Goal of the deck - Play Tezzeret turn 1 or 2 off mana rocks and artifact lands. +1 him. Go get rings of brighthearth. Shoot your opponent for 20 on the next turn, as long as you have five artifacts in play.
Backup plan is to play like normal tezz, get blightsteel, get vault/key, etc.
It's pretty rough, but I'm curious as to people's thoughts.
I don't know too much about vintage, but wouldn't Tolarian Academy be really good here?
I agree, but the mana is already pretty rough with the 4 synods and all the colorless. And I'm not really sure what one would DO with all that blue mana... I guess you never know when your opponent is going to go turn 1 lodestone golem, though.
I guess academy could go in there, but I don't know what to cut for it. Maybe a grim monolith, since they kind of do the same thing, and academy probably gives you more mana.
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I'll be sad if people don't start calling The Chain Veil "Fleetwood Mac."
Isn't Tezz 1.0 just better with rings, since you can just grab Key-Vault both at once and not worry about how many artifacts you have, or your opponent's life total?
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"A little nonsense now and then is cherished by the wisest men."
- Willy Wonka
The Quote function doesn't work for me on this forum. Sorry for any confusion created.
Isn't Tezz 1.0 just better with rings, since you can just grab Key-Vault both at once and not worry about how many artifacts you have, or your opponent's life total?
Tezz 1.0 can even just get Vault without key and then untap it himself.
Nearly half of this deck is shutdown by null rod. This is completely unacceptable. Get rid of all of your artifact lands, your diamonds / opals, and your strip mine and build a reliable mana base which includes tolarian academy.
You also shouldn't run 4 MMs MD since the only card it in can counter in certain MUD decks is sol ring. I recommend that you use merchant scroll instead. When combined with ancestral recall, merchant scroll can operate a as 1UU draw three cards spell which is more powerful then thirst for knowledge without graveyard recursion. Furthermore, add hurkyl's recall as another possible scroll target and as a means of keeping MUD decks in check.
Goal of the deck - Play Tezzeret turn 1 or 2 off mana rocks and artifact lands. +1 him. Go get rings of brighthearth. Shoot your opponent for 20 on the next turn, as long as you have five artifacts in play.
Backup plan is to play like normal tezz, get blightsteel, get vault/key, etc.
It's pretty rough, but I'm curious as to people's thoughts.
4 Tezzeret, Agent of Bolas
1 Tezzeret The Seeker
Jewelry 16
1 Black Lotus
1 Mox Sapphire
1 Mox Jet
1 Mox Ruby
1 Mox Emerald
1 Mox Pearl
1 Sol Ring
1 Mana Crypt
1 Mana Vault
2 Mox Opal
2 Mox Diamond
3 Grim Monolith
Combo 6
1 Time Vault
2 Voltaic Key
2 Rings of Brighthearth
1 Blightsteel Colossus
4 Mental Misstep
4 Force of Will
Good Stuff 8
1 Ancestral Recall
1 Brainstorm
1 Vampiric Tutor
1 Tinker
1 Time Walk
1 Demonic Tutor
1 Yawgmoth's Will
1 Thirst for Knowledge
Lands 17
4 Polluted Delta
2 Underground Sea
4 Seat of Synod
4 Vault of Whispers
1 Strip Mine
1 Island
1 Swamp
4 Leyline of the Void
1 Helm of Obedience
3 Yixild Jailer
3 Jace, the Mind Sculptor
2 Echoing Truth
2 Pithing Needle
I agree, but the mana is already pretty rough with the 4 synods and all the colorless. And I'm not really sure what one would DO with all that blue mana... I guess you never know when your opponent is going to go turn 1 lodestone golem, though.
I guess academy could go in there, but I don't know what to cut for it. Maybe a grim monolith, since they kind of do the same thing, and academy probably gives you more mana.
Maybe consider at least one bounce spell, because if someone gets a troublesome permanent thru your countershield it could be problematic.
- Willy Wonka
The Quote function doesn't work for me on this forum. Sorry for any confusion created.
Tezz 1.0 can even just get Vault without key and then untap it himself.
Although that does take an extra turn.
Cards I think you probably should reconsider:
Http://www.fantasticneighborhood.com/
Comedy gaming podcast. Listening to it makes you cool.
You also shouldn't run 4 MMs MD since the only card it in can counter in certain MUD decks is sol ring. I recommend that you use merchant scroll instead. When combined with ancestral recall, merchant scroll can operate a as 1UU draw three cards spell which is more powerful then thirst for knowledge without graveyard recursion. Furthermore, add hurkyl's recall as another possible scroll target and as a means of keeping MUD decks in check.