@Awemaigawd you should have enough mana with glimmervoid, watery grave, mox, talisman of dominance, islands. Having both Tezz in my testing seems to have been successful, sure if u have aob and bridge already on field. just cash in aob via ult or -1 an artifact namely darksteel citadel, and play the seeker. Synod sanctum also acts as insurance for either tezz.
What I like about Tezz the seeker is that is essentially is an additional copy of every artifact that u run. Don't have a bridge? -3. Need the other half of the thoptersword combo? -2 need some protection? Synod sanctum -1 (needs 2 mana to save Tezz) Oh a bad matchup like Tron or R/G Valakut or Scapeshift? -3 go get Crucible of Worlds either sb or mb (depending on the list u run)
On top of the many applications with his -X ability. His Ult with the right list can spell victory for u.
Ill be posting my list when I have spare time and reasons for running certain cards and not opting for others.
Something I'm testing is the looter scooter. Essentially its a Tez foundry-sword list, but with 3 copters, 4 glint-nest crane, and 2 filigree familiar to add a little pressure early, filter through stuff, and generally be "that dude". So far it's fun as hell. You can thopter foundry a new thopter, tap it to pilot copter, swing for three and loot, get rid of chaff and find stuff. Yay!
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Modern UB Tezzerator UBW Gifts B 8Rack
Legacy RB Goblins
Guys: The rise of Surgical Extraction indeed hurts the Thopter-Sword plan a lot, and I'm all for diversifying our wincons. As far as specific changes go, I'm still reflecting upon them. I never liked big Tezz though, both for his function and awkwardness of the curve.
This is how I feel we should direct the deck towards. Yes it is 62 cards Main deck. I'm having trouble polishing it to 60 but 61-62 is okay for the time being. The sb isn't a final revision for sure I will work on it when I get the chance.
How the deck should flow:
Turn 1:
1 drop artifact or IoK
Turn 2:
Thopter piece, Crane, hold and get ready for EE activation, CoTV, drop hand, Collective Brutality, Talisman of Dominance
Turn 3:
Bridge, Tezz AoB, Crucible+GQ
Turn 4:
Tezz AoB, Tezz the Seeker, start comfortable lock
Turn 5:
Start to win
Card Choices for obscure cards
Synod Sanctum: Might feel like a weak do nothing card but really can be instrumental to the core of the deck. Being able to Exile away in response to a removal spell or hate that targets your tezzs or bridge or crucible is vital. Being able to recur them for just 2 mana is great!
Even if your opponent targets your sanctum they have simply traded typically a 2 mana or more spell for a 1 mana artifact. Pretty good if I say so myself.
A key feature is to exile your bridge before the start of a turn that u can ult tezz the Seeker.
Tezzeret, the Seeker: Allows for the deck to be more consistent in getting key silver bullet artifacts or for stalling. Another wincon in of itself. Pairs with Synod Sanctum nicely.
Inquisition of Kozilek or Thoughtseize At the moment I find Inquisition to be better in the fast aggressive meta. While u may wish u had a thoughtsieze in certain matchups overall I find myself taking too much life from inquisition.
I will be adding to this post and updating it to the forum. Keep a Look out!
I have to really disagree with your assessment of synod sanctum. I will say, late game it seems like fun. However, before late game its practically useless. It's very mana intensive (no 2 mana isn't a lot but that means you are spending turns holding open 2+ mana to "save" a permanent) and doesn't really help you. Welding jar does practically the same thing. Your deck always wants to be doing things and spending the mana not holding it open hoping they try to kill something. It actually feels like a nonbo. How do you empty your hand if you have to have mana open?
here's some examples:
-you tap out and they kill your thing and sanctum sits there taunting you.
-you have 4 mana open and a sanctum and something else. They destroy your something else, you sanctum it, then they kill your sanctum in response.
-you save X number of things from removal but then get locked under stony silence. How many turns did you essentially get timewalked? they still 1 for 1 you and removed your problem things.
-you save your bridge from removal. They untap and kill you if you don't have an additional 2 mana.
-sanctum gives them a window to do things. welding jar means they have to have 2 removal cards immediately to kill your thing.
in all these common examples, welding jar does the exact same thing but it's 0 mana and is actively great with bridge.
debating going between discard and cranes. Basically, do I want to stop them from doing stuff or help me find my stuff. Consistency is great but means nothing if you get ranched before it matters. Modern lately is a little too aggressive for my liking. I may just have to ride the bridge train /barf.
I have to really disagree with your assessment of synod sanctum. I will say, late game it seems like fun. However, before late game its practically useless. It's very mana intensive (no 2 mana isn't a lot but that means you are spending turns holding open 2+ mana to "save" a permanent) and doesn't really help you. Welding jar does practically the same thing. Your deck always wants to be doing things and spending the mana not holding it open hoping they try to kill something. It actually feels like a nonbo. How do you empty your hand if you have to have mana open?
here's some examples:
-you tap out and they kill your thing and sanctum sits there taunting you.
-you have 4 mana open and a sanctum and something else. They destroy your something else, you sanctum it, then they kill your sanctum in response.
-you save X number of things from removal but then get locked under stony silence. How many turns did you essentially get timewalked? they still 1 for 1 you and removed your problem things.
-you save your bridge from removal. They untap and kill you if you don't have an additional 2 mana.
-sanctum gives them a window to do things. welding jar means they have to have 2 removal cards immediately to kill your thing.
in all these common examples, welding jar does the exact same thing but it's 0 mana and is actively great with bridge.
Those "examples" are all misplays. It is always tricky when the best advice for someone is "git gud" but literally those examples don't come up. Also, Welding Jar can't save or even reset Tezz (tezz, minus, sanctum, plus to set up lethal). Welding Jar can't exile bridge to clear an attack, then bring it back. Welding Jar can't stop Abrupt Decay. Welding Jar can't stop a Ulamog or World Breaker Exile. Welding Jar can't flicker Glint-Nest Cranes. Welding Jar can't save Darksteel Citadels from Dismember. Welding Jar doesn't stop Karn Liberated.
Is Synod Sanctum always fantastic? No. But it is once the lock in place. It is when we have permanents with ETB effects or planeswalkers. It is when we just have a bridge. It is more often than not.
As someone who is using "git gud" for someone using constructive criticism, please explain how those are misplays. As someone who has played a lot of Tez those example DO come up. What do you play against that they don't? I apologize if my tone came off harsher than intended, I'm certainly not here to flame anyone. I'm not going to apologize that I think the card isn't worth a slot though.
Why would you need to clear your bridge?
Welding jar absolutely stops an abrupt decay.
Sanctum doesn't stop Karn and half stops Ulamog. Sure one shot exiles I can see it being spicy and welding jar is basically dead against tron.
If you are defending the card so strongly please help me figure out how to play it.
if you draw it late game there's no problem I guess.
how do you play it if it's in you opener or early game? Do you play it and just let it sit there while you other things or do you play it then slowly play other things while holding up mana?
So excuse me if its already been said, but it looks like most of the lists here are running some number of the thopter combo, mainly 3 foundry 2 sword. and most lists seem to be running 1 of crucible. With those inclusions and the majority of people now running inventors fair, wouldn't the inclusion of a 1 of time seive be most beneficial as you could just win on the spot, given you had thopter combo going.
The repeatable fetching with inventors fair and crucible, inventors fair > Cruicible > Inventors Fair > Combo cards. Its a bit mana intensive but behind a bridge it would only take but a few turns.
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Currently playing in Modern: BBB8Rack
Currently Playing in Legacy:
Foil BELCHER
"Never interrupt your opponent while he's making a mistake"
As someone who is using "git gud" for someone using constructive criticism, please explain how those are misplays. As someone who has played a lot of Tez those example DO come up. What do you play against that they don't? I apologize if my tone came off harsher than intended, I'm certainly not here to flame anyone. I'm not going to apologize that I think the card isn't worth a slot though.
Why would you need to clear your bridge?
Welding jar absolutely stops an abrupt decay.
Sanctum doesn't stop Karn and half stops Ulamog. Sure one shot exiles I can see it being spicy and welding jar is basically dead against tron.
If you are defending the card so strongly please help me figure out how to play it.
if you draw it late game there's no problem I guess.
how do you play it if it's in you opener or early game? Do you play it and just let it sit there while you other things or do you play it then slowly play other things while holding up mana?
If it's in my opener or early game, yeah, I kinda just throw it down for extra metalcraft to save for later. TBH Synod Sanctum is best paired with Tezzeret the Seeker. Leaving up mana is much easier with big Tezz. Big Tezz can minus zero to get Darksteel Citadels if you just need more mana (albeit he often gets Thopter Foundry or Sword of the Meek).
AS AN ASIDE:
TROPHY MAGE
2U (Uncommon)
Creature - Human Wizard
When ~ enters the battlefield, you may search your library for an artifact with CMC 3, reveal it, put it into your hand, then shuffle your library.
2/2
THIS GUY TUTORS FOR ENSNARING BRIDGE, CRUCIBLE OF WORLDS, TRINISPHERE, SWORD OF X AND X, OBLIVION STONE, VEDALKEN SHACKLES... and others.
How does this change our plan, knowing we can play effectively up to 8 Ensnaring Bridges?
@gigafish 1x Crucible is by no means canon. Also, Time Sieve has been thoroughly tested and it's just not right for the deck; if you assemble Thopter Sword you're already a huge favorite to win, so a card that's useless without the combo just takes space from something better.
ALSO. This just got spoiled on Reddit. Holy SMOKE.
If that new Trophy Mage says CMC 3 like I think it does, this deck is revolutionized. Plus that Mutilate-nation that casts a free Bridge, AND that artifact that gets artifacts?! GEEEEEZ 3/4 of the spoiled cards so far will make a huge splash for this deck
@gigafish 1x Crucible is by no means canon. Also, Time Sieve has been thoroughly tested and it's just not right for the deck; if you assemble Thopter Sword you're already a huge favorite to win, so a card that's useless without the combo just takes space from something better.
ALSO. This just got spoiled on Reddit. Holy SMOKE.
If that new Trophy Mage says CMC 3 like I think it does, this deck is revolutionized. Plus that Mutilate-nation that casts a free Bridge, AND that artifact that gets artifacts?! GEEEEEZ 3/4 of the spoiled cards so far will make a huge splash for this deck
Yes. These new additions deserve extensive testing. Keep in mind, we will also likely get a new Tezzeret planeswalker card.
If only that treasure mage was CMC 2 or 3... Sigh...
I really like Yehenni's Expertise, especially with some ramp on the table, turn three you play part of your combo. Then you can either board with the enemies small creatures then play the second piece. Or you can cast bridge or something similar after the board wipe. I dont know what else would make a player scoop than a board wipe tied with an ensnaring bridge putting your hand down to zero.
@Akalah to answer your examples and further support Synod Sanctum Synod Sanctum acts as insurance for our oppoonents hate and removal as well as saving our tezz and exiling ensnaring bridge.
Sure I can understand how u may find that Synod Sanctum may be a weak addition and only does things in the late game. But please understand that the deck list push for extra mana, via Talisman of dominance, Mox Opal, and Tezz, the seeker putting darksteel citadel in. Also by being a very versatile card in every matchup it helps towards extra metalcraft to help and a simple turn 1 play.
If the meta was more midranged I would have included Vedalken Shackles to the list as being able to steal a creature and transform it to our cause is very effective and leveraging the game state to our advantage. As we can per turn steal a creature for 2 with shackles and "eat" it with synod. When needed pay 2 to unleash hell back on them.
Also Synod Sanctum allows us to further utilize Tezz, the Seeker by optimizing his ultimate. We have our other cards to get the lock, with Tezz now helping fill holes with his minus and to ultimately win us the game in the long run. By exiling ensnaring bridge/s. Oh it failed? Cant kill him/her? Sacrifice sanctum to get bridges backs as a oops I'm bad button.
Now for your examples:
1. Ok it happens but either u gain value from tezz. Let it happen there are other opportunities, hold onto. We have ramped enough not to care.
2. In response to their kill spell on synod sanctum, sacrifice it and return what they tried to kill and they wasted a more expensive card for a 1 drop.
3. in response to Stony Silence u sacrifice Synod sanctum and return everything
4. Sometimes better to let it happen, you may have more plays than you know.
Welding Jar doesn't do the exact same things as Synod Sanctum by, 1. being able to save both tezz and bridge. 2. Allow Tezz the Seeker to be a more powerful wincon through his ult. 3. Has a larger capacity to store cards. 4. Can hold onto stolen opponent cards.
IDK it costs 3 mana, so it is your T3 play, they play Karn, you play your bridge? Your crucible? It's too late already.
The yahenni's expertise could be nice; T3 wipe & bridge is pretty great, but very specific. It's kind of lame if all you get to drop is a rock.
The scrap trawler - what would we get back with this? (we have little use for a 3/2 creature by itself) it can only get back CMC 2 artifacts. Is that really so amazing? (recycling spellskites is cool I suppose?).
I'm not going too hog wild over these cards yet, but I like the direction they insinuate!
There is already inventor's fair, so I don't see much use for the 3cmc tutor creature.
For the wiper, It might be a decent sideboard card, because sometimes -3/-3 won't remove a lot. Damnation is better in this slot I think. Otherwise run Black Sun's Zenith/Flaying Tendrils? The free 3CMC drop can be great, but most likely the most important 3 drops should already be on the battlefield by T4.
As for the Scrap Trawler. I see nice synergy with the Sword of the meek and two Mox Opals for infinite thopters, but this requires Thopter Foundry+Sword of the Meek+Scrap Trawler+Mox Opal in graveyard+Mox Opal in battlefield. Very farfetched. Combo out in turn 3 is possible but not a win, only infinite life/tokens. Turn 1 darksteel citadel, Turn two UB land->SotM->Mox Opal->Mox Opal->Thopter Foundry T3 Land+ Scrap Trawler
It's only a month to christmass, keep the dream alive ;-)
IDK it costs 3 mana, so it is your T3 play, they play Karn, you play your bridge? Your crucible? It's too late already.
No, your deck is supposed to have ways to fight the T3 fatty already, like targeted discard. T1&2 discard, T3 Tutor, T4, start to kill their lands with GQ.
The yahenni's expertise could be nice; T3 wipe & bridge is pretty great, but very specific. It's kind of lame if all you get to drop is a rock.
You don't care what you drop because it plays well with the Bridge plan anyway ! You could as well Expertise into Tendrils and -5/-5 the whole board. The gain of tempo you make is actually very interesting, since we play a ton of 2-drops and it's hard to curve your hand perfectly. You often have a card you slow roll in your hand. Well with Expertise, you have a tempo boost similar to Burning-Tree Emissary, which is great.
The other thing is you can threaten to wrath a board + play a Foundry or a Bridge for free so... what does your blue opponent choose to counter with his Spell Pierce, Cryptic Command or Spell Queller ? It's a win-win situation for us, or any control deck actually.
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Pioneer - A bunch of stuff Modern - Humans Legacy - Grixis Phoenix / Death & Taxes
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What I like about Tezz the seeker is that is essentially is an additional copy of every artifact that u run. Don't have a bridge? -3. Need the other half of the thoptersword combo? -2 need some protection? Synod sanctum -1 (needs 2 mana to save Tezz) Oh a bad matchup like Tron or R/G Valakut or Scapeshift? -3 go get Crucible of Worlds either sb or mb (depending on the list u run)
On top of the many applications with his -X ability. His Ult with the right list can spell victory for u.
Ill be posting my list when I have spare time and reasons for running certain cards and not opting for others.
Stay Tuned!
UB Tezzerator
UBW Gifts
B 8Rack
Legacy
RB Goblins
Top 8 TezzDrazi list is up by the way! In here: http://f2fseries.facetofacegames.com/facetofacegames-com-montreal-open-coverage-november-26th-2016/
/e: Decklist!
2 Creeping Tar Pit
2 Darkslick Shores
4 Darksteel Citadel
4 Eldrazi Temple
2 Ghost Quarter
1 Inventors’ Fair
2 Island
4 Polluted Delta
2 Swamp
Spells (22)
4 Chalice of the Void
2 Dismember
1 Engineered Explosives
1 Go for the Throat
3 Mox Opal
3 Sword of the Meek
4 Tezzeret, Agent of Bolas
4 Thopter Foundry
4 Glint-Nest Crane
4 Simian Spirit Guide
3 Spellskite
4 Thought-Knot Seer
2 Negate
1 Slaughter Pact
4 Reality Smasher
2 Sun Droplet
2 Hurkyl’s Recall
3 Ravenous Trap
1 Spreading Seas
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
2 Academy Ruins
3 Darksteel Citadel
3 Glimmervoid
2 Island
2 Swamp
3 Watery Grave
2 Inventors' Fair
3 Ghost Quarter
1 Polluted Delta
2 River of Tears
Creature
4 Glint Nest Crane
Artifact
1 Crucible of Worlds
4 Ensnaring Bridge
1 Synod Sanctum
2 Sword of the Meek
3 Thopter Foundry
1 Grafdigger's Cage
1 Relic of Progenitus
3 Mox Opal
2 Pithing Needle
2 Engineered Explosives
1 Chalice of the Void
3 Talisman of Dominance
2 Tezzeret, the Seeker
3 Tezzeret, Agent of Bolas
Sorcery
3 Collective Brutality
3 Inquisition of Kozilek
1 Chalice of the Void
1 Engineered Explosives
1 Ghost Quarter
1 Witchbane Orb
1 Grafdigger's Cage
2 Relic of Progenitus
2 Pithing Needle
2 Spellskite
3 Lost Legacy
1 Crucible of Worlds
This is how I feel we should direct the deck towards. Yes it is 62 cards Main deck. I'm having trouble polishing it to 60 but 61-62 is okay for the time being. The sb isn't a final revision for sure I will work on it when I get the chance.
How the deck should flow:
Turn 1:
1 drop artifact or IoK
Turn 2:
Thopter piece, Crane, hold and get ready for EE activation, CoTV, drop hand, Collective Brutality, Talisman of Dominance
Turn 3:
Bridge, Tezz AoB, Crucible+GQ
Turn 4:
Tezz AoB, Tezz the Seeker, start comfortable lock
Turn 5:
Start to win
Card Choices for obscure cards
Synod Sanctum: Might feel like a weak do nothing card but really can be instrumental to the core of the deck. Being able to Exile away in response to a removal spell or hate that targets your tezzs or bridge or crucible is vital. Being able to recur them for just 2 mana is great!
Even if your opponent targets your sanctum they have simply traded typically a 2 mana or more spell for a 1 mana artifact. Pretty good if I say so myself.
A key feature is to exile your bridge before the start of a turn that u can ult tezz the Seeker.
Tezzeret, the Seeker: Allows for the deck to be more consistent in getting key silver bullet artifacts or for stalling. Another wincon in of itself. Pairs with Synod Sanctum nicely.
Inquisition of Kozilek or Thoughtseize At the moment I find Inquisition to be better in the fast aggressive meta. While u may wish u had a thoughtsieze in certain matchups overall I find myself taking too much life from inquisition.
I will be adding to this post and updating it to the forum. Keep a Look out!
here's some examples:
-you tap out and they kill your thing and sanctum sits there taunting you.
-you have 4 mana open and a sanctum and something else. They destroy your something else, you sanctum it, then they kill your sanctum in response.
-you save X number of things from removal but then get locked under stony silence. How many turns did you essentially get timewalked? they still 1 for 1 you and removed your problem things.
-you save your bridge from removal. They untap and kill you if you don't have an additional 2 mana.
-sanctum gives them a window to do things. welding jar means they have to have 2 removal cards immediately to kill your thing.
in all these common examples, welding jar does the exact same thing but it's 0 mana and is actively great with bridge.
Modern: BG eldrazi midrange
BWG Abzan value evolution
BUG BUG Midrange
Tiny Leaders: BW Athreos Zombies
Commander: BG Gitrog Monster
2 tidehollow sculler
3 matter reshaper
3 wasteland strangler
4 thought-knot seer
flex spots
3 inquisition of kozilek
1 talisman of dominance
stuff
4 path to exile
4 relic of progenitus
1 engineered explosives
2 mox opal
3 sword of the meek
4 thopter foundry
3 tezzeret, agent of bolas
3 darkslick shores
1 concealed courtyard
4 darksteel citadel
4 eldrazi temple
1 flooded strand
2 polluted delta
2 marsh flats
1 godless shrine
1 watery grave
1 hallowed fountain
1 swamp
1 island
1 plains
debating going between discard and cranes. Basically, do I want to stop them from doing stuff or help me find my stuff. Consistency is great but means nothing if you get ranched before it matters. Modern lately is a little too aggressive for my liking. I may just have to ride the bridge train /barf.
Modern: BG eldrazi midrange
BWG Abzan value evolution
BUG BUG Midrange
Tiny Leaders: BW Athreos Zombies
Commander: BG Gitrog Monster
Those "examples" are all misplays. It is always tricky when the best advice for someone is "git gud" but literally those examples don't come up. Also, Welding Jar can't save or even reset Tezz (tezz, minus, sanctum, plus to set up lethal). Welding Jar can't exile bridge to clear an attack, then bring it back. Welding Jar can't stop Abrupt Decay. Welding Jar can't stop a Ulamog or World Breaker Exile. Welding Jar can't flicker Glint-Nest Cranes. Welding Jar can't save Darksteel Citadels from Dismember. Welding Jar doesn't stop Karn Liberated.
Is Synod Sanctum always fantastic? No. But it is once the lock in place. It is when we have permanents with ETB effects or planeswalkers. It is when we just have a bridge. It is more often than not.
Why would you need to clear your bridge?
Welding jar absolutely stops an abrupt decay.
Sanctum doesn't stop Karn and half stops Ulamog. Sure one shot exiles I can see it being spicy and welding jar is basically dead against tron.
If you are defending the card so strongly please help me figure out how to play it.
if you draw it late game there's no problem I guess.
how do you play it if it's in you opener or early game? Do you play it and just let it sit there while you other things or do you play it then slowly play other things while holding up mana?
Modern: BG eldrazi midrange
BWG Abzan value evolution
BUG BUG Midrange
Tiny Leaders: BW Athreos Zombies
Commander: BG Gitrog Monster
The repeatable fetching with inventors fair and crucible, inventors fair > Cruicible > Inventors Fair > Combo cards. Its a bit mana intensive but behind a bridge it would only take but a few turns.
Currently playing in Modern:
BBB8Rack
Currently Playing in Legacy:
Foil BELCHER
"Never interrupt your opponent while he's making a mistake"
If it's in my opener or early game, yeah, I kinda just throw it down for extra metalcraft to save for later. TBH Synod Sanctum is best paired with Tezzeret the Seeker. Leaving up mana is much easier with big Tezz. Big Tezz can minus zero to get Darksteel Citadels if you just need more mana (albeit he often gets Thopter Foundry or Sword of the Meek).
AS AN ASIDE:
TROPHY MAGE
2U (Uncommon)
Creature - Human Wizard
When ~ enters the battlefield, you may search your library for an artifact with CMC 3, reveal it, put it into your hand, then shuffle your library.
2/2
THIS GUY TUTORS FOR ENSNARING BRIDGE, CRUCIBLE OF WORLDS, TRINISPHERE, SWORD OF X AND X, OBLIVION STONE, VEDALKEN SHACKLES... and others.
How does this change our plan, knowing we can play effectively up to 8 Ensnaring Bridges?
ALSO. This just got spoiled on Reddit. Holy SMOKE.
If that new Trophy Mage says CMC 3 like I think it does, this deck is revolutionized. Plus that Mutilate-nation that casts a free Bridge, AND that artifact that gets artifacts?! GEEEEEZ 3/4 of the spoiled cards so far will make a huge splash for this deck
Yes. These new additions deserve extensive testing. Keep in mind, we will also likely get a new Tezzeret planeswalker card.
Modern: BG eldrazi midrange
BWG Abzan value evolution
BUG BUG Midrange
Tiny Leaders: BW Athreos Zombies
Commander: BG Gitrog Monster
I really like Yehenni's Expertise, especially with some ramp on the table, turn three you play part of your combo. Then you can either board with the enemies small creatures then play the second piece. Or you can cast bridge or something similar after the board wipe. I dont know what else would make a player scoop than a board wipe tied with an ensnaring bridge putting your hand down to zero.
Sure I can understand how u may find that Synod Sanctum may be a weak addition and only does things in the late game. But please understand that the deck list push for extra mana, via Talisman of dominance, Mox Opal, and Tezz, the seeker putting darksteel citadel in. Also by being a very versatile card in every matchup it helps towards extra metalcraft to help and a simple turn 1 play.
If the meta was more midranged I would have included Vedalken Shackles to the list as being able to steal a creature and transform it to our cause is very effective and leveraging the game state to our advantage. As we can per turn steal a creature for 2 with shackles and "eat" it with synod. When needed pay 2 to unleash hell back on them.
Also Synod Sanctum allows us to further utilize Tezz, the Seeker by optimizing his ultimate. We have our other cards to get the lock, with Tezz now helping fill holes with his minus and to ultimately win us the game in the long run. By exiling ensnaring bridge/s. Oh it failed? Cant kill him/her? Sacrifice sanctum to get bridges backs as a oops I'm bad button.
Now for your examples:
1. Ok it happens but either u gain value from tezz. Let it happen there are other opportunities, hold onto. We have ramped enough not to care.
2. In response to their kill spell on synod sanctum, sacrifice it and return what they tried to kill and they wasted a more expensive card for a 1 drop.
3. in response to Stony Silence u sacrifice Synod sanctum and return everything
4. Sometimes better to let it happen, you may have more plays than you know.
Welding Jar doesn't do the exact same things as Synod Sanctum by, 1. being able to save both tezz and bridge. 2. Allow Tezz the Seeker to be a more powerful wincon through his ult. 3. Has a larger capacity to store cards. 4. Can hold onto stolen opponent cards.
The yahenni's expertise could be nice; T3 wipe & bridge is pretty great, but very specific. It's kind of lame if all you get to drop is a rock.
The scrap trawler - what would we get back with this? (we have little use for a 3/2 creature by itself) it can only get back CMC 2 artifacts. Is that really so amazing? (recycling spellskites is cool I suppose?).
I'm not going too hog wild over these cards yet, but I like the direction they insinuate!
It's only a month to christmass, keep the dream alive ;-)
No, your deck is supposed to have ways to fight the T3 fatty already, like targeted discard. T1&2 discard, T3 Tutor, T4, start to kill their lands with GQ.
You don't care what you drop because it plays well with the Bridge plan anyway ! You could as well Expertise into Tendrils and -5/-5 the whole board. The gain of tempo you make is actually very interesting, since we play a ton of 2-drops and it's hard to curve your hand perfectly. You often have a card you slow roll in your hand. Well with Expertise, you have a tempo boost similar to Burning-Tree Emissary, which is great.
The other thing is you can threaten to wrath a board + play a Foundry or a Bridge for free so... what does your blue opponent choose to counter with his Spell Pierce, Cryptic Command or Spell Queller ? It's a win-win situation for us, or any control deck actually.