I would say you need at least one Wrath of God or Hallowed Burial in your 75, more likely two. I played in a local Modern tournament last night and faced Thrun in two of my four rounds. One of them was maindeck. He will just eat you alive without a way to deal with him.
I was talking to someone about this deck, and they asked what advantages is has over playing Agent of Bolas and straight up UB. Could anyone give a good explanation of the difference in the decks?
Spell Snare is great but have you considered Izzet Charm in that slot.
With that in mind, you can use the other modes of the Charm late game to compliment your Bridge.
TonyRo posted this a couple posts up about Charm:
"I think by nature Tezzerator is a fairly slow, relatively mana-hungry deck, and so I love have a really good counterspell on the draw, and a counterspell that's good against other counterspells, as we can't afford to keep holding expensive cards. I'd prefer Spell Snare by a mile against Affinity, and against Zoo, I think both are basically garbage. Izzet Charm seems slow and really only hits Goblin Guide and an Experiment One. I'm not too excited sitting back against Zoo either, waiting for a chance to counter one of the burn spells. If Zoo becomes popular, I may cut the Izzet Charms for something else, probably a second Explosives and a flex card of some kind. While I'm on the subject, if Zoo becomes popular, I'd probably also switch from URg to URw for Timely Reinforcements."
On another note, is anyone playing Tezzerator at GP Richmond this weekend?
I played around with a BUG control list for a while and I found that life was a problem. UWR has both Helix and Revelation to gain back some life lost before they could establish control. It might have just been my list, but fetching for the necessary shocks to hit my colors was hurting against faster decks. Can Course of Kruphix and Ooze negate that or should one or two Tribute to Hunger be tested for some additional lifegain? Also Batterskull might be a good additional win condition. Kind of sad that DRS is banned because his lifegain, fixing, and reach would have been sweet.
Mystical Teachings is also good for searching up answers. Teachings into Consume the Meek the next turn was a strong play. I think both should be considered.
Overall I think BUG has a lot of potential and just needs to find the right list.
I really like having one chalice because it can easily steal a game. The deck has a natural gap at 2 cmc and 2 cmc happens to be important enough that most blue decks play spell snare. A chalice on two can stop helix, snapcaster, goyf, bob, leak, remand, etc... If 2 cmc isn't important for the opponent's deck I can just side it out.
The idea of a bunch of 1/1 flying dudes is not something I like. They get under bridge so easily. Are we just going to accept that its a tough matchup for us?
I tested out RTR Jace and I really like him. I dropped down to one shackles to put him in and I've been satisfied. His +1 is really good for stalling and makes him a target. His -2 is great for gaining card advantage in the slower, more grindy matchups.
Hi guys! I was wondering about a card.... Artificer's Intuition. What do you think about it in the deck? I'm playing the seeker version
This card is comparable to trinket mage. Since you can't really activate this until turn three, they are both the same speed. But trinket mage doesn't make you discard, and it gives you a body to use as a blocker or swing for a few extra points of damage. The only benefit I can see to this is that its repeatable, but I don't like the discard.
Also, what's the best way to win when you need to keep them locked down with bridge and can't attack with your own guys. Should I just try to loop spellbombs and burn with the galvanic blasts I have?
It's sorcery speed and it doesn't hit players. If your meta plays a lot of smiter then it might have a place in the board similar to magma spray. Just speculating, haven't tested it.
TonyRo posted this a couple posts up about Charm:
"I think by nature Tezzerator is a fairly slow, relatively mana-hungry deck, and so I love have a really good counterspell on the draw, and a counterspell that's good against other counterspells, as we can't afford to keep holding expensive cards. I'd prefer Spell Snare by a mile against Affinity, and against Zoo, I think both are basically garbage. Izzet Charm seems slow and really only hits Goblin Guide and an Experiment One. I'm not too excited sitting back against Zoo either, waiting for a chance to counter one of the burn spells. If Zoo becomes popular, I may cut the Izzet Charms for something else, probably a second Explosives and a flex card of some kind. While I'm on the subject, if Zoo becomes popular, I'd probably also switch from URg to URw for Timely Reinforcements."
On another note, is anyone playing Tezzerator at GP Richmond this weekend?
Mystical Teachings is also good for searching up answers. Teachings into Consume the Meek the next turn was a strong play. I think both should be considered.
Overall I think BUG has a lot of potential and just needs to find the right list.
This card is comparable to trinket mage. Since you can't really activate this until turn three, they are both the same speed. But trinket mage doesn't make you discard, and it gives you a body to use as a blocker or swing for a few extra points of damage. The only benefit I can see to this is that its repeatable, but I don't like the discard.
Also, what's the best way to win when you need to keep them locked down with bridge and can't attack with your own guys. Should I just try to loop spellbombs and burn with the galvanic blasts I have?
It could have been Tezzerator. I think I saw a u/b version being played.
http://forums.mtgsalvation.com/showthread.php?t=350006