I agree that Tezzeret's touch barely brings anything new to regular Tezz control that Ensoul wouldnt beforehand. However it probably makes @Raystack's Iron Souldiers build stronger.
On Mech production: I could see it in the sideboard as the alternate, Bridge friendly hard wincon we (I) have been looking for. It also works toward strenghtening your Bridge lock against everything but Maelstrom Pulse, which is nice. It's not tutorable, as aint Tezz. It's not so bad IMO.
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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.
That Ballista is weirdly appealing. But I'm among the ones who were appealed by Hangarback in the first place. Its flexibility seems a bit better than its cousin, since you can kill something. And it triggers Revolt once being a 1/1 (Hangarback has to be played for 0 to trigger Revolt, after that it's too late). It's a removal spell we can dig with Crane and Tezz.
I'm with Zinch on this one.
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Pioneer - A bunch of stuff Modern - Humans Legacy - Grixis Phoenix / Death & Taxes
I dunno guys, mech production does literally NOTHING for a solid 6 turns except make whatever you have enchanted a lightning rod. Looks totally useless unless there's an interaction I'm not seeing. Seems like the definition of win more.
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Current Decks:
Modern: BG eldrazi midrange BWG Abzan value evolution BUG BUG Midrange
Been playtesting Fatal Push and Whir of Invention. I feel like we need more than 4 fetchlands to get full value out of Push. Card is absolutely amazing btw might get UB decks to tier 2 again.
Whir of Invention has been running so incredibly well for me too. Feels like playing twin again. It's so hard to come back from an end step instant whir of invention thopter foundry combo. Untap make 4 copters, get 4 life is already GG basically.
It hasn't come up for me yet, but I'm also just playing two Ensnaring Bridge (I feel like its much less needed with 4 Push and tutor) and one Crucible of Worlds. Also Spellskite (steal your buffs), Executioner's capsule (removal), ratchet bomb (f tokens and affinity), pithing needle (walkers), relic of progenitus (dredge, snap) have been decent instant speed Whir tutor targets as well. Edit: Also adding strengthening ballista now.
Maybe I'm just hyped because playing at instant speed is so fun but Whir seems awesome.
I'm just seeing Mechanized Production more of a durdle/roadblock type card for a few turns to stop your opponent from winning. Tezz's strength lies in his ability to ult/drain for a ton the next turn. A mechanized slapped on a bridge or spellskite could just durdle long enough to easily ult with 6-7 artifacts on the board.
While I agree the artifact becomes a lightning rod, if they can't destroy it on their turn, then we get a second. Then third etc. Unless they have a pulse or echoing truth, we should be in good condition.
And like it was stated earlier, if we place it on a thopter, we could win by our next upkeep.
But I'm a player who loves alt wins. What do I know haha
I think putting on an artifact that does something is sweet like a wurmcoil or filigree familiar or solemn simulacrum or something. I can get behind that a little even though it's a 4 mana do nothing card for a turn. Get X number of bridges or spellskites or signets or swords or foundries does literal nothing for you. Lets say you get an extra of whatever and they kill the enchanted one. It acted as a 4 mana counterspell kinda? meh? Yes I get it helps tezz some and as a 1 of maybe it might be perfectly fine in a bridge deck, I sure know I haven't tested it lol. Still, cards that need other cards or large amount of turns to maybe win the game are super bad.
maybe I'm just being a negative nancy but there's so many other obviously good cards I just don't see the point
I feel like we need more than 4 fetchlands to get full value out of Push.
Good news is we play 4 Foundries ! It will offer technical sequencings for sure. I personally run 2 Inventors' Fair too, which has now another utility in triggering Revolt.
Maybe I'm just hyped because playing at instant speed is so fun but Whir seems awesome.
I think it's hype yes. Because whiring for 5 mana minimum to do something in a deck that plays main phase all the time is not what you want, really. The deck functions fine as is, I don't understand the appeal for a super exepensive card in this fast format, in a deck that doesn't ramp for the most part.
just playing two Ensnaring Bridge (I feel like its much less needed with 4 Push and tutor)
Bridge is actually a complement to FP, since it's the best play against anything FP can't kill.
About the Mecha win, it's super slow (Citadel or Skite), easy to disrupt if it wants to be faster (Thopter token). The deck is already built to live in the long run, its problem is to race combo / ramp decks, that's the main flaw of the archetype.
The card might be great, but not randomly added in the already existing builds.
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Pioneer - A bunch of stuff Modern - Humans Legacy - Grixis Phoenix / Death & Taxes
@Headminerve Agreed on the Ensnaring Bridge + FP part. Might go up to 3 again. I am whiring a lot on turn 3 and 4 though but I'm playing 5 one drop artifacts for now to test it out. It's pretty consistent - we don't cast this on turn 5, we're tapping a combo piece and a one mana artifact to cast it usually. FP is also just great at one mana to fill up the curve if we stumble.
@Reedy26 This is the list I've been playing with: https://www.mtggoldfish.com/deck/538295#online Just playing 3 rocks for now. Might be wrong. Gonna test mox as well, might be great with whir.
I've been running a Chalice-centric build, but Fatal Push is a temptation to drop that (especially if it makes the format slow down—Chalice is brutal against Infect, Burn, and Death's Shadow, but only okay against midrangier decks).
Swapping out Chalice for Push/discard/maybe Serum Visions also gets me interested in a Jace VP build, though the instants and sorceries do start to fight for space with the artifact count.
So I have been brainstorming artifacts that are good enough to play that can also helps us quickly enable improvise. Here is what I come up with so far:
Essentially any playable artifact that doesn't already produce mana by tapping. I am most excited to experiment with Pentad Prism since it can add 2 of the already difficult to achieve triple blue and tap for improvise. It is twice as good as wall of roots is for chord decks. With 3 lands and this on turn 2 you can Whir of Invention for an Ensnaring Bridge on turn 3. With a turn 1 artifact you can tutor a 4 cmc card into play on turn 3. That is busted. It is twice as good as wall of roots is for chord decks. Feels pretty powerful. I've begun working on a list with 4x Whir of Invention. I am confident this is the best card we will get out of kaladesh block. I will post my experimental list soon since I don't think anymore useful spoilers will be coming our way.
I strongly believe that Whir of Invention and Reverse Engineer are very, very good cards and I wanted to utilize them to their fullest extent without breaking down too much of makes the deck tick already. I want to play as many as 4 Pentad Prism but found it difficult to cut any more cards. Pentad Prism allows us to cast Whir Of Invention for X=3 with greater consistency on turn 3. This also allows for Reverse Engineer on turn 3 with only two lands in play. It is even +1 mana for improvise cards the turn you play it. We can consistently find our Thopter/Sword and Ensnaring Bridge. We can respond to a Liliana of the Veil by casting Whir of Invention for a Pithing Needle. We can respond to Abrupt Decay/Maelstrom Pulse with a Spellskite or Welding Jar. We can lock out entire decks as early as turn 4 by tutoring Ensnaring Bridge, Witchbane Orb, Grafdiggers Cage, Ethersworn Cantonist, etc.
As someone else already mentioned we can force decks to respect or fear our combo like twin did. Play an artifact on 1, combo piece on 2, and threaten to Whir of Invention for the the other piece on their end step and combo out on your turn 4!
Falling behind? Draw 3 cards for UU. Need to kill that Glister Elf without paying 4 life and kill the Inkmoth Nexus? Push it off a cliff.
I am excited to play Modern because I feel like I may have the best deck when I walk into the room now and I'll get to have fun doing it. I'll share my testing with you all and let you know how I do as far as results. I could be wrong about these new cards, but I really don't think I am. Good Luck and Happy Brewing!
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U/B Tezzeret Control
Sultai Midrange
Anything Innovative
Bridge is there on T3 anyway, without the tutor. With any rock, you can have a 4-drop on T3 as well...
A card like Crane T2 will dig for that T3 Bridge we want. And the important thing isn't to play a Bridge, but to empty your hand the turn after that. And good luck having UUU consistently by T3 anyway.
I really don't get all the excitment about that card in this topic.
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Pioneer - A bunch of stuff Modern - Humans Legacy - Grixis Phoenix / Death & Taxes
Just to point it out: you can have ANY artifact repeated 8 times to win, not the one enchanted. You can enchant a Darksteel Citadel and win with 8 thopters. But if you have 8 thopters, and Mechanized Production in play and you are not dead, you're gonna win. It's the definition of win more for me. There are a lot of more interesting cards to test in the set IMHO.
That's exactly why i kinda like it You're diversifying your threats. Removing an enchantment is hard enough as it is - having it on an indestructible Darksteel Citadel that makes another copy of itself each turn, which you can also sack to thopter foundry to get to your 8 thopters makes it all the more annoying.
I pushed Ux Control and BGx decks from 13 to 15%, expecting a rise of popularity. The rest is rather accurate.
From there, I have my 75 pretty much stacked at the moment, with a tweek in the SB to try to make my Tron MU better. Brutality is better than ever, so I'll keep them at 4, realizing that new Ballista is a worse Brutality anyway:
Whir of invention it is not a good card and it is not the kind of deck se want to play. Tezz should be a tap-out / lock down deck that kills the opponent via thopters or tezzeret. That's my point of view. I want tezzerator to be a control deck
Could you explain why it is not a good card instead of just saying it isn't a good card? I strongly disagree with you. Just because you are playing a tutor doesn't change what type of deck tezzerator is.
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U/B Tezzeret Control
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On Mech production: I could see it in the sideboard as the alternate, Bridge friendly hard wincon we (I) have been looking for. It also works toward strenghtening your Bridge lock against everything but Maelstrom Pulse, which is nice. It's not tutorable, as aint Tezz. It's not so bad IMO.
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
I'm with Zinch on this one.
Modern: BG eldrazi midrange
BWG Abzan value evolution
BUG BUG Midrange
Tiny Leaders: BW Athreos Zombies
Commander: BG Gitrog Monster
Whir of Invention has been running so incredibly well for me too. Feels like playing twin again. It's so hard to come back from an end step instant whir of invention thopter foundry combo. Untap make 4 copters, get 4 life is already GG basically.
It hasn't come up for me yet, but I'm also just playing two Ensnaring Bridge (I feel like its much less needed with 4 Push and tutor) and one Crucible of Worlds. Also Spellskite (steal your buffs), Executioner's capsule (removal), ratchet bomb (f tokens and affinity), pithing needle (walkers), relic of progenitus (dredge, snap) have been decent instant speed Whir tutor targets as well. Edit: Also adding strengthening ballista now.
Maybe I'm just hyped because playing at instant speed is so fun but Whir seems awesome.
And like it was stated earlier, if we place it on a thopter, we could win by our next upkeep.
But I'm a player who loves alt wins. What do I know haha
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maybe I'm just being a negative nancy but there's so many other obviously good cards I just don't see the point
Modern: BG eldrazi midrange
BWG Abzan value evolution
BUG BUG Midrange
Tiny Leaders: BW Athreos Zombies
Commander: BG Gitrog Monster
Good news is we play 4 Foundries ! It will offer technical sequencings for sure. I personally run 2 Inventors' Fair too, which has now another utility in triggering Revolt.
I think it's hype yes. Because whiring for 5 mana minimum to do something in a deck that plays main phase all the time is not what you want, really. The deck functions fine as is, I don't understand the appeal for a super exepensive card in this fast format, in a deck that doesn't ramp for the most part.
Bridge is actually a complement to FP, since it's the best play against anything FP can't kill.
About the Mecha win, it's super slow (Citadel or Skite), easy to disrupt if it wants to be faster (Thopter token). The deck is already built to live in the long run, its problem is to race combo / ramp decks, that's the main flaw of the archetype.
The card might be great, but not randomly added in the already existing builds.
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@Reedy26 This is the list I've been playing with: https://www.mtggoldfish.com/deck/538295#online Just playing 3 rocks for now. Might be wrong. Gonna test mox as well, might be great with whir.
Swapping out Chalice for Push/discard/maybe Serum Visions also gets me interested in a Jace VP build, though the instants and sorceries do start to fight for space with the artifact count.
Essentially any playable artifact that doesn't already produce mana by tapping. I am most excited to experiment with Pentad Prism since it can add 2 of the already difficult to achieve triple blue and tap for improvise. It is twice as good as wall of roots is for chord decks. With 3 lands and this on turn 2 you can Whir of Invention for an Ensnaring Bridge on turn 3. With a turn 1 artifact you can tutor a 4 cmc card into play on turn 3. That is busted. It is twice as good as wall of roots is for chord decks. Feels pretty powerful. I've begun working on a list with 4x Whir of Invention. I am confident this is the best card we will get out of kaladesh block. I will post my experimental list soon since I don't think anymore useful spoilers will be coming our way.
Sultai Midrange
Anything Innovative
1 Academy Ruins
4 Darkslick Shores
1 Darksteel Citadel
2 Flooded Strand
1 Ghost Quarter
1 Industrial Tower
2 Inventors' Fair
3 Island
4 Polluted Delta
1 Swamp
3 Watery Grave
Artifacts:
1 Batterskull
2 Ensnaring Bridge
1 Executioner's Capsule
2 Mox Opal
3 Pentad Prism
1 Phyrexian Revoker
1 Pithing Needle
2 Relic of Progenitus
1 Spellskite
3 Sword of the Meek
4 Thopter Foundry
1 Welding Jar
4 Tezzeret, Agent of Bolas
4 Whir of Invention
3 Reverse Engineer
4 Fatal Push
2 Collective Brutality
2 Damnation
2 Engineered Explosives
1 Ensnaring Bridge
1 Ethersworn Canonist
1 Flaying Tendrils
1 Go for the Throat
1 Grafdigger's Cage
1 Pithing Needle
1 Spellskite
1 Witchbane Orb
1 Wurmcoil Engine
I strongly believe that Whir of Invention and Reverse Engineer are very, very good cards and I wanted to utilize them to their fullest extent without breaking down too much of makes the deck tick already. I want to play as many as 4 Pentad Prism but found it difficult to cut any more cards. Pentad Prism allows us to cast Whir Of Invention for X=3 with greater consistency on turn 3. This also allows for Reverse Engineer on turn 3 with only two lands in play. It is even +1 mana for improvise cards the turn you play it. We can consistently find our Thopter/Sword and Ensnaring Bridge. We can respond to a Liliana of the Veil by casting Whir of Invention for a Pithing Needle. We can respond to Abrupt Decay/Maelstrom Pulse with a Spellskite or Welding Jar. We can lock out entire decks as early as turn 4 by tutoring Ensnaring Bridge, Witchbane Orb, Grafdiggers Cage, Ethersworn Cantonist, etc.
As someone else already mentioned we can force decks to respect or fear our combo like twin did. Play an artifact on 1, combo piece on 2, and threaten to Whir of Invention for the the other piece on their end step and combo out on your turn 4!
Falling behind? Draw 3 cards for UU. Need to kill that Glister Elf without paying 4 life and kill the Inkmoth Nexus? Push it off a cliff.
I am excited to play Modern because I feel like I may have the best deck when I walk into the room now and I'll get to have fun doing it. I'll share my testing with you all and let you know how I do as far as results. I could be wrong about these new cards, but I really don't think I am. Good Luck and Happy Brewing!
Sultai Midrange
Anything Innovative
A card like Crane T2 will dig for that T3 Bridge we want. And the important thing isn't to play a Bridge, but to empty your hand the turn after that. And good luck having UUU consistently by T3 anyway.
I really don't get all the excitment about that card in this topic.
That's exactly why i kinda like it You're diversifying your threats. Removing an enchantment is hard enough as it is - having it on an indestructible Darksteel Citadel that makes another copy of itself each turn, which you can also sack to thopter foundry to get to your 8 thopters makes it all the more annoying.
Combo -- 25% (Dredge 8% / Tron 7% / Valakut 5% / 5% other)
Pump aggro -- 15% (Infect 7% / Prowess 5% / Suicide 3%)
Ux Control -- 15% BGx -- 15%
Eldrazi -- 7% Affi -- 5%
Burn -- 5% Other -- 13%
I pushed Ux Control and BGx decks from 13 to 15%, expecting a rise of popularity. The rest is rather accurate.
From there, I have my 75 pretty much stacked at the moment, with a tweek in the SB to try to make my Tron MU better. Brutality is better than ever, so I'll keep them at 4, realizing that new Ballista is a worse Brutality anyway:
4 Thopter Foundry
3 Sword of the Meek
3 Talisman of Dominance
1 Executioner's Capsule
1 Pithing Needle
4 Fatal Push
4 Collective Brutality
2 Thoughtseize
2 Inquisition of Kozilek
4 Glint-Nest Crane
3 Spellskite
4 Darksteel Citadel
2 Inventors' fair
1 Urborg, Tomb of Yawgmoth
4 Polluted Delta
3 Watery Grave
1 Swamp
1 Island
3 Darkslick Shores
1 Creeping Tar Pit
2 Underground River
4 Ghost Quarter
4 Surgical Extraction
2 Flaying Tendrils
1 Engineered Explosives
By cutting a Talisman and 2 Rivers in the main, the GQ help cast TKS, in case it's not clear.
Could you explain why it is not a good card instead of just saying it isn't a good card? I strongly disagree with you. Just because you are playing a tutor doesn't change what type of deck tezzerator is.
Sultai Midrange
Anything Innovative