That's a card that I am about to test, just as soon as I get my hands on them. Buried Ruin has really great synergy with it, but I'm already running 6 colorless lands. With WRR running rampantly (pun!) I can't afford to cut Ghost Quarter.
I tried Think Twice and Ponder just works better for my deck, which is a lot like combo decks. I recently cut Batterskull from my deck and replaced it with another Despise. I'm still at a decent artifact count and I now have another way to see what's in hand and proceed accordingly while removing threats like Prime Titan, Thrun, Hero of Bladehold, and Mirran Crusader before getting out of hand (another pun!).
I will be trying to fit in 1-2 Nihil Spellbomb, to battle UB and Solar Flare. Maybe 3, but I still am not sure what I need to remove for it. I know Wurmcoil would be a decent choice along with the 3rd Torpor Orb. Hex Parasite helps me combat PWs, so I can't remove him or make him a singleton.
I have space for another sideboard option. I took out mox opal because really, there is no substitute for land. I do like Metamorph, but he's just becoming a dead card in my hand against aggro. Maybe when control comes back he'll be better, but as it stands, he's coming out and being replaced by Solemn and spellskite.
I am iffy on ratchet bomb. It's great against Tempered Steel and RDWs, but I don't have that in my play group. I'm thinking of replacing it with 1 consume the meek and black sun's zenith. More testing needs to be done.
I've dropped karn once, and only had him twice in my hand since I've put him in. One was with the Mox build that was terrible, and one without Mox and I actually dropped him. He was a bit of a win-more card, but we'll see how it goes. If he doesn't work out, I may replace him with Consecrated Sphinx. I look forward to the day I can actually trade for one.
A few tweaks I have done to the deck for now. I need a larger play group to figure out how the deck does all around. So far, I'm only playing against Eldrazi Ramp and Knights. Knights is a fair match up and definitely beatable, and Eldrazi Ramp isn't this undefeatable evil thing anymore.
I sorta want to move this deck into a more control environment, but then I will lost my match ups against aggro, which is what the meta is evolving into. I need to rethink how I want to tackle this thing.
This is a skeleton of what I want to do. Big Wurm, Sphinx, and Vault skirge with equipment are my win-cons, and Karn and Tezz's ultimate is my alternate.
Playing around with numbers on counterspells, draw, kill, and discard. I think I will keep 2 IoK, 2 Despise, 4 preordain. Why fix something that isn't broken? As for countermagic, I'm leaving it out completely in the main. For now. I really like seeing kill spells so I've upped it to 4 total into a 2:2 ratio of GFtT:Doomblade.
My first battle with U/B Control last night was incredible. I won the first game, and it sorta came to a draw the second game with me losing it because I was decked out. After 2 memoricides, I ended up literally drawing my entire deck. Third match didn't start because it came to time. I can say that I am thoroughly happy with it's performance against that U/B build last night.
U/B Control Draw 1-1
Game one, I leaked his Pursecutor, GfTT his second, Metamorph his 3rd and 4th copy. I GfTT his grave and finished him up with a Tezz's ultimate and SoWaP.
Game two, he dropped Guard Gomazoa and it was a draw since. I ended up at 11 life and I dropped him to 11 life and we stayed there until I was decked, pretty much just countering and looking at each other's hands and making each other work for making something land. Many, many funny shens which included a dropped man land and then me tec edging it.
W/U Superfriends Control Won 2-0
My next match up was against a rogue W/U super friends deck that included Beleren, Venser, and Gideon. Game one he was mana screwed and I just Sworded him to kill with Tezz's ultimate for 10 or 12. Game two I forgot to SB, but he was mana screwed yet again, and I countered his threats. Same kill as game 1.
We played a few more games sided in Hex Parasite in these, and if his deck was allowed to set up, it could crush my deck. It's all about the counter war and I don't have to tap out since I curve at 4 with swords and equipment. Not only that, but parasite is great against his deck, draining PW's loyalties, and eliminating (+) and (-) counters.
Those two were my only opponents, but the U/B Control was my highlight. This deck is strong and it fits my play style with a bit of aggro and controlling the board.
Venser will become another deck, but right now, U/B Tezz is my focus and everything else is on my back burner.
I've actually thought about removing GFtT for Doom Blade because of spellskite and animating swords to stop equipment and killing that new 5/5.
I have actually replaced the Mortar Pods already. In it's place I've put in Vault Skirge. Mortar just wasn't doing squat for me, but wasting my card space. I've also removed the clasps from my side and put in Diving Offering, but I may just end up removing that as well for Into the Roil. When Zen rotates, replace that with Disperse. The splash for white is the reason for excluding Divine. I haven't played this deck since the switch because my play group has moved over towards EDH.
I want to try and squish in some Spellskites. Red just destroys my creatures from becoming 5/5s is frustrating and needs an answer.
I'd say to take out the 3 mortarpods for 3 Prophetic Prism (RotE). It helps your mana fix, it draws a card, and it's an artifact, so it provides for metalcraft and a body for Tezzeret. Mortarpod isn't really that helpful. If you're looking for more removal, then you should put in more Go for the Throats (or perhaps Doom Blades).
I made my first adjustment to this deck. The very first weakness I've noticed is Mortarpod brings nothing to the table other than waste deck space. I have brought in Vault Skirge as a replacement and will see how it performs after that.
The way the deck performs MB is phenomenal, but I haven't got a clue how it will do against the public meta. My brother doesn't really play control, just home brews, but the brews are very potent. Something equivelant to moonshine in the 20's and 30's. Post boarding and it's able to handle quite a bit.
Also, I don't know if it's my brother causing it or if Tezz is just a house no matter what, but Venser has become the back up PW in this deck. I will continue with how this deck performs after this creature change, and then maybe bring it to my FNM and see how it does in the public. That will determine if the change in PWs is necessary, and who.
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I tried Think Twice and Ponder just works better for my deck, which is a lot like combo decks. I recently cut Batterskull from my deck and replaced it with another Despise. I'm still at a decent artifact count and I now have another way to see what's in hand and proceed accordingly while removing threats like Prime Titan, Thrun, Hero of Bladehold, and Mirran Crusader before getting out of hand (another pun!).
I will be trying to fit in 1-2 Nihil Spellbomb, to battle UB and Solar Flare. Maybe 3, but I still am not sure what I need to remove for it. I know Wurmcoil would be a decent choice along with the 3rd Torpor Orb. Hex Parasite helps me combat PWs, so I can't remove him or make him a singleton.
3 Spellskite
2 Phyrexiam Metamorph
1 Wurmcoil Engine
1 Consecrated Sphinx
3 Tezzeret, Agent of Bolas
2 Sword of War and Peace
2 Sword of Feast and Famine
3 Tumble Magnet
4 Ponder
3 Despise
3 Mana Leak
2 Doom Blade
1 Go for the Throat
1 Stoic Rebuttal
2 Ghost Quarter
3 Darkslick Shores
3 Drowned Catacomb
7 Swamp
6 Island
4 Mental Misstep
3 Torpor Orb
2 Ratchet Bomb
3 Disperse
2 Hex Parasite
1 Wurmcoil Engine
3 Spellskite
2 Phyrexiam Metamorph
1 Wurmcoil Engine
1 Consecrated Sphinx
3 Tezzeret, Agent of Bolas
2 Sword of War and Peace
2 Sword of Feast and Famine
3 Tumble Magnet
1 Batterskull
4 Ponder
2 Despise
3 Mana Leak
2 Doom Blade
1 Go for the Throat
1 Stoic Rebuttal
2 Ghost Quarter
3 Darkslick Shores
3 Drowned Catacomb
7 Swamp
6 Island
4 Mental Misstep
3 Torpor Orb
2 Ratchet Bomb
3 Disperse
2 Hex Parasite
1 Wurmcoil Engine
1 spellskite
2 solemn simulacrum
2 phyrexian metamorph
1 wurmcoil engine
4 preordain
2 inquisition of kozilek
2 despise
2 doomblade
1 go for the throat
3 mana leak
1 stoic rebuttal
3 tumble magnet
2 sword of war and peace
1 sword of feast and famine
1 batterskull
1 life's finale
1 karn liberated
7 swamp
5 island
4 drowned catacomb
3 darkslick shores
2 creeping tar pit
3 tectonic edge
4 mental misstep
2 hex parasite
2 ratchet bomb
2 flashfreeze
3 into the roil
1 Wurmcoil engine
I have space for another sideboard option. I took out mox opal because really, there is no substitute for land. I do like Metamorph, but he's just becoming a dead card in my hand against aggro. Maybe when control comes back he'll be better, but as it stands, he's coming out and being replaced by Solemn and spellskite.
I am iffy on ratchet bomb. It's great against Tempered Steel and RDWs, but I don't have that in my play group. I'm thinking of replacing it with 1 consume the meek and black sun's zenith. More testing needs to be done.
I've dropped karn once, and only had him twice in my hand since I've put him in. One was with the Mox build that was terrible, and one without Mox and I actually dropped him. He was a bit of a win-more card, but we'll see how it goes. If he doesn't work out, I may replace him with Consecrated Sphinx. I look forward to the day I can actually trade for one.
1 Mox Opal
2 Inquisition of Kozilek
2 Despise
4 preordain
3 Mana Leak
1 Stoic Rebuttal
2 go for the throat
1 doom blade
3 Tumble Magnet
2 Sword of War and Peace
1 Sword of Feast and Famine
1 batterskull
3 Tezzeret, Agent of Bolas
1 Karn Liberated
3 Vault Skirge
1 Spellskite
2 Pierce Strider
1 Solemn Simulacrum
2 Phyrexian metamorph
1 Wurmcoil Engine
Land
4 Drowned Catacomb
3 Darkslick Shores
2 Creeping Tar Pit
3 Tectonic Edge
5 Island
6 Swamp
3 Mental Misstep
2 Hex Parasite
3 Into the Roil
2 flashfreeze
2 Duress
2 Black Sun's Zenith
1 Life's Finale
Still missing a few things.
A few tweaks I have done to the deck for now. I need a larger play group to figure out how the deck does all around. So far, I'm only playing against Eldrazi Ramp and Knights. Knights is a fair match up and definitely beatable, and Eldrazi Ramp isn't this undefeatable evil thing anymore.
I sorta want to move this deck into a more control environment, but then I will lost my match ups against aggro, which is what the meta is evolving into. I need to rethink how I want to tackle this thing.
The brew I'm thinking of is something like this:
1 Consecrated Sphinx
1 Wurmcoil Engine
4 Tezzeret, Agent of Bolas
1 Karn Liberated
1 Sword of Feast and Famine
1 Batterskull
3 tumble magnet
1 Life's Finale
4 Mental Misstep
3 Spellskite
This is a skeleton of what I want to do. Big Wurm, Sphinx, and Vault skirge with equipment are my win-cons, and Karn and Tezz's ultimate is my alternate.
Playing around with numbers on counterspells, draw, kill, and discard. I think I will keep 2 IoK, 2 Despise, 4 preordain. Why fix something that isn't broken? As for countermagic, I'm leaving it out completely in the main. For now. I really like seeing kill spells so I've upped it to 4 total into a 2:2 ratio of GFtT:Doomblade.
2 Spellskite
2 Solemn Simulacrum
1 Consecrated Sphinx
1 Wurmcoil Engine
4 Tezzeret, Agent of Bolas
1 Karn Liberated
2 Mox Opal
2 Sword of War and Peace
1 Sword of Feast and Famine
3 tumble magnet
1 Batterskull
2 Inquisition of Kozilek
2 Despise
2 doomblade
2 go for the throat
1 Life's Finale
4 Drowned Catacomb
3 Darkslick Shores
2 Creeping Tar Pit
3 Tectonic Edge
5 Island
6 Swamp
4 Mental Misstep
2 Flashfreeze
1 mana leak
1 Stoic Rebuttal
2 Black Sun's Zenith
2 Hex Parasite
1 Spellskite
2 torpor orb
The loss of Metamorph might be huge, and I may end up including him and dropping spellskite. Metamorph answers. It answers alot.
2 Inquisition of Kozilek
2 Despise
3 preordain
3 Mana Leak
1 Stoic Rebuttal
2 go for the throat
1 doom blade
2 Tumble Magnet
2 Sword of War and Peace
1 Sword of Feast and Famine
3 Tezzeret's Gambit
3 Tezzeret, Agent of Bolas
1 batterskull
3 Vault Skirge
3 Spellskite
2 Phyrexian metamorph
2 Wurmcoil Engine
Land
4 Drowned Catacomb
2 Darkslick Shores
2 Creeping Tar Pit
4 Tectonic Edge
6 Island
6 Swamp
3 Mental Misstep
2 Hex Parasite
3 Into the Roil
2 flashfreeze
2 Duress
3 Black Sun's Zenith
My first battle with U/B Control last night was incredible. I won the first game, and it sorta came to a draw the second game with me losing it because I was decked out. After 2 memoricides, I ended up literally drawing my entire deck. Third match didn't start because it came to time. I can say that I am thoroughly happy with it's performance against that U/B build last night.
U/B Control
Draw 1-1
Game one, I leaked his Pursecutor, GfTT his second, Metamorph his 3rd and 4th copy. I GfTT his grave and finished him up with a Tezz's ultimate and SoWaP.
Game two, he dropped Guard Gomazoa and it was a draw since. I ended up at 11 life and I dropped him to 11 life and we stayed there until I was decked, pretty much just countering and looking at each other's hands and making each other work for making something land. Many, many funny shens which included a dropped man land and then me tec edging it.
W/U Superfriends Control
Won 2-0
My next match up was against a rogue W/U super friends deck that included Beleren, Venser, and Gideon. Game one he was mana screwed and I just Sworded him to kill with Tezz's ultimate for 10 or 12. Game two I forgot to SB, but he was mana screwed yet again, and I countered his threats. Same kill as game 1.
We played a few more games sided in Hex Parasite in these, and if his deck was allowed to set up, it could crush my deck. It's all about the counter war and I don't have to tap out since I curve at 4 with swords and equipment. Not only that, but parasite is great against his deck, draining PW's loyalties, and eliminating (+) and (-) counters.
Those two were my only opponents, but the U/B Control was my highlight. This deck is strong and it fits my play style with a bit of aggro and controlling the board.
Venser will become another deck, but right now, U/B Tezz is my focus and everything else is on my back burner.
I have actually replaced the Mortar Pods already. In it's place I've put in Vault Skirge. Mortar just wasn't doing squat for me, but wasting my card space. I've also removed the clasps from my side and put in Diving Offering, but I may just end up removing that as well for Into the Roil. When Zen rotates, replace that with Disperse. The splash for white is the reason for excluding Divine. I haven't played this deck since the switch because my play group has moved over towards EDH.
I want to try and squish in some Spellskites. Red just destroys my creatures from becoming 5/5s is frustrating and needs an answer.
The way the deck performs MB is phenomenal, but I haven't got a clue how it will do against the public meta. My brother doesn't really play control, just home brews, but the brews are very potent. Something equivelant to moonshine in the 20's and 30's. Post boarding and it's able to handle quite a bit.
Also, I don't know if it's my brother causing it or if Tezz is just a house no matter what, but Venser has become the back up PW in this deck. I will continue with how this deck performs after this creature change, and then maybe bring it to my FNM and see how it does in the public. That will determine if the change in PWs is necessary, and who.