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    posted a message on UBx Tezzeret, Agent of Bolas Control


    Last Updated: 11/11/2018

    Tezzeret Agent of Bolas control or UBx Whir is Prison/Combo/Toolbox deck that uses Tezzeret Agent of Bolas as the glue for such a unique assortment of archetypes all in one deck. The deck is now better known as Tezzerator. Tezzerator previously referred to Legacy and Vintage Tezzeret decks featuring Tezzeret the Seeker but many players have adapted the usage to Modern now.

    The deck first burst onto the Modern scene at GP Kobe in 2014 with now hall of fame player Shota Yassoka piloting the deck to a top 16 finish.


    Since 2014 the deck has evolved greatly. A multitude of new cards have been released or unbanned changing the direction of the deck from the previous style of UBx tapout control to Prison/Combo.


    Ben Scarsella 1st place IN


    Thomas Bauer 1st place DE


    Why should I want to play Tezzerator/UBx Whir?
    This deck has it all. It features elements of control, prison, combo and toolbox strategies while being highly adaptable to your metagame.

    It is a combo deck
    Thopter Foundry and Sword of the Meek combo together making every 1 mana into a 1/1 blue flying thopter token and 1 life. Once banned due to the near unwinnable board state it presents, comboing for only a single turn has the ability to grind an opponent into a concession.

    It is a prison deck
    Ensnaring Bridge, Pithing Needle, Chalice of the Void, Nihil Spellbomb and Crucible of Worlds. Lock out combat and begin to dismantle your opponent’s strategy piece by piece. Attack their lands, their spells, their hand and even their activated abilities.

    It is a toolbox strategy
    Use the power of Whir on Invention to get any artifact you need at instant speed augmented by Tezzeret, Agent of Bolas's ability to dig 5 deep for artifacts.

    It is a control deck
    Liliana of the Veil, Fatal Push, Collective Brutality, Inquisition of Kozelik and Damnation are a proven winning combination in Modern. This deck can utilize these tools in a combo shell to provide for a unique gameplay experience compared to that of the GBx decks.

    This deck will reward you for understanding the metagame and knowing your opponents deck inside and out. Like many Prison and Toolbox strategies, finding the correct balance of disrupting your opponent and forwarding your victory condition can be a difficult task. However once you learn the deck it is powerful enough to play with the best decks in the format.

    Why would I play an artifact deck that isn't Affinity/Lantern/KCI when everyone in the room has artifact hate?
    Hate cards can slow us down but the deck has enough flexibility to go either through or around the hate cards. Stony Silence does not stop 5/5 creatures from smashing in. Tezzeret, Agent of Bolas's ultimate doesn't care about Stony Silence and neither does Ensnaring Bridge. As long as you are prepared to know which hate cards to play around you can adapt your strategy to beat them. Whir of Invention allows us to save our most valuable lock pieces by tutoring Welding Jar or Spellskite on to the battlefield in response to point removal like Abrupt Decay, Maelstrom Pulse and Ancient Grudge. Mass destruction like Shatterstorm and Vandalblast can be challenging but thankfully the more expensive answers have fallen away as Modern becomes faster and faster.

    Gameplan
    When you are playing a competitive game of magic there are exactly 2 ways to play. You are either playing to win the game or you are playing to not lose the game. This deck is very much the latter. You spend most of the early turns setting up a lock or otherwise creating a board state which is either impossible or very difficult for you opponent to kill you through. Then you can swiftly end the game with a Tezzeret, Agent of Bolas ultimate, 5/5 creatures with haste or Thopter/Sword combo. Tezzeret’s ability to rapidly switch from a defensive card advantage engine to a threat gives this deck a way to finish the game before the opponent can find outs.

    Card Choices


    Tezzeret Agent of Bolas - Let's be honest, we are handicapping ourselves by playing mostly artifacts. This is one the primary reasons that we do it. In a deck engineered to play him, Tezzeret Agent of Bolas is the most powerful planeswalker ever printed. A quick read of his abilities makes it clear that this guy is powerful. Play 2-4.

    Tezzeret, the Seeker - Outside of niche builds Tezzeret, the Seeker rarely sees play due to his restrictive 5 mana cost. However since the
    306.4, 704.5j
    This is where the Planeswalker Uniqueness Rule would be if I had one. But it's gone. All planeswalkers are now legendary! The real fun is way down in 704.5j, which was the rule describing the state-based action of the Planeswalker Uniqueness Rule. That's awfully early in the list of state-based actions, so when I removed it, a lot of rules had to be renumbered and every reference to those rules had to be updated.
    playing him in addition to Tezzeret, Agent of Bolas is much more reasonable.

    Liliana of the Veil - As if this queen needs any explanation. Many of the lists that are more control oriented play 2-3 copies of her for the same reason that GBx decks do. She is powerful and creates synergies. For us that means Sword of the Meek and Ensnaring Bridge. LotV usually comes at the cost of some utility lands due to her double black casting cost and it is difficult to run her alongside a Crucible of Worlds/Ghost Quarter package or alongside Whir of Invention. If you opt to play neither of these options, strongly consider playing LotV.

    Ashiok Nightmare Weaver - Who?! Ashiok is rarely played anymore. However in the correct meta's it is another card that can win from behind an Ensnaring Bridge with a Stony Silence in play.

    Jace, the Mind Sculptor - Wizards HQ finally unleashed the most fearsome planeswalker card ever printed into the modern card pool. The card is inherently very powerful and becomes near unbeatable when your opponent can't attack it with creatures (Ensnaring Bridge).



    Fatal Push - I think black mages have waited long enough for their premium 1 mana removal. Since its printing it has become a staple of every black deck in Modern. If you are in the market for removal play this card over any of the other 2 mana options.

    Go For the Throat/Doom Blade/Victim of Night/Smother/Dismember/Cast Down - These are your 2 cmc removal options. Typically played in addition to Fatal Push when you want to play a significant amount of removal.

    Collective Brutality - This card is capable of much more than it reads. Sure, discarding your Sword of the Meek for value is great. But what about emptying your hand for that follow up Ensnaring Bridge while taking the opponents answer at the same time? It also acts as removal and discard that doesn't get hit by your Chalice of the Void. Sometimes the drain for 2 is enough to put your opponent into lethal range with a Tezzeret ultimate. An All-Star in most Tezzeret builds. Play 2-3.

    Thoughtseize/Inquisition of Kozelik - Hand disruption can be powerful when followed by an Ensnaring Bridge or another powerful play like Tezzeret, Agent of Bolas. Stripping hate cards post board and clearing the path in game 1.

    Damnation - Sometimes creatures just need to be dead. Many lists play very few to zero creatures to support Ensnaring Bridge, making Damnation 1 sided. It is a great catch up card but 4 mana is a lot. Damnation usually makes the 75 but it's quantity and position are determined by the meta.

    Whir of Invention – IS the focal point of almost every build now. Although comparable to Chord of Calling there are some key differences. The improvise mechanic does not allow us to tap blue artifacts to pay for its cost. This is hardly an issue since the only blue artifact we have interest in playing is Thopter Foundry. Getting Whir of Invention to X=2 or higher can be daunting but thankfully efficient 0-1 cost artifacts makes it possible. Below is a list of tricks possible with a Whir of Invention


    Opponent casts a spell with activated abilities - Whir for X=1 and put Pithing Needle into play naming the card they just cast effectively countering it. Works great against opposing Planeswalkers, Scavenging Ooze, Qasali Pridemage, Engineered Explosives, Oblivion Stone, Arcbound Ravager etc.

    Opponent would like to short cut to combat - Once you have entered the Begin Combat Step but before entering Declare Attackers Whir for X=3 and put Ensnaring Bridge into play. Without instant speed interaction they are likely to be unable to attack this turn.

    Opponent casts an artifact removal spell - Whir for either X=0 or X=2 to get Welding Jar or Spellskite to effectively counter the removal spell. Flashing in Spellskite also allows for redirection of a Cryptic Command bounce or Boggles auras.

    Opponent attempts to interact with their graveyard - Whir for X=1 to get Nihil Spellbomb/Relic of Progentius/Grafdigger's Cage to stop what they are doing.

    Valakut player points 18 damage at your face - Whir for X=2 to get Spellskite and redirect all triggers to Spellskite. Paying only 12 life and keeping you alive in many situations. You can also Whir for X=4 and get Witchbane Orb effectively countering all triggers.

    Short 1 mana for Tezzeret or Infinite combo – End of turn you can Whir for X=0 to get Mox Opal or Darksteel Citadel to meet your mana requirements for next turn.

    Opponent has 2 Verdant Catacombs in play and passes the turn - Whir for X=1. Chances are likely they just let it resolve. Once they do that you put Pithing Needle into play naming Verdant Catacombs. They don't get to respond to the Pithing Needle and you have set them back 2 lands.

    Opponent casts any cascade card, cascade trigger - Whir for X=0 and put a Chalice of the Void into play countering whatever suspend card they wish to cascade into.

    Opponent taps out for a cascade spell - Whir for X=2 and put Dampening Sphere into play. This makes the Cascade card cost 1 which they can't pay for if they tapped out. This can also work against combo decks like Ad Nausem which require multiple spells and sources of mana to go off in the same turn

    Opponent casts Cryptic Command to bounce your Ensnaring Bridge - Whir for ANOTHER Ensnaring Bridge. :] or a Spellskite.

    I am sure there are many more tricks but this is a short list of the most unique and profitable interactions Whir of Invention can create for you.

    Thirst for Knowledge - This card was restricted in Vintage until 2015. Possibly the most efficient instant speed card advantage effect in the game. However this card has fallen out of favor in most decks because 3 mana and card advantage doesn't work well with an Ensnaring Bridge strategy.

    Serum Vision - Serum Visions is the definition of what makes a card exceedingly medium. We play it for the same reason most other blue decks do. It finds the cards we need when we need them the most efficiently.

    Ideas Unbound - Allows for extremely fast combo hands by digging 3 deep for the combo as early as turn 2 while looting away Sword of the Meek. It also ensures that you won't have a clogged hand while attempting to lock out combat with an Ensnaring Bridge.

    Ancient Stirrings - Playing Ancient Stirrings requires a greater slant towards green in the main deck and less reliance on finding Thopter Foundry off the top of your deck. It also fails to find the decks most powerful plays in Whir of Invention and Tezzeret, Agent of Bolas. However if finding your toolbox artifacts seems more valuable to you than the power plays consider splashing for this card.



    Ensnaring Bridge - This is our crutch. This is how we keep up in the fast paced world that is Modern. Many games revolve around a turn 3 Ensnaring Bridge. It defends our life total and our Planeswalkers. It allows us to play an unconventional game of magic by almost entirely locking out the combat step and gaining virtual card advantage by ignoring most creatures our opponents play. Playing the correct amount of Ensnaring Bridges can be tricky. Play 4 and risk having too many 3+ drops stuck in your hand when you cast the first one. Play too few and you don't find it when you need it. For this reason, lists play 2-3 and tutor/defend them with Whir of Invention.

    Thopter Foundry/Sword of the Meek - Free wins are free. Sometimes we can just end the game by curving into the combo turns 2-3 and grinding our opponent out over the next few turns. Other times we can set up a lock and then win within a couple turns of assembling the combo. Whir of Invention allows you to find the combo consistently and at instant speed. Always run 4 copies of Thopter Foundry but you only need to see 1 Sword of the Meek over the course of the entire game since the combo can begin from the graveyard. Often times, once the combo is assembled your hand is irrelevant and you spend every turn gaining life and creating thopters.
    The combo is weak to graveyard hate and Stony Silence. If you expect either try to have an alternate win condition in games 2-3 by trimming the number of combo pieces but never all of them.

    Time Seive - Time Seive allows you to go nearly infinite with Thopter/Sword once you have 5 mana. Make 5 thopters, gain 5 life, take an extra turn. The only reason this isn't infinite is because you run out of cards in your deck. But if you play Academy Ruins you can sacrifice an extra artifact to Time Seive or Thopter Foundry that you can put on top of deck every turn with Academy Ruins being truly infinite. Thopter/Sword is typically enough to win the game on its own but there are niche situations where you may want to be playing this third piece.

    Krark-Clan Ironworks - Similar to Time Sieve this also lets you go infinite. Sacrifice 1 thopter to get 2 mana, making 2 thopters, repeat. This allows you to make infinite thopters and gain infinite life immediately, but unlike Time Sieve you will not get the opportunity to attack before passing the turn. This is typically a better third combo piece for finishing the game but also has the highest liability of getting stuck in your hand.

    Mox Opal - What can be said about this card that hasn't already been said? It is a Mox. We are not affinity throwing a hand full of artifacts on the table turn 1 so 4 copies is dangerous. However 1-2 are free and incredibly powerful. Play a minimum of 1. Typically you play at least 3 if you have Darksteel Citadels or Mishra's Baubles.

    Pentad Prism - Pentad Prism Creates for some crazy powerful Whir of Invention improvise plays. The turn you play a Pentad Prism it is even +1 for Whir of Invention, the next turn it is +3. It also allows for T3 Tezzeret and accelerates your mana development long enough to empty your hand for Ensnaring Bridge. Pentad Prism also creates mana of any color making a sideboard splash easier and Engineered Explosives more powerful. However it comes with the terrible downside of doing actual nothing a large percentage of time. If you don’t plan to play the long game and can afford some air in your deck, this card will pay dividends for you, otherwise avoid it for other cheap artifacts.

    Pithing Needle - A great catch all for cards that may be difficult to answer. Many lists play 1 in the main to bail them out of otherwise precarious situations. Playing a second copy in sideboard is often correct in metas where you expect to see cards you otherwise can’t beat. Such as Planeswalkers and Oblivion Stone.

    Sorcerers Spyglass - See Pithing Needle ^. However this can get around your Chalice of the Void.

    Relic of Progenitus/Nihil Spellbomb/Tormod's Crypt - Great ways to develop a quick artifact count and destroy enemy graveyards without sacrificing consistency. Play at least 1 in the main and play as many as 3 after sideboard if you expect graveyard strategies to be prevalent. Relic of Progenitus is typically better unless you need to play it and blow it up with exactly 1 mana. You can usually play around exiling your own Sword of the Meek easy enough.

    Engineered Explosives - EE can be dangerous because it could destroy a fair number of our own permanents. However its raw power and flexibility can persuade some players to play it in their 75.

    Ratchet Bomb - Similar to Engineered Explosives but it is less flexible and slower. However you can use Whir of Invention to fetch it unlike Engineered Explosives.

    Trading Post - Costs 4 mana to do nothing in many matches, but the matches where it is good it can take over a game. In slower games you can cycle expired Pentad Prisms, additional Mox Opals, Sword of the Meek or redundant lock pieces for new cards. It is common to have Ensnaring Bridge in play and have Whir of Invention be the last card in your hand. When you have neither of the combo pieces you still need a way to generate value with your [card]Whir of Invention[card] and [card]Trading Post[card] is the best option under the cost of 4.

    Executioner's Capsule - An artifact Doom Blade. It seems some play but black creatures are everywhere and are likely the ones you want to be killing.

    Crucible of Worlds - Crucible of Worlds paired with Ghost Quarter is slow but can be an effective win condition against greedy or grindy opponents. Previously didn't see play due to inconsistency but Whir of Invention allows you to play only 1 Crucible of Worlds and find it in the games where you need it most.

    Expedition Map - A solid artifact but increases in power based on the number of utility lands you play. Very synergistic with Crucible of Worlds builds.

    Welding Jar - A great way to defend your artifacts from point removal. A zero mana way to enable improvise and defend our most vital artifacts is something we are happy to play.

    Chalice of the Void - Playing 4 Chalice of the Void is a tempting offer in a format as fast and efficient as Modern but the deck needs other 1 mana cards for its game plan to function effectively. The best way to play Chalice of the Void is split it between the main deck and sideboard.

    Mishra's Bauble - Checks all the boxes for being an effective card in a Tezzeret, Agent of Bolas deck. Enabling faster Whir of Inventions, and Mox Opals while cycling for a new card later in the game. Mishra's Bauble allows you to inflate your artifact count without having to pay sub optimal cards. It functions as an Opt when paired with fetch lands and allows you to get hell bent for Ensnaring Bridge faster.

    Bottled Cloister - A value play at 4 cmc. However unlike Trading Post this card works very well behind an Ensnaring Bridge and against hand disruption.

    Dampening Sphere - The latest hotness. Gives us game against our two most difficult matchups Storm and Tron. Plat at least 2 in the 75.


    Most lists play as few creatures as possible to blank all the removal the opponents are likely to be playing. Creatures are usually a plan B sideboard or have a spell like effect attached to them. You can even sac the Sword of the Meek to Sai, play an artifact to get a thopter and bring back the sword. Every artifact you cast now reads: Kicker: 1U Draw a card if you want it to with a Sword of the Meek in play.

    Sai, Master Thopterist – This card has the potential to be a very powerful play out of the sideboard. Allows the deck to go wide and create thopters very quickly even with a Stony Silence on the battlefield. You can even sac the Sword of the Meek to Sai, play an artifact to get a thopter and bring back the sword. Every artifact you cast now reads: Kicker: 1U Draw a card if you want it to with a Sword of the Meek in play.

    Glint-Nest Crane - The 1/3 flying body can be surprisingly relevant against 2 power creatures, Affinity's flying army and Infect. However when it is not relevant it still digs 4 deep for artifacts. Glint-Nest Crane gets significantly better when playing Darksteel Citadels to help hit land drops. Spending 2 mana to find an artifact can be dangerous when trying to empty your hand for an Ensnaring Bridge however you can choose to find nothing.

    Spellskite - Spellskite would be the easiest auto include in this deck if he wasn't a magnet for creature removal. Despite that many players play 1-2. Post board your opponent will take out a lot of spot removal and Spellskite gets much better.

    Herald of Anguish - A good hand can play this monster on turn 3. Any Pentad Prism hand with 4 lands can play him on turn 4. Post board after an opponent has taken out some removal Herald of Anguish can destroy them by gutting their hand and picking off their creatures while smashing for 5 in the air.

    Trinket Mage - Commonly seen in U-Tron lists as a value generating tutor. However since the introduction of Whir of Invention this card has been largely replaced.

    Trophy Mage - Has interesting utility in versions that play multiple 3 cmc artifacts but it is ultimately worse than Whir of Invention most of the time.

    Scrap Trawler - More commonly seen in KCI decks but could have use in a hybridized Tezzerator/KCI deck.



    Darkslick Shores - Play 4 copies. Fastlands are very powerful and in our deck it provides all the colors we need painlessly on the turns we need the colors most. The only reason to not play 4x would be for 3+ color splashes.

    Polluted Delta - Play 4 copies. Fetches are the best lands in the game for a reason. Wildly flexible and help us play around Blood Moon and trigger revolt.

    Any blue fetch land - Sometimes you need more than 4 ways to fetch Island and Watery Grave.

    Watery Grave - Play as many as expect to want to play against an opponent who is disrupting your mana base. For most Tezzeret builds that number is 3.

    Island/Swamp - Play as few as possible without getting punished for it. Normally this is 2 Island and 1 Swamp. In Whir of Invention lists an argument can be made for the 3rd Island over the Swamp.

    Creeping Tar Pit - 3 power unblockable on a land is very powerful for chipping at opponents or assassinating Planeswalkers. However running such few creatures leaves it very susceptible to being removed. Also can't get under an Ensnaring Bridge.

    Academy Ruins - Extremely powerful at combating grindy decks and punishes decks that want to dismantle your deck 1 piece at a time. Gets better the slower the meta is and gets better when you play fewer graveyard hate pieces.

    Inventor's Fair - The last land that could tutor cards in Modern got banned. Eye of Ugin. Clearly that is not why it got banned but that didn't help its case either. Gaining incremental life and turning a flooded mane base into an artifact of your choice is very powerful. Despite its legendary status some lists try to squeeze in 2 copies.

    Darksteel Citadel - Before Whir of Invention was printed Tezzeret decks had the flexibility to play more colorless lands. Not playing 4 copies of Darksteel Citadel was objectively wrong. It allows Tezzeret to dig for lands and frees up non-artifact spell slots. Plus indestructible 5/5 lands can beat just about everything but a Path to Exile or a Dismember. However it has to compete for a limited number of spots now and you can't jam 4 without sacrificing power elsewhere.

    Ghost Quarter - Ghost Quarter has a powerful interaction alongside Crucible of Worlds. Ghost Quarter can also be bounced off a Darksteel Citadel to turn it into a basic land. Ghost Quarter attempts to destroy the land and then search for a basic. The land doesn't get destroyed because of the indestructible clause but Ghost Quarter still completes the remainder of the text. Often one of our better tools for disrupting big mana decks but tends to be worse than the colorless lands it is competing with.

    Field of Ruins - A side grade to Ghost Quarter. Useful when you need to maintain your lands but still interact with your opponent’s mana base. However it can't be bounced off your Darksteel Citadels because it needs to be an opponent’s land.

    Glimmervoid/Spire of Industry - Playing upwards of 13 artifacts that can be cast on turn 1 makes these cards consistent enough to be played in decks that are splashing a 3rd color from the sideboard. Typically you don't want these cards as multiples in you opening hand but you would like to see 1 by turn 3.

    Sunken Ruins - Helps cast sideboard Damnation while still fetching islands. The more BB cost cards you play the better this gets.



    Negate - It protects you from most mass artifact destruction as well as countering cards you otherwise can't beat like Oblivion Stone, Karn Liberated, Scapeshift, Ad Nauseum etc. Also has applications against decks like Burn and Lantern. The points of life loss from Countersquall don't matter enough to warrant its use over negate.

    Flaying Tendrils - The exile clause is more relevant against decks like Counters Company than the scry 1 from Drown in Sorrow. Being able to mop up tokens, affinity creatures, Kitchen Finks, Voice of Resurgence and even Geist of Saint Traft have earned this card 1-2 spots. This is the go to anti-affinity tech alongside Damnation since Hurkyl's Recall doesn't seem to pull its weight.

    Damnation - Outstanding magic card, but it exists in our deck mostly to help out against midrange decks and Eldrazi. Damnation is excellent at catching up from behind when Ensnaring Bridge is unreliable. 1-2 copies in the 75

    Collective Brutality - I like to refer to this card as blacks Cryptic Command. This card does everything at a reasonable cost. It is a significant liability when counter spell decks are in the meta, but otherwise you should be trying to squeeze this card into your list.

    Grafdigger's Cage - When you want to beat Dredge/Counters Company/Reanimator/Storm and mean it. Unlike Relic of Progenitus and Nihil Spellbomb this is a permanent answer.

    Ghost Quarter - Whether it be the 4th Ghost Quarter for your Crucible of Worlds lock or the 1st copy to beat up Affinty and stall Scapeshift playing 1 in the sideboard can be considered valuable.

    Chalice of the Void - There are some games where playing a Chalice of the Void is just lights out for your opponent. That is when you bring it in. You could play only 1 or as many as 3. 2 seems to be the best sideboard configuration for finding it without diluting your own effective 1 drops.

    Herald of Anguish - More details on this guy in the creatures section, but it can be unstoppable against grindy decks post board if they took out too much of their removal or the removal they have can't interact with him. 1-3 copies can be played if your sideboard strategy involves leaving in Pentad Prism.

    Witchbane Orb - Hexproof is great when there is a lot of Scapeshift or Burn in your meta although it is a bit slow. 1 copy is often right in the sideboard because it can be a complete blow out.

    Padeem, Consul of Innovation - Again, excellent for dismantling midrange decks or anything that wants to go long. It protects all of your artifacts while drawing you an additional card every turn.

    Surgical Extraction - Surgical Extraction gets better as you play more hand disruption but is serviceable on its own with Ghost Quarter lock to further deny your opponent.

    Spellskite - Mentioned in the creatures section. Whenever Spellskite doesn't make the main deck 1 or 2 copies are preferred in the sideboard to help fight through artifact point removal once they board out removal spells.

    Echoing Truth - It is not great but it deals with pesky permanents for a turn. Works great to bounce a Stony Silence and combo out. Usually the turn and a half with the combo is enough to win. Also makes dead hand disruption live in the late game by bouncing a permanent and then stripping it from their hand.

    Unmoored Ego – This card attacks most of the decks this archetype has problems with. It can attack Tron lands, fast linear combo, dredge and sideboard cards we fear such as Stony Silence. It is highly recommend you play some number of these out of the sideboard.

    Sideboard Splashes:

    Green
    Abrupt Decay - General permanent destruction for hard to handle artifacts and enchantments. This has become a sideboard staple for the deck as a catch all answer to Stony Silence/Rest In Peace/Liliana of the Veil. Play at least 2.

    Assassin’s Trophy – Allows us to catch more cards than Abrupt Decay such as Planeswalkers and Leylines. However the uncounterable clause and ramping your opponent are real downsides. If control is on the downswing, consider playing this card.

    Red
    Crumble to Dust - Tron and Valakut decks can be difficult to beat and this is a big step in the right direction if you expect a lot of either.

    Ghirapur Aether Grid - Great for picking apart decks with lots of X/1's or shooting down Planeswalkers. It can also be alternate win condition against Stony Silence.

    Blood Moon - Did someone say that want to reach maximum greediness? Play Blood Moon! Very difficult to get a 3 color mana base to function with Blood Moon in play but various mana rocks can alleviate that pressure.

    Faithless Looting – Possibly the best enabler for a graveyard combo deck that plays Ensnaring Bridge but the optimal solution for its use in tezzerator is yet to be found.

    White

    Ethersworn Cantonist - Great hate against other Turbo Xerox decks like Grixis Death's Shadow and Storm.

    Disenchant effects - Great for combating opposing Stony Silences or Rest In peace.

    Deck Construction Rules and Guidelines

    How many artifacts is too many? How many artifacts are too few? How often does Tezzeret miss on his +1? If he hits was it even worth it? What about Glint-Nest Crane?
    This is the most difficult aspect of building this deck. Too many artifacts and you are playing cards that are likely worse than your average card since you are selecting cards from a smaller population. Too few artifacts and Tezzeret, Agent of Bolas doesn't function well and neither does Whir of Invention or Glint-Nest Crane. Even if you have enough artifacts, you want to make sure they have an impact on the game. Let's use the graph of Glint-Nest Cranes probability of hitting an artifact as our baseline:
    Tezzeret, Agent of Bolas would have a similar graph for his +1 ability except with a sharper initial curve due to digging 1 card deeper. The hard part is picking a percentage number that you deem to be a fair amount of variance. In magic, I would say an 80% success rate is reasonable but feel free to choose any number you want and shoot for that number. Generally speaking 17 is the absolute lowest threshold and these variants can't afford to play Mox Opal. 22 is likely the best number to be playing including Mox Opal. Since Mox Opal is exceptionally powerful and integral to the mana base the best solution is 19-21 artifacts plus at least 2 Mox Opal. If you want to play 4 Mox Opal I would suggest 25 artifacts that can be put into play by the turn you want Mox Opal to be active. Be careful of too many 2-3 cmc cards because you can only cast one of each on curve.

    As you add more artifacts to the deck your chances of successful Tezzeret hits begin increasing less and the artifacts you are playing get progressively worse. Therefore every artifact you add to the deck is worse than the previous one. Don't play too many!

    Manabase Construction

    Lands are a much more important part of building Tezzerator than most decks. Normally it is as easy as fetches/shocks/basics and 1-3 utility lands. Artifacts get the best utility lands in Modern as well as some of the best mana fixing. Therefore when constructing a mana base you need to account for a few variables other decks do not. For example:

    With 90% confidence:
    Casting Whir of Invention on 3 requires ~ 22 Sources that generate blue
    Pentad Prism on 2 requires ~ 13 of once color and 13 of another and 20 total that generate colors
    Liliana of the Veil on 3 requires ~ 19 black
    Consistent 4 mana on 4 requires ~ 24 sources

    Trying to accomplish all of this while playing a bunch of utility lands is unreasonable. This is why 3 color splashes playing Whir of Invention play very few to zero colorless lands now.

    4 - Darkslick Shores
    4 - Polluted Delta
    1 - Blue fetch land
    3 - Watery Grave
    1 - Island
    1 - Swamp

    This combination meets all the requirements for casting our critical spells except for Whir of Invention. We could add more colored lands but we have artifacts that can generate colored mana as well:

    2+ - Mox Opal

    These cards get us to 16 sources which is still 6 sources short of casting Whir of Invention but we only have 14 lands in our deck. This means we need to add 8 sources in order to cast Tezzerets and all but two of them should generate blue mana. That leaves only two slots to be filled out with utility lands. Any additional utility lands played past this point should be considered "spell lands" as they are taking the spot of a spell in your deck now.

    Core Cards
    2 - Tezzeret Agent of Bolas Minimum (Main or Side)
    4 - Whir of Invention Minimum
    2 - Thopter Foundry Minimum
    1 - Sword of the Meek Minimum
    2 - Ensnaring Bridge Minimum
    1 - Pithing Needle/Sorcerers Spyglass Minimum
    2 - Mox Opal Minimum
    4 - Mishra's Bauble Minimum

    Decklists
    Want your deck list here? So don't we! Message racing089 with your list and results and we will post it here if you placed well at a larger event.


    Shinohara Gen with many great Tezzeret finishes.





    Additional Resources
    Previous Primer
    Gerry Thompson Video Series Featuring UB Tezzeret 4-7-17
    Jon Goss MTGO Competitive League
    NumotGaming playing Tezzerator
    Playing against Grixis Death's Shadow

    Posted in: Control
  • 1

    posted a message on UBx Tezzeret, Agent of Bolas Control
    First of all, congrats @the nobodys! Saw your results posted, again, and it prompted me to come back and revisit Tezzeret.

    I have been thoroughly testing every conceivable version of Sultai control/midrange/delver now that we have Assassins Trophy and Mission Briefing. None of them have been good. :/

    What is the new tech people have been having success with post GRN? I see the nobodys mentioned grave hate and I totally agree. Graveyard decks are all over running my local meta and can be difficult to beat without some kind of interaction, but that little but interaction heavily swings the game in your favor.

    I saw @dustycrubmz write up about Serum Visions/Hand Disruption in our deck and I have come to the same conclusion. I always want to have serum visions in my deck and hand disruption has felt lack luster. However, like @JacetotheFace mentioned the first few pieces of hand disruption are far better than the last few. I have decided on running 3x Collective Brutality and have been very happy with that choice.

    Here is my current build:


    My plan is to never lose UW control, and have about 50% win rate against everything else that I can. Tron is no longer the instant lose menace that it once was with Assassins Trophy and Unmoored Ego. The graveyard decks can be beaten with limited disruption and Ensnaring Bridge. Aggro has a hard time with the combo and Collective Brutality. Right now I only wish I could squeeze some Opts or Sleight of Hands into the deck but I am not sure what to cut for them. Thoughts?
    Posted in: Control
  • 1

    posted a message on UBx Tezzeret, Agent of Bolas Control
    @Jacetotheface: I think you are right about faithless looting. We have seen it power up multiple other modern shells now and it would be an easy include here if we were in red. It may be strong enough to make it worth dipping into red, but I haven't quite figured out how I want to do it yet. So if anyone else has a grxixs list floating around out there please share!

    Bomat Courier has me skeptical though. Why play 6 main deck creatures? It feels like it is the perfect number to make our opponents dead removal spells real cards and I would prefer for them to be blanks.
    Posted in: Control
  • 2

    posted a message on UBx Tezzeret, Agent of Bolas Control
    I went to a Modern 1K today. Here is the list I went with:



    Round 1: Esper Midrange

    I keep a 2 land hand, one of which was a swamp. I fail to find 3 blue sources for my whir of invention and die before I am able to assemble the combo. My hand was somewhat sketchy and I ended up doing very little this game while getting beat down by lingering souls tokens.

    I boarded out my removal and irrelevant lock pieces for cards that I felt would do something. Common theme of the day was wanting to board out more cards then I boarded in.

    Game 2 I assemble the combo by the end of turn 3 and he scoops to it shortly after.

    Game 3 was a long and grindy game but eventually I used Abrupt Decay on his Stony Silence and made enough thopters for lethal the next turn.

    Round 2: U-Tron

    Game 1 he spell pierces my turn 2 and turn 3 thopter foundry’s before natural drawing into tron on turn 4 and casting Sundering Titan. I managed to get the combo together but not before he mindslavered me. I lose.

    Again I board out all of my removal for cards that did more.

    Game 2: I squeeze a Tezzeret into play and proceed to kill him with 5/5 creatures.

    Game 3: More of game 2 but he used up all of his counter magic on the combo before Tezzeret slammed the door shut.

    Round 3: Naya Scapeshift

    Game 1: T3 BBE into T4 BBE into Primeval Titan. I died.

    I’m not super well equipped for this deck but I bring in cards that can destroy a stony silence as well as more needles because he had a wide array of planeswalkers.

    Game 2: I get the combo and he plays rest in peace immediately after. I lock the board up with Ensnaring Bridge, 2x Welding Jar, Witchbane Orb and needles. He draws Stony Silence into Abrade before I can find an Abrupt Decay and I am unable to protect my bridge with Welding Jars and lose.

    Round 4: Dredge

    I mulligan to 4 and he keeps 6. His hand does nothing expect cast dredge creatures and I assemble the combo by turn 5 to take the win.

    Board out every card that does nothing for cards that have minimal but more impact.

    T1 Nihil Spellbomb into T2 Whir for Grafdigger’s cage since I was already holding the combo. My hand was absurd and I take an easy 2-0 victory.

    Round 5: Affinity

    He has a slow hand I have a ton of removal. I buy enough time to set up the combo and he concedes.

    KEEP my removal but board out most of the top of my curve. I cut 1 Tezzeret, 2 Whir of Invention in addition to the irrelevant pieces in this match.

    I have some removal followed by Ensnaring Bridge into Tezzeret. He is unable to beat Tezzeret and eventually loses to Tezzeret ultimate.

    Before round 6 I think I can draw into top 8 but players better than me explain that if I draw I have about a 1/3 chance of not making it in. My opponent overhears and learns that he will then have a 2/3 chance of not making it in if we draw. Eventually we decide on playing it out.

    Round 6: Jeskai Control

    I have played against this player before and know the matchup is incredibly favorable for me. However during game 1 see over 45 cards (he almost decked) and find zero Sword of the Meek and only one Whir of Invention which gets countered while I have all 4 Thopter Foundry in play. I lose game one with less than 20 minutes left in the round.

    Board out all of my removal for cards that interact.

    WE trade resources for a while before I find a Window to get Tezzeret onto the table. My opponent was able to deal with it but by then I had already found the combo and began killing him.

    Game 3 starts with less than 8 minutes on the clock. Again I have turn 2 Thopter Foundry but I don’t find the Sword of the Meek until my last turn of turns. I ate my entire board with thopter foundry to stay alive and block long enough to get the draw.

    The way things worked out I now have a 50/50 chance of making 8th seed instead of winning and getting 1st seed. Luckily the breakers fall my way and I make into top 8.

    Quarterfinals: Ad Nausem

    Game 1 I quickly assemble to the combo and strip my opponents Ad Nausem. I think I have won and he draws one off the top to kill me just in time.

    Cut all the removal and bring in the extra Dampning Sphere as well as needles and abrupt decays.

    I assemble the combo and tutor a Dampening Sphere into play. He can’t combo off through it in time and I win.

    Game 3. Spoiler. I punted. We get into this position where I have made it so he can’t win through lightning storm and has to win with laboratory maniac. I have the combo online, Dampning Sphere in play and Tezzeret ready to ultimate. My opponent has Phyrexian Unlife in play and about 10 life. I consult with a Judge to ask how Tezzeret's ultimate interacts with Phyrexian Unlife and his response was “Your opponent will lose all of their life and be at zero life”. For whatever reason I took this as confirmation that Tezzeret ultimate would kill my opponent through Phyrexian Unlife so I attacked for 3 then -4 Tezzeret. Now I learn that he isn’t dead and I need to keep playing. Next turn I am able to attack for 7 poison damage but then he has just enough mana to kill me through the Dampning Sphere. Had I used Tezzeret's Ultimate, then attacked I would have gotten the 3 additional poison I needed to win the game. It feels bad but it was a valuable lesson. I know judges aren’t allowed to help in any way but I sure wish there was a way of answering the question you are asking while being less cryptic. Next time I’ll have to be more specific and double check everything before I proceed.

    I know people here have been talking about cutting Tezzerets again and I just don't see it. Tezzeret put the game on his back carried me to victory multiple times throughout the tournament today and I will absolutely be keeping my configuration of 2+1.
    Posted in: Control
  • 1

    posted a message on UBx Tezzeret, Agent of Bolas Control
    @boomforest: I wouldn't say the artifact hate is what makes this deck incapable of tier 1. In my opinion it simply isn't powerful enough. All of the other tiered decks in modern do WAY more powerful things then we are doing. 5 thopters/5 life by the end of turn 4 is much worse then killing your opponent by the end of turn 4. Not to say artifact hate isn't a contributing factor but it certainly isn't the major limitation on the archetype currently.
    Posted in: Control
  • 1

    posted a message on UBx Tezzeret, Agent of Bolas Control
    @pasngr46n2: I found the 10 sources of green I am running to be adequate. You almost never need Abrupt Decay on turn 2. You can continue to deploy all of your cards into Stony Silence and Rest in Peace before removing the hate on a later turn. In addition to that I am not sure we even need the green splash anymore. The prominent white decks are not playing Stony Silence and only some are playing Rest in Peace. The only reason I am still running it is because the 1x Breeding Pool is very nearly free.

    Blood Moon isn't much of an issue. You need one of each basic or a basic + Mox Opal to cast every card in the deck but Whir of Invention. If you fetch duals and get caught off guard in game one you can lose to it but once you are prepared post board it should be easy.

    I am going to play with Sai in a standard build but I think playing a main deck creature in our list is not good. It will just be a magnet for every piece of removal they have and makes sideboarding into creatures worse because they will leave in more creature removal.
    Posted in: Control
  • 1

    posted a message on UBx Tezzeret, Agent of Bolas Control
    My play group got hyped over the potential unbanning of Stoneforge Mystic. They convinced me that it was likely to be getting unbanned and I started theory crafting an Esper Tezzerator list just in case. I ended up really liking the way the deck looked despite almost never casting white cards. I took a bunch of inspiration from legacy stoneblade lists and this was the result:

    Anyone else play with this idea?
    Posted in: Control
  • 2

    posted a message on UBx Tezzeret, Agent of Bolas Control
    Just wanted to remind everyone that we should have a new tezzeret to play with soon! Here is to hoping it is 3cmc. HYPE!
    Posted in: Control
  • 1

    posted a message on UBx Tezzeret, Agent of Bolas Control
    @coredumped: There is a section at the bottom of the primer to help you figure out your lands as well!
    Posted in: Control
  • 1

    posted a message on UBx Tezzeret, Agent of Bolas Control
    @thenobodys: I am glad to see you had some success! I never found you but I didn't get your PM until I got home. I was the guy in the bright red shirt and blue backpack. There was another tezzerator player there though! Watched him gain infinite life against titanshift lol.

    My tournament report is TERRIBLE. I don't think I have ever had a worse day playing magic. On the drive down our car blew a tire on the highway and I had to change the tire with a broken arm (it has been broken since the start of may due to a racing car crash so it has healed some but not nearly enough). Got there with just enough time to wash up and get to my seat.

    Round 1: Skred Red 0-2
    Game 1: I ask him if he brought his fun deck and says that he brought the fun deck over his competetive deck. I joke that this will be enjoyable unless his idea of fun is turn 1 Blood Moons. Promises me no turn 1 Blood Moon. He is on the play and goes "Snow-Covered Mountain, pass" so no turn 1 blood moon but a turn 3 blood moon indeed. Frown I had a needle in my opener so I proactively needled Koth of the Hammer. He had Chandra, Torch of Defiance in hand instead. I get an Ensnaring Bridge into play but fail to find any action flooding on lands and die to a chandra ultimate combined with his main deck abrade.
    Game 2: I have a fast combo and am working through a Relic of Progenitus which I eventually hit with Pithing Needle. I take a turn off comboing to jam a tezzeret and he answers back with Koth killing my Tezzeret. The turn after that he abrades my combo, then Goblin Dark-Dwellers the abrade. The next turn he replicates a shattering spree to destroy all of my non thopter artifacts and Anger of the Gods all my tokens. I lose. I was a little salty I was beaten by an Anger of the Gods that shouldn't have been in his deck after sideboard but I shrugged it off and moved on to the next round.

    Round 2: Naya Eldrazi 1-2
    Game 1: Looks like I am playing against RG eldrazi so I prioritize getting a bridge down asap and do so on turn 2 on the play. He almost conceded but after drawing for his turn decided to play it out because he assembled the Eldrazi Displacer/Thought-Knot Seer lock. If you don't know how this works you essentially draw two cards during your draw step and he decides which one you get to keep. While the triggers were on the stack I Whired into the combo and he eventually died to thopters.
    Game 2: I keep a turn 2 Ensnaring Bridge hand but he is on the play with turn 2 Thought-Knot Seer which strips my bridge. I have nothing and he follows up with Reality Smasher making quick work of me.
    Game 3: I keep a hand with an Abrupt Decay, Damnation, and Ensnaring Bridge. I use my decay to kill a Stony Silence but lose both my Ensnaring Bridge and Damnation to Thought-Knot Seers. I proceed to draw back to back Tezzerets that are unable to find another Ensnaring Bridge and I die.

    Round 3: RG Ponza 2-1
    Game 1: I have the combo online before Blood moon hits the table and I use my mountains to make a thopter army which kills him reasonably fast.
    Game 2: I have the combo pretty quickly again but he keeps me at zero to one land for over 10 turns until he finds Inferno Titan.
    Game 3: I go to one at least 4 times in this game while trying to race an Inferno Titan with thopter tokens. Eventually I find an Ensnaring Bridge to stabilize and take over the game.

    Round 4: Vialess Merfolk 1-2
    Game 1: He concedes to a turn 3 Ensnaring Bridge.
    Game 2: I got the combo into play through a spell pierce and a Deprive but by the time I did that he was attacking for way too much unblockable damage.
    Game 3: I have the combo, 2 Ensnaring Bridges, a bunch of removal and he has answers for ALL of it. I felt terribly unlucky. After the games we are talking about sideboard decisions and he brought 13 cards in against me. Hurkyl's Recall, Echoing Truth, Negate, Deprive, Spell Pierce, Ceremonious Rejection etc. So maybe not unlucky, but found the guy with all the sideboard for me.

    Round 5: Mono Blue Turns 0-2
    I have a friend who plays this deck and this matchup is not winnable. I find Tron to be a more winnable match up. We have to kill them before turn 5 because none of cards interact with their game plan meaningfully and killing before Turn 5 is super hard.
    Game 1: I get the combo going and attack him to 9 before he combos off and kills me with an Emrakul the Aeons Torn.
    Game 2: I have T2 Dampening Sphere into T3 Dampening Sphere into T4 Tezzeret make a 5/5, T5 Make a 5/5. I know sphere wouldn't do much but it was better than other cards I had. I couldn't race fast enough and he combos off killing me with an awakened Island.

    Round 6: Mardu Pyromancer 2-1
    Finally a match up I was looking forward to.
    Game 1: I get the combo together and he can't beat it.
    Game 2: I am hellbent with 2 Ensnaring Bridge on the table plus 2 Welding Jars and I feel like I am in command of this game. He has 8 tokens in play but none of them can attack. I cycle a bauble on his turn which draws me into 2 lands on my turn. I play one land and then have to take a hit form his tokens. Draw another land the next turn and am forced to take a second hit from the tokens. Draw a fourth consecutive land and die to his token army. This lost felt terrible. Maybe I shouldn't have cycled the bauble at this point knowing that this is the ONLY way I lose from here but the odds of me drawing 4 lands in a row was less than 1.5%
    Game 3: Game develops in such a way that I have lethal with a Tezzeret on the table and he misplays by attacking me instead of Tezzeret. He asked me what the ultimate did when I killed him with it. :/
    Despite winning I didn't even feel good about this match knowing that I could have prevented a loss in game 2 and likely would have lost game 3 had the opponent read my cards.

    Round 7: Tron 1-2
    Game 1: I feel pretty good about my position having Pithing Needled Karn, combo online, Ensnaring Bridge in play and Tezzeret in play. He rips Oblvion Stone and wipes my board away. I play a second Foundry from my hand and use my Darksteel Citadel to begin the combo once again. He draws Ugin and exiles my Thopters and Thopter Foundry. I am able to end step a whir for a third foundry, combo, and have enough thopters to kill Ugin. He then has a World Breaker to destroy my Thopter Foundry. I draw Ensnaring Bridge for turn, He plays Ulamog to exile my bridge and I concede. EVERY time I get some hope against Tron they are able to cantrip through their deck to chain together ridiculous plays like these.
    Game 2: I have the turn 2 Dampening Sphere while he does everything he can to stop Thopter combo. Eventually I am able to kill with a Tezzeret ultimate after he drew many lands in a row.
    Game 3: He had the T3 Karn into T4 Ulamog on the play hand. I lost very quickly.

    Round 8: Burn 1-2
    My oppoenet was a few minutes late to the table but we weren't playing for anything of value so I decided not to call a judge and just play.
    Game 1: I get the combo online T3 and make one thopter. He was on the play and was able to kill me on turn 4 with his Searing Blaze removing the blocker and burning me for 3 more.
    Game 2: I have some removal plus the combo and he concedes while I was at 9 health starting to make thopters.
    Game 3: I was at 3 life with one open mana after assembling the combo. He had an unknown card in hand plus a Swiftspear in play. I combo on my turn to play around a 3 damage burn spell on his turn but his last card in hand was a Searing Blaze which killed my thopter and let the Swiftspear get in for lethal. I don't know why he had Searing Blaze in after sideboard. We talked about board decisions after the match and he boarded out his Boros Charms for cards like Rest in Peace and Relic of Progentius. Which in my opinion is clearly wrong, Boros Charm is much better than Searing Blaze in the matchup and his Lava Spikes are better then RIP or Relic.

    Round 9: My teamates were dead for top 8 so we headed for Subway and then back to Maine.
    Overall I am super disappointed with the way my day went. I felt like I brought a configuration ill-equipped to handle the metagame I ended up facing. I was hunting Humans, Jeskai, Jund or any other non-linear deck but only found blood moons and linear decks. I felt like I played sub-optimally at times although I found myself to be a much better player than my opponent on average. Which is incredibly frustrating when you keep losing to them. (Players not reading my cards, didn't know how Thopter/Sword worked, Ponza player didn't know about new Blood Moon rulings, Tron opponent tried to Ugin away my Sword of the Meek, bad sideboard choices, destroying the wrong artifacts with hate, etc.) I don't know how much of it was me, my deck choices, or just bad luck. I lost more games on Saturday after assembling the combo than I have since Sword of the Meek was unbanned up to Saturday. It seemed like my opponent always had it and rarely could I stop them.

    Maybe I will iterate on this list but I am going to think on it for a while before trying something different.
    Posted in: Control
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