I think Tezzeret, Master of the Bridge is a powerful magic card. Like Tezzeret cards of the past, he is a "build around" card, but that has finally (I believe) been mitigated because of all of the great artifacts we are getting from WAR:
Gonna play with the numbers a bit concerning lands, but the deck has an "all in" strategy. The idea is to forgo any kind of protection/removal and play ever increasing threats that opponents will have no choice but to try and answer. The early game is all about set-up:
By Turn 4, the real fun begins! We can play most of planeswalkers if not all of them (provided we drew another land between Turns 1-3). The only card who's inclusion in the deck I'm questioning right now is Kiora, Behemoth Beckoner. While she does pair well with Traxos, Scourge of Kroog, I don't think I'm running nearly enough 4 power creatures (or creatures that can reach 4 power somehow) to make her static ability beneficial... That is, until you have her and Parhelion II on the field at the same time. Then her static ability reads "draw three cards each turn." I don't, know may be too cute. In her place, I'd consider running Dovin, Grand Arbiter.
Karn will be the main highlight of the deck just because of activating Parhelion II for free. The rest we fetch just to adapt towards the board state. I haven't pulled any Tezzeret, Master of the Bridge but I think it is worth a few spots.
2 Blast Zone
1 Karn's Bastion
1 Reliquary Tower
2 Interplanar Beacon
2 Drowned Catacomb
2 Dragonskull Summit
4 Steam Vents
4 Sulfur Falls
1 Clifftop Retreat
4 Mountain
2 Island
4 Mizzium Tank
2 Traxos, Scourge of Kroog
2 Parhelion II
PLANESWALKERS 12
2 Kiora, Behemoth Beckoner
2 Saheeli, Sublime Artificer
2 Karn, the Great Creator
2 Tezzeret, Artifice Master
2 Ugin, the Ineffable
2 Tezzeret, Master of the Bridge
3 Mox Amber
4 Fountain of Renewal
4 Treasure Map
4 Chromatic Lantern
Gonna play with the numbers a bit concerning lands, but the deck has an "all in" strategy. The idea is to forgo any kind of protection/removal and play ever increasing threats that opponents will have no choice but to try and answer. The early game is all about set-up:
Obvious "Christmasland" opening hand lands: 3 Lands, preferably Steam Vents, Sulfur Falls, and Dragonskull Summit
Turn 1: land, Mox Amber and Fountain of Renewal
Turn 2: land, Treasure Map
Turn 3: land, Chromatic Lantern, Mizzium Tank, OR Saheeli, Sublime Artificer
By Turn 4, the real fun begins! We can play most of planeswalkers if not all of them (provided we drew another land between Turns 1-3). The only card who's inclusion in the deck I'm questioning right now is Kiora, Behemoth Beckoner. While she does pair well with Traxos, Scourge of Kroog, I don't think I'm running nearly enough 4 power creatures (or creatures that can reach 4 power somehow) to make her static ability beneficial... That is, until you have her and Parhelion II on the field at the same time. Then her static ability reads "draw three cards each turn." I don't, know may be too cute. In her place, I'd consider running Dovin, Grand Arbiter.
I agree with the Traxos, Scourge of Kroog and Kiora Behemoth Beckoner. I've tested Saheeli, and she sucks in this deck.
Karn will be the main highlight of the deck just because of activating Parhelion II for free. The rest we fetch just to adapt towards the board state. I haven't pulled any Tezzeret, Master of the Bridge but I think it is worth a few spots.
Ugin, the Ineffable seems kinda meh, but using an Esper shell with Liliana, Dreadhorde General make them great card advantage.
2 Fblthp, the Lost
1 Chamber Sentry
2 Sai, Master Thopterist
3 Zahid, Djinn of the Lamp
Artifacts 15
4 Guild Globe
2 Chromatic Lantern
1 Blackblade Reforged
2 Mox Amber
4 Fountain of Renewal
2 Treasure Map
1 Narset, Parter of Veils
4 Saheeli, Sublime Artificer
3 Tezzeret, Master of the Bridge
1 Karn, Scion of Urza
3 The Antiquities War
1 Search for Azcanta
Lands 24
4 Interplanar Beacon
1 Mobilized District
4 Watery Grave
4 Zhalfirin Void
2 Drowned Catacomb
1 Evolving Wilds
7 Island
1 Swamp