Elixir is good when you run no fetchlands...that way you're not reshuffling them..
I also run academy ruins, crucible and a buried ruin, anti synergy with elixir....otherwise its op with trinket mages lol.
If I ran thopter foundry, Id try to abuse darksteel citadel...tap it for a colorless, use that to activate foundry then sac and return darksteel citadel with crucible out...then repeat...not infinite..but an idea.
I haven't tested the bridges yet...in play testing at home I've seen that I can destroy it with abrupt decay after building an army...I can also wait to get aetherling, wurmcoil, or batterskull out...then animate the bridge with tezz then either damnation or destroy it with executioner's capsule...or even lili edict myself lol. If you run thopter foundry or phyrexias core that's another way to get rid of it. I basically see the bridge as temporary stall since it comes out turn 3 or even 2 with the nut draw.....darksteel citadel, mox opal and some 1 cmc artifact. I run 2 damnation...so figure I'd wipe their field when I'm ready to attack after animating the bridge.
Ghost quarters are amazing against tron and man lands, also works against some versions of scapeshift...I'd run 3....
I only run to thoughtsieze...too much damage already from fetches and talismans to run a full set...esp again aggro.
Either way all 3 of tezz's abilities are relevant...I've been watching oarsman (Joe Losset...plays miracles) play the legacy iteration on mtgo..he puts in 2 tezz the seekers..I've dabble with the thought.. but don't think it fits in the modern format...and is too slow.
Edit: Recently this deck toped an online event http://www.mtgtop8.com/event?e=6512&d=237383
Dont like this deck either but it unleashes some hope that a good deck with bad choices can even do tops. lol
I figure bridgless deck can afford to run more high cc high power stuff like spine and wurmcoil, doesn't matter that much if they clog your hand for a while.
The only thing i'm worried about is surviving the first few turn before you get to cast your high impact stuff. If you don't thoughtseize to slow the opponent down it seems like you just drop mana rocks and wellsprings for a while. I'd love to see how the games were played, maybe the creator of the deck will drop by and explain stuff if we're lucky
With all the talk about a green splash for Abrupt Decay, Why not add Ancient Stirrings. It's basically like Activating Tezzeret's +1 for a single Green.
With all the talk about a green splash for Abrupt Decay, Why not add Ancient Stirrings. It's basically like Activating Tezzeret's +1 for a single Green.
Food for Thought.
I like it. If i was playing green i'd be tempted to replace thirst for knowledge for some of those. Basically ponder on steroids for this deck. I wouldn't recommend it in artifact light/spell heavy lists though.
How much will the damage from the mana and thoughtseize hurt my aggro/burn matchups?
Do I have enough Islands to consistently make Shackles good (I see that as translating to at least 3 Islands in play, preferably 4)?
Other Commentary:
I like Ensnaring Bridge very much for its power, but I don't like its anti-synergy with Tezz's minus 1 ability. I have often found that making a 5/5 is the strongest play with Tezz, and I don't like the idea of them sitting behind the bridge. Also, between all of the draw in the deck, I have found that my hand usually has 2-4 cards in it at any time. I would probably have to add Liliana to the deck to feel good about Ensnaring Bridge, and I currently don't own any copies. Finally, one of the draws of this deck for me is being able to play Wurmcoil Engine and/or Batterskull, which completely wreck some decks and can completely turn around losing games, and bridge is a nonbo with them as well.
I am trying out Vedalken Shackles in the hope that it serves a similar role as Ensnaring Bridge of shutting down creatures on the board, but with more flexibility and less effect on my win conditions.
Definitely enough islands to run shackles.
In Seeker decks you typically grab Miren to eat your bridge. In matchups where you don't want it, it can easily be discarded to a Thirst. I don't think it is worth cutting out of the deck completely.
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Modern: Tezzeret
???
Legacy:
Imperial Painter aka. Strawberry Shortcake
Tezzeret, aka. Dack in Black
Given the Wellsprings package works well with a Beatdown strategy (ramp into Wurmcoil engine and/or Batterskull), I wonder if it'd work with the Bridge strategy? O.O Thoughts?
EDIT: Just done some analysis and found:
A) Terrarion synergizes well with the Phyrexia's core and Wellsprings package; and
B) Ichor wellspring and Mycosynth wellspring ramp and give you cards in hand. Solemn simulacrum also ramps and gives you cards in-hand. With the Esnaring bridge strategy, we 1- want our hand empty (or being able to drop everything on the board easily) and 2- we have like, nothing to ramp into.
Also: Wellsprings and Thopter foundry together look fun. Might be too cute but, while browsing some equipments looking for something that could maybe fit with a thopter-tokens-under-the-bridge strategy, I found one can still attack under a bridge and BAM! Insta-Cranial plating. How is that? Or Basilisk collar, in the trinket category, that could give us the ability to get through (remember they still can block, with a bridge out). Or the deathtouch-chumpblock like a champ.
Wellsprings do not provide ramp, they do provide cards in hand as you said...I wish the Mycosynth brought lands onto the field.
Our ramping is done via playing mana rocks or something that actually puts an additional land/mana source in play.
The Cranial Plating insta attach is BRILLIANT, can easily attach to an inkmoth nexus lol, or onto a goat token for those that play Trading Post.
I tried the Wellspring package and at first it was cool, but I feel like for this deck to really compete it needs to be ub control with tezzeret, not "ub tezzeret". You need countermagic, disruption and card draw...hence the thirst, mana leaks and thoughtseize/inquisitions.
I find that you really need those things game one against scapeshift and decks like UWR.
I added another nihil spellbomb, figure if anything its a 1B cantrip...needed to up my count to 16 artifacts...I pray top, sword of the meek, chrome mox or even one of the other artifact lands get unbanned so I can up the count.
Fact is, you cant allow yourself to run too few artifacts main since tezzerets+1 will become useless. I don't see the point why I want 8 tezzeret + 1 effects and risk it to see nothing while doing so.
Edit: If I see Terrarion and the Wellsprings i definitely have to cry and I don't think this is what the deck tries to do. Rather I want to play a good! mana rock or spellskite on t2 in order to block the goyf or cast damnation on turn 3 etc. and I think this would be the first step to survive the early game. You just have to remember that your opponent isn't a goldfish.
I agree, the turn one plays of my deck are thoughtseize/inquisition, disfigure or any 1 or less cmc artifact. Turn 2, I want to be casting a talisman...which allows me to still have 1 mana of U or B open to run a thoughtseize if I didn't already or even cast a disfigure or spell pierce for those that run it(I do sideboard). To me this is a very efficient turn 2...it allows me to ramp and still have mana open to react to something...I can cast the talisman, tap it then disfigure a deathrite shaman or some other mana dork....I can have a pierce open for someone trying to cast a T2 birthing pod.
Turn 3, (considering I have another land, which I should I run 25 lol), I should have 4 mana available to cast a tezz, lili, damnation or trinket mage...I can even cast the artifact I fetch with the mage....or I can lay down an ensnaring bridge and still have a mana up to play something.
Or I can cast another talisman and leave mana open for a mana leak or thirst for knowledge at the end of my opponent's turn.
Turn 3 is a very pivotal turn in modern and I need to either be advancing my board state or disrupting my opponent's.
Edit: If I see Terrarion and the Wellsprings i definetly have to cry and I dont think this is what the deck tries to do. Rather I want to play a good! mana rock or spellskite on t2 in order to block the goyf or cast damnation on turn 3 etc. and I think this would be the first step to survive the early game. You just have to remember that your opponent isnt a goldfish.
lol. I understand. But: the upsaid deck DID win with his Wellspring thingy. And Terrarion comes down T1 and doesnt keep you from playing your Skite! It just fixes you up for for Lili for free since it cantrips (or for a bit of tempo, say). And I've seen ACE1 ride the thing to victory
Here's a sample list inspired from the Wellspring engine but going for the Bridge strategy. I'll build the thing up and let you know.
OK so this evening i'm gonna try my deck at my local gaming store and there is a card i want to try: Rings of brighthearth (just one copy). It looks pretty sweet with all the planeswalkers and the deck has tons of activated abilities, between double tokens from foundry, double ghost quarters (becomes ramp if you target your citadel), double trading post without paying the cost twice, double executioner's capsule, gain 10 with elixir, etc. You can double ult tezz meaning you need half the number of artifacts for the kill.
EDIT: Radouf, if you're gonna run basilisk collar you might as well run a single viridian longbow! When you equip any creature with both you can go pew pew pew! It looks cute but my friend has a casual trinket mage deck with those and when he pulls off this combo it is quite annoying. It also is a 20 turn clock
Oh and by the way vault of whispers is banned, as are all the color producing artifact lands.
Why don't you guys run a one of Buried Ruin?
Sometimes you just want the card in your hand, rather than as your draw...
I'd run it along with the Academy Ruins.
OK so this evening i'm gonna try my deck at my local gaming store and there is a card i want to try: Rings of brighthearth (just one copy). It looks pretty sweet with all the planeswalkers and the deck has tons of activated abilities, between double tokens from foundry, double ghost quarters (becomes ramp if you target your citadel), double trading post without paying the cost twice, double executioner's capsule, gain 10 with elixir, etc. You can double ult tezz meaning you need half the number of artifacts for the kill.
EDIT: Radouf, if you're gonna run basilisk collar you might as well run a single viridian longbow! When you equip any creature with both you can go pew pew pew! It looks cute but my friend has a casual trinket mage deck with those and when he pulls off this combo it is quite annoying. It also is a 20 turn clock
Oh and by the way vault of whispers is banned, as are all the color producing artifact lands.
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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.
My main concern with rings is it does nothing the turn it hits unless you have either 5 mana and an effect already on board or just boatloads of mana and another effect in hand. Seems like in that position it could just be a win-more card.
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Modern: Tezzeret
???
Legacy:
Imperial Painter aka. Strawberry Shortcake
Tezzeret, aka. Dack in Black
Just added Prophetic Prism in place of an island...adds to the artifact count, fixes mana and replaces itself...figure it could support the many colorless mana producers I have, another mana fixer for Engineered Explosives and Abrupt Decay.
Will try it out as the fifth mana rock...debating between it and Dimir Signet...
Just added Prophetic Prism in place of an island...adds to the artifact count, fixes mana and replaces itself...figure it could support the many colorless mana producers I have, another mana fixer for Engineered Explosives and Abrupt Decay.
Will try it out as the fifth mana rock...debating between it and Dimir Signet...
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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.
For those of you trying to with through ensnaring bridge, I know a guy at my shop that runs Pyrite Spellbomb. He locks you with bridge and recurrs the bomb with academy ruins.....
For those of you trying to with through ensnaring bridge, I know a guy at my shop that runs Pyrite Spellbomb. He locks you with bridge and recurrs the bomb with academy ruins.....
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
Alright so i went 1-2 today. I made a lot more mistake than i normally make. I'm pretty happy with rings, i think they do a lot toward our goal.
Round 1 vs melira pod: 1-2
I won the first game. I seemed like a normal melira pod game, my deck runs enough hate to control them until we win. I'm not saying it's easy but it is far from unfavorable. Game 2 and 3 my opponent drew early kataki, war's wage. It normally isn't that bad mid-late game but on turn two it really hurts. Combined with abrupt decay into eternal witness into decay again it was difficult to win.
Game 3 we went overtime and i basically messed up, i tapped out with 2 extirpate in hand and my opponent proceeded to combo-win. I had every information i needed from the board to know he was going to do so, i guess i wasn't paying attention (it would have been a draw otherwise).
Extirpate sounds good on paper but in this deck you want to tap out every turn so the one mana cost is a big deal vs surgical, i'm making the switch back.
Round 2 vs mono red burn: 2-0.
With the addition of a single elixir or immortality main the matchup changed from being bad game one to being ok. I just searched for elixir with each trinket mage i played and beat him to death. Game two 4 chalice of the void from the board sealed the deal.
round 3 vs cruel control: 0-2
Game one took a lot of time and it was pretty epic. I had rings of brighthearth and a thopter foundry and i kept making double tokens and gaining double life by saccing stuff. My opponent cryptic command tapping them a few time but his life total was becoming low and sooner or later he was gonne be short of cryptics. When we got to a point where we had a ridiculous amount of lands into play he started chaining cruel ultimatums. All in all, i took 4 cruel ultimatums, the two contained in his deck and both snap casted. I was still at 7 life, counting the multiple electrolyzes and snapcaster mage beats and the turn after i finally drew a tezzeret ready to double ult the next turn he triple lightning bolted me end step! i could have made more careful plays by getting back my spellskite with academy ruins but I really though had things under control...
Game two started slowly, my opponent had a creeping tar pit and i couldn't find a pithing needle or and trinket mage or a ghost quarter or a ensnaring bridge. I just kept playing planeswalkers to slow things down and search for an answer without finding one. My planeswalkers just died one after another from tar pit beats + burn spells. I finally drew an artificer's intuition and needled the pit. I then searched for elixir to restore my low life total. And then i made misplays. I had lots of useless mana and rings, but i didn't copy the intuition's ability nor the elixir's ability. I guess i'm not used to playing with rings yet. I could have searched for one elixir and another trinket, then gain ten, then pitch the trinket for elixir and another trinket, and so on, all that without using the card i drew each turn. Instead i just played as if i didn't have rings, and lost when needle was removed by rakdos charm from the board.
Oh well, you can't win them all... I'm still happy with the deck, i really felt like i had a fighting chance every game. I'm keeping rings, they are an endless source of card advantage. Yes you need a board with them but this deck needs a board anyways.
Also, the discard is pretty good. The deck has lots of possibilities and information really helps making good decisions. The more options you have the more likely you are to make misplays, at least i think i learned from my mistakes.
I'm a little sad to let trading post go but i had to cut something, rings are better and cost less, and they both cost 5 to play and activate the same turn.
Nice report, Ace! Isn't 2x Rings one too much, though? There must be some artifact tutor of some sort to grab our pieces from in between the range of Trinket mage and the range of Treasure mage. That'd help. 'Cause right now we're just digging through Tezz or Thirst. Like, Im ennoyed by the restrictions on Artificier's intuiton. Well.
Streetmage: for the rack, My opinion is that is must be quite easy to play around. I don't think we pack enough discard for it to be useful. Unlike some other of our trinkets, when it's not at its top usefulness, it doesn't affect the board at all nor cantrips, I mean, it can be very dead 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.
There must be some artifact tutor of some sort to grab our pieces from in between the range of Trinket mage and the range of Treasure mage.
There's always fabricate but i'm not a huge fan of it. Trinket mage gives us a body at least. Other than that there is tezzeret the seeker, but i like agent of bolas better and wouldn't play both in the same deck.
EDIT: Yeah maybe only one rings, i wanted to test it so i played 2 today but i guess i'll do like everyone and play a 4th tezz.
New changes:
-1 IoK, +1 TS, very often the higher cc spells are the scarier since games tend to go long
-1 expedition map, +1 rings, rings actually halves the board needed to win with a tezz ult, so i think 2 is reasonnable. I never really found map to be that good, it is kinda slow and clunky, i'd rather do something else with my mana than search a land.
-1 sunken ruins, +1 ghost quarter, i never really had any color issues with the deck, ruins was never that helpful. GQ is extra good with the added rings, 3 is good i think
I also run academy ruins, crucible and a buried ruin, anti synergy with elixir....otherwise its op with trinket mages lol.
If I ran thopter foundry, Id try to abuse darksteel citadel...tap it for a colorless, use that to activate foundry then sac and return darksteel citadel with crucible out...then repeat...not infinite..but an idea.
I haven't tested the bridges yet...in play testing at home I've seen that I can destroy it with abrupt decay after building an army...I can also wait to get aetherling, wurmcoil, or batterskull out...then animate the bridge with tezz then either damnation or destroy it with executioner's capsule...or even lili edict myself lol. If you run thopter foundry or phyrexias core that's another way to get rid of it. I basically see the bridge as temporary stall since it comes out turn 3 or even 2 with the nut draw.....darksteel citadel, mox opal and some 1 cmc artifact. I run 2 damnation...so figure I'd wipe their field when I'm ready to attack after animating the bridge.
Ghost quarters are amazing against tron and man lands, also works against some versions of scapeshift...I'd run 3....
I only run to thoughtsieze...too much damage already from fetches and talismans to run a full set...esp again aggro.
Either way all 3 of tezz's abilities are relevant...I've been watching oarsman (Joe Losset...plays miracles) play the legacy iteration on mtgo..he puts in 2 tezz the seekers..I've dabble with the thought.. but don't think it fits in the modern format...and is too slow.
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
Yay for painless mana base with river of tears!
I figure bridgless deck can afford to run more high cc high power stuff like spine and wurmcoil, doesn't matter that much if they clog your hand for a while.
The only thing i'm worried about is surviving the first few turn before you get to cast your high impact stuff. If you don't thoughtseize to slow the opponent down it seems like you just drop mana rocks and wellsprings for a while. I'd love to see how the games were played, maybe the creator of the deck will drop by and explain stuff if we're lucky
Food for Thought.
I like it. If i was playing green i'd be tempted to replace thirst for knowledge for some of those. Basically ponder on steroids for this deck. I wouldn't recommend it in artifact light/spell heavy lists though.
Definitely enough islands to run shackles.
In Seeker decks you typically grab Miren to eat your bridge. In matchups where you don't want it, it can easily be discarded to a Thirst. I don't think it is worth cutting out of the deck completely.
Modern:
Tezzeret
???
Legacy:
Imperial Painter aka. Strawberry Shortcake
Tezzeret, aka. Dack in Black
EDIT: Just done some analysis and found:
A) Terrarion synergizes well with the Phyrexia's core and Wellsprings package; and
B) Ichor wellspring and Mycosynth wellspring ramp and give you cards in hand. Solemn simulacrum also ramps and gives you cards in-hand. With the Esnaring bridge strategy, we 1- want our hand empty (or being able to drop everything on the board easily) and 2- we have like, nothing to ramp into.
Also: Wellsprings and Thopter foundry together look fun. Might be too cute but, while browsing some equipments looking for something that could maybe fit with a thopter-tokens-under-the-bridge strategy, I found one can still attack under a bridge and BAM! Insta-Cranial plating. How is that? Or Basilisk collar, in the trinket category, that could give us the ability to get through (remember they still can block, with a bridge out). Or the deathtouch-chumpblock like a champ.
#brainstorming
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
Wellsprings do not provide ramp, they do provide cards in hand as you said...I wish the Mycosynth brought lands onto the field.
Our ramping is done via playing mana rocks or something that actually puts an additional land/mana source in play.
The Cranial Plating insta attach is BRILLIANT, can easily attach to an inkmoth nexus lol, or onto a goat token for those that play Trading Post.
I tried the Wellspring package and at first it was cool, but I feel like for this deck to really compete it needs to be ub control with tezzeret, not "ub tezzeret". You need countermagic, disruption and card draw...hence the thirst, mana leaks and thoughtseize/inquisitions.
I find that you really need those things game one against scapeshift and decks like UWR.
I added another nihil spellbomb, figure if anything its a 1B cantrip...needed to up my count to 16 artifacts...I pray top, sword of the meek, chrome mox or even one of the other artifact lands get unbanned so I can up the count.
I agree, the turn one plays of my deck are thoughtseize/inquisition, disfigure or any 1 or less cmc artifact. Turn 2, I want to be casting a talisman...which allows me to still have 1 mana of U or B open to run a thoughtseize if I didn't already or even cast a disfigure or spell pierce for those that run it(I do sideboard). To me this is a very efficient turn 2...it allows me to ramp and still have mana open to react to something...I can cast the talisman, tap it then disfigure a deathrite shaman or some other mana dork....I can have a pierce open for someone trying to cast a T2 birthing pod.
Turn 3, (considering I have another land, which I should I run 25 lol), I should have 4 mana available to cast a tezz, lili, damnation or trinket mage...I can even cast the artifact I fetch with the mage....or I can lay down an ensnaring bridge and still have a mana up to play something.
Or I can cast another talisman and leave mana open for a mana leak or thirst for knowledge at the end of my opponent's turn.
Turn 3 is a very pivotal turn in modern and I need to either be advancing my board state or disrupting my opponent's.
Love the feedback guys, keep the ideas rolling!
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
lol. I understand. But: the upsaid deck DID win with his Wellspring thingy. And Terrarion comes down T1 and doesnt keep you from playing your Skite! It just fixes you up for for Lili for free since it cantrips (or for a bit of tempo, say). And I've seen ACE1 ride the thing to victory
Here's a sample list inspired from the Wellspring engine but going for the Bridge strategy. I'll build the thing up and let you know.
3x Watery grave
3x Island
2x Swamp
3x River of tears
1x Creeping tar pit
1x Bojuka bog
1x Ghost quarter
1x Vault of whispers
1x phyrexia's core
2x Darksteel citadel
1x academy ruins
2x Inkmoth nexus
1x Urborg, tomb of Yawgmoth
2x Talisman of dominance
4x Tezzeret, Aget of bolas
3x Liliana of the veil
3x Thoughtseize
1x Inquisition of Kozilek
3x Esnaring bridge
1x Executionner's capsule
1x Expedition map
1x Basilisk's collar
1x Elixir of immortality
2x Pithing needle
2x Spellskite
2x Engineered explosives
2x Thopter foundry
4x Trinket mage
1x Trading post
2x Ichor Wellspring
1x Mycosynth wellspring
Still an alpha-stage prototype.
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
What do you think?
1 expedition map
1 elixir of immortality
1 artificer's intuition
1 thopter foundry
1 rings of brighthearth
1 trading post
3 tezzeret, agent of bolas
control: 18
2 executioner's capsule
2 engineered explosives
3 pithing needle
3 ensnaring bridge
3 liliana of the veil
1 nihil spellbomb
3 thoughtseize
1 inquisition of kozilek
2 spellskite
4 trinket mage
accel: 4
2 mox opal
2 talisman of dominance
lands: 23
1 urborg, tomb of yawmoth
1 sunken ruins
4 darkslick shores
4 river of tears
2 glimmervoid
2 island
2 swamp
2 inkmoth nexus
2 darksteel citadel
2 ghost quarter
1 academy ruins
4 extirpate
3 defense grid
4 chalice of the void
1 pithing needle
1 grafdigger's cage
1 welding jar
1 engineered explosives
EDIT: Radouf, if you're gonna run basilisk collar you might as well run a single viridian longbow! When you equip any creature with both you can go pew pew pew! It looks cute but my friend has a casual trinket mage deck with those and when he pulls off this combo it is quite annoying. It also is a 20 turn clock
Oh and by the way vault of whispers is banned, as are all the color producing artifact lands.
Why don't you guys run a one of Buried Ruin?
Sometimes you just want the card in your hand, rather than as your draw...
I'd run it along with the Academy Ruins.
Also, here's another list I found:
http://www.mtgdecks.net/decks/view/58946
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
...Gosh, so many options!
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
Modern:
Tezzeret
???
Legacy:
Imperial Painter aka. Strawberry Shortcake
Tezzeret, aka. Dack in Black
Will try it out as the fifth mana rock...debating between it and Dimir Signet...
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
It's not exactly a signet, since the signet ramps you. But I get that, similarly, they fix you up. The cantripping is interesting.
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
He runs Tezzeret the Seeker doe...not agent at all.
More of a U/R list....
Then when he wants to attack off the tezz the seekers ult, he sacs his bridge to Claws of Gix.
Figure a similar strategy could be used with Tezzeret, Agent of Bolas if you decide to splash red...or use a mana rock that produces it...
There's also Perilous Myr..but he requires a sac engine.
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
Yeah that is the other Tezz deck, if you are curious: http://forums.mtgsalvation.com/showthread.php?t=350006
Modern:
Tezzeret
???
Legacy:
Imperial Painter aka. Strawberry Shortcake
Tezzeret, aka. Dack in Black
Twitch: gamerchamp
Modern: UGrand Architect, UBTezzeret Control, UBWRG Bridge From Below (Dredge)
Legacy: UWGTrue-Name Bant
Round 1 vs melira pod: 1-2
I won the first game. I seemed like a normal melira pod game, my deck runs enough hate to control them until we win. I'm not saying it's easy but it is far from unfavorable. Game 2 and 3 my opponent drew early kataki, war's wage. It normally isn't that bad mid-late game but on turn two it really hurts. Combined with abrupt decay into eternal witness into decay again it was difficult to win.
Game 3 we went overtime and i basically messed up, i tapped out with 2 extirpate in hand and my opponent proceeded to combo-win. I had every information i needed from the board to know he was going to do so, i guess i wasn't paying attention (it would have been a draw otherwise).
Extirpate sounds good on paper but in this deck you want to tap out every turn so the one mana cost is a big deal vs surgical, i'm making the switch back.
Round 2 vs mono red burn: 2-0.
With the addition of a single elixir or immortality main the matchup changed from being bad game one to being ok. I just searched for elixir with each trinket mage i played and beat him to death. Game two 4 chalice of the void from the board sealed the deal.
round 3 vs cruel control: 0-2
Game one took a lot of time and it was pretty epic. I had rings of brighthearth and a thopter foundry and i kept making double tokens and gaining double life by saccing stuff. My opponent cryptic command tapping them a few time but his life total was becoming low and sooner or later he was gonne be short of cryptics. When we got to a point where we had a ridiculous amount of lands into play he started chaining cruel ultimatums. All in all, i took 4 cruel ultimatums, the two contained in his deck and both snap casted. I was still at 7 life, counting the multiple electrolyzes and snapcaster mage beats and the turn after i finally drew a tezzeret ready to double ult the next turn he triple lightning bolted me end step! i could have made more careful plays by getting back my spellskite with academy ruins but I really though had things under control...
Game two started slowly, my opponent had a creeping tar pit and i couldn't find a pithing needle or and trinket mage or a ghost quarter or a ensnaring bridge. I just kept playing planeswalkers to slow things down and search for an answer without finding one. My planeswalkers just died one after another from tar pit beats + burn spells. I finally drew an artificer's intuition and needled the pit. I then searched for elixir to restore my low life total. And then i made misplays. I had lots of useless mana and rings, but i didn't copy the intuition's ability nor the elixir's ability. I guess i'm not used to playing with rings yet. I could have searched for one elixir and another trinket, then gain ten, then pitch the trinket for elixir and another trinket, and so on, all that without using the card i drew each turn. Instead i just played as if i didn't have rings, and lost when needle was removed by rakdos charm from the board.
Oh well, you can't win them all... I'm still happy with the deck, i really felt like i had a fighting chance every game. I'm keeping rings, they are an endless source of card advantage. Yes you need a board with them but this deck needs a board anyways.
Also, the discard is pretty good. The deck has lots of possibilities and information really helps making good decisions. The more options you have the more likely you are to make misplays, at least i think i learned from my mistakes.
1 expedition map
1 elixir of immortality
1 artificer's intuition
1 thopter foundry
1 rings of brighthearth
4 tezzeret, agent of bolas
control: 18
2 executioner's capsule
2 engineered explosives
3 pithing needle
3 ensnaring bridge
3 liliana of the veil
1 nihil spellbomb
3 thoughtseize
1 inquisition of kozilek
2 spellskite
4 trinket mage
accel: 4
2 mox opal
2 talisman of dominance
lands: 23
1 urborg, tomb of yawmoth
1 sunken ruins
4 darkslick shores
4 river of tears
2 glimmervoid
2 island
2 swamp
2 inkmoth nexus
2 darksteel citadel
2 ghost quarter
1 academy ruins
4 surgical extraction
3 defense grid
4 chalice of the void
1 pithing needle
1 grafdigger's cage
1 welding jar
1 engineered explosives
Edit: -1 sunken ruins, +1 tezz
I'm a little sad to let trading post go but i had to cut something, rings are better and cost less, and they both cost 5 to play and activate the same turn.
Streetmage: for the rack, My opinion is that is must be quite easy to play around. I don't think we pack enough discard for it to be useful. Unlike some other of our trinkets, when it's not at its top usefulness, it doesn't affect the board at all nor cantrips, I mean, it can be very dead IMO.
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
There's always fabricate but i'm not a huge fan of it. Trinket mage gives us a body at least. Other than that there is tezzeret the seeker, but i like agent of bolas better and wouldn't play both in the same deck.
EDIT: Yeah maybe only one rings, i wanted to test it so i played 2 today but i guess i'll do like everyone and play a 4th tezz.
New changes:
-1 IoK, +1 TS, very often the higher cc spells are the scarier since games tend to go long
-1 expedition map, +1 rings, rings actually halves the board needed to win with a tezz ult, so i think 2 is reasonnable. I never really found map to be that good, it is kinda slow and clunky, i'd rather do something else with my mana than search a land.
-1 sunken ruins, +1 ghost quarter, i never really had any color issues with the deck, ruins was never that helpful. GQ is extra good with the added rings, 3 is good i think
1 elixir of immortality
1 artificer's intuition
1 thopter foundry
2 rings of brighthearth
4 tezzeret, agent of bolas
control: 18
2 executioner's capsule
2 engineered explosives
3 pithing needle
3 ensnaring bridge
3 liliana of the veil
1 nihil spellbomb
4 thoughtseize
Creatures: 6
2 spellskite
4 trinket mage
2 mox opal
2 talisman of dominance
lands: 23
1 urborg, tomb of yawmoth
4 darkslick shores
4 river of tears
2 glimmervoid
2 island
2 swamp
2 inkmoth nexus
2 darksteel citadel
3 ghost quarter
1 academy ruins
4 surgical extraction
3 defense grid
4 chalice of the void
1 pithing needle
1 grafdigger's cage
1 welding jar
1 engineered explosives