So, we have a ton of different main decks now; but what are we all playing in the sideboard?
There's no consensus about what cards to play, but rather what plans are good to fight certain MUs. You didn't quote cards that accelerate our own clock, which is an acceptable SB plan for example. There's also alternate wincons that ignore Stony Silence or artifact hate overall, like the the Ghirapur Aether Grid you mentioned. For each plan, you have several options and none clearly outshines the others. Otherwise there would be a clean consensus to find.
I like that approach to the sideboard. I don't think we can play much to improve our immediate speed -why would we not just play that mainboard? But yes, the plans are good.
The list basically hasn't changed since last I posted it. I find it really robust and consistent wherever I play it, and if you have the fetches to try out the three color variant I highly suggest you give it a swing. Especially lately I've found a ton of value through the Ghirapur Aether Grids and can't recommend them highly enough. The three color build also gets extra value out of Engineered Explosives, as well as the Ghost Quarter/ Darksteel Citadel interaction in ways the 2 color doesn't fully capitalize.
Tron:
This was an interesting start. I had played this guy before and he was on slivers. I kept a hand with 2 Ghost Quarters, A Mox opal, and a talisman, thinking to myself it should be easy to build mana and face down whatever came along. Then he drops a Power Plant. Lucky keep! Game 2 he Tron'd me generally, but Game three I also saw a lot of Ghost Quarters as well as a Surgical Extraction (on tower) and was able to take the math.
Skred Red:
I think this match up is pretty easy, although I wonder what people who don't incorporate red into their builds think about it. His blood moons were ineffectual and I eventually ground him out.
Temur delver:
My only loss on the night. We went to game three and the only reason I didn't win in spite of terrible draws was his last draw was a Remand and I wasn't able to get down the combo to start gaining and blocking like previous games.
U/W control:
This match was a grind. Everyone else split or went home right at the start of the round except for us and a few spectators. It was an absolute grindfest filled with Spellquellers, Elspeths, Gideons, and more. I took the first game down fairly easily but game two my draws let me down and we were 1-1 and left to play for prizes. Game three I assembled some good board presence with an Ensnaring Bridge, and Aether Grid, and a variety of artifacts that let me ping down his planeswalkers. The absolute play of the game was when he had a fairly massive board thanks to elspeth and gideon, and was locked down on bridges. His Ancestral Visions resolved on upkeep and he targeted ME! I was not anticipating that at all! I was thinking I was absolutely done for, but when I looked at my draw it contained BOTH of the Echoing Truths I had not only JUST sided in, but had only JUST added to my side board THAT NIGHT! His attack completely fizzled and he was left tokenless as I slowly took control of the game and finally won prizes at my LGS! Great stuff.
Mostly right now I'm just looking forward to any improvements we hope to make with Aether Revolt, mostly (for me) Whir of Invention. I think Fatal Push is not nearly as relevant when I'm already on 4 Bolts and 4 Inquisitions for early disruption and removal, but I think Whir could bring back older values of this deck such as a littany of 1-ofs that we used to find with trinket mage that we can now have main-board at instant speed without causing much if any harm to our usual game plan.
Also, since I bought them already anyways, what do you all think of putting in Dark Confidant instead of Glint-Nest Crane. I know crane has a lot of up-front versatility (digging, blocking) but I am curious about what you think of the quality of the slow grind of Dark Confidant, especially when our combo gains us life and we may soon gain life off of our removal (via Battle at the Bridge). Let me know what you think, and thanks for reading!
Awesome story, @Ravenwatch! I also dig your build heaps. I think it's only a matter of time before we break what a third color can really bring to the archetype, and then the splash might just become the best option, bar none. Some thoughts:
- I feel like Pyrite Spellbomb really wishes for an Academy Ruins inclusion so it turns into a 2-card wincon (or very effective control element against the right decks);
- AER brings us Spire of Industry. We already have Glimmervoid. Just a little workaround including these could, in my opinon, lead you to a heaps less painful tri-color mana base (thinking of adding some Fastlands and a couple Aether Hub / Tendo Ice Bridge, and/or the Gemstone Mine that people are starting to run left and right; why not us?);
- Ghirapur Aether Grid looks awesome bananas! This is the biggest draw to red IMO. Shores up our weakness to Stony Silence while fitting in the natural gameplan anyway;
- I *think* Fatal Push brings more to the table than Lightning Bolt does. But your experience is really the more relevant metric here. Think about it: what's better? The ability to kill Goyfs and TKS or be able to dome for 3 -- when, in context ('tween Tezz, Thopter-Sword, Spellbomb and Ruins, and Grid), you have TREMENDOUS INEVITABILITY and DEPTH OF LATE-GAME ALREADY. Note: consider Galvanic Blast.
- I'm against Bob here. Crane is so great, and helps you get that critical mass of artifacts you're looking for to turn on Grid and such. Keep it slick
From a 2-color UB Tez point of view, how much are we willing to change our manabase to accommodate fatal push?
Things to note: we can trigger revolt very easily seeing as though we run 4 sac outlets called Thopter foundry.
but obviously the most basic way to trigger this ability would be to crack a fetch. in a strictly UB tez, we would have no need to run any more than 4 polluted deltas. from my testing this isnt quite enough.
i was thinking of not only adding 2 more fetches to make 6 total, but ALSO adding a second Urborg, tomb of yawgmoth to increase the consistancy of drawing it. from testing having that card on board is insane with fatal push. being able to tap your fetches for black and save the crack for when you need the trigger.
Awesome story, @Ravenwatch! I also dig your build heaps. I think it's only a matter of time before we break what a third color can really bring to the archetype, and then the splash might just become the best option, bar none. Some thoughts:
- I feel like Pyrite Spellbomb really wishes for an Academy Ruins inclusion so it turns into a 2-card wincon (or very effective control element against the right decks);
So, Interestingly, as much as I am a proponent of the 3 color build, I think it's very difficult to find room for Ruins. The main reason is that in my meta, Tron is fairly common, so I prefer the 3 Ghostquarter to be my utility lands, especially with surgical and extirpate in the board. But Ruins is a great card and in a less "lands matter" meta, I'd probably go for it.
- AER brings us Spire of Industry. We already have Glimmervoid. Just a little workaround including these could, in my opinon, lead you to a heaps less painful tri-color mana base (thinking of adding some Fastlands and a couple Aether Hub / Tendo Ice Bridge, and/or the Gemstone Mine that people are starting to run left and right; why not us?);
It certainly is about to get less painful to go 3 color, but I actually rarely have issues with the amount of damage I take from lands. To be fair my meta is really burn light so early life is rarely an issue.
- Ghirapur Aether Grid looks awesome bananas! This is the biggest draw to red IMO. Shores up our weakness to Stony Silence while fitting in the natural gameplan anyway;
It is definitely awesome bananas, and I think with fatal push providing edge on bolt, may be the only draw to red lately, in addition to Pyrite Spellbomb, but that could be easily replaced. But it is amazingly good where if it were any other card your board is very do-nothing, Aether Grid puts you in a very strong spot.
- I *think* Fatal Push brings more to the table than Lightning Bolt does. But your experience is really the more relevant metric here. Think about it: what's better? The ability to kill Goyfs and TKS or be able to dome for 3 -- when, in context ('tween Tezz, Thopter-Sword, Spellbomb and Ruins, and Grid), you have TREMENDOUS INEVITABILITY and DEPTH OF LATE-GAME ALREADY. Note: consider Galvanic Blast.
I think it's entirely possible that fatal push is going to be much better than bolt here, but i think this choice also ends up meta-dependent, because I have a lot more planeswalkers to deal with, both in tron, and in various rogue builds, as well as tron. But I'm definitely going to try a split of 2-2 and see how it goes and see what i would prefer when I draw them.
- I'm against Bob here. Crane is so great, and helps you get that critical mass of artifacts you're looking for to turn on Grid and such. Keep it slick
This is almost certainly correct. Just looking for a way to use my buys as I pick up modern staples!
Add 3-4 Mishra's Bauble as additional ways to trigger fatal push, problem solved. As you note, we already have 4 fetches and thopter foundries so that should be more than enough. I think 75+% of the time you're pushing a 1-2 drop anyways and its really not going to be a problem. Urborg helps keep the fetches up until you need revolt too - but if you're trying to use whir of invention urborg isnt likely where you want to be.
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Modern
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
Well put. If meta is so heavy on Tron, what would you think of trying a crazy plan such as going up on Urborg and running some Spreading Algae (or to some lesser extent, the card Evil presence)?
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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.
It's heavy on tron, but in very inconsistent ways. Some nights there's one person on tron for every five in the room, but sometimes those players don't show up at all. I like Ghost Quarter as a solution I can leave in the deck which works some color fixing in non-tron matchups, or even fights creaturelands or other utility land issues. And Urborg is a lot harder to include when my lands are so tight that I don't feel comfortable cutting down on anything even for a Ruins. Having the swamp around makes fetching it for low life cost in close situations or GQ'ing it out a lot safer and more consistent of a plan. But if the tron players start being more consistent, I'll definitely remember the suggestions!
Well put. If meta is so heavy on Tron, what would you think of trying a crazy plan such as going up on Urborg and running some Spreading Algae (or to some lesser extent, the card Evil presence)?
From a 2-color UB Tez point of view, how much are we willing to change our manabase to accommodate fatal push?
Things to note: we can trigger revolt very easily seeing as though we run 4 sac outlets called Thopter foundry.
but obviously the most basic way to trigger this ability would be to crack a fetch. in a strictly UB tez, we would have no need to run any more than 4 polluted deltas. from my testing this isnt quite enough.
i was thinking of not only adding 2 more fetches to make 6 total, but ALSO adding a second Urborg, tomb of yawgmoth to increase the consistancy of drawing it. from testing having that card on board is insane with fatal push. being able to tap your fetches for black and save the crack for when you need the trigger.
this is pretty much what the manabase I've already been using looks like, minus one Darksteel Citadel and plus a swamp. (I really hate getting mana-screwed, especially when I have enough lands but they are not color-correct) I'm not planning on switching it up for Fatal Push but I'll see how tomorrow goes.
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currently playing
(Modern)
RG RG Titanshift RG WUBR Affinity WUBR x Eldrazi Tron x UG Tropical Merfolk UG
The list basically hasn't changed since last I posted it. I find it really robust and consistent wherever I play it, and if you have the fetches to try out the three color variant I highly suggest you give it a swing. Especially lately I've found a ton of value through the Ghirapur Aether Grids and can't recommend them highly enough. The three color build also gets extra value out of Engineered Explosives, as well as the Ghost Quarter/ Darksteel Citadel interaction in ways the 2 color doesn't fully capitalize.
Tron:
This was an interesting start. I had played this guy before and he was on slivers. I kept a hand with 2 Ghost Quarters, A Mox opal, and a talisman, thinking to myself it should be easy to build mana and face down whatever came along. Then he drops a Power Plant. Lucky keep! Game 2 he Tron'd me generally, but Game three I also saw a lot of Ghost Quarters as well as a Surgical Extraction (on tower) and was able to take the math.
Skred Red:
I think this match up is pretty easy, although I wonder what people who don't incorporate red into their builds think about it. His blood moons were ineffectual and I eventually ground him out.
Temur delver:
My only loss on the night. We went to game three and the only reason I didn't win in spite of terrible draws was his last draw was a Remand and I wasn't able to get down the combo to start gaining and blocking like previous games.
U/W control:
This match was a grind. Everyone else split or went home right at the start of the round except for us and a few spectators. It was an absolute grindfest filled with Spellquellers, Elspeths, Gideons, and more. I took the first game down fairly easily but game two my draws let me down and we were 1-1 and left to play for prizes. Game three I assembled some good board presence with an Ensnaring Bridge, and Aether Grid, and a variety of artifacts that let me ping down his planeswalkers. The absolute play of the game was when he had a fairly massive board thanks to elspeth and gideon, and was locked down on bridges. His Ancestral Visions resolved on upkeep and he targeted ME! I was not anticipating that at all! I was thinking I was absolutely done for, but when I looked at my draw it contained BOTH of the Echoing Truths I had not only JUST sided in, but had only JUST added to my side board THAT NIGHT! His attack completely fizzled and he was left tokenless as I slowly took control of the game and finally won prizes at my LGS! Great stuff.
Mostly right now I'm just looking forward to any improvements we hope to make with Aether Revolt, mostly (for me) Whir of Invention. I think Fatal Push is not nearly as relevant when I'm already on 4 Bolts and 4 Inquisitions for early disruption and removal, but I think Whir could bring back older values of this deck such as a littany of 1-ofs that we used to find with trinket mage that we can now have main-board at instant speed without causing much if any harm to our usual game plan.
Also, since I bought them already anyways, what do you all think of putting in Dark Confidant instead of Glint-Nest Crane. I know crane has a lot of up-front versatility (digging, blocking) but I am curious about what you think of the quality of the slow grind of Dark Confidant, especially when our combo gains us life and we may soon gain life off of our removal (via Battle at the Bridge). Let me know what you think, and thanks for reading!
great story about the bridge. I watched a match go to time a few weeks ago, and it really went to time. they called time, 5 turns left, and the lantern control player had a bridge and the grixis control player had no foreseeable outs, but had an Ancestral Vision on suspense. turn 5 comes up and the lantern player is kind of looking around like "why hasn't he scooped yet?" turn 5, upkeep, Ancestral Vision resolves, he targets his opponent and swings for the win. one of the more epic matches, or at least finishes, I've seen.
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currently playing
(Modern)
RG RG Titanshift RG WUBR Affinity WUBR x Eldrazi Tron x UG Tropical Merfolk UG
The list basically hasn't changed since last I posted it. I find it really robust and consistent wherever I play it, and if you have the fetches to try out the three color variant I highly suggest you give it a swing. Especially lately I've found a ton of value through the Ghirapur Aether Grids and can't recommend them highly enough. The three color build also gets extra value out of Engineered Explosives, as well as the Ghost Quarter/ Darksteel Citadel interaction in ways the 2 color doesn't fully capitalize.
Tron:
This was an interesting start. I had played this guy before and he was on slivers. I kept a hand with 2 Ghost Quarters, A Mox opal, and a talisman, thinking to myself it should be easy to build mana and face down whatever came along. Then he drops a Power Plant. Lucky keep! Game 2 he Tron'd me generally, but Game three I also saw a lot of Ghost Quarters as well as a Surgical Extraction (on tower) and was able to take the math.
Skred Red:
I think this match up is pretty easy, although I wonder what people who don't incorporate red into their builds think about it. His blood moons were ineffectual and I eventually ground him out.
Temur delver:
My only loss on the night. We went to game three and the only reason I didn't win in spite of terrible draws was his last draw was a Remand and I wasn't able to get down the combo to start gaining and blocking like previous games.
U/W control:
This match was a grind. Everyone else split or went home right at the start of the round except for us and a few spectators. It was an absolute grindfest filled with Spellquellers, Elspeths, Gideons, and more. I took the first game down fairly easily but game two my draws let me down and we were 1-1 and left to play for prizes. Game three I assembled some good board presence with an Ensnaring Bridge, and Aether Grid, and a variety of artifacts that let me ping down his planeswalkers. The absolute play of the game was when he had a fairly massive board thanks to elspeth and gideon, and was locked down on bridges. His Ancestral Visions resolved on upkeep and he targeted ME! I was not anticipating that at all! I was thinking I was absolutely done for, but when I looked at my draw it contained BOTH of the Echoing Truths I had not only JUST sided in, but had only JUST added to my side board THAT NIGHT! His attack completely fizzled and he was left tokenless as I slowly took control of the game and finally won prizes at my LGS! Great stuff.
Mostly right now I'm just looking forward to any improvements we hope to make with Aether Revolt, mostly (for me) Whir of Invention. I think Fatal Push is not nearly as relevant when I'm already on 4 Bolts and 4 Inquisitions for early disruption and removal, but I think Whir could bring back older values of this deck such as a littany of 1-ofs that we used to find with trinket mage that we can now have main-board at instant speed without causing much if any harm to our usual game plan.
Also, since I bought them already anyways, what do you all think of putting in Dark Confidant instead of Glint-Nest Crane. I know crane has a lot of up-front versatility (digging, blocking) but I am curious about what you think of the quality of the slow grind of Dark Confidant, especially when our combo gains us life and we may soon gain life off of our removal (via Battle at the Bridge). Let me know what you think, and thanks for reading!
great story about the bridge. I watched a match go to time a few weeks ago, and it really went to time. they called time, 5 turns left, and the lantern control player had a bridge and the grixis control player had no foreseeable outs, but had an Ancestral Vision on suspense. turn 5 comes up and the lantern player is kind of looking around like "why hasn't he scooped yet?" turn 5, upkeep, Ancestral Vision resolves, he targets his opponent and swings for the win. one of the more epic matches, or at least finishes, I've seen.
i really like the idea of that i just wish it didnt clog up the board when there isnt an abundance of tron.
I think to beat Tron we really have to look beyond 1-for-1'ing them; as I've mentionned before. Unless you have that T2 Ensoul Artifact, Rejection will just lead you into their next game-breaking fatty.
minus one Darksteel Citadel and plus a swamp. (I really hate getting mana-screwed, especially when I have enough lands but they are not color-correct)
I feel you man ! My latest change to my list is the cut of the 4th Citadel for a Talisman of Dominance. As far as I remember, I kept the 4th Citadel for the unique reason Glint-Nest Crane can pick it up. But picking up a Talisman is much better in this deck that doesn't need to hurry anyway. However, being color-screwed is the worst thing ever.
I remember I saw a few lists here that ran ony 3 Citadels, and their authors certainly next-leveled my approach on Crane. I recommand everybody to think twice about their 4th Citadel, because a rock is certainly better for consistency matters : its efficiency is multiplied by the number of Cranes one plays, so it's no joke.
I think to beat Tron we really have to look beyond 1-for-1'ing them; as I've mentionned before. Unless you have that T2 Ensoul Artifact, Rejection will just lead you into their next game-breaking fatty.
+1. Rejection is one appealing card, but in the same vein, I would prefer Metallic Rebuke because it counters Nature's Claim and all other colored cards, so it covers all the angles, which can be key in such a bad MU.
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Pioneer - A bunch of stuff Modern - Humans Legacy - Grixis Phoenix / Death & Taxes
Hi guys, I've been wanting to buy into the UB Tezzeret deck for a long time but the main problem is that the primer has no stock lists. Does anyone have a stock list that I can change/tweak for my meta? I already own the hate pieces (bridge, chalice etc).
Hi Guys! o/ to all the Tezzeret fans around the world!
In my opinion, after the bans, the modern metagame will change a little bit. I expect more midrange decks as Jund, Junk and the new Sultai (with fatal push). As a metagame call against these decks, the big mana decks as Tron and Valakut will rise again. This is a bad new for us! So, you must be prepared it! My newest list follow below:
I do not like to build around Ensnaring Bridge. After the sideboard, your opponent bring a lot of (minimum of 2)answers against artifact, so the "lock" using bridge is dangerous! Remember, the format is defined by some decks as affinity. Therefore, they always have 2 answers in the sideboard against artifact. Against the midranges and other decks that use Stony Silence as Sun & Moon, Bant Eldrazi and Jeskai Control, I do prefer to cut off frequently some combo pieces and two/or-four damnation (not against Eldrazi!)Then I bring all the planeswalkers and Thopter Spy Network. Against the big mana decks the plan is simple, ghost quarter something important + surgical, then star to clock with Tezz minus ability. It is the best thing we can do. Against aggro we have Damnation and the newest toy Fatal Push. My sideboard is build thinking about: Primary - Jund/Junk Midrange, Burn, Bant Eldrazi, Tron, Valakut and Sun & Moon; Secondly - Affinity, Infect, Dredge/Living End, Fish and Elves.
IF you have the room for Ghost Quarters, keep them in.
I agree you should play polluted delta's and watery grave + Basics, that should be a given.
Talisman is better than signet.
Chalice was better with more infect/deathshadowzoo/gitaxian probes around. I think Fatal push + the bannings suggest moving away from Chalice and into a discard/push route. I will keep a chalice in, and probably in the sideboard as it can just shut some decks out but the unreliability to get it out on T1 for 1 makes it tough. It has always played clunky in my opinion. It is a better card for Legacy imo where we have the SOL lands. I'm going to try playing without 4 chalice first.
Looking forward to testing with Fatal Push, moved recently though and need to find a new LGS, old one I use to go to in this area is about 45 minutes away, which I guess isn't too horrible. Wish MTGO wasn't so slow getting the new cards. Definitely gonna stick to straight UB, probably 4 fetch + 4 GQ manabase.
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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 that approach to the sideboard. I don't think we can play much to improve our immediate speed -why would we not just play that mainboard? But yes, the plans are good.
Looks wild. Try it out. The coretapper/cornucopia combination looks great. Very, very cute, but very very great.
1 Island
1 Swamp
1 Mountain
4 Darksteel Citadel
3 Ghost Quarter
1 Inventors' Fair
2 Blackcleave Cliffs
1 Darkslick Shores
2 Scalding Tarn
2 Bloodstained Mire
2 Polluted Delta
1 Watery Grave
1 Blood Crypt
2 Steam Vents
3 Tezzeret, Agent of Bolas
Creatures
4 Glint-Nest Crane
Enchantments
2 Ghirapur Aether Grid
Instants
4 Lightning Bolt
Sorcerys
4 Inquisition of Kozilek
Artifacts
3 Sword of the Meek
4 Thopter Foundry
4 Ensnaring Bridge
1 Talisman of Dominance
1 Talisman of Indulgence
2 Mox Opal
1 Engineered Explosives
1 Executioner's Capsule
2 Pyrite Spellbomb
The list basically hasn't changed since last I posted it. I find it really robust and consistent wherever I play it, and if you have the fetches to try out the three color variant I highly suggest you give it a swing. Especially lately I've found a ton of value through the Ghirapur Aether Grids and can't recommend them highly enough. The three color build also gets extra value out of Engineered Explosives, as well as the Ghost Quarter/ Darksteel Citadel interaction in ways the 2 color doesn't fully capitalize.
This was an interesting start. I had played this guy before and he was on slivers. I kept a hand with 2 Ghost Quarters, A Mox opal, and a talisman, thinking to myself it should be easy to build mana and face down whatever came along. Then he drops a Power Plant. Lucky keep! Game 2 he Tron'd me generally, but Game three I also saw a lot of Ghost Quarters as well as a Surgical Extraction (on tower) and was able to take the math.
Skred Red:
I think this match up is pretty easy, although I wonder what people who don't incorporate red into their builds think about it. His blood moons were ineffectual and I eventually ground him out.
Temur delver:
My only loss on the night. We went to game three and the only reason I didn't win in spite of terrible draws was his last draw was a Remand and I wasn't able to get down the combo to start gaining and blocking like previous games.
U/W control:
This match was a grind. Everyone else split or went home right at the start of the round except for us and a few spectators. It was an absolute grindfest filled with Spellquellers, Elspeths, Gideons, and more. I took the first game down fairly easily but game two my draws let me down and we were 1-1 and left to play for prizes. Game three I assembled some good board presence with an Ensnaring Bridge, and Aether Grid, and a variety of artifacts that let me ping down his planeswalkers. The absolute play of the game was when he had a fairly massive board thanks to elspeth and gideon, and was locked down on bridges. His Ancestral Visions resolved on upkeep and he targeted ME! I was not anticipating that at all! I was thinking I was absolutely done for, but when I looked at my draw it contained BOTH of the Echoing Truths I had not only JUST sided in, but had only JUST added to my side board THAT NIGHT! His attack completely fizzled and he was left tokenless as I slowly took control of the game and finally won prizes at my LGS! Great stuff.
Mostly right now I'm just looking forward to any improvements we hope to make with Aether Revolt, mostly (for me) Whir of Invention. I think Fatal Push is not nearly as relevant when I'm already on 4 Bolts and 4 Inquisitions for early disruption and removal, but I think Whir could bring back older values of this deck such as a littany of 1-ofs that we used to find with trinket mage that we can now have main-board at instant speed without causing much if any harm to our usual game plan.
Also, since I bought them already anyways, what do you all think of putting in Dark Confidant instead of Glint-Nest Crane. I know crane has a lot of up-front versatility (digging, blocking) but I am curious about what you think of the quality of the slow grind of Dark Confidant, especially when our combo gains us life and we may soon gain life off of our removal (via Battle at the Bridge). Let me know what you think, and thanks for reading!
- I feel like Pyrite Spellbomb really wishes for an Academy Ruins inclusion so it turns into a 2-card wincon (or very effective control element against the right decks);
- AER brings us Spire of Industry. We already have Glimmervoid. Just a little workaround including these could, in my opinon, lead you to a heaps less painful tri-color mana base (thinking of adding some Fastlands and a couple Aether Hub / Tendo Ice Bridge, and/or the Gemstone Mine that people are starting to run left and right; why not us?);
- Ghirapur Aether Grid looks awesome bananas! This is the biggest draw to red IMO. Shores up our weakness to Stony Silence while fitting in the natural gameplan anyway;
- I *think* Fatal Push brings more to the table than Lightning Bolt does. But your experience is really the more relevant metric here. Think about it: what's better? The ability to kill Goyfs and TKS or be able to dome for 3 -- when, in context ('tween Tezz, Thopter-Sword, Spellbomb and Ruins, and Grid), you have TREMENDOUS INEVITABILITY and DEPTH OF LATE-GAME ALREADY. Note: consider Galvanic Blast.
- I'm against Bob here. Crane is so great, and helps you get that critical mass of artifacts you're looking for to turn on Grid and such. Keep it slick
Cheers.
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
Things to note: we can trigger revolt very easily seeing as though we run 4 sac outlets called Thopter foundry.
but obviously the most basic way to trigger this ability would be to crack a fetch. in a strictly UB tez, we would have no need to run any more than 4 polluted deltas. from my testing this isnt quite enough.
i was thinking of not only adding 2 more fetches to make 6 total, but ALSO adding a second Urborg, tomb of yawgmoth to increase the consistancy of drawing it. from testing having that card on board is insane with fatal push. being able to tap your fetches for black and save the crack for when you need the trigger.
my test manabase looks like this
2 urborg, tomb of yawgmoth
4 polluted delta
2 Other Black-fetches
2 watery grave
4 darksteel citadel
4 darkslick shores
2 inventor's fair
1 academy ruins
1 swamp
1 island
thoughts?
So, Interestingly, as much as I am a proponent of the 3 color build, I think it's very difficult to find room for Ruins. The main reason is that in my meta, Tron is fairly common, so I prefer the 3 Ghostquarter to be my utility lands, especially with surgical and extirpate in the board. But Ruins is a great card and in a less "lands matter" meta, I'd probably go for it.
It certainly is about to get less painful to go 3 color, but I actually rarely have issues with the amount of damage I take from lands. To be fair my meta is really burn light so early life is rarely an issue.
It is definitely awesome bananas, and I think with fatal push providing edge on bolt, may be the only draw to red lately, in addition to Pyrite Spellbomb, but that could be easily replaced. But it is amazingly good where if it were any other card your board is very do-nothing, Aether Grid puts you in a very strong spot.
I think it's entirely possible that fatal push is going to be much better than bolt here, but i think this choice also ends up meta-dependent, because I have a lot more planeswalkers to deal with, both in tron, and in various rogue builds, as well as tron. But I'm definitely going to try a split of 2-2 and see how it goes and see what i would prefer when I draw them.
This is almost certainly correct. Just looking for a way to use my buys as I pick up modern staples!
* Esper Draw-Go
* Tezzeret Whir
* Blue Tron
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
Why not Spreading Seas?
Deals with Karn, Wurmcoil, O-stone, Ugin and most Eldrazi.
Could be good in addition to land destruction.
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
i really like the idea of that i just wish it didnt clog up the board when there isnt an abundance of tron.
(Modern)
RG RG Titanshift RG
WUBR Affinity WUBR
x Eldrazi Tron x
UG Tropical Merfolk UG
(Pauper)
G Elves G
WURG Affinity WURG
great story about the bridge. I watched a match go to time a few weeks ago, and it really went to time. they called time, 5 turns left, and the lantern control player had a bridge and the grixis control player had no foreseeable outs, but had an Ancestral Vision on suspense. turn 5 comes up and the lantern player is kind of looking around like "why hasn't he scooped yet?" turn 5, upkeep, Ancestral Vision resolves, he targets his opponent and swings for the win. one of the more epic matches, or at least finishes, I've seen.
(Modern)
RG RG Titanshift RG
WUBR Affinity WUBR
x Eldrazi Tron x
UG Tropical Merfolk UG
(Pauper)
G Elves G
WURG Affinity WURG
I think to beat Tron we really have to look beyond 1-for-1'ing them; as I've mentionned before. Unless you have that T2 Ensoul Artifact, Rejection will just lead you into their next game-breaking fatty.
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
I feel you man ! My latest change to my list is the cut of the 4th Citadel for a Talisman of Dominance. As far as I remember, I kept the 4th Citadel for the unique reason Glint-Nest Crane can pick it up. But picking up a Talisman is much better in this deck that doesn't need to hurry anyway. However, being color-screwed is the worst thing ever.
I remember I saw a few lists here that ran ony 3 Citadels, and their authors certainly next-leveled my approach on Crane. I recommand everybody to think twice about their 4th Citadel, because a rock is certainly better for consistency matters : its efficiency is multiplied by the number of Cranes one plays, so it's no joke.
I'm at 22 lands (incl. 3 citadels) + 3 rocks. One extra Ghost Quarter in the SB along with Thought-Knot Seer.
+1. Rejection is one appealing card, but in the same vein, I would prefer Metallic Rebuke because it counters Nature's Claim and all other colored cards, so it covers all the angles, which can be key in such a bad MU.
Thanks in advance!
In my opinion, after the bans, the modern metagame will change a little bit. I expect more midrange decks as Jund, Junk and the new Sultai (with fatal push). As a metagame call against these decks, the big mana decks as Tron and Valakut will rise again. This is a bad new for us! So, you must be prepared it! My newest list follow below:
MAIN DECK
4xTezzeret, Agent of Bolas
4xThirst for Knowledge
4xThopter Foundry
4xDimir Signet
4xDamnation
4xInquisition of Kozilek
3xTalisman of Progress
3xLiliana of the Veil
3xFatal Push
3xSword of the Meek
1xTezzeret the Seeker
1xSpellskite
4xDarksteel Citadel
4xDarkslick Shores
4xRiver of Tears
4xGhost Quarter
4xSunken Ruins
1xAcademy Ruins
1xUrborg, Tomb of Yawgmoth
SIDEBOARD
3xSurgical Extraction
2xJace, Architect of Thought
2xAshiok, Nightmare Weaver
2xDuress
2xNegate
2xFlashfreeze
1xDarkblast (not sure yet!)
1xThopter Spy Network
I do not like to build around Ensnaring Bridge. After the sideboard, your opponent bring a lot of (minimum of 2)answers against artifact, so the "lock" using bridge is dangerous! Remember, the format is defined by some decks as affinity. Therefore, they always have 2 answers in the sideboard against artifact. Against the midranges and other decks that use Stony Silence as Sun & Moon, Bant Eldrazi and Jeskai Control, I do prefer to cut off frequently some combo pieces and two/or-four damnation (not against Eldrazi!)Then I bring all the planeswalkers and Thopter Spy Network. Against the big mana decks the plan is simple, ghost quarter something important + surgical, then star to clock with Tezz minus ability. It is the best thing we can do. Against aggro we have Damnation and the newest toy Fatal Push. My sideboard is build thinking about: Primary - Jund/Junk Midrange, Burn, Bant Eldrazi, Tron, Valakut and Sun & Moon; Secondly - Affinity, Infect, Dredge/Living End, Fish and Elves.
Best Regards!
I agree you should play polluted delta's and watery grave + Basics, that should be a given.
Talisman is better than signet.
Chalice was better with more infect/deathshadowzoo/gitaxian probes around. I think Fatal push + the bannings suggest moving away from Chalice and into a discard/push route. I will keep a chalice in, and probably in the sideboard as it can just shut some decks out but the unreliability to get it out on T1 for 1 makes it tough. It has always played clunky in my opinion. It is a better card for Legacy imo where we have the SOL lands. I'm going to try playing without 4 chalice first.
Modern:
Tezzeret
???
Legacy:
Imperial Painter aka. Strawberry Shortcake
Tezzeret, aka. Dack in Black