with your turn? draw a card, play a land and a rock or other permanent, sit behind your bridge, and go. Or smash face with 5/5 citadels.
If you sit behind your bridge, you don't really need to go through the extra effort to take extra turns, they're going to topdeck, groan, and pass. You basically get extra turns because they don't do anything with theirs because they're in prison/locked out.
It takes away 5 artifacts, which is half the amount of artifacts we need to just hit our 'I win' button with -4 Tezzeret. Since it works against this main win condition, I am not sure.
If we had thopter foundry + sword, then that would be amazing for sure; 5 mana take an extra turn gain 5 would be hilarious.
For those people who doubt chalice, think about the amount of ways people can interact with our 5/5 indestructible darksteel citadel.
Path to Exile & Dismember are the only two real options, and Dismember doesn't get run all that much. Path does however, but Chalice for 1 makes interacting with our citadels a nightmare / impossible for our opponent.
The card has to be featuring tezz. The blue eyes and purple dust... Look at tezz aobs art.
Yeah that card is going to make major waves if real. Looks real to me...
Hope for a playable artifact that isnt a creature
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Legacy:B The Gate // B Pox Modern:RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox EDH:RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal Tiny Leaders:BUW Sydri, Galvanic Genius // R Feldon of the Third Path
@Noisedcreated: Here's my take on your Time Sieve / Thopter Assembly: Infinite Turn Combo. Go for it. Go for nothing else. In reviewing the deck, your win conditions are Tezzeret, Agent of Bolas effects and Thopter Foundry, but there is a little bit of 'durdle'.
Some limited cockatrice testing last night, with my most recent Tezz list (see below). Figured it's worth sharing because I played UR ELDRAZIS, and it was awesome :
G1 he opens with T2 Thought-Knot Seer that takes away my Damnation (the nightmare scenario, right?), but leaves me with Thirst for knowledge, which I know is going to let me see so many cards one turn later. I do dig and Dismember the TKS shortly thereafter to draw into a Bridge off the trigger! Bridgelock into win. Take-away : you only need so many cards to win.
G2 my mull down to 5 (yikes!) gives me both bullets Torpor Orb and Ghost Quarter. He's still rushing Eldrazi Skyspawner, Endless one and Drowner of Hopes into play, for which I have Damnation. Quarter wastes away Eye of Ugin. Then I resolve a Tezz, mint up a Citadel, and resolve a Wurmcoil engine and be like, I mean *business*. But then Hurkyl's recall happens and I die Eldrazi-stomped.
Well still, it felt like I had game. I was NOT aware of that tech of theirs, might have played differently if I had been. But my Eldrazi hate felt pretty live.
I haven't found The Rack to be effective in this archetype: Tezzeret Control. I've been playing that card since Antiquities, and it's often misunderstood. The Rack Decks are, in my opinion, Burn decks....not control decks. Racks are the sharpened sticks at the bottom of the pit, and the discard spells are the 'control'. But, how much control is there really when you are doing sorcery-speed, non-board affecting spells. That's v. shorthand for a different discussion for another time.
First, the win conditions: 5/5s and 6/6s with the outside chance of a Tezz Ultimate for wave motion gun slap to the face. As folks know, protecting a planeswalker with minimal removal or blocking creatures is hard. I'm not holding my 5/5s back, typically, so I essentially get a 1-shot ensoul artifact out of him and a 1 creature fog attack sequence at him...and, a fallen Agent of Bolas.
I originally toyed with the idea of running 2 damnation in the main, but they don't offer any forward progress, so that's why I turned to 2 Wurmcoil Engines: attack/block/lifegain/difficult to remove....pretty much the LeeLoo of Artifact Creatures.
Second, the Acceleration: I added Simian Spirit Guide. I added a Pentad Prism. I swapped the count on the everflowing chalice and astral cornucopia -- this seemed to make the most sense. It's not all that hard to start a chalice off at 1 or 2. It is pretty hard to start a cornucopia off at 1 and damned near impossible to do it at 2. Since the deck is not colored mana hungry (most spells cost a single color of mana), then everflowing seems like a wise choice. As for pentad prism, I have had luck with this before as well. The ideal is to monkey one out on turn one, and start the 2nd turn with 4 mana which - in Tezz Magic Tomorrowland - can produce a T2 Tezz and an attacking Prism with no counters on it. The other consideration on Prism is that it offers a target for coretapper.
Third, the Undoing of Days & Tomorrowland: This deck is a Time Machine. It can send your opponent back to turn 1 (chutes) or it can put you into tomorrow (ladders). An early Day's Undoing is sublime, and not uncommon. You need to be very careful with how you play this card. It's either T1 or T2 or it's T5+. If this deck gets humming, it's entirely probable to, aside from the obvious EoT Overload Cyclonic Rift into a Day's Undoing on my turn, you can boldly play Day's Undoing when seemingly all is lost and hope to draw into a Rift with 7 mana on the board. Like Joker said, the synergies on this deck are straight up silly goose.
Random Musings:
Chalice of the Void - I never want to see this card on '0' or '2'. I can't shut down my cyclonic rift or ensoul artifact. The ideal spot for this is 1. And, game 1...it's possible that a chalice on 1 is useless. Dropping it immediately for metalcraft doesn't work, since I run a lot of 0 cost spells. So, I'm down to 1 in the maindeck.
Sideboard - There is a lot that can be done here. For now, I've designed it against aggro-infect-boggle, but I want to get some more answers to eldrazi. Do you know it's feasible to play, Ugin, The Spirit Dragon. Yeah...Ugin. I wouldn't, but the mana generation of this deck can have your head spinning.
Sweet! I really like the changes you made to the "Chutes & ladders" version. The coretapper + mana rocks shell is really a blast to play. Like you said, a well timed Day's Undoing is really subtle, but it wins you games since the main game plan is to chuck 5/5 bots at the opponent and refill as needed with Days Undoing and Tezz.
The inclusion of Simian Spirit Guide interests me. I've also been thinking about cutting some Engineered Explosive / Chalice of the Void for Boom//Bust. When you're running so many mana rocks and 4 Darksteel Citadels & 4 Ghost Quarters, it really might be another possible "lockdown" avenue.
I'm actually going to test a Grixis version with Boom///Bust once I receive the cards in the mail. With chalice, bridge and simian, engineered explosives and ghost quarters i think we should be able to stall for a very long while with signets/talismans/mox opals and citadels if we ever wish to Bust the battlefield and reset with damnation.
This remains an outlier construction until solid testing/results prove its efficacy - for verified competitiveness, look to the tried and true. Though I do believe this deck is a hoot, I don't wish to give the impression that its T1-2 calibre or impervious to the prevailing sideboards of our day......yet. Fear Ye, The Stony Silence/Hurkyl's Recall/Shatterstorm/Vandalblast. Nonetheless, I do like the fact that this archetype looks to 'bounce' its threats, because it can address enchantments (Stony Silence) that would otherwise run roughshod over it.
All that said, this iteration of uber-speed Ensoul Artifact / Tezz - 5/5s does sidestep some of that hast. I added Echoing Truth and a Tezzeret, the Seeker -- both are proving to be improvements. Still, at the end of the Day('s Undoing), the following question needs to be answered: "Can your deck defeat Zoo-Burn-Aggro-Merfolk-Affinity as well as Eldrazi/Tron. Well, Punk....Can it?!
All that said, this iteration of uber-speed Ensoul Artifact / Tezz - 5/5s does sidestep some of that hast. I added Echoing Truth and a Tezzeret, the Seeker -- both are proving to be improvements. Still, at the end of the Day('s Undoing), the following question needs to be answered: "Can your deck defeat Zoo-Burn-Aggro-Merfolk-Affinity as well as Eldrazi/Tron. Well, Punk....Can it?!
Well put! Precisely what I'm trying to do
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Legacy: Reanimator
@Tdog09876 It has been tested and we came to the result that any 3cc mana rock cost too much and that we were better of using the 2cc ones, even if the ingot is indestructible, it doesn't do anything else except being a mana rock for 3 with the possibility of being a citadel substitute wich I didn't felt like we needed.
@Filthound A nice genuine tezzeret brew you have there, may I ask, why the simian spirit guides? With 6 mana rocks already main deck you would be better of with discard and more kill spells, some lilianas, a couple o' mana leaks... Also maybe try to up Thirst for Knowledge to a full playset as the card is invaluable.
MODERN: TezzeretAoB
TINY LEADERS: Varolz Infect
PAUPER: Midnight Presence
If i had the money for a liliana, i would add her in a second, but for now I am not going to invest in Lilianas because I had a playset and sold them when they were high, but now are higher :(.
Mana leaks are not good because I have to hold them if nothing happens, doesn't work well with bridge.
I was originally running 4 Thirst, but went down to 3 because in my opening hand, I would much rather have something else that I can play turn 1. This deck plays a lot like Affinity but with a lot of hate control.
Legacy: Reanimator
Thanks guys this is all good stuff. I love the control heavy artifact type of build.
What is an optimal type of build similar to this if you had access to any card?
All the points you brought up is just what justified my cards' choices, too! I just traded for my second Damnation today so I can sleeve this beauty up. Keep us posted on your testing results, plz!
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
Legacy: Reanimator
You take an extra turn. What do you usually do with your turn? draw a card, play a land and a rock or other permanent, sit behind your bridge, and go. Or smash face with 5/5 citadels.
If you sit behind your bridge, you don't really need to go through the extra effort to take extra turns, they're going to topdeck, groan, and pass. You basically get extra turns because they don't do anything with theirs because they're in prison/locked out.
It takes away 5 artifacts, which is half the amount of artifacts we need to just hit our 'I win' button with -4 Tezzeret. Since it works against this main win condition, I am not sure.
If we had thopter foundry + sword, then that would be amazing for sure; 5 mana take an extra turn gain 5 would be hilarious.
For those people who doubt chalice, think about the amount of ways people can interact with our 5/5 indestructible darksteel citadel.
Path to Exile & Dismember are the only two real options, and Dismember doesn't get run all that much. Path does however, but Chalice for 1 makes interacting with our citadels a nightmare / impossible for our opponent.
We wish, though!!!!
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
Yeah that card is going to make major waves if real. Looks real to me...
Hope for a playable artifact that isnt a creature
Modern: RGB Dredge // RBG Goblins // B The Gate // UBR Tezz AoB Control // RBG Prison Pox
EDH: RBU Thraximundar // R Norin the Wary // RWB Kaalia of the Vast // BUR Grixis Combos // BU Gisa and Geralf Tribal
Tiny Leaders: BUW Sydri, Galvanic Genius // R Feldon of the Third Path
Projects:
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Esper Eldrazi Processor Control
Brewing with Kuldotha Forgemaster
Primer: "The Gate" - Mono Black in Modern
Modern Prison Pox - building a better plague
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I'd look at Spellskite and Apostle's Blessing for protection. I'd consider Pentad Prism and Simian Spirit Guide for increased acceleration. I encourage your use of Tezzeret, the seeker and would also consider Fabricate.
I guess the Master Transmuter is fine, but it will almost certainly die. At the end of the day...you just gotta wonder if Ad Nauseam Deck is simply more effectively streamlined. Like Painseer said, what's the real gain of extra turns? I say not a lot, unless it means everything. What about the Blue/Stax deck that uses artifact casting tricks - http://www.mtgsalvation.com/forums/the-game/modern/deck-creation-modern/563145-grand-architect ?
G1 he opens with T2 Thought-Knot Seer that takes away my Damnation (the nightmare scenario, right?), but leaves me with Thirst for knowledge, which I know is going to let me see so many cards one turn later. I do dig and Dismember the TKS shortly thereafter to draw into a Bridge off the trigger! Bridgelock into win. Take-away : you only need so many cards to win.
G2 my mull down to 5 (yikes!) gives me both bullets Torpor Orb and Ghost Quarter. He's still rushing Eldrazi Skyspawner, Endless one and Drowner of Hopes into play, for which I have Damnation. Quarter wastes away Eye of Ugin. Then I resolve a Tezz, mint up a Citadel, and resolve a Wurmcoil engine and be like, I mean *business*. But then Hurkyl's recall happens and I die Eldrazi-stomped.
Well still, it felt like I had game. I was NOT aware of that tech of theirs, might have played differently if I had been. But my Eldrazi hate felt pretty live.
Keep Tezz'ing. Thanks for your time.
4 Spellskite
3 Simian Spirit Guide
Spells (30)
3 Chalice of the Void
3 Mishra's Bauble
4 Thirst for Knowledge
1 Slaughter Pact
2 Dismember
2 Engineered Explosives
3 Ensnaring Bridge
2 Damnation
1 Liliana of the Veil
4 Tezzeret, Agent of Bolas
2 Mox Opal
4 Talisman of Dominance
1 Sea Gate Wreckage
2 Ghost Quarter
4 Darksteel Citadel
3 Creeping Tar Pit
1 Urborg, Tomb of Yawgmoth
1 Glimmervoid
3 Darkslick Shores
1 Island
1 Swamp
1 Watery Grave
4 Polluted Delta
2 Ghost Quarter
3 Torpor Orb
3 Transgress the mind
1 Warping Wail
1 Spatial contortion
1 Flaying Tendrils
1 Batterskull
1 Tasigur, the Golden Fang
1 Wurmcoil Engine
1 Crucible of Worlds
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
Sweet! I really like the changes you made to the "Chutes & ladders" version. The coretapper + mana rocks shell is really a blast to play. Like you said, a well timed Day's Undoing is really subtle, but it wins you games since the main game plan is to chuck 5/5 bots at the opponent and refill as needed with Days Undoing and Tezz.
The inclusion of Simian Spirit Guide interests me. I've also been thinking about cutting some Engineered Explosive / Chalice of the Void for Boom//Bust. When you're running so many mana rocks and 4 Darksteel Citadels & 4 Ghost Quarters, it really might be another possible "lockdown" avenue.
Thoughts?
Legacy: Reanimator
All that said, this iteration of uber-speed Ensoul Artifact / Tezz - 5/5s does sidestep some of that hast. I added Echoing Truth and a Tezzeret, the Seeker -- both are proving to be improvements. Still, at the end of the Day('s Undoing), the following question needs to be answered: "Can your deck defeat Zoo-Burn-Aggro-Merfolk-Affinity as well as Eldrazi/Tron. Well, Punk....Can it?!
3 Simian Spirit Guide
3 Mox Opal
ARTIFACTS (11)
4 Everflowing Chalice
2 Astral Cornucopia
1 Pentad Prism
3 Mishra's Bauble
1 Chalice of the Void
CREATURES (7)
4 Coretapper
2 Wurmcoil Engine
1 Spellskite
SPELLS (16)
4 Ensoul Artifact
4 Cyclonic Rift
3 Tezzeret, Agent of Bolas
3 Day's Undoing
1 Tezzeret the Seeker
1 Echoing Truth
4 Darksteel Citadel
2 Ghost Quarter
2 Blinkmoth Nexus
3 Watery Grave
3 Glimmervoid
2 Island
1 Swamp
2 Polluted Delta
1 Flooded Strand
3 Damnation
3 Spellskite
2 Nihil Spellbomb
2 Chalice of the Void
2 Hurkyl's Recall
1 Engineered Explosives
1 Grafdigger's Cage
1 Echoing Truth
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.