I’ve gotten very excited about coming up with a red/burnish version relying on Grid and Galv Blast as payoff but after working on it for a week or two i found that it brought too little to the table. This being said, that was a while ago and meta has shifted a lot.
with the meta moving more midrangy, there are a lot more blast and targeted shatter effects running around. We might need to start upping the #s of welding jar again and play more padeem. While grid is nice, it also expects you to have 6+ artifacts in play all the time to really hold a candle to the creatures midrange is playing, which doesn't happen that much.
I've been liking echoing truth, recently, more and more as an "answer" to stony, (along with maybe only 1 hard answer like decay). While it only buys you 1-2 turns, typically that is enough against the types of decks (white) that run stony to pull ahead, as your combo has probably been sitting there ignored by gideons and jaces. And as an alternate-use SB card, truth does quite well against today's agro. Looking at you, bloodghast/angler/champion/24 goblin tokens. Echoing truth is easy to cast and rarely dead, and serves as protection for your key artifacts at times.
With our straight UB builds echoing truth pulled a lot of weight. This is something to consider based on your meta
@noctem89 That reply was pretty rude (and therefore pointless) if you don't think I know what I'm talking about, don't respond - if you want to have a conversation, don't condescend. The deck has significant problems facing it, brainstorming new angles is totally appropriate. Supporting status quo would require results, which the deck is simply not putting up.
@noctem89 That reply was pretty rude (and therefore pointless) if you don't think I know what I'm talking about, don't respond - if you want to have a conversation, don't condescend. The deck has significant problems facing it, brainstorming new angles is totally appropriate. Supporting status quo would require results, which the deck is simply not putting up.
so you say im rude when you lead with
"Anyone who has played the deck for a long enough period knows ..."
right. sure dude.
We were having a conversation about potential sideboard options. Your post started with an insult to my line of thinking (and therefor me), a strawman to back up your argument, and no other substance or data to back it up. I'm up to about 70 or so matches online. I have a decent feel for what the deck is trying to do. Red for just grid offers nothing that the current sideboard would fix (I'm up to 3 decay, 1 pulse in the board now), red for blast doesnt solve problems that fatal push couldn't fix (given an expected meta thats not showing up currently) and red for potential artifact hate that we don't really struggle against (affin and lantern, although lantern can sometimes be an issue if they lock early). So yes, lets continue evolving the deck to a specific meta. Just try starting off your post less pointed
Lets not argue. Please? The idea here is to work together to get a better performing deck against the field. In that respect Noctem89 is absolutely right. Stony Silence decks go from unfavorable to favorable by splashing green and playing Abrupt Decay. Abrubt Decay is WAY more flexible and effective than anything else we can play for combating problematic permanents. The red splash is an interesting thought to entertain but lets not kid ourselves into thinking it could possibly be better than green. Red and White are trying to solve problems that don't really exists or problems that can't be comprehensively covered by Abrupt Decay
Lets talk about the real problems that plague the deck. In my experience if you are prepared for Stony Silence you can beat the hate pretty easily. 3 Abrubt Decay, maybe some hand disruption, done. Affinity hate isn't what keeps this deck out of the meta. The decks fundamental problem is a lack of speed and threat density. I plan to give up the TRON matchup in favor or gaining points against other difficult matchups like burn/affinity/storm. Therefore I shoot for more speed playing 3 Mox Opal and 3 Talisman of Dominance. However Tron and Remand decks have come back in my local meta in a big way and I am struggling to come up with a cohesive plan that doesn't cost me percentage points against linear aggro.
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U/B Tezzeret Control
Sultai Midrange
Anything Innovative
4/2 Foundry/Sword feels like a sweet spot. In the event that we have an early Whir and no pressing needs we can get the Sword, and then have a very low chance of drawing a duplicate (only 1 left in the deck). When people attempt to hate out the combo the hate is usually focused on killing the Foundry, so 4 copies is fairly robust. Very occasionally graveyard interaction comes up, but we can sac multiple artifacts and fight though this to preserve our sword. Even with more copies of Sword, it doesn't accomplish much against Surgical or Extripate.
We simply don't have enough artifacts for 4 Mox opal. To get something like 75% activation rate we need nearly 30 artifacts, most of which need to cost 0 or 1. I've gone back to 2 Opal/2 Talisman. After I realized how much I liked that split I just went with 2 of a bunch of cards... Darksteel Citadel, Gemstone Cavern, Nihil Spellbomb, Ensanring Bridge, Fatal Push, Collective Brutality, Opt, Thoughtseize, Thirst for Knowledge, and Tezzeret, which ended up with a pile that seemed to run really smoothly.
Summary Dismissal, Ceremonious Rejection, and Ensoul Artifact feel like no joke options in the SB. They take Tron from an atrocious matchup to something we can easily win. Summary obviously has applications against Storm, Ceremonious against Affinity, and Ensoul can come in against ground based aggro (burn and goblins). It feels so good to suit up your Bauble against Burn and have a practical wall that can be sacced if they ever try to revelry or finish it with a bolt. The last deck I've had some trouble with is Ad Nauseam. I'm considering the 2-3 Abrupt Decay plan that you guys have been discussing. Killing an early Phyrexian Unlife, or sniping a Lab Maniac when they think they are safe behind Pact of Negation is just another use for such a flexible card. 6 fetches, a single Breeding Pool, Glimmervoid, and 2 Opals feels like a somewhat loose mana base but I'll give it a shot.
I somehow forgot which username I had originally, so yeah...this is the same guy from a few pages back that was way too hyped about Storm the Vaults. I tried SO hard...but it is just 'win more'. If you have the combo assembled, we all know what that can do, and being able to dump insane amounts of mana into it is great and all, but it's not what we are really looking to do.
This is the list I am working on to take to GP Phoenix. My wife is running Mardu Tokens, so she is using a lot of the cards I might normally run, like a black control package with Liliana of the Veil. At MOST I could put together 3 Thoughtsiezes, 2 Inquisition of Kozilek, and a single Fatal Push. That led to my decision to run the Crucible/GQ/Expedition Map package to grind out some land hate. I have no budget to go out and get Jace, or even any more Mopals for that matter. I do have two Baubles, but I don't know if I want them in a deck with just a single Mopal. Thoughts and suggestions are welcome on how I can best tweak my deck to withstand the onslaught of the meta I am sure to face in Phoenix, but I didn't run this deck last year at GP San Antonio, and I wished I had, so even though it's a bit nerfed by lack of black, I am bound and determined to do as best I can with it.
@concorddawn80 - Absolutely run whatever baubles you might have. They are often free scryes with fetchlands, as well as whir ramp and hand-dump, and cantrip to thin your deck. I would cut a jar and skite for them myself. I would get rid of the glimmervoid and basic forest for 1 fetch and 1 breeding pool; you're never gonna want to see a forest game 1 and glimmer will screw you on opening hands more often than you would guess. I would turn the 2 nature's claim into 1 more decay and either another padeem or lost legacy, to either improve the combo or grind matchup. And since you are already playing a needle main and spyglass board, I would change the sb needle to another padeem. I think padeem might be quite good these days to fight all the k commands and grudges from bloodbraid decks.
@racing089 - I have also found remand decks to be a problem recently. Not quite sure what the correct solution should be, execpt to go to a more discard-heavy build. I played 1 modern league recently with a 4/2 inquisition/thoughtseize split, and it was OK. They're just the worst in topdeck wars, and this deck doesn't play bob.
I am currently on a 3/3 split of Mox and Talisman and am considering cutting the third Mox Opal but we need a critical mass of cheap artifacts in the deck anyway and Mox is clearly an above avergae power level card. What are you running in it's place for cheap artifacts? Additional Welding Jars/Pithing Needles/Grafdiggers Cage
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U/B Tezzeret Control
Sultai Midrange
Anything Innovative
@eter welcome, and welcome to your typical tourney results with this deck. Extremely vulnerable to common hate cards, but overall a fun deck that could randomly drastically improve in the wake of a reasonable tron/valakut nerf.
What's up everyone. Loooooong time follower, first time posting. I don't get to play as often as i like but when i do, I play Tezzerator! I was thinking of the Tron matchup and was wondering why we don't run some number of Ensoul Artifact in the sideboard. We're on the 5/5 beats from Tezzeret plan anyway. I'm also struggling between running 3x Inquisition of Kozilek or 3x Fatal Push. Prolly more of a meta call but the past weekend's decklists were pretty creature heavy. Has anyone had success with a 2/2/2 split between IoK/Fatal Push/Collective Brutality
Here's the list i like to run. I've scrubbed out as much as I've topped with Tez. Looking for feedback. I'm realizing now that i got nothing for Valakut decks in the main board. Are we at the point in the meta where we want Surgical Extraction in the SB as well?
Does anyone have any idea how that Mis4tune deck operates? Maybe it makes sense when you see it, but it looks insane. OHHHHHHH WAIT.
It's an ALLLL IN bridge deck.
Artificer's Intuition pitches chaff to get jars or expedition maps for academy ruins to outpace all removal in the format. I like it. Anyone sleeved it up yet?
And when you have bridge you can start getting chalices to lock out grudges etc... dang. Super cool.
Yeah, I'd highly reccommend checking out Jody's last stream on twitch:
Twitch.tv/nolagold
He pilots to a really dope 5-0 with one game loss. It's basically a much much slower version of the PW version Meltiin was running but with 10x more ways to navigate and manipulate your deck, which was the primary problem with the other list: getting empty handed under a bridge and entering a topdeck war.
This build looks like a - wait for it - good matchup against tron.
which remand decks are yall struggling against? The more controlling versions without a decent clock fold pretty hard to thopter combo. There have been games that I've ended with jace, tezz and whir in my hand with no real reason to cast them because thopter sword just takes over the game.
RE Talisman vs Prism: While I understand the want to play talisman, prism just powers up whir in ways no other deck can play. t2 prism is a turn 3 whir for 2, 3 with any 0 or 1 mana artifact on turn 1. Prism also lets you play it for "free" in turns where you need to dump cards out of your hand for bridge. Honestly I wouldnt go below 4 prism in the deck, and it is especially telling when we have a multitude of hands that are marginal but insane if we draw a prism.
One problem I see recurring is building the deck as control. Honestly I think this is a mistake. I prefer to think about (and play) this deck almost as a tempo role, using thoughtseize to resolve our combo and use tezz pretty aggressively to make 5/5s. The presence of bridge is only there to allow us to transition to a defensive posture more easily, but given the choice I think we need to be the beatdown.
@Eter: Current list is 3x Serum Visions in the main, sideboard changes day to day. Apart from that, still the same list.
@jacetotheface: I like the idea of maxing thropters, as it tends to be the best card by itself. I have won a non-zero number of games with saccing random crappy artifacts to make thopters and pressure. Disagree on mox opal, as it is a split card of best/worst card in the deck. If we max on thopter foundry, then the extra opals just turn into rando 1/1s. More upside than downside I think. See above for my thoughts on prism vs talisman. We originally played ceremonious rejection, but the slot turned into scissors to just make em dead. Travis has been liking a one-of spellskite in the board, I haven't gotten a chance to see it yet.
I normally play affinity, so I have access to the normal affinity lands. I am also curious as to if ratchet bomb should be replaced with engineered explosives.
yeah, it seems like the thopter foundry game is more proactive but more vulnerable. If you like playing with tezzeret and rocks the deckmJody Keith was playing is a lot more sturdy/resilient/interactive/good vs big land strategies
I just 3-0d at the competitive night with the Jody Kieth deck which I will tentatively call "Grinddad"
Beat BW Tokens, Knightfall and Burn all dropping no games, one vs burn was down to the last life point but otherwise not close, including game 2 where my opp dropped stony turn 2 and I just played artificer's intuition and kept cruising to victory.
yeah, it seems like the thopter foundry game is more proactive but more vulnerable. If you like playing with tezzeret and rocks the deckmJody Keith was playing is a lot more sturdy/resilient/interactive/good vs big land strategies
I just 3-0d at the competitive night with the Jody Kieth deck which I will tentatively call "Grinddad"
Beat BW Tokens, Knightfall and Burn all dropping no games, one vs burn was down to the last life point but otherwise not close, including game 2 where my opp dropped stony turn 2 and I just played artificer's intuition and kept cruising to victory.
list? Couldnt access his twitch archive for some reason.
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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.
Here is the list Jody was playing. A guy on stream claims to be the creator, I'm tracking him down to get him into our forum. If this build is too far from the basic deck concept (no thopter) we could just start a different forum, but I'd love to hear this guy's story about how some of these random cards ended up in the deck.
From watching a few matches it looks like your first 5-6 turns are spent finding a specific relevant answer and once your opponents outs are narrowed so far they tap out. Definitely looks like the best control configuration for a Tezzeret deck.
The Grinddad list is really efficient at getting under a bridge and when that's locked in the deck grinds your opponents outs in many different ways.
Against tronfor example, ghost quarters aren't a self-contained answer, but are a really good way to get you to tectonic edge/Crucible, which is important because if you just crucible/GQ they can easily just wait a few turns and fairly cast wurms and Karns.
That's just one example, but so far I'm finding by only having three wincons and having a multitude of ways to search your deck in TolariaW/Exp Map/Inventor's Fair/Artificer's Intuition/Crucible you're always making progress toward a lock out against any deck you're playing.
The grinder's dream.
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with the meta moving more midrangy, there are a lot more blast and targeted shatter effects running around. We might need to start upping the #s of welding jar again and play more padeem. While grid is nice, it also expects you to have 6+ artifacts in play all the time to really hold a candle to the creatures midrange is playing, which doesn't happen that much.
With our straight UB builds echoing truth pulled a lot of weight. This is something to consider based on your meta
so you say im rude when you lead with
"Anyone who has played the deck for a long enough period knows ..."
right. sure dude.
We were having a conversation about potential sideboard options. Your post started with an insult to my line of thinking (and therefor me), a strawman to back up your argument, and no other substance or data to back it up. I'm up to about 70 or so matches online. I have a decent feel for what the deck is trying to do. Red for just grid offers nothing that the current sideboard would fix (I'm up to 3 decay, 1 pulse in the board now), red for blast doesnt solve problems that fatal push couldn't fix (given an expected meta thats not showing up currently) and red for potential artifact hate that we don't really struggle against (affin and lantern, although lantern can sometimes be an issue if they lock early). So yes, lets continue evolving the deck to a specific meta. Just try starting off your post less pointed
Lets not argue. Please? The idea here is to work together to get a better performing deck against the field. In that respect Noctem89 is absolutely right. Stony Silence decks go from unfavorable to favorable by splashing green and playing Abrupt Decay. Abrubt Decay is WAY more flexible and effective than anything else we can play for combating problematic permanents. The red splash is an interesting thought to entertain but lets not kid ourselves into thinking it could possibly be better than green. Red and White are trying to solve problems that don't really exists or problems that can't be comprehensively covered by Abrupt Decay
Lets talk about the real problems that plague the deck. In my experience if you are prepared for Stony Silence you can beat the hate pretty easily. 3 Abrubt Decay, maybe some hand disruption, done. Affinity hate isn't what keeps this deck out of the meta. The decks fundamental problem is a lack of speed and threat density. I plan to give up the TRON matchup in favor or gaining points against other difficult matchups like burn/affinity/storm. Therefore I shoot for more speed playing 3 Mox Opal and 3 Talisman of Dominance. However Tron and Remand decks have come back in my local meta in a big way and I am struggling to come up with a cohesive plan that doesn't cost me percentage points against linear aggro.
Sultai Midrange
Anything Innovative
4/2 Foundry/Sword feels like a sweet spot. In the event that we have an early Whir and no pressing needs we can get the Sword, and then have a very low chance of drawing a duplicate (only 1 left in the deck). When people attempt to hate out the combo the hate is usually focused on killing the Foundry, so 4 copies is fairly robust. Very occasionally graveyard interaction comes up, but we can sac multiple artifacts and fight though this to preserve our sword. Even with more copies of Sword, it doesn't accomplish much against Surgical or Extripate.
We simply don't have enough artifacts for 4 Mox opal. To get something like 75% activation rate we need nearly 30 artifacts, most of which need to cost 0 or 1. I've gone back to 2 Opal/2 Talisman. After I realized how much I liked that split I just went with 2 of a bunch of cards... Darksteel Citadel, Gemstone Cavern, Nihil Spellbomb, Ensanring Bridge, Fatal Push, Collective Brutality, Opt, Thoughtseize, Thirst for Knowledge, and Tezzeret, which ended up with a pile that seemed to run really smoothly.
Summary Dismissal, Ceremonious Rejection, and Ensoul Artifact feel like no joke options in the SB. They take Tron from an atrocious matchup to something we can easily win. Summary obviously has applications against Storm, Ceremonious against Affinity, and Ensoul can come in against ground based aggro (burn and goblins). It feels so good to suit up your Bauble against Burn and have a practical wall that can be sacced if they ever try to revelry or finish it with a bolt. The last deck I've had some trouble with is Ad Nauseam. I'm considering the 2-3 Abrupt Decay plan that you guys have been discussing. Killing an early Phyrexian Unlife, or sniping a Lab Maniac when they think they are safe behind Pact of Negation is just another use for such a flexible card. 6 fetches, a single Breeding Pool, Glimmervoid, and 2 Opals feels like a somewhat loose mana base but I'll give it a shot.
2 Search for Azcanta
Land
1 Ghost Quarter
1 Academy Ruins
1 Swamp
1 Creeping Tar Pit
4 Darkslick Shores
1 Overgrown Tomb
3 Watery Grave
1 Glimmervoid
4 Polluted Delta
1 Forest
1 Island
1 Inventors' Fair
1 Spire of Industry
2 Misty Rainforest
Artifact
3 Ensnaring Bridge
2 Welding Jar
3 Pentad Prism
3 Sword of the Meek
1 Crucible of Worlds
4 Thopter Foundry
1 Time Sieve
1 Expedition Map
1 Mox Opal
1 Pithing Needle
1 Relic of Progenitus
1 Ratchet Bomb
1 Spellskite
4 Whir of Invention
Sorcery
4 Serum Visions
Planeswalker
1 Tezzeret the Seeker
3 Tezzeret, Agent of Bolas
1 Padeem, Consul of Innovation
1 Witchbane Orb
1 Grafdigger's Cage
1 Pithing Needle
1 Trading Post
1 Sorcerous Spyglass
1 Spellskite
2 Nature's Claim
2 Abrupt Decay
2 Damnation
2 Lost Legacy
I somehow forgot which username I had originally, so yeah...this is the same guy from a few pages back that was way too hyped about Storm the Vaults. I tried SO hard...but it is just 'win more'. If you have the combo assembled, we all know what that can do, and being able to dump insane amounts of mana into it is great and all, but it's not what we are really looking to do.
This is the list I am working on to take to GP Phoenix. My wife is running Mardu Tokens, so she is using a lot of the cards I might normally run, like a black control package with Liliana of the Veil. At MOST I could put together 3 Thoughtsiezes, 2 Inquisition of Kozilek, and a single Fatal Push. That led to my decision to run the Crucible/GQ/Expedition Map package to grind out some land hate. I have no budget to go out and get Jace, or even any more Mopals for that matter. I do have two Baubles, but I don't know if I want them in a deck with just a single Mopal. Thoughts and suggestions are welcome on how I can best tweak my deck to withstand the onslaught of the meta I am sure to face in Phoenix, but I didn't run this deck last year at GP San Antonio, and I wished I had, so even though it's a bit nerfed by lack of black, I am bound and determined to do as best I can with it.
@racing089 - I have also found remand decks to be a problem recently. Not quite sure what the correct solution should be, execpt to go to a more discard-heavy build. I played 1 modern league recently with a 4/2 inquisition/thoughtseize split, and it was OK. They're just the worst in topdeck wars, and this deck doesn't play bob.
I am currently on a 3/3 split of Mox and Talisman and am considering cutting the third Mox Opal but we need a critical mass of cheap artifacts in the deck anyway and Mox is clearly an above avergae power level card. What are you running in it's place for cheap artifacts? Additional Welding Jars/Pithing Needles/Grafdiggers Cage
Sultai Midrange
Anything Innovative
Here's the list i like to run. I've scrubbed out as much as I've topped with Tez. Looking for feedback. I'm realizing now that i got nothing for Valakut decks in the main board. Are we at the point in the meta where we want Surgical Extraction in the SB as well?
3 Inquisition of Kozilek
3 Serum Visions
4 Whir of Invention
3 Tezzeret, Agent of Bolas
3 Ensnaring Bridge
3 Thopter Foundry
2 Sword of the Meek
1 Time Sieve
4 Mishra's Bauble
3 Mox Opal
3 Pentad Prism
1 Grafdigger's Cage
1 Relic of Progenitus
1 Welding Jar
2 Pithing Needle
3 Spire of Industry
2 Island
4 Polluted Delta
1 Swamp
2 Watery Grave
1 Breeding Pool
1 Inventors' Fair
1 Academy Ruins
1 Misty Rainforest
1 Welding Jar
1 Pithing Needle
1 Relic of Progenitus
2 Thoughtseize
2 Ensoul Artifact
1 Ethersworn Canonist
2 Abrupt Decay
1 Flaying Tendrils
1 Maelstrom Pulse
1 Witchbane Orb
1 Damnation
1 Padeem, Consul of Innovation
It's an ALLLL IN bridge deck.
Artificer's Intuition pitches chaff to get jars or expedition maps for academy ruins to outpace all removal in the format. I like it. Anyone sleeved it up yet?
And when you have bridge you can start getting chalices to lock out grudges etc... dang. Super cool.
Twitch.tv/nolagold
He pilots to a really dope 5-0 with one game loss. It's basically a much much slower version of the PW version Meltiin was running but with 10x more ways to navigate and manipulate your deck, which was the primary problem with the other list: getting empty handed under a bridge and entering a topdeck war.
This build looks like a - wait for it - good matchup against tron.
I know. Merry christmas.
RE Talisman vs Prism: While I understand the want to play talisman, prism just powers up whir in ways no other deck can play. t2 prism is a turn 3 whir for 2, 3 with any 0 or 1 mana artifact on turn 1. Prism also lets you play it for "free" in turns where you need to dump cards out of your hand for bridge. Honestly I wouldnt go below 4 prism in the deck, and it is especially telling when we have a multitude of hands that are marginal but insane if we draw a prism.
One problem I see recurring is building the deck as control. Honestly I think this is a mistake. I prefer to think about (and play) this deck almost as a tempo role, using thoughtseize to resolve our combo and use tezz pretty aggressively to make 5/5s. The presence of bridge is only there to allow us to transition to a defensive posture more easily, but given the choice I think we need to be the beatdown.
@Eter: Current list is 3x Serum Visions in the main, sideboard changes day to day. Apart from that, still the same list.
@jacetotheface: I like the idea of maxing thropters, as it tends to be the best card by itself. I have won a non-zero number of games with saccing random crappy artifacts to make thopters and pressure. Disagree on mox opal, as it is a split card of best/worst card in the deck. If we max on thopter foundry, then the extra opals just turn into rando 1/1s. More upside than downside I think. See above for my thoughts on prism vs talisman. We originally played ceremonious rejection, but the slot turned into scissors to just make em dead. Travis has been liking a one-of spellskite in the board, I haven't gotten a chance to see it yet.
I have just finished up getting together all the card to play this sick deck and would love some feedback on my list before I take it to my FnM!
4 Serum Visions
3 Collective Brutality
4 Whir of Invention
4 Mishra's Baubl
3 Mox Opal
2 Welding Jar
1 Nihil Spellbomb
1 Pithing Needle
3 Pentad Prism
1 Ratchet Bomb
2 Sword of the Meek
3 Thopter Foundry
1 Time Sieve
1 Crucible of Worlds
3 Ensnaring Bridge
4 Darkslick Shores
3 Ghost Quarter
1 Glimmervoid
2 Island
4 Polluted Delta
1 Swamp
4 Watery Grave
1 Pithing Needle
1 Nihil Spellbomb
1 Grafdigger's Cage
2 Thoughtseize
2 Abrupt Decay
1 Maelstrom Pulse
1 Padeem, Consul of Innovation
1 Witchbane Orb
2 Leyline of Sanctity
1 Damnation
2 Extirpate
I am really interested on feedback for the mana base, should I be super afraid of blood moon and do I need a green source for side board?
Is 3 Ensnaring Bridge too many?
I normally play affinity, so I have access to the normal affinity lands. I am also curious as to if ratchet bomb should be replaced with engineered explosives.
I just 3-0d at the competitive night with the Jody Kieth deck which I will tentatively call "Grinddad"
Beat BW Tokens, Knightfall and Burn all dropping no games, one vs burn was down to the last life point but otherwise not close, including game 2 where my opp dropped stony turn 2 and I just played artificer's intuition and kept cruising to victory.
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
1 Tezzeret the Seeker
Instant (4)
4 Whir of Invention
Artifact (34)
4 Darksteel Citadel
1 Bottled Cloister
4 Chalice of the Void
1 Crucible of Worlds
2 Engineered Explosives
4 Ensnaring Bridge
3 Expedition Map
1 Grafdigger's Cage
4 Mishra's Bauble
4 Mox Opal
1 Pithing Needle
2 Sorcerous Spyglass
1 Tormod's Crypt
1 Welding Jar
1 Witchbane Orb
1 Artificer's Intuition
1 Academy Ruins
1 Field of Ruin
1 Gemstone Caverns
4 Ghost Quarter
1 Inventors' Fair
1 Ipnu Rivulet
3 Island
1 Mountain
1 Oboro, Palace in the Clouds
1 Tectonic Edge
4 Tolaria West
Other (1)
1 Ghirapur Aether Grid
1 Ghirapur Aether Grid
1 Tezzeret the Seeker
3 Welding Jar
2 Defense Grid
2 Metallic Rebuke
1 Possessed Portal
2 Spellskite
2 Sun Droplet
1 Torpor Orb
Here is the list Jody was playing. A guy on stream claims to be the creator, I'm tracking him down to get him into our forum. If this build is too far from the basic deck concept (no thopter) we could just start a different forum, but I'd love to hear this guy's story about how some of these random cards ended up in the deck.
From watching a few matches it looks like your first 5-6 turns are spent finding a specific relevant answer and once your opponents outs are narrowed so far they tap out. Definitely looks like the best control configuration for a Tezzeret deck.
Against tronfor example, ghost quarters aren't a self-contained answer, but are a really good way to get you to tectonic edge/Crucible, which is important because if you just crucible/GQ they can easily just wait a few turns and fairly cast wurms and Karns.
That's just one example, but so far I'm finding by only having three wincons and having a multitude of ways to search your deck in TolariaW/Exp Map/Inventor's Fair/Artificer's Intuition/Crucible you're always making progress toward a lock out against any deck you're playing.
The grinder's dream.