Here i was thinking the mechanic investigate was going to bring us some sweet new cards from SOI yet WOTC decided to let the flood gates open.
I know most are defaulting to hiding behind bridge but we get visions too. I don't see why we don't just go the u/b control route. This also could bring in a couple of copies of thing in the ice as a board wipe as well while keeping spellskite and revoker on the board.
MTG Brewmaster - The fastest deck builder around (Please PM me with comments or problems!)
Modern: Tezzeret
???
Legacy:
Imperial Painter aka. Strawberry Shortcake
Tezzeret, aka. Dack in Black
3 Swords seem to much imO, considering it comes back.
What do you all think about Reshape? Acts as a pseudo Transmute Artifact.
Same question for tolaria west.
(New to the deck btw, was thinking about building it and then sword unban happened lmao.)
I've always liked a 4/3 split of Thopter/Sword in Legacy. Tolaria West only gets 0 CMC, and I've never like Reshape, big Tezz is better.
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MTG Brewmaster - The fastest deck builder around (Please PM me with comments or problems!)
Modern: Tezzeret
???
Legacy:
Imperial Painter aka. Strawberry Shortcake
Tezzeret, aka. Dack in Black
I like this, and have been thinking of something similar. But I plan to put the gifts combo in the SB, and board out Ensnaring Bridges and Thopter combo. Then they draw all their artifact hate when they could use graveyard hate and spot removal.
A green splash + Decay is my plan against Stony Silence. But I like the idea of the gifts plan too. ThopterSwords is insane. 4 of each is too many (that's where I started) but 3 swords is fine because you can always pitch an extra to TfK or Lili, which is really where you want to be. 4 Lili feels good because it's a must-answer card. 4 TfK may be too much; I haven't cast many so far. I'm underwhelmed by Hangarback but 4 Spellskite felt like too much. Perhaps there's a place here for Ensnaring Bridge, but in my quick testing it felt rather useless in comparison to ThopterSwords as a defensive card.
This is where I am. More of an artifact based control strategy. I think 3 Thopter and 2 Sword is where I want to be, espectially with Tezzeret, the Seeker main board. Vedalken Shackles is MVP against many strategies, and we all know how important Ensnaring Bridge can be.
Legacy - Sneak Show, BR Reanimator, Miracles, UW Stoneblade
Premodern - Trix, RecSur, Enchantress, Reanimator, Elves https://www.facebook.com/groups/PremodernUSA/ Modern - Neobrand, Hogaak Vine, Elves
Standard - Mono Red (6-2 and 5-3 in 2 McQ)
Draft - (I wish I had more time for limited...)
Commander - Norin the Wary, Grimgrin, Adun Oakenshield (taking forever to build) (dead format for me)
fairly new to this build like a lot of the people coming here. Really excited about trying out the sword/thopter combo. What is every one's though on cards like Disciple of the Vault for the damage and Krark-Clan Ironworks for the infinite combo? Are they just to inconsistent in a control build to be viable, are they more of a win more set of cards? Even running the ironworks as a 1 of that can be tutored with Tezzeret the Seeker or Tezzeret, Agent of Bolas could be nice. With infinite mana we could utilize cards like Staff of Domination but again this is kinda a win more. Would like to hear everyone's opinion, cant wait to start trying out a few builds.
My main legacy deck is Tezz AOB. With this coming into modern I highly advise everyone to get a playset of Time Sieve before they skyrocket.
Play that turn 5 and you auto win with thopters.
I will be postinga list with the thopter sword but I can say it will still include the bridge plan.
Well I like to start from the Thopter-Sword combo and wrap it into shells we knew where «almost there».
Time Sieve seems way win more to me. Man, if you've got Thopter + Sword on board, you don't need Time Warp.
On Krark-Clans, I don't think we need to go infinite. It's not what we do. We already have the ultimate grind game, thanks to the unbanned sword, and one-shot-kills from Tezz ultimates.
I'm also quite surprised at seeing Ichor Wellspring, Synod's Sanctum, Remand and Underground river flying around. But hey! Everything is possible. Will try to come up with some list shortly. FYI I'll be starting with a 3/2 Thopter-Sword split like said norm in old extended. We have a versatile deck.
if you have 5 mana or 5 other non crucial artifacts or more with thopter foundry out and Time Sieve you can take an infinite amount of turns by making 5 thopters and sacking them to time sieve each turn.
Ah! Yeah well, I'm not going for the Sieve thing but hopefully it works out for ya. Keep us posted.
Here are my observations and the first list that feels good after a couple hours brewing and digging for gems :
1. I first tried to pack the combo in the old, old school 2013 style Tezz list. Felt clunky at best ;
2. Then, tried to just jam it into my latest Hate Gate (anti-Eldrazi, Chalice Superprison) and it felt a little better, but I realized Foundry really needs build around to not be an awkward, intensively colored permanent that does very little for us except if the Sword is around. Comes in Chromatic star.
3. If you're not dead, Chromatic star is a one-mana, play-a-56-cards-deck card that will also net you one «free» token (card advantage). It also helps to relieve some pressure off the mana base to cast Lili of Foundry itself in a timely fashion, while turning on Mox Opal. It also turns on Ensnaring Bridge. I liked. So I kept digging the cheap artifact route in such a shell.
4. Now running some 3x Mishra's Bauble allows you to play down to a 53 cards deck. Not bad for a deck packing a combo that also gets some of the best digging around (Thirst, Tezz). Then hey, if you're to play all those cheap trinkets, sending your artifact count through the roof, Mox Opal becomes pretty reliable. And extra copies are now flying thopters and some life.
5. But our combo is somewhat fragile to Abrupt Decay and Kolaghan's command that are coming back with a vengeance. Well Welding Jar will protect our combo pieces, enable metalcraft, enable bridge, and turn into life and a thopter also on the cheap. It's also good against postboard non-stony silence artifact hate. Along MB Spellskite, it makes our combo pretty hard to disrupt. And Spellskite wins games on its own anyways.
That's pretty much it for now. This is trying to make Thopter Foundry a legitimate engine to stall the board until we resolve a Bridge, Tezz takes over, or we win off the Sword combo. Obviously this is going to get refined over time, but these unusual ideas (like dropping Serum Visions for Chromatic Star) are taking me somewhere I like to be.
Keep in mind this is essentially a 53 cards deck, so effective land counts would be 22-ish if we apply the Turbo-Xerox rule of two cheap cantrip is a cut-out land. Here's my first list :
Honorable mentions and bottom notes : Well there's obviously less removal in there than there could be. It's that I'm relying on stalling the board with thopters to stay alive. Like I said, this list is my attempt at turning Thopter Foundry into an engine of its own. Now, Sword of the Meek is still pretty bad on its own. I'm eye-ing some number of Vault Skirge as a way to empower it as a real player. I just hate the idea of turning opposing Lightning bolts on while trying to. Oh, and Thopter Foundry giving us MB lifegain should allows us to afford playing a little more pain. In this context, I like to see Vault skirge as a 1-drop that plays around Chalice and doesnt cost you life (or... You'll get it back somewhere else). One could also go all @AshtonKutcher on that basis, and the Turbo-Xerox rule, and pack a playset of Gitaxian Probes to play a 49-cards deck. Along some Serum Powder to ensure you find the friggin' combo.
So questions I bringing up : How to get the best out of Thopter Foundry on its own? And Sword of the Meek? What could we have played but we weren't because of the life issue? How is our game affected now that we have both early and mid game chumpers + a combo finish in the form of Foundry?
the card itself really isn't worth the card board its printed on...does it serve a purpose? Sure its a blue 1 drop that might not be a 1/1. I would not put it in a list and expect to win a PTQ or GP though.
3 Darksteel Citadel
2 Flooded Strand
2 Ghost Quarter
2 Godless Shrine
2 Hallowed Fountain
1 Island
2 Marsh Flats
2 Plains
1 Polluted Delta
1 Swamp
1 Watery Grave
3 Inkmoth Nexus
2 Spellskite
3 Path to Exile
1 Damnation
1 Supreme Verdict
2 Wrath of God
1 Unburial Rites
1 Elesh Norn, Grand Cenobite
1 Iona, Shield of Emeria
2 Azorius Signet
2 Talisman of Progress
2 Dimir Signet
2 Talisman of Dominance
4 Gifts Ungiven
3 Thirst for Knowledge
2 Thopter Foundry
2 Sword of the Meek
3 Tezzeret, Agent of Bolas
2 Nihil Spellbomb
2 Dispel
1 Detention Sphere
3 Leyline of Sanctity
2 Disfigure
1 Timely Reinforcements
1 Pithing Needle
1 Grave Titan
1 Ghost Quarter
1 Spell Snare
A Esper Deck with Gifts.
I know most are defaulting to hiding behind bridge but we get visions too. I don't see why we don't just go the u/b control route. This also could bring in a couple of copies of thing in the ice as a board wipe as well while keeping spellskite and revoker on the board.
Land (22)
1 Academy Ruins
2 Creeping Tar Pit
4 Darkslick Shores
4 Darksteel Citadel
2 Ghost Quarter
3 Island
2 River of Tears
2 Swamp
1 Urborg, Tomb of Yawgmoth
1 Watery Grave
Artifact (15)
1 Engineered Explosives
3 Ensnaring Bridge
2 Mox Opal
3 Sword of the Meek
2 Talisman of Dominance
4 Thopter Foundry
3 Liliana of the Veil
4 Tezzeret, Agent of Bolas
Instant (9)
2 Disfigure
1 Dismember
1 Go for the Throat
1 Smother
4 Thirst for Knowledge
Sorcery (7)
2 Damnation
4 Inquisition of Kozilek
1 Thoughtseize
Modern:
Tezzeret
???
Legacy:
Imperial Painter aka. Strawberry Shortcake
Tezzeret, aka. Dack in Black
I've always liked a 4/3 split of Thopter/Sword in Legacy. Tolaria West only gets 0 CMC, and I've never like Reshape, big Tezz is better.
Modern:
Tezzeret
???
Legacy:
Imperial Painter aka. Strawberry Shortcake
Tezzeret, aka. Dack in Black
http://forums.mtgsalvation.com/showthread.php?t=298966
On Thunderous Wrath
Keon on MODO
I like this, and have been thinking of something similar. But I plan to put the gifts combo in the SB, and board out Ensnaring Bridges and Thopter combo. Then they draw all their artifact hate when they could use graveyard hate and spot removal.
2 Hangarback Walker
4 Tezzeret, Agent of Bolas
4 Liliana of the Veil
3 Thopter Foundry
3 Sword of the Meek
4 Thirst for Knowledge
3 Talisman of Dominance
2 Dimir Signet
2 Engineered Explosives
1 Murderous Cut
4 Inquisition of Kozilek
1 Thoughtseize
4 Verdant Catacombs
4 Darksteel Citadel
3 Darkslick Shores
2 Watery Grave
2 Swamp
1 Island
1 Forest
1 Overgrown Tomb
1 Academy Ruins
1 Creeping Tar Pit
4 Abrupt Decay
2 Pithing Needle
2 Relic of Progenitus
1 Grafdigger's Cage
2 Damnation
2 Disfigure
2 Hurkyl's Recall
A green splash + Decay is my plan against Stony Silence. But I like the idea of the gifts plan too. ThopterSwords is insane. 4 of each is too many (that's where I started) but 3 swords is fine because you can always pitch an extra to TfK or Lili, which is really where you want to be. 4 Lili feels good because it's a must-answer card. 4 TfK may be too much; I haven't cast many so far. I'm underwhelmed by Hangarback but 4 Spellskite felt like too much. Perhaps there's a place here for Ensnaring Bridge, but in my quick testing it felt rather useless in comparison to ThopterSwords as a defensive card.
Any tips / suggestions?
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
3 Darksteel Citadel
2 Watery Grave
9 Island
2 Academy Ruins
1 Miren, the Moaning Well
2 Polluted Delta
3 Glimmervoid
3 Tezzeret, Agent of Bolas
2 Tezzeret the Seeker
1 Pithing Needle
1 Synod Sanctum
3 Ensnaring Bridge
1 Relic of Progenitus
1 Elixir of Immortality
2 Vedalken Shackles
1 Spellskite
2 Engineered Explosives
1 Chalice of the Void
3 Thirst for Knowledge
3 Mox Opal
3 Thoughtseize
3 Talisman of Dominance
2 Sword of the Meek
3 Thopter Foundry
1 Phyrexian Metamorph
2 Grafdigger's Cage
3 Nature's Claim
3 Spell Pierce
2 Chalice of the Void
1 Engineered Explosives
1 Spellskite
1 Pithing Needle
2 Inquisition of Kozilek
This is where I am. More of an artifact based control strategy. I think 3 Thopter and 2 Sword is where I want to be, espectially with Tezzeret, the Seeker main board. Vedalken Shackles is MVP against many strategies, and we all know how important Ensnaring Bridge can be.
4 Polluted Delta
4 Flooded Strand
3 Watery Grave
2 Swamp
2 Island
2 Creeping Tar Pit
4 Inkmoth Nexus
2 Drowned Catacomb
3 Sword of the Meek
3 Damnation
4 Thirst for Knowledge
4 Serum Visions
4 Remand
4 Tezzeret, Agent of Bolas
3 Go for the Throat
1 Dismember
4 Ichor Wellspring
1 Slaughter Pact
2 Pristine Talisman
Sideboard ideas coming soon...
Premodern - Trix, RecSur, Enchantress, Reanimator, Elves https://www.facebook.com/groups/PremodernUSA/
Modern - Neobrand, Hogaak Vine, Elves
Standard - Mono Red (6-2 and 5-3 in 2 McQ)
Draft - (I wish I had more time for limited...)
Commander -
Norin the Wary, Grimgrin, Adun Oakenshield (taking forever to build)(dead format for me)4 Watery Grave
7 Island
1 Academy Ruins
1 Urborg, Tomb of Yawgmoth
3 Polluted Delta
2 Swamp
2 Creeping Tar Pit
2 Hangarback Walker
1 Spellskite
2 Tezzeret, Agent of Bolas
2 Tezzeret the Seeker
2 Ensnaring Bridge
2 Vedalken Shackles
4 Thirst for Knowledge
3 Mox Opal
2 Talisman of Dominance
2 Sword of the Meek
3 Thopter Foundry
1 Krark-Clan Ironworks
2 Damnation
4 Remand
1 Batterskull
Play that turn 5 and you auto win with thopters.
I will be postinga list with the thopter sword but I can say it will still include the bridge plan.
*Looks like they already skyrocketed
Time Sieve seems way win more to me. Man, if you've got Thopter + Sword on board, you don't need Time Warp.
On Krark-Clans, I don't think we need to go infinite. It's not what we do. We already have the ultimate grind game, thanks to the unbanned sword, and one-shot-kills from Tezz ultimates.
I'm also quite surprised at seeing Ichor Wellspring, Synod's Sanctum, Remand and Underground river flying around. But hey! Everything is possible. Will try to come up with some list shortly. FYI I'll be starting with a 3/2 Thopter-Sword split like said norm in old extended. We have a versatile deck.
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
Also, here is the deck list I will start out with. May possibly add Fabricate if either combo turns into the main win con.
http://deckstats.net/decks/47615/427401-tezzeret-aob/en
The main changes are removed inkmoth for blinkmoth, Big Tezz, and -1 Damnation for more spot removal.
Here are my observations and the first list that feels good after a couple hours brewing and digging for gems :
1. I first tried to pack the combo in the old, old school 2013 style Tezz list. Felt clunky at best ;
2. Then, tried to just jam it into my latest Hate Gate (anti-Eldrazi, Chalice Superprison) and it felt a little better, but I realized Foundry really needs build around to not be an awkward, intensively colored permanent that does very little for us except if the Sword is around. Comes in Chromatic star.
3. If you're not dead, Chromatic star is a one-mana, play-a-56-cards-deck card that will also net you one «free» token (card advantage). It also helps to relieve some pressure off the mana base to cast Lili of Foundry itself in a timely fashion, while turning on Mox Opal. It also turns on Ensnaring Bridge. I liked. So I kept digging the cheap artifact route in such a shell.
4. Now running some 3x Mishra's Bauble allows you to play down to a 53 cards deck. Not bad for a deck packing a combo that also gets some of the best digging around (Thirst, Tezz). Then hey, if you're to play all those cheap trinkets, sending your artifact count through the roof, Mox Opal becomes pretty reliable. And extra copies are now flying thopters and some life.
5. But our combo is somewhat fragile to Abrupt Decay and Kolaghan's command that are coming back with a vengeance. Well Welding Jar will protect our combo pieces, enable metalcraft, enable bridge, and turn into life and a thopter also on the cheap. It's also good against postboard non-stony silence artifact hate. Along MB Spellskite, it makes our combo pretty hard to disrupt. And Spellskite wins games on its own anyways.
That's pretty much it for now. This is trying to make Thopter Foundry a legitimate engine to stall the board until we resolve a Bridge, Tezz takes over, or we win off the Sword combo. Obviously this is going to get refined over time, but these unusual ideas (like dropping Serum Visions for Chromatic Star) are taking me somewhere I like to be.
Keep in mind this is essentially a 53 cards deck, so effective land counts would be 22-ish if we apply the Turbo-Xerox rule of two cheap cantrip is a cut-out land. Here's my first list :
3 Tezzeret, Agent of Bolas
1 Liliana of the Veil
3 Thirst for Knowledge
4 Chromatic Star
3 Mishra's Bauble
3 Thopter Foundry
Control
4 Inquisition of Kozilek
1 Thoughtseize
2 Dismember
4 Ensnaring Bridge
3 Spellskite
2 Welding jar
2 Sword of the Meek
Mana
3 Mox Opal
4 Talisman of Dominance
Lands (18)
1 Sea Gate Wreckage
2 Academy ruins
4 Darksteel Citadel
4 Darkslick Shores
1 Island
1 Swamp
1 Watery Grave
4 Polluted Delta
Honorable mentions and bottom notes : Well there's obviously less removal in there than there could be. It's that I'm relying on stalling the board with thopters to stay alive. Like I said, this list is my attempt at turning Thopter Foundry into an engine of its own. Now, Sword of the Meek is still pretty bad on its own. I'm eye-ing some number of Vault Skirge as a way to empower it as a real player. I just hate the idea of turning opposing Lightning bolts on while trying to. Oh, and Thopter Foundry giving us MB lifegain should allows us to afford playing a little more pain. In this context, I like to see Vault skirge as a 1-drop that plays around Chalice and doesnt cost you life (or... You'll get it back somewhere else). One could also go all @AshtonKutcher on that basis, and the Turbo-Xerox rule, and pack a playset of Gitaxian Probes to play a 49-cards deck. Along some Serum Powder to ensure you find the friggin' combo.
So questions I bringing up : How to get the best out of Thopter Foundry on its own? And Sword of the Meek? What could we have played but we weren't because of the life issue? How is our game affected now that we have both early and mid game chumpers + a combo finish in the form of Foundry?
Anyways, that's it for tonight. Keep brewing
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
Counter-Cat
Colorless Eldrazi Stompy