I Was playing U/B Lux Cannon deck vs. the normal titan decks, it ripped other control decks, until the sidebaord came then it was about 75% chance of win. Then i played in the pre-release without looking at spoilers and won 7th opening a foil tezz and build this version. Works great, i enjoy it alot. Im going to tweak it agian maby a 3rd zenith and 3rd tezz, and 3rd wurmcoil. not sure. I like when wurmcoil dies tezz can make it a 5/5 so attack, gian 6, zenith to wipe board, tezz to make them 5/5's drop a sphear next turn poliferate and untimate is one way. or just drop another coil. Lux cannon takes care of the annoyances. Im even considering removeing my leaks for 4 more slots, just play a tap out deck.
Overall works great. Side board isnt up cuz this is off the top of my head.
I would just like to mention Signal pest, since somewhere someone said that it's sad that there aren't good creature targets for trinket mage. Of course it's not an emrakul, the aeons torn but that's what you can get in standard for 1 or less cmc; actually, the built-in evasion and the battlecry ability makes it kinda strong with a trinket mage and a tezz on the board.
Also, I would like to mention that when I first read Tezz I instantly tried to figure ways of him playing with inkmoth nexus. Their interaction is so strong... but indeed, trying to make a tezz list with poison sort of ruins his ultimate (unless you're draining life to keep alive, which is never good haha). It might be the best use for Tezz though.
Signal Pest isn't getting you anywhere unless you have one of those Artifact aggro lists reminiscent of what should be in a Grand Architect deck instead. ;[ The two creatures I was considering were Ornithopter, as a free Flying chump, or Vector Asp to help push an alternate Infect win-con. ;[
On my front, I replaced Etched Champion for running into too much Artifact-ness online. (Grand Architect decks, Myrs and other Tempered Steel nonsense not to mention Infect decks, other Tezzeret decks, and random Contagion Clasps and Black Sun's Zenith removing him...) I didn't like Mimic Vat for lack of my own removal. Effigy exiles, slinging Myrs and trading Trinket Mages in combat doesn't get you anything gamebreaking on the thing... I do like Black Sun's Zenith in the main there, which LC has already been using. Next in line is gonna be some Myr Battlesphere testing over Wurmcoil. I like the idea of it creating a 10-point swing with Tezz on its own, and that I don't have to protect it from bounce with my Thrones. We'll see how it goes.
Oh, and I didn't much care for Infect angle, if anyone else has tried that yet. Maybe with the Artifact creature package (Necropede, Ichorclaw Myr) it would feel a little more geared to maximizing Tezzeret's abilities but I wasn't impressed in the slightest with Vatmother and Skittles.
That is what I have just started running on MWS to some success.
I think the goal here is to GENTLY fit Tez into a U/B control shell without distorting the potency of the shell too much to fit him. You do have to alter a bit and say add a ratchett bomb here or go from Grave Titans to Wurmcoils etc... But they are lateral moves, not downgrades (with the GftT change - Worms over Graves is actually nice in a way). You can cut critters because Tez will make them for you. You don't need that many artifacts because Preordain/Jace's Brainstorm allow you to set up your library to try and avoid the whiff.
Anyways, I am just getting back into magic after a longtime. But I have been keeping up via reading articles for the last year. I'm starting up on MWS before MBS comes onto MtgO and I can get an account and buy a deck. I tried some Knights this weekend, and now I'm on to this. I basically took some pro-suggested U/B control from Channel Fireball and shoehorned in 3 Tez with the requisite tailoring to make it fit. Everything is rough, but it seems to work well.
The Sphere, Chalice, and Ichor Wellspring all attribute themselves to Tezzerets +1 as well as act as conduits for his -1, Ichor will act as a 5/5 creature that turns into a 3 for 1 if ever killed and both Chalice and Sphere help smooth your mana, act as additions -1 targets when their usefullness has expired and help you win the Jace war. An obvious win condition for this deck will be Thopter Assembly, as it threatens to overwhelm the board, acts as a repetable defender and drastically increases your artifact count should you choose to be spicy with Tezzeret's ultimate. If I had to build this deck right now, it'd look a little something like this.
Well, I hate to say it but Jace is Jace, you just can't go anywhere without him. I can see perhaps being tech and playing Jace Beleren as a 3 drop but then you aren't taking advantage of the ramp that your artifact mana is giving you to push into a turn 3 Jace 2.0. I agree that perhaps Myr Battlesphere is better then Thopter Assembly in this case, but if you're playing the Battlesphere instead of the Assembly, Jace 2.0 becomes better since you can use him to -1 and make another 4 tokens if you have the mana available for it, which is quite possible running 4 Everflowing Chalices. With that said I do see the merit in playing Jace Beleren to smooth out your curve/preempt an opposing Jace, The Mind Sculptor in those instances where you aren't holding a turn 2 artifact ramper.
Anyway this is more control and less tempo and hitting all of your drops on time isn't the goal of the deck, there should never be a point where you feel so threatened that you need to continually tap out every turn to place and animate artifacts with your abundance of removal spells, and the 4 Mana Leaks coupled with the Ichor Wellsprings, Jace and Preordain should be sufficient to always have atleast one saved up for the most ridiculous threats.
As with your concern with Tezzeret wiffing in my list, that would almost never happen. You don't need to have 20 artifacts to make Tezzeret significant, nor will you always be using his +1. Preordain should ensure that he doesn't wiff when cast as he's out on the board, and big Jace can easily shuffle extra artifacts out of your hand to the deck again to be redrawn with Tezzeret.
As the math goes, you need about 1 Artifact for every 5 cards in the deck to have an even chance of hitting an artifact everytime that Tezzeret is played, this percentage gets better when you put into consideration that you'll always have atleast played 4 lands and Tezzeret as well, so in reality an even chance would come with a deck that has 11 Artifacts in it. When you consider what Preordain and Jace 2.0 do for you, the wiff factor is so slim that you'll actually be infuriated when it does happen, as you'll percieve it often as never occuring or occuring so rarely as to be almost never.
Why does this deck want 4 jaces again? Seems like you are clogging the 4 drop at a certain point, and the fact that Tez is a great draw spell as well. Just seems redundant. Especially when you could have 1 of them be another artifact or something that will contribute to tez not wiffing.
Also, thopter assembly has to not die to gain any advantage. Stuff like grave titan, battlesphere etc have effects when they come into play.
Shimmer Myr+Thopter Assembly is a combo worth considering. Flying is nice, especially with Tezz because that means a successful Thropter pull of translates into 8 power flying.
Ofcourse, the likelyhood that you'll draw 3 of the 12 artifacts in your starting hand is about as high as the likelyhood that you'll draw 0 in your starting hand, that is to say that it isn't likely either way and both will innately effect the outcome of Tezzeret's +1 ability so there really isn't any point in arguing over the luck factor on those particular instances.
On another note, if you do just so happen to draw 3 of your starting artifacts in your opening hand, chances are you are going to mulligan, and if you don't that is 3 artifacts that will shortly become 5/5 creatures. Also jace can do his job and put those 3 artifacts back ontop of the library for Tezzeret to find in his search, also preordain can dig you closer to one of your other artifacts or set one up on top of your deck for you. You have a hundred different ways to maximize Tezzerets +1 ability even sitting on only 12 artifacts. I feel that adding any more artifacts is just begging to dillute the deck down to the point where it can no longer competitively compete. I just can't think of 2-3 more artifacts between costs 0-2 that are worth the 3 spots, and what would be worth taking out for them. Better to maximize by minimizing in my opinion and letting the color blue do its job of setting up your draws.
Honestly, tezzeret in most games will likely only do his +1 twice anyway, Once to get a creature to 5/5, and once to go ultimate at the point where you need to win. If you are in such a situation that you need to get more artifacts to create into creatures then that means your artifact density in your deck is probably higher then it is lower meaning his +1 should hit an artifact just fine. If you don't need an artifact that immediately then you probably have 2 or 3 5/5 artifacts already in play and are slowly taking over the game.
In my build for Tez I use the Inkmoth Nexus, sphere of suns, and Black titans. Frost titans and wurmcoil engine just doesn't seem to work like they used to.
Well, if you are playing Tez, you almost always want artifacts in your opening hand...aka chalice. If you are running 12 artifacts (different than the 10 I was talking about) that means that 1/5 of your deck is artifacts. If you really want to do out the math, you will see that its not as likely as you would think. And this is similar to why you run 60 cards and not 65, 70, or 100. Running more, even if you are running the same ratios, still makes you more prone to mana screw and mana floods. Same with artifacts. This is still a 60 card deck, and if nothing else, 48 of your cards aren't artifacts. Preordain really isn't doing anything for Tez unless you are constantly shipping non-artifact cards to the bottom (which, in your build, I doubt you are), and jace requires that you have them in hand (or they be within the top 3 cards). All jace is really doing is allowing you to put an artifact back if you have one, or making Tez's ability the top 6 cards instead of the top 5.
I guess what I am saying is that Tez will technically work in your build. I am not saying that he will just fail or something. A decent amount of the time he will be great. But while you are drawing chalices and ichor wellsprings, I will be getting Spines, Battlespheres, Canons, etc. The main point I am trying to make is that Tez is stronger with stronger artifacts. You probably already knew that, but if you have more artifacts, and better ones, Tez lets you filter the good ones, ship the bad ones, and blow away your opponents.
I understand what you mean, the only problem I have with running more artifacts at this point, and I gladly would mind you, is that I feel many of the artifacts that are currently standard legal simply don't hold enough water in a titan/jace infested meta game. They don't come out cheaply enough or do enough to make playing them in lieu of actual control cards worthwhile. For example, I can see maybe running Ratchet Bomb as a replacement for Black Sun's Zenith so you can increase your artifact ratio, but I'd be damned to replace Go for the Throat, Disfigure or Doom Blade for Contagion Clasp. Their use's are just so varied in comparison, the only card that would make that a profitable trade is the Clasp for the Disfigure but you'd lose reach against some creatures.
Not sure if 24 lands is too greedy but it's a possibility and honestly you can't upset the balance of the deck too much more without drastically altering your chances of anything, I still feel as if you can lower the artifact count, even with this build, but you're going to NEED Ratchet Bomb without Black Sun's Zenith in the main.
I guess you're trying to play a tap out variety of the deck, I don't feel comfortable leaving myself incapable of responding to decks now-a-days, especially when a resolved Titan or Jace will typically end in complete domination, but if you want to risk those possibilities by all means... lol
you laugh, but when you have a canon down, guess what isn't coming down! Do you want to play one of your own win cons if I have a method of destroying it ON THE BOARD?? I think not.
Against my deck, jace has to be out for several turns which doesn't often happen. Titans get removed no prob. I still have GFTT in the deck too btw.
i agree with you here, ive tried a couple variants of tezz last night, and in all three builds, lux cannon comes online fast, and with contagion clasp to stack counters faster, i found myself luxxing even more
in the end, if you really put it down card for card, lux isnt a 1 for 1 trade, until removed, itll kill jace without swinging, remove a titan as it hits the board, lockdown any deck that move out of BSZs range
4 jace 2.0 does seem a little overbearing, but maybe its only because i dont own 4, and for me, 2-3 seems to get online fine with a few slots for other choices, like jace 1.0
I played against an esper list that ran white for tempered steel. I'm not sure if it ran MD DOJ, but it did have SB DOJ and Leyline at the very least. Ran Jace, Tezz, Sphere of the Suns, Memnite, Signal Pest, Trinket Mage and some other stuff. I don't remember everything, but it seemed to be pretty decent. Was just wondering if anybody else has tried this approach (Kinda don't feel like reading 7 pages of this thread for a deck I'm not going to use...sorry if this has been brought up already.)
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Originally posted by Deimosfobos
BTW... what a silly question, I guess I should go to Ux control forum and ask: How come Mana Leak has a place in Ux control?
I love how you miss the 2 indestructible artifacts + the 3 mana indestmyr as potential targets, all relatively low cost for a 5/5 indest creature, sure you attack w/geave titan, see where that gets you.
I love how you miss the 2 indestructible artifacts + the 3 mana indestmyr as potential targets, all relatively low cost for a 5/5 indest creature, sure you attack w/geave titan, see where that gets you.
grave titan doesnt need to get through, his ability triggering every turn will overwhelm any indestructible one-of you have on the field
the point of skipping the axe and myrs isnt because we dont like them, its that there isnt room. ill agree grave titan isnt right for this u/b tezz control, because wurmcoil engine and roflthropter and battlesphere are better for tezz digging and synergy, adding some extra flavor for the new control setup
You mean in the list I posted a week ago? Yeah, dude's good.
I haven't had much time to play this week, so not much new on my front. The two games I saw and cast Myr Battlesphere, Wurmcoil would've done me equally well but I'll let it stick around for a bit longer. I tried a couple Stoic Rebuttal as late-game catch-all, didn't really feel like they're necessary because my 2x Effigy already snuffs out big dudes well and my own Tezz/Jace are a match for any fellow enemy planeswalkers.
Black Sun's Zenith continues to be a complete hoss... Kinda missed Basilisk Collar when I replaced it for a while, so I'm putting it back in to "double-check" its usefulness, if you will. I feel Collar is a lot better than Elixir of Immortality even with just my Mages/Myr to use them early. It lets them actively hold back much larger dudes, really abuses the Myr, and it still provides a lifegain buffer so long as your dudes don't all get burned before combat. Played a couple games with Pilgrim's Eye now, Flying 5/5 guy turned out to be useful and I guess the land was okay too, kinda like a Trinket Mage that only grabs active Mox Opals but he's an Artifact flyer... meh.
Anyone read about that match in GP Paris posted on the mothership today? There's an interesting UB Tezzeret control deck that looks fairly solid. There's no official decklists posted yet, at least not to my knowledge, but from what I could piece together...
This build looks solid although I would question some of the sideboard choices.
I also saw another build that ran Myr Battlesphere and I've got to say...being able to do 18 points of damage in one turn with this deck is cool!!!
Had no one even thought of sword of feast and famine, equip to inkmoth and swing untap all lands for permission or creature kill, maybe proliferate... Just a thought
I don't think Pyroclasm/Slagstorm are that much better than Black Sun's Zenith and Ratchet Bomb (i.e. anti-Kuldotha Red) to completely crap up an otherwise stable pure UB mana base, Artifact fixing or not. Matignon seemed kinda bummed that the Chapin crew couldn't fit more than five Tec Edge + Inkmoths in the mana base and, from personal experience, he should be. The fourth Tec Edge is that much more against Valakut, which is otherwise a troubling matchup (see: most of their SB being dedicated to it), and more Inkmoth is... yeah. The singleton Kuldotha Rebirth in the SB is pretty tech and cool, a strong Galvanic Blast, but nonetheless straight UB seems like a stronger plan on paper. Against Kuldotha decks, a T3 Zenith for X=1 is good enough anyway and the Artifact ramp makes an X=2-3 that much more possible, when necessary.
Nonetheless, loving Tezz showing up in force in Paris. Feels good man. And holy snap that Kuldotha Forgemaster brew?
I definitely think Prophetic Prism is good, though. I think I'll try a couple out myself since I'm not really feeling the Pilgrim's Eye. Aside the Flying, Prism is cheaper and cantrip > basic land. Cantripping Artifact for Tezz to play with is good and even in straight UB, it lets you filter an early Chalice or a heavy Edge/Nexus land opening when you might still be colorfixing.
I think people are forgetting that slagstorm can also hit Planeswalkers, so thats a plus.
How is the best was for UB Permission to handle this new deck?
I'm thinking Spell Pierce will became way more attractive now, while being great against Kuldotha too...
And Go for the Throat is pretty useless against them too...
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2 Wurmcoil Engine
3 Myr Battlesphear
Planeswalkers
2 Tezzeret, Agent of Bolas
3 Jace, the baleran
Spells
4 Everflowing Chalice
3 Go for the Throat
2 Black Sun's Zenith
3 Lux Cannon
3 Contagion Clasp
1 Contagion Engine
4 Preordain
4 Mana Leak
2 Into the Roil
4 Creeping Tar Pit
4 Darkslick Shores
4 Drowned Catacombs
4 Tectonic Edge
4 Island
4 Swamp
I Was playing U/B Lux Cannon deck vs. the normal titan decks, it ripped other control decks, until the sidebaord came then it was about 75% chance of win. Then i played in the pre-release without looking at spoilers and won 7th opening a foil tezz and build this version. Works great, i enjoy it alot. Im going to tweak it agian maby a 3rd zenith and 3rd tezz, and 3rd wurmcoil. not sure. I like when wurmcoil dies tezz can make it a 5/5 so attack, gian 6, zenith to wipe board, tezz to make them 5/5's drop a sphear next turn poliferate and untimate is one way. or just drop another coil. Lux cannon takes care of the annoyances. Im even considering removeing my leaks for 4 more slots, just play a tap out deck.
Overall works great. Side board isnt up cuz this is off the top of my head.
UB Tezzeret BooM BooM UB
http://www.channelfireball.com/articles/mind-boggling-technology-get-real/
3 Wurmcoil Engine
3 Sea Gate Oracle
Planeswalkers
3 Tezzeret, Agent of Bolas
4 Jace, the Mind Sculptor
Spells
4 Everflowing Chalice
2 Sphere of the Suns
3 Mimic Vat
2 Ratchet Bomb
4 Stoic Rebuttal
3 Go for the Throat
2 Doomblade
2 Black Sun's Zenith
4 Creeping Tar Pit
4 Darkslick Shores
4 Drowned Catacomb
4 Tectonic Edge
2 Scalding Tarn
1 Marsh Flats
3 Island
3 Swamp
3 Vampire Nighthawk
3 Spell Pierce
3 Memoricide
4 Inquisition of Kozilek
2 Ratchet Bomb
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Also, I would like to mention that when I first read Tezz I instantly tried to figure ways of him playing with inkmoth nexus. Their interaction is so strong... but indeed, trying to make a tezz list with poison sort of ruins his ultimate (unless you're draining life to keep alive, which is never good haha). It might be the best use for Tezz though.
Try trinket mage. He has so many good targets (mox opal, everflowing chalice, signal pest, darksteel axe, brittle effigy ...), he fits Tezz's drop curve, he is a body, a 2-for-1, I can't imagine a non-poison Tezz Artifacts deck without him.
On my front, I replaced Etched Champion for running into too much Artifact-ness online. (Grand Architect decks, Myrs and other Tempered Steel nonsense not to mention Infect decks, other Tezzeret decks, and random Contagion Clasps and Black Sun's Zenith removing him...) I didn't like Mimic Vat for lack of my own removal. Effigy exiles, slinging Myrs and trading Trinket Mages in combat doesn't get you anything gamebreaking on the thing... I do like Black Sun's Zenith in the main there, which LC has already been using. Next in line is gonna be some Myr Battlesphere testing over Wurmcoil. I like the idea of it creating a 10-point swing with Tezz on its own, and that I don't have to protect it from bounce with my Thrones. We'll see how it goes.
Oh, and I didn't much care for Infect angle, if anyone else has tried that yet. Maybe with the Artifact creature package (Necropede, Ichorclaw Myr) it would feel a little more geared to maximizing Tezzeret's abilities but I wasn't impressed in the slightest with Vatmother and Skittles.
3 Tezzeret, Agent of Bolas
4 Jace, the Mind Sculptor
1 Ratchett Bomb
3 Spreading Seas
2 Everflowing Chalice
4 Sphere of the Suns
1 Ratchet Bomb
3 Preordain
1 Duress
1 Disfigure
2 Stoic Rebuttal
3 Mana Leak
3 Go for the Throat
2 Inquisition of Kozilek
4 Darkslick Shores
4 Drowned Catacombs
4 Tectonic Edge
1 Misty Rain Forest
1 Verdant Catacombs
3 Island
3 Swamp
1 Ratchett Bomb
1 Spreading Seas
2 Black Sun's Zenith
1 Duress
2 Disfigure
1 Stoic Rebuttal
2 precursor Golem
1 Flash Freeze
2 Doom Blade
2 Memoricide
That is what I have just started running on MWS to some success.
I think the goal here is to GENTLY fit Tez into a U/B control shell without distorting the potency of the shell too much to fit him. You do have to alter a bit and say add a ratchett bomb here or go from Grave Titans to Wurmcoils etc... But they are lateral moves, not downgrades (with the GftT change - Worms over Graves is actually nice in a way). You can cut critters because Tez will make them for you. You don't need that many artifacts because Preordain/Jace's Brainstorm allow you to set up your library to try and avoid the whiff.
Anyways, I am just getting back into magic after a longtime. But I have been keeping up via reading articles for the last year. I'm starting up on MWS before MBS comes onto MtgO and I can get an account and buy a deck. I tried some Knights this weekend, and now I'm on to this. I basically took some pro-suggested U/B control from Channel Fireball and shoehorned in 3 Tez with the requisite tailoring to make it fit. Everything is rough, but it seems to work well.
The Sphere, Chalice, and Ichor Wellspring all attribute themselves to Tezzerets +1 as well as act as conduits for his -1, Ichor will act as a 5/5 creature that turns into a 3 for 1 if ever killed and both Chalice and Sphere help smooth your mana, act as additions -1 targets when their usefullness has expired and help you win the Jace war. An obvious win condition for this deck will be Thopter Assembly, as it threatens to overwhelm the board, acts as a repetable defender and drastically increases your artifact count should you choose to be spicy with Tezzeret's ultimate. If I had to build this deck right now, it'd look a little something like this.
U/B Tezzeret Control
4 Jace, the Mind Sculptor
3 Tezzeret, Agent of Bolas
Artifacts/Creatures
4 Everflowing Chalice
2 Sphere of the Suns
4 Ichor Wellspring
2 Thopter Assembly
Spells
4 Preordain
4 Mana Leak
3 Go for the Throat
2 Doom Blade
2 Black Sun's Zenith
4 Inkmoth Nexus
4 Creeping Tarpit
4 Darkslick Shores
4 Drowned Catacombs
1 Misty Rainforest
1 Verdant Catacombs
4 Swamps
4 Islands
2 Wurmcoil Engine
1 Black Sun's Zenith
4 Spell Pierce
4 Disfigure
2 Memoricide
2 Mindbreak Trap
Anyway this is more control and less tempo and hitting all of your drops on time isn't the goal of the deck, there should never be a point where you feel so threatened that you need to continually tap out every turn to place and animate artifacts with your abundance of removal spells, and the 4 Mana Leaks coupled with the Ichor Wellsprings, Jace and Preordain should be sufficient to always have atleast one saved up for the most ridiculous threats.
As with your concern with Tezzeret wiffing in my list, that would almost never happen. You don't need to have 20 artifacts to make Tezzeret significant, nor will you always be using his +1. Preordain should ensure that he doesn't wiff when cast as he's out on the board, and big Jace can easily shuffle extra artifacts out of your hand to the deck again to be redrawn with Tezzeret.
As the math goes, you need about 1 Artifact for every 5 cards in the deck to have an even chance of hitting an artifact everytime that Tezzeret is played, this percentage gets better when you put into consideration that you'll always have atleast played 4 lands and Tezzeret as well, so in reality an even chance would come with a deck that has 11 Artifacts in it. When you consider what Preordain and Jace 2.0 do for you, the wiff factor is so slim that you'll actually be infuriated when it does happen, as you'll percieve it often as never occuring or occuring so rarely as to be almost never.
Shimmer Myr+Thopter Assembly is a combo worth considering. Flying is nice, especially with Tezz because that means a successful Thropter pull of translates into 8 power flying.
On another note, if you do just so happen to draw 3 of your starting artifacts in your opening hand, chances are you are going to mulligan, and if you don't that is 3 artifacts that will shortly become 5/5 creatures. Also jace can do his job and put those 3 artifacts back ontop of the library for Tezzeret to find in his search, also preordain can dig you closer to one of your other artifacts or set one up on top of your deck for you. You have a hundred different ways to maximize Tezzerets +1 ability even sitting on only 12 artifacts. I feel that adding any more artifacts is just begging to dillute the deck down to the point where it can no longer competitively compete. I just can't think of 2-3 more artifacts between costs 0-2 that are worth the 3 spots, and what would be worth taking out for them. Better to maximize by minimizing in my opinion and letting the color blue do its job of setting up your draws.
Honestly, tezzeret in most games will likely only do his +1 twice anyway, Once to get a creature to 5/5, and once to go ultimate at the point where you need to win. If you are in such a situation that you need to get more artifacts to create into creatures then that means your artifact density in your deck is probably higher then it is lower meaning his +1 should hit an artifact just fine. If you don't need an artifact that immediately then you probably have 2 or 3 5/5 artifacts already in play and are slowly taking over the game.
I understand what you mean, the only problem I have with running more artifacts at this point, and I gladly would mind you, is that I feel many of the artifacts that are currently standard legal simply don't hold enough water in a titan/jace infested meta game. They don't come out cheaply enough or do enough to make playing them in lieu of actual control cards worthwhile. For example, I can see maybe running Ratchet Bomb as a replacement for Black Sun's Zenith so you can increase your artifact ratio, but I'd be damned to replace Go for the Throat, Disfigure or Doom Blade for Contagion Clasp. Their use's are just so varied in comparison, the only card that would make that a profitable trade is the Clasp for the Disfigure but you'd lose reach against some creatures.
If you're meta is severely lacking in Goblin Guide, Fauna Shaman, Kargan Dragonlord, Kalastria Highborne and Glint Hawk then you may be able to get away with it. Let me draw up something a little bit more artifact heavy.
Controlzeret
3 Tezzeret, Agent of Bolas
4 Jace, The Mind Sculptor
Artifacts (16)
4 Everflowing Chalice
2 Sphere of the Suns
4 Ichor Wellspring
2 Myr Battlesphere
2 Ratchet Bomb
2 Contagion Clasp
Spells (13)
4 Mana Leak
3 Go for the Throat
2 Doom Blade
4 Preordain
4 Darkslick Shores
4 Drowned Catacombs
4 Creeping Tarpit
4 Islands
3 Swamps
3 Tectonic Edge
1 Misty Rainforest
1 Verdant Catacombs
4 Disfigure
4 Spell Pierce
2 Memoricide
2 Wurmcoil Engine
2 Ratchet Bomb
1 Mindslaver
Not sure if 24 lands is too greedy but it's a possibility and honestly you can't upset the balance of the deck too much more without drastically altering your chances of anything, I still feel as if you can lower the artifact count, even with this build, but you're going to NEED Ratchet Bomb without Black Sun's Zenith in the main.
what about tumble magnet?
i have found both to be basically INCREDIBLE versus any sort of a attacking creature strategy.
i agree with you here, ive tried a couple variants of tezz last night, and in all three builds, lux cannon comes online fast, and with contagion clasp to stack counters faster, i found myself luxxing even more
in the end, if you really put it down card for card, lux isnt a 1 for 1 trade, until removed, itll kill jace without swinging, remove a titan as it hits the board, lockdown any deck that move out of BSZs range
4 jace 2.0 does seem a little overbearing, but maybe its only because i dont own 4, and for me, 2-3 seems to get online fine with a few slots for other choices, like jace 1.0
GBW Control
UWB Esper Thing Control
grave titan doesnt need to get through, his ability triggering every turn will overwhelm any indestructible one-of you have on the field
the point of skipping the axe and myrs isnt because we dont like them, its that there isnt room. ill agree grave titan isnt right for this u/b tezz control, because wurmcoil engine and roflthropter and battlesphere are better for tezz digging and synergy, adding some extra flavor for the new control setup
You mean in the list I posted a week ago? Yeah, dude's good.
I haven't had much time to play this week, so not much new on my front. The two games I saw and cast Myr Battlesphere, Wurmcoil would've done me equally well but I'll let it stick around for a bit longer. I tried a couple Stoic Rebuttal as late-game catch-all, didn't really feel like they're necessary because my 2x Effigy already snuffs out big dudes well and my own Tezz/Jace are a match for any fellow enemy planeswalkers.
Black Sun's Zenith continues to be a complete hoss... Kinda missed Basilisk Collar when I replaced it for a while, so I'm putting it back in to "double-check" its usefulness, if you will. I feel Collar is a lot better than Elixir of Immortality even with just my Mages/Myr to use them early. It lets them actively hold back much larger dudes, really abuses the Myr, and it still provides a lifegain buffer so long as your dudes don't all get burned before combat. Played a couple games with Pilgrim's Eye now, Flying 5/5 guy turned out to be useful and I guess the land was okay too, kinda like a Trinket Mage that only grabs active Mox Opals but he's an Artifact flyer... meh.
Btw here my experimental list
Planeswalkers 6
3 Jace, The Mind Sculptor
3 Tezzeret, Agent of Bolas
Artifacts 18
4 Ichor Wellspring
2 Darksteel Axe
2 Darksteel Plate
3 Spere of the Suns
3 Everflowing Chalice
2 Bonehoard
2 Nihil Spellbomb
3 Go For the Throat
3 Doom Blade
2 Disfigure
4 Stoic Rebuttal
Land 24
4 Creeping Tar Pit
4 Darkslick Shores
4 Drowned Catacomb
4 Island
4 Swamp
1 Halimar Depths
3 Tectonic Edge
Maybe shimmer myr is good for this vers, I dunno, maybe if I had ornithopters.
GBW Control
UWB Esper Thing Control
4 Darkslick Shore
4 Inkmoth Nexus
2 Drowned Catacomb
3 Creeping Tar Pit
4 Swamp
4 Island
3 Jace, The Mind Sculpter
4 Everflowing Chalice
3 Kuldotha Forgemaster
3 Sphere of the Suns
2 Myr Battlesphere
2 Ratchet Bomb
2 Tumble Magnet
1 Mindslaver
3 Inquisition of Kozilek
Though I could be completely wrong.
Wolfwood Sama on MTGO (Westane for PureMTGO community events)
UR - Burning Vengeance
BG - The Rock
RUG - RUG Control
BBB - Zombies
I also saw another build that ran Myr Battlesphere and I've got to say...being able to do 18 points of damage in one turn with this deck is cool!!!
Thanks to Dantcg for the Sig!
http://forums.mtgsalvation.com/showthread.php?t=365983
I don't think Pyroclasm/Slagstorm are that much better than Black Sun's Zenith and Ratchet Bomb (i.e. anti-Kuldotha Red) to completely crap up an otherwise stable pure UB mana base, Artifact fixing or not. Matignon seemed kinda bummed that the Chapin crew couldn't fit more than five Tec Edge + Inkmoths in the mana base and, from personal experience, he should be. The fourth Tec Edge is that much more against Valakut, which is otherwise a troubling matchup (see: most of their SB being dedicated to it), and more Inkmoth is... yeah. The singleton Kuldotha Rebirth in the SB is pretty tech and cool, a strong Galvanic Blast, but nonetheless straight UB seems like a stronger plan on paper. Against Kuldotha decks, a T3 Zenith for X=1 is good enough anyway and the Artifact ramp makes an X=2-3 that much more possible, when necessary.
Nonetheless, loving Tezz showing up in force in Paris. Feels good man. And holy snap that Kuldotha Forgemaster brew?
I definitely think Prophetic Prism is good, though. I think I'll try a couple out myself since I'm not really feeling the Pilgrim's Eye. Aside the Flying, Prism is cheaper and cantrip > basic land. Cantripping Artifact for Tezz to play with is good and even in straight UB, it lets you filter an early Chalice or a heavy Edge/Nexus land opening when you might still be colorfixing.
How is the best was for UB Permission to handle this new deck?
I'm thinking Spell Pierce will became way more attractive now, while being great against Kuldotha too...
And Go for the Throat is pretty useless against them too...