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Magic Market Index for Sept 22, 2017
 
The Limited Archetypes of Ixalan
 
Treasure Cruisin' with Monored Burn
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    Has anyone been considering Opt for this deck? I know the card is not very powerful but it is likely better than Sleight of Hand for us. Normally we are looking for something very specific with our cantrips, therefore only seeing 1 card before making a decisions instead of 2 is less relevant. However the instant speed gives us an extra turn of information from our opponent. In testing I have been wanting to play more cantrips in the deck but the options have not been quite good enough to justify the slots. Going forward I'm going to try a few new things, including Opt. The last couple months have lead to a few conclusions about the deck which have influenced the direction I'm going to be taking.

    - Pentad Prism, although powerful in niche situations I'd prefer not to be playing it. Exactly 1 copy in your opening hand is usually great but you never want to see another one. It's not a card you will be retrieving with Whir and does little to nothing when draw mid-late game. I'm going to cut them for more high impact cards.

    - Tezzeret, Agent of Bolas, I was once a big advocate for always play 4. However that was in an environment where he was vulnerable to our opponents strategy. Typically I cast a Tezzeret and win with it, or lose with it in play. Rarely is it removed. Now that we are playing 4x Whir of Invention in a low to the ground strategy we can't justify that many 4+ mana cards.

    - Fatal Push, Previously I wanted to play zero copies of this card. And honestly I still want to play zero copies of this card. However I have found it important to remove niche creatures that can quickly ruin our day. Kataki, Thalia, Scooze, Walking Balista, etc. That being said I want to play as few as possible in game one.

    - Crucible of Worlds, Eldrazi Tron and Valakut decks are omnipresent. Without any meaningful interaction both of these match ups are very difficult. I sacrifice very little to run 1 Expedition Map, 1 Crucible of Worlds and 1 Ghost Quarter in the deck. This gives us some game 1 and significantly better games 2-3 when we can bored in additional disruptive lands.

    - Opt, Cantrips have been the best feeling cards in the deck (Serum Visions). Smoothing out early land drops and filtering for gas in the late game has been instrumental to my recent success with the deck and I would like to play 2-3 more of this effect.

    - A cohesive 75. I am regularly finding that I want to board in a handful of cards but only remove half as many. In addition to that I want to remove artifacts for non-artifacts and you simply can't do that and allow Whir and Tezzeret to be effective. I'd rather board fewer powerful cards than a wide array of medium cards due to the nature of the deck not wanting to cut any cards from the initial 60.

    My current list:



    As you can see I am playing 61 cards. Normally when I see a deck with 61 cards I immediately dismiss the deck as a dumpster fire and move on with my life. Therefore I need to cut 1 card. Suggestions welcomed! It is Modern season and I am looking to get out and crush some PPTQ's!
    Posted in: Developing Competitive (Modern)
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    Has anyone been considering Opt for this deck? I know the card is not very powerful but it is likely better than Sleight of Hand for us. Normally we are looking for something very specific with our cantrips, therefore only seeing 1 card before making a decisions instead of 2 is less relevant. However the instant speed gives us an extra turn of information from our opponent. In testing I have been wanting to play more cantrips in the deck but the options have not been quite good enough to justify the slots. Going forward I'm going to try a few new things, including Opt. The last couple months have lead to a few conclusions about the deck which have influenced the direction I'm going to be taking.

    - Pentad Prism, although powerful in niche situations I'd prefer not to be playing it. Exactly 1 copy in your opening hand is usually great but you never want to see another one. It's not a card you will be retrieving with Whir and does little to nothing when draw mid-late game. I'm going to cut them for more high impact cards.

    - Tezzeret, Agent of Bolas, I was once a big advocate for always play 4. However that was in an environment where he was vulnerable to our opponents strategy. Typically I cast a Tezzeret and win with it, or lose with it in play. Rarely is it removed. Now that we are playing 4x Whir of Invention in a low to the ground strategy we can't justify that many 4+ mana cards.

    - Fatal Push, Previously I wanted to play zero copies of this card. And honestly I still want to play zero copies of this card. However I have found it important to remove niche creatures that can quickly ruin our day. Kataki, Thalia, Scooze, Walking Balista, etc. That being said I want to play as few as possible in game one.

    - Crucible of Worlds, Eldrazi Tron and Valakut decks are omnipresent. Without any meaningful interaction both of these match ups are very difficult. I sacrifice very little to run 1 Expedition Map, 1 Crucible of Worlds and 1 Ghost Quarter in the deck. This gives us some game 1 and significantly better games 2-3 when we can bored in additional disruptive lands.

    - Opt, Cantrips have been the best feeling cards in the deck (Serum Visions). Smoothing out early land drops and filtering for gas in the late game has been instrumental to my recent success with the deck and I would like to play 2-3 more of this effect.

    - A cohesive 75. I am regularly finding that I want to board in a handful of cards but only remove half as many. In addition to that I want to remove artifacts for non-artifacts and you simply can't do that and allow Whir and Tezzeret to be effective. I'd rather board fewer powerful cards than a wide array of medium cards due to the nature of the deck not wanting to cut any cards from the initial 60.

    My current list:



    As you can see I am playing 61 cards. Normally when I see a deck with 61 cards I immediately dismiss the deck as a dumpster fire and move on with my life. Therefore I need to cut 1 card. Suggestions welcomed! It is Modern season and I am looking to get out and crush some PPTQ's!
    Posted in: Developing Competitive (Modern)
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    Updated the primer!

    Update includes:

    Jon Gross MTGO Competeive League Video!

    NumontGaming game play video!

    How to play against Grixis Death's Shadow video!

    Altered some card explanations and removed others. (Expanded on the new uses of Mishra's Bauble and Time Seive. Removed Ashiok Nightmare Weaver.)

    Removed most instances of Whir of Invention builds versus Non-Whir builds since 90%+ of us are now focusing on Whir of Invention.

    Did I miss anything? Drop a message here or even better PM me and I'll see about updating it a little further!
    Posted in: Developing Competitive (Modern)
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    Quote from radouf »
    Regarding the Abzan player going infinite life with Finks + Seer + Vizier, do we have a judge ruling on our combo + Sieve + Academy ruins overpowering it?

    As in we can theoretically take actual infinite turns putting back on top an artifact we sacrifice to foundry, eventually remove their combo, and Tezz or Thopter beat them down from a bajillion to zero because theoretical infinite turns.


    Since there are variables involved with disrupting their combo (finding your removal, successfully casting it and permanently ending the combo) a judge would make you play it out long enough to disrupt their combo. Similar to how valakut players and Ad Nausem players when asked to play out their combo they must.
    Posted in: Developing Competitive (Modern)
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    [quote from="jonnyreco »" url="http://www.mtgsalvation.com/forums/the-game/modern/developing-competitive-modern/773189-ubx-tezzeret-agent-of-bolas-control?comment=1200"]Thoughts on trash to treasure?? [/quote

    Card is super cool but none of us have found the perfect thing to do with it yet. I like the idea of using it with Sundering Titan because you get a big dude, a great ETB effect and once you have him in play you can sacrifice him to trash for treasure and bring him back getting his trigger 2 times decimating your opponents lands.
    Posted in: Developing Competitive (Modern)
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    @thenobodys: All I am trying to suggest is that once you have cut Tezzeret from the deck you are free to do a lot of different things, including playing a lot fewer artifacts in your deck and becoming less all in on artifacts. Your deck could look something like this:

    4/3 Thopter/Sword
    4 Mishra's Bauble
    1 Welding Jar
    1 Pithing Needle
    1 Relic of Progenitus
    2 Ensnaring Bridge
    4 Whir of Invention
    4 Serum Visions
    21 Lands
    16 Other Cards

    You could play ~15 artifacts instead of 22+. Now you have 16 cards to take the deck in any direction you want. You don't even have to be in black anymore, you could be UW.

    Simply taking the Tezzerets out is not correct unless you radically change the rest of the deck. And you can do that, in fact I encourage that kind of thinking because that's how decks evolve in Modern.

    Handicapping yourself with a bunch of artifacts for a sideboard Tezzeret game plan is likely less powerful than a main deck Tezzeret plan or a deck without Tezzeret at all.
    Posted in: Developing Competitive (Modern)
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    Cutting Tezzeret is a terrible idea. Honestly, I don't even want to go into a debate about it because I think there is zero merit to debating it. If you are playing enough artifacts for Whir of Invention to be better than Fabricate than you should also be playing Tezzeret. If you are playing neither of these cards than you are constructing a completely different deck than what is being construed here.

    Saying Tezzeret is not needed game 1 is absurd. You are not even playing him for either of us his minus abilities. Like any planeswalker those are just bonuses. You are playing him as a repeatable source of card advantage that digs for the combo quickly. Saying you don't need Tezzeret because you have the combo is illogical because Tezzeret only further increases the likelihood of being able to find your combo pieces.

    If you wanted to be playing just turbo thopter/sword than you should be on a Gifts Ungiven deck that can effectively "1 card combo" with ways to stay alive and dig to Gifts.
    Posted in: Developing Competitive (Modern)
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    Hey guys, I have been away from Modern and Tezzerator as of late and I was hoping someone could catch me up to speed on what the hot new tech is and the current discussion points. Last I played Deaths Shadow was EVERYWHERE but it looks like that has calmed down some.

    Now that we are going to have less reliable MTGO data our work is going to be cut out for us. Tezzerator is very much a meta deck and it is going to be increasingly difficult to build/play when we have an unreliable metagame picture. Any thoughts going forward on more objectively powerful builds with most silver bullets sideboard because of this? Or perhaps having a more focused/less flexible kit game 1 in an effort to just combo as often as possible.

    Current Build:



    Build going forward:



    Thoughts?
    Posted in: Developing Competitive (Modern)
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    Quote from boomforest »
    I think I may move the abrupts to the main, which would buy me a few spots. Then I'm just going all in on beating big mana with my side. Thinking something like

    3 Ceremonious Rejection
    3 Disdainful Stroke
    2 Negate
    2 Ghost Quarter
    1 Crucible of Worlds
    1 Witchbane Orb
    1 Grafdigger's Cage
    2 Collective Brutality (for burn)

    Is that leaning too hard? I'm just sick of seeing first turn tron land and feeling like my odds of match win are 20%

    (my meta feels like 50% tron)


    You are much better off giving up that match.

    Also, are you playing against Eldrazi Tron or classic GR Tron? Elrazi Tron is very beatable since Ensnaring Bridge can buy us a ton of time and limit the outs our opponent has to Karn and Walking Ballista. Sideboard an extra needle or two should be plenty to sway this match.

    GR tron. Unwinnable even with 15 more cards, and now you ruined your match up against everyone else.
    Posted in: Developing Competitive (Modern)
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    Thanks for all the love for the Tezz content! :]

    I want to be putting out some more content and be streaming on a regular basis but my primary hobby of auto racing is in full swing right now and taking up a ton of my time. Worst case scenario there will be lots of streaming in the off season which is when I can typically focus on MTG.
    Posted in: Developing Competitive (Modern)
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    Quote from Systrill »
    So been lurking here for a long time. Tried this deck back when Whir wasn't around, but Glint-Nest Crane was. Whir really feels like it added a lot of power and I've been really enjoying this turbo tezz version

    This is what I've been on lately.


    I also recently started uploading some games to youtube. Took it through a Modern Friendly League, if people are interested.
    https://www.youtube.com/channel/UClhUsO3yyIvBx2xxn1fR28Q

    I plan to keep uploading videos as much as I can, mostly Tezzerator probably. Though I've got a baby at home, so a match every couple days it's usually all I can do anymore.

    I think I've been really happy with the list. I think mostly I'm going to be looking at some changes in the board. I think I'm gonna swap 1 decay to a pulse. I've been loving the Aether Grid. I think I'm going to ditch Herald, never really use it. I think I might also swap the Citadel for an Academy Ruins.

    Looks like my list with a fixed sideboard! :]

    I'd recommend maybe switching the Darksteel Citadel out for something that produces color. Probably a Darkslick Shores in your list. It hasn't enabled Mox Opal as often as I had hoped and I never Whir for it. I'll be curious to see how your sideboard tech works out. If all goes well I'll probably try some if it. I know I wanted to include an extra Pithing Needle in the board for the tron match up. So that might be worth considering. Best of luck!
    Posted in: Developing Competitive (Modern)
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    Quote from radouf »
    Haha! That YOU took four of the allowed five turns after time is called with Sieve is friggin' hilarious!! Way to go ^^ GGs.

    Keeping an eye out on if @Racing089 is streaming tonight!


    I was unable to stream tonight :[ I had to go to a birthday dinner for a family member. There will be streaming in our future though!
    Posted in: Developing Competitive (Modern)
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    Quote from Molz7 »



    I split top 4 of a 72 person 1k this weekend. Titan games and hobbies was the shop. I played versus a tezz compatriot as well! The coverage team demanded I was on camera because they were getting a lot of excitement about the deck.

    Their coverage commentary wasn't exactly spot on, but everyone enjoyed it "(why doesn't he play an engineered explosives so he can whir for it?...oh yeah I guess that wouldn't work would it)"

    Quick tournament report and key elements to my success:

    Round 1: Tezz mirror. 2/1
    He was much better set up for the mirror with EE and academy ruins which he locked me with 2 games, but in the final game I whirred for 4 with his EE in play (poised to blow up my needle on thopter foundry) to get another pithing needle. This is one of my favorite tricks in the deck and I use it often. I then drew a tezz before he did.

    Round 2:
    Grixis Death Shadow. 2/0
    Dumped my hand of baubles/relic and drew cards when I had time rather than get eaten by his discard.
    I also played around surgical very hard for multiple turns stuck on 3 mana with swords and got him for it.

    Round 3:
    Burn. 2/1
    Chalice on 2 wins long games. So does an early collective brutality.

    Round 4:
    Burn. 1/2
    I only lost this matchup as game 3 I mull to 5 and keep fetch, visions, foundry, sword, mox. Very good 5. I then visions into 3 non lands, draw my only colorless land, play sword and have 4 turns to find an artifact or black land and I do not.

    Round 5:
    Druid Coco. 2/0
    Collective brutality was insane here. So was main deck cage. my opponent had infinite mana, coco, chord, and infinite life combo but a main deck cage stopped everything. Game 2 I do the whir for 3 trick behind a bridge to get needle and name his 2 balista's in play to buy 5 turns of time from his noble hierarch beats.

    Round 6:
    Blue Jund 2/1
    This was on coverage versus my car mate. Game 1 I infinite turns him, game 2 he out grinds me by off the top 1 of chandra stuck behind a bridge, and game 3 I play tight and beat him by needle on chandra (which he drew again) and thopter combo.

    Round 7 - ID

    Top 8:
    Living End 2/0
    This matchup seems pretty good for it. Thopter combo doesn't just win without a lot of lands, but bridge and protecting it or a timely relic does.
    Game 2 she aggressively spirit guides a fulminator to kill my land, but I play a fetch, don't crack it to get to my turn and have 2 mana to play an artifact and turn on mox. Then chord for relic when she taps out and the rest of the game is just finding a way to win.


    Afterward commentary asked me for my decision to not include academy ruins and I said that I feel it would need to take a spell slot as a colorless land is not ideal when needing UUU and 2 colors of mana on turn 2. I'm very happy with 20 lands in the deck as is also. Thopter combo with 3 lands doesn't always win the game.


    I have been very happy with the configuration of my build and I'll be playing this 75 at the Invitational this weekend. Anyone who's there keep an eye out for me!



    Got a link to that coverage? :]
    Posted in: Developing Competitive (Modern)
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    Quote from Murkemurke »
    Quote from racing089 »
    Earlier today I got to play some great games against Grixis Death's Shadow on MTGO. Throughout the game I found myself making a lot of decisions and I felt like if I got any of them wrong I could have lost the game. I think I have pretty sound understanding of how the match up plays out and I wanted to provide a more in depth look at how we should be approaching the most represented deck in Modern.

    Video Link

    The video is about 30 minutes long and follows 2 games I played against Death's Shadow at an accelerated rate while I keep pausing the video and explaining my choices and varying lines in the match. There is a lot of information here for anyone who is new to the archetype but I think there are also many opportunities for Tezzerator veterans to discuss which moves are optimal given there are so many choices over the duration of game against Grixis Death's Shadow.

    Enjoy!

    Also, I believe I fixed the sound issue!


    Thanks for the videos, some feedback and questions:
    The sound effects from magic online add virtually nothing to this playthrough and distract from your great commentary. I'd just mute those entirely, most videos I see from captured MTGO stuff have it muted.

    Also, could you maybe explain something about your decklist choices? You seem to be running the 'turbo version' of the deck, using few silver bullets main, no time seive or KCI to go big, and a lot of ramp and 0 mana-artifacts. The entire deck seems to be focused on getting the combo fast, or the bridge fast, to get the combo safely again, but then you choose to play the 3-2 split on the combo. I don't understand this very well, it seems like you would want to give this version of the deck the utmost chance to just draw into it ASAP.

    I'm asking this because I'm very choked on slots in my version and I'm running a very similar list besides that, so being able to shave off 2 slots would give me some much needed wiggle room, but as of now I don't feel like I can do that yet. I also really dislike going down below 4 moxen and 4 prisms, but that I'm more willing to do than shaving off the combo at the moment.

    "Could you explain your decklist choices?"
    Sure! Deck construction is my favorite partof Magic and this deck in particular given how unique it is.

    I do not like running KCI or Time Seive because I can count on 1 hand the number of games I have assembled thopter/sword and did not win the game. Of those games that I didn't win I would have won maybe half of those if I had a third combo piece in my deck. The cost of drawing the third piece and it doing nothing is too great in my opinion.

    I can understand why it may look like the deck is all about getting to a fast Thopter/Sword or a fast Ensnaring Bridge, and you would be partially correct, but that is more accurately the ends and not the means. The day Whir of Invention was spoiled I came to this community and said "Hey guys, cards totally busted, this is the future" many disagreed but here we are now. My reason for this short humble brag is that SO many people are misunderstanding that the deck IS a Whir of Invention deck now. Everything the deck is trying to do involves powering up a Whir of Invention and then using it to greatest effect. Much like Chord of Calling decks that have existed since Modern's inception. We have to trade away the ability for the things we are tapping to produce color but everything else about the card makes it WAY more powerful than Chord of Calling. Lets break it down this way:

    Mox Opal = Birds of Paradise that isn't summoning sick and more resistant to removal.
    Pentad Prism = A 1 mana better version of Wall of Roots that is resistant to removal and isn't summoning sick.
    Thopter/Sword/KCI= Melira/Kitchen Finks/Viscera Seer but resistant to spot removal and can win without a third piece. Half of which can freely return from the grave.
    Tezzeret, Agent of Bolas = Collected Company. It can be better or worse depending on the match but nevertheless a 4 mana card advantage engine.

    Any further comparisons would be a stretch but you get the picture. Being able to constantly rely on Whir of Invention gives us a deck that looks more like this:

    7x Thopter Foundry
    6x Sword of the Meek
    7x Ensnaring Bridge
    6x Welding Jar
    5x Pithing Needle
    6x Relic of Progentius

    That sounds terrible until you consider the fact that you only have 4 more copies of each when you want them. You almost never want the second copy of any of these cards in the top ten cards of your deck and therefore you play less than 4 copies. But when you need them you NEED them and that is the power Whir of Invention brings to the deck.

    I am playing 3 Mox Opal and 3 Pentad Prism for the same reason. The first one is good but the second does nearly nothing.

    Also, every artifact you play in your deck is "strictly" worse than another cards you could be playing. Running a large number of artifacts is a handicap and the more we can mitigate that and play more "real" cards the better our deck is going to be. Mishra's Bauble gets to be an artifact, and then it can be cashed in for a real card once it had finished serving it purpose of enabling a Mox Opal, Tezz Ult, or Whir of Invention.

    TlDR: Whir of Invention builds the deck and cuts the fat. Go all in on maximizing Whir and don't look back.
    Posted in: Developing Competitive (Modern)
  • posted a message on UBx Tezzeret, Agent of Bolas Control
    Quote from Xremag »
    Friday Night Modern

    Round 1 - (Bx Zombies): Game 1 deployed early Chalice and locked him out from using Gravecrawler or casting his Viscera Seer and Dread Wanderer. Followed up with Bridge and Tezz Ult for game. Game 2 is a repeat except instead of Chalice I used Cage. Easy 2-0.
    Round 2 - (Green Tron): Kept a pretty decent hand Game 1 and my opponent drew nothing but lands and sphere-effects. Eventually he gets Karn and sacs his three Sanctum of Ugin to tutor for NUlamog, New Emmy, and Wurmcoil Engine. Couldn't draw a way out of it and lost. Game 2 he drops a Chalce on 2 and 3! Thought the game was lights-out. Draw into Tezz and proceed to animate some 5/5s and win the game. I guess he was all in on the lockout plan Game 3 was very close, but he eventually finds an answer for my Padeem, Consul of Innovation and Bridge. Lost the Match 1-2.
    Round 3 - (Big Abzan): Friend of mine was getting back into modern and wanted to build Abzan. He decided to just throw in huge beaters like Siege Rhino,Sigarda, Host of Herons, and Grave Titan with dorks to accelerate the plan. Long story short he also packed his deck with anti-artifact cards. Won game 1. Got Krosan Grip and Kataki, War's Wage out of the 2nd game. Ran out of time Game 3. Match 1-1-1.
    Round 4 (Eldrazi Taxes): Game 1 assemble the three piece combo and take infinite turns. Game 2 I take away a Stony only for him to draw into another one anyway. He proceeds to lock me out by using Ghost Quarter and Leonin Arbiter. Game 3 I take away Stony again, but my opponent draws into RiP and plays out early Thought-Knot Seer. Couldn't find a single bridge or whir that game to save myself. Lost 1-2.
    Round 5: Dropped. Was pretty down after losing another match and figure I would rather get an early drive home.
    Final Record: 1-2-1

    I suppose the question for you guys is that has anyone missed playing Fatal Push? My matches that I seem to lose that I can control are the ones where my opponent plays a creature that stunts my progress. I have seen Scavenging Ooze, Thalia, Guardian of Thraben, and Harsh Mentor really put me in a squeeze where I basically pray the top card of library is Collective Brutality. These aren't even all of the offenders, but these are the 3 I see the most among my meta. I just don't know if I should commit to more creature removal or not. I keep my deck attuned for what I would expect at a large event, and if these types of creatures are going to keep on cropping up I just want to make the best deck optimizations moving forward.


    If your meta is particularly infested with random hatebears you could play some number of fatal push. Even in your board if those matchups aren't extremely common. It's not like Fatal Push is a bad card. Nobody here is going to argue that it is, it simply has less utility in this deck compared to most.

    My best suggestion however would be sweepers. If your list is current with the link in your signature than I would cut Padeem, Damnation, and Flaying Tendrils from the main to play Radiant Flames. It is efficient and likely easier to cast than either of the BB cards for you and kills pretty much everything those cards would. If Padeem has been putting in work for you I would move it to the sideboard instead of cutting it completely. Also keep the Damnation in your sideboard because of Eldrazi Tron. Access to consistent sweepers against these go wide creature vial decks is invaluable.
    Posted in: Developing Competitive (Modern)
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