Similar to recent influx of standard decks that have been ported to legacy, Tezzerator started its life as a Standard control deck. Similar to Super Friends, its goal was to establish a planeswalker and ride it to victory. This did not prove as successful as other strategies in the meta. Soon Caw-Blade became the defacto deck to bring to competitive events. The deck was resurrected to a legacy form when David Gearhart created a U/B/W control shell for it Dubbing it “Shot in the Dark”. It was a thopter foundry deck that splashed black for Tezzeret, Agent of Bolas. Overtime the deck lost its white shell. Counterbalance was removed and a new manabase was created by Caleb Durward. The end results is a deck with explosive mana and raw power . It can easily switch from control to aggro in a single turn. Furthermore, the deck contains a robust toolbox main.
2. What is this deck?
U/B Tezzerator is a planeswalker control deck. It utilizes artifacts to protect the planewalkers which can later be used as win condition through two of Tezzeret’s abilities. Unlike most control deck’s it focuses on pure card quantity over quality. Thus it forgoes Brainstorm, Ponder and Sensei’s Divining Top and instead uses Thirst for Knowledge, Baleful Strix, Jace and Tezzeret.
3. Why play the deck?
It plays cards that do not see tons of play in legacy and the overall synergy of the deck is something to marvel at. The toolbox nature of the deck ensures nonlinear game play and is enjoyable to bring to large events. It rewards the experience pilot while at the same time giving your opponent a hard time predicting what is exactly in your deck and sideboard.
3. Card Choices
Planeswalkers Choices:The heart of any Tezzerator Deck is the walker engine.
Tezzeret, Agent of Bolas : He is the reason to play the deck. He finds answers at the same time as upping his counters. In two turns he can become lethal by himself. At worst he makes one or two 5/5. This can give decks like RUG fits as these are hard to remove. It key to remember that artifacts that have been in play for a turn can attack if turned into a 5/5. It will steal you games you have no business winning.
Jace, The Mind Sculptor : Acts as this decks brainstorm since we don't want 1 CMC cards in the deck. This because they do not play nicely with chalice or our low fetch land manabase. You can bounce a Trinket Mage to cause a shuffle and tutor at the same time.
Liliana of The Veil : Great synergy with ensnaring bridge and can provide game changing removal with Rings of Birthright. That being said she does not win the game herself. Some decks run her as a 1x main and another in the board.
Karn Liberated: The hay-maker of the deck. Sometimes your normal walkers cant get the job done and if Karn cant no one can. He removes most permanents that your deck dislikes. If run at all he is a 1x in the main
Mana Choices: A stable yet explosive mana base is required to quickly deploy the deck's diverse threats
Dimir Signet : A turn one mana rock which taps for the exact colors need to cast Tezzeret on turn two. It can be used later on to become a 5/5 Creature or a transmute target.
Talisman of Dominance : Playable Turn one off of a Sol Lands and provides mana ramp for a turn two planewalker. It does not require mana input, thus it is stronger in this deck then the Dimir Signet for color fixing.
Underground Sea: This deck need U/B mana to operate an there is no better dual land then this.
Darkslick Shores This deck rarely has more then three lands in play early making this land effectively Underground 5-7.
Polluted Delta : More virtual Underground Sea Copies but they can also find basics to fend off wasteland.
Island and Swamp : Wasteland and bloodmoon exists, we must respect the format.
City of Traitors and Ancient Tomb : The Sol Lands, provide the critical turn one acceleration for a Chalice of the Void or a Mana Rock. Most hands are not keep-able if it is missing one of these lands.
Seat of The Synod And Vault of Whispers : Findable with Trinket Mage and Tezzeret.They can become 5/5 beaters on demand or can be Transmute targets.
Academy Ruins: Provides repeatable removal with engineered explosives and can rebuy singletons.
Toobox Engine: If the heart of the deck was the planeswalkers then the soul of any Tezzerator deck is the custom Tool box it contains.
Trinket Mage: This little guy can work wonders in the deck. He can find an artifact land for mana fixing, engineered explosives for removal, and graveyard hate on demand. The 2/2 body is also great protection against creature based strategies.
Thirst for Knowledge : In a deck with 20+ artifacts its hard to ignore the card advantage this draw spell provides. It can combo with academy ruins letting you "keep" all three cards. While not a direct enable of the toolbox it helps you get to the tutors.
Transmute Artifact : This card might as well be a fair tinker for this deck. Read the card carefuly it contains the "fail" cause. If your spell is countered you don't have to sacrifice an artifact so you will never be 2-1 one by counter magic. This card lets you do somthing with all your extra mana rocks and Sol Lands late game.
Removal Choices: Protecting your walker is the key to victory. These cards give you a fighting chance.
Baleful Strix : Its raw card average in creature form. It almost always out trades any card used to remove it. It dominates creature combat and can become a 5/5 Flying Deathtouch Nightmare. You can also equip a batterskull to really ruin an aggro decks day.
Damnation : Its the wrath of god no one expects you to play unless your this deck. It is castable on turn two and easily castable turn three. It protects your planeswalker gameplan while providing raw card advantage.
Engineered Explosive : Removes the pesky 1 and 2CMC creatures that dominate the format. It also removes problematic permanents like pithing needle. Combos well with academy ruin to provide massive card advantage.
The Abyss : Its is almost a one sided diabolic edict every turn since your deck plays almost exclusively artifact creatures. It is even easier to cast then Damnation, however since it is a world enchantment the second Abyss is a dead card.
Doomblade and Go For the Throat : Targeted Removal can be usefull and paying an extra colorless is no big deal in this deck. Just be sparing as they trade one for one , something this deck does not like to do.
Protection: Because sometimes your opponent really does not want you to have a planswalker
Force of Will: The classic 0 mana counter spell. When this card is good its the best card in your deck and when this card is bad its your worst card. Trading away cards something this deck dislikes but it is a necessarily evil in such a fast format. It also plays nicly with chalice of the void.
Chalice of the Void: With Sol Lands it is very possible to play this turn 1. In some match-ups it is the card that will win you the game. It protects your walkers from counter spells and blasts while at the same time removing your opponents clock. How many that should be run is up to debate but most people will run more in the board if they are not maxed out in the main.
Flusterstorm : A counter spell that can be in the main deck or the board. It plays nicely with Chalice of the void since the copies are not countered.
Defense Grid: This card has a single goal, bait a counter spell that was meant for a planeswalker or ensure your planswalker hits play. Ether way it has done its job and is a great transmute artifact target. If you opponent fails to counter the transmute it may be the last counter spell they play this game.
Duress and Thoughtseize : Target discard that is key against combo or heavy discard deck. Most of the time it takes the place of Chalice of the Void if used since these card are terrible together.
The Tools for the Toolbox: This is a good but in no means a complete list of artifacts this deck has to its disposal
Ensnaring Bridge : Stops Aggro Decks in their tracks. You burn through your hand so fast most decks wont be able to attack you execpt for their smallest creatures.
Staff of Domination: In a toolbox deck, this is great catch all answer. It can fog a creature, gain life , give vigilance and draw cards.
Rings of Birthright: Makes your planeswalkers super effective. It makes Tezzerte only require four more artifacts to win the game. Your Jace can double fate-seal or bounce two creatures for the price of one.
Batterskull and Wormcoil Engine: These cards hold aggro at bay making attacking a nightmare. Both of these "survive" a Damnation and can be cheated into play with a transmute artifact or hard casted.
Relic of Progenitus and Tormod's Crypt: Tutorable main deck graveyard hate is something worth talking about. Being able to have a shot of winning graveyard centric decks is a good place to be in the meta-game.
Spellskite : It helps protect your tools from being destroyed by random hate. It also can block decently and is tutorable with transmute artifact.
Thopter Fondery and Sword of the Meek: This deck can easily fit in this two card combo in less than five slots. This helps you beat aggro deck as you can out swarm them.
Like most control decks Tezzerator has a decent combo, and midrange matchup. Due to the toolbox nature of the deck it’s is easily customizable to suit your local meta-game. Decks that do not contain artifact removal can be soft to what this deck is trying to accomplish, especially if they are not combo decks.
RUG(Even to Slightly Favorable): Preboarded you should have the advantage. Your mana base is completely capable of paying for daze and sometimes spell pierce. Just make sure you take a land heavy hand. When using your walkers make sure you always +1 or +2 your walkers to keep them out of Bolt range. Any creature threat you deploy will always out trade RUG, something they highly dislike. In this match up creatures like worm coil engine end the game by themselves Decks that run 4x Chalice of the void have a huge advantage in the match up. You basically shut off everything minus force of will and Goyf. Post board they will have access to bastes and maybe an ancient grudge. You need to board in a mix of extra chalices, defense grids, Graveyard hate.
JUND(Unfavorable to Even ) : This deck contains a lot of things we dislike, Repeatable direct damage in the from of punishing fire and main deck artifact hate. Games are about keeping their board clear which is something that not easy due to Bob, and Bloodbraid Elf. It is best to save your walkers until the cost is clear. Damnation, and The Abyss really shine in this matchuo. Some Perishes in the board are also very helpful. Pithing needle is best save for Liliana of the Veil if you do board it in. If you have spellskites this is the match-up for them.
TES and ANT(Even To Favorable) : Like the rug match-up the more chalice of the voids main you are running the better your match up is. Un-like rug however, they cant stop you from deploying threats other then discard. Thus, being on the play is huge here. While a Chalice at 1 seems like its the right play often it is not. Casting it at zero almost ensures them not killing on turn one or two and allows you to deploy a quick thread at the same time. Its often right to make the chalice a 5/5 turn two and put them on a 4 turn clock. Game two and three you should side in your Liliana of the Veil, vendilion clique and flusterstorm. Leave your engineered explosives in this match up ,you can kill off all of their goblin tokens or destroy LEDS and petals. Forcing them to lose their LED before they can cast a tutor is game changing. Basically your deck can be the perfect storm of hate with discard,counters, and annoying artifacts but it really depends on the build.
UW Miracles(Even To Slightly Favorable): There counterblance is not very effective against you as your curve starts at 2CMC. They don't have many threats so your walkers are very safe preboard once they hit the table. While you may be temped to turn your artifacts into 5/5s this is not the match-up to do so. They will be remove via wrath effects or swords to plowshares . It is best just to use the planeswalkers ultimates for the win since you have all the time in the world. Post board they may have blasts and blood moon. Make sure you can keep a hand that has a mana rock or a way to get a basic post board. A single resolved defense grid is often times enough to win a match post board. Pithing needle on top is the right choice so if you have one in the board its time to bring it in. Rings of birthright also shine in this matchup since you don't have to worry about defense.
Sneak and Show(Unfavorable) : This deck has a better turn two game plain then you. Chalice of the void is not very helpful as it does not stop the deck. If you have Liliana main you can take care of some of the creatures they sneak in. Pithing needle comes in from the board along with fluster storm and vendilion clique. This can be the match up where your karn can shine. Staff and Ensnaring bridge can buy you some time but overall this is not a good matchup.
Burn (Unfavorable) : Your mana sources deal a lot of damage and this deck is therefore soft to Burn's Goal. Your only hope is a Wormcoil engine, batterskull or chalice at one. Don't expect to win, this is your food break match at a large event.
I definitely love the introduction paragraph to this primer. It was to the point and it was also detailed too. Keep up the great work. I think this thread will have a good deal of flourishing.
One more thing though, how does this deck do against Esper Stoneblade?
To me it seems like a 55/45 matchup for tezz control. I mean sure they have the tendency to rip your hand apart with discard + snapcaster mage and then land a stoneforge mystic and/or play lingering souls with jace in the mix.
However, Tezz control does have a ton of draw power and with more then 4 planeswalkers this deck can easily go over the top of anything esper might try to do. In other words, you can easily build up critical mass and pretty much out play them at any stage of the game especially the late game.
I definitely love the introduction paragraph to this primer. It was to the point and it was also detailed too. Keep up the great work. I think this thread will have a good deal of flourishing.
One more thing though, how does this deck do against Esper Stoneblade?
To me it seems like a 55/45 matchup for tezz control. I mean sure they have the tendency to rip your hand apart with discard + snapcaster mage and then land a stoneforge mystic and/or play lingering souls with jace in the mix.
However, Tezz control does have a ton of draw power and with more then 4 planeswalkers this deck can easily go over the top of anything esper might try to do. In other words, you can easily build up critical mass and pretty much out play them at any stage of the game especially the late game.
The only really annoying card in the matchup is lingering souls. Your deck is the better planeswalker deck so jace is not a big issue. Tezz/Karn Will almost always beat an active Jace. Boarding in graveyard hate is not worth it in this match up and your forces are down right terrible. +2 Defense Grids, + 2x Engendered Plagues would be my main board plan in this match up. Also Chalice is good in this matchup for different reasons then you think. Esperblades mana base almost demands ponders and brainstorms being used in the first three turns. You can basically shut off their mana with a Turn 1 chalice.
The only really annoying card in the matchup is lingering souls. Your deck is the better planeswalker deck so jace is not a big issue. Tezz/Karn Will almost always beat an active Jace. Boarding in graveyard hate is not worth it in this match up and your forces are down right terrible. +2 Defense Grids, + 2x Engendered Plagues would be my main board plan in this match up.
Yeah, I figured Karn will be pretty significant against other blue based control decks. I used to run like 3 of him in my mono blue control deck when mental misstep was around and I played against BUG midrange and never actually had trouble against BUG. I did well on magic-league for a little while with mono blue with karn.
I also like engineered plague against lingering souls as well. I have seen BUG control decks run at least 3 of them in the sideboard as well especially when esper stoneblade was popular deck choice.
Anyways, thanks for writing the primer. I think it definitely seems pretty good.
This looks like an incredibly fun deck. Does anyone still play it? I don't want my play set of Tezz to collect dust and I already have 2 Jaces. Still, not a cheap deck, but if I assemble it, I'd hate to be the only one playing the deck (see The Walking Dead primer).
I am thoroughly enjoying this deck at the moment. I am still yet to fully complete the deck (missing some lands) but playing casually against Stoneblade at last FNM for three games was the best time I have had playing magic for ages.
A card I am finding super impressive in the deck is Dimir Charm. I have it as a two of at the moment, but I am tempted to up it to three. Anyone else tried it?
I am thoroughly enjoying this deck at the moment. I am still yet to fully complete the deck (missing some lands) but playing casually against Stoneblade at last FNM for three games was the best time I have had playing magic for ages.
A card I am finding super impressive in the deck is Dimir Charm. I have it as a two of at the moment, but I am tempted to up it to three. Anyone else tried it?
Great. Tassie has a legacy community, and I'm pretty sure it's in Hobart (I'm in Launceston).
FWIW, I play Aussie 7-Point Highlander and I've got a deck based of this, and I love it. If I ever make the move to legacy (doubtful, no community locally for it), this deck is probably what I'd aim at building.
I'm tempted to sleeve this up and try it, as I really enjoy superfriends style decks. My main issue is that my meta is very burn heavy, which this would be weak against. (However, it's also rather pox heavy, which this would be great against)
Dimir Charm is ok but most of the time its going to counter a sorcery. This deck could care less about small creatures as they are non threatening to our walker plan. I rather just have flusterstorm, its easier to cast with out mana base and plays nicely with chalice of the void. I am convinced at this point this deck must run 1x Staff Domination Main. Its like running an extra planswalker that can be activate multiple times a turn. Its not dead against any matchup. Against Combo and Control the draw a card ability is crazy when combined with an active walker. Against Aggro Tapping a creature and life gain is very relevant.
I believe I saw this version on SCG Open Nashville. The transmute artifact on Strix into Thopter combo is amazing. Of course, the key play of this deck is the turn 1 Chalice at 1, which is the signature move that would just shut down many decks.
My only problem with the combo is it eats up deck space that can be used towards more problematic match ups. . If your opponent has an empty board and you drop a quick walker or two winning mostly becomes academic anyways.
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Random Opponent: Playing against 12 Post Feels like trying to win in Yugioh with no super secret rares.
I have been playing this deck for some time. It is my favorite Legacy control deck. My version has a few odd things to it but I have been running pretty much this same list for almost a year and I have had good results with it in paper tournaments and on cockatrice. Here is the list.
Explanations for the non-standard picks in my deck:
- I have eliminated nearly all 1-drops to maximize Chalice at 1. The only exception is Duress which I bring in against fast combo and hope to have turn 1.
- I took out all 2 cost mana artifacts. I just wanted more space. I know many people swear by them and I reduce my chance for turn 2 PW but I feel like my choices are more powerful overall.
- Full set of artifact lands. These and Tezzeret are made for each other. Makes all of his abilities that much better.
- Thoughtcast over Thirst for Knowledge. It is usually the same number of cards and with artifact lands is typically cheaper to cast.
- Fabricate and Trinket Mage - I love my tutor packages. Fabricate may seem slow and doesn't come with a body but it has saved me many times when I need Ensnaring Bridge or my other combo piece for thopter-sword.
I have been playing this deck for some time. It is my favorite Legacy control deck. My version has a few odd things to it but I have been running pretty much this same list for almost a year and I have had good results with it in paper tournaments and on cockatrice. Here is the list.
Explanations for the non-standard picks in my deck:
- I have eliminated nearly all 1-drops to maximize Chalice at 1. The only exception is Duress which I bring in against fast combo and hope to have turn 1.
- I took out all 2 cost mana artifacts. I just wanted more space. I know many people swear by them and I reduce my chance for turn 2 PW but I feel like my choices are more powerful overall.
- Full set of artifact lands. These and Tezzeret are made for each other. Makes all of his abilities that much better.
- Thoughtcast over Thirst for Knowledge. It is usually the same number of cards and with artifact lands is typically cheaper to cast.
- Fabricate and Trinket Mage - I love my tutor packages. Fabricate may seem slow and doesn't come with a body but it has saved me many times when I need Ensnaring Bridge or my other combo piece for thopter-sword.
If your running 3x chalice main there are better cards then duress for your board. Flusterstorm is a playable 1 drop under chalice as the copies are not countered. I would also run a second clique in the board as its also 'discard'. Is there any reason your not running transmute artifact over Fabricate? Transmute puts the item right into play for 2-3 mana most of the time.
On thought cast vs thirst. This is a control deck we want to use our mana the best we can and EOT thirst is often times the right play. Thirst lets you see one more card deep, which is critical when need to find a walker. It also acts like a brainstorm in this deck that improves your hand. However unlike brainstorm you don't risk having to put bad stuff on top of your deck.
On the mana rocks: There are many times where I would have lost without them.
A: they prevented me from being wastelanded into oblivion.
B: Bloodmoon does not hurt at all if it lands.
C: They can be used to defeat islandwalk(Yes I beat merfolk by not fetching islands).
If your running 3x chalice main there are better cards then duress for your board. Flusterstorm is a playable 1 drop under chalice as the copies are not countered. I would also run a second clique in the board as its also 'discard'. Is there any reason your not running transmute artifact over Fabricate? Transmute puts the item right into play for 2-3 mana most of the time.
On thought cast vs thirst. This is a control deck we want to use our mana the best we can and EOT thirst is often times the right play. Thirst lets you see one more card deep, which is critical when need to find a walker. It also acts like a brainstorm in this deck that improves your hand. However unlike brainstorm you don't risk having to put bad stuff on top of your deck.
On the mana rocks: There are many times where I would have lost without them.
A: they prevented me from being wastelanded into oblivion.
B: Bloodmoon does not hurt at all if it lands.
C: They can be used to defeat islandwalk(Yes I beat merfolk by not fetching islands).
I think you may be right on Flusterstorm. I'll have to try that out. Clique is too slow for the kind of decks where discard will come in (Storm, Belcher).
On Transmute Artifact: I don't own any, but that could be easily remedied in 3-5 business days. Also, I just don't like the idea of saccing my permanents. I am not saying it isn't better, it may be. I will likely just think about whether I would prefer TA over Fab when I have a Fab in hand.
This is not the kind of control deck where EOT is a big deal. That is for control decks that play counter spells or removal spells at instant speed. This deck has none of that so the Sorcery speed of Thoughtcast is minimal to no drawback. I might have to test out some circumstances to see which I would prefer to have again just like for Transmute Artifact. Also, thoughtcast can frequently be cast for just U and then I can still play a key spell that I draw. Thirst will usually require that I cast that spell on my next turn. I guess playing a lot of artifact lands does improve Thirst's value, hmm...
The Wasteland thing is a real deal that favors playing the mana rocks. Your other examples are barely relevant. This is the biggest reason that I resisted taking them out. However, I don't now miss them. This isn't a ramp deck and I want more relevant cards at any point in the game. Sol lands and Mox Opal frequently allow me to cast a PW on turn 3 and that is soon enough typically.
The new legend rule just made this deck a lot better. 4x Mox Opals and 4x Artfact Lands may become the norm now. There is also no reason not to run 4x Jace. Tezz also just a got a lot better. Make a 5/5 then make another 5/5 and swing for 10. This deck needs to retooled because of the rule.
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Random Opponent: Playing against 12 Post Feels like trying to win in Yugioh with no super secret rares.
The new legend rule just made this deck a lot better. 4x Mox Opals and 4x Artfact Lands may become the norm now. There is also no reason not to run 4x Jace. Tezz also just a got a lot better. Make a 5/5 then make another 5/5 and swing for 10. This deck needs to retooled because of the rule.
Being able to get two uses from Tezz in a turn is a very nice boost imo. I for one look forward to maximizing my extra in hand Tezzeret's.
Still not entirely sold on the Mox Opal is now "Lotus Petal 5-8", though I am not counting out the chances that it is better then it used to be. I can't see finding a spot in Tezz for 4 of them rather then just utility cards. Only time will tell.
Being able to get two uses from Tezz in a turn is a very nice boost imo. I for one look forward to maximizing my extra in hand Tezzeret's.
Still not entirely sold on the Mox Opal is now "Lotus Petal 5-8", though I am not counting out the chances that it is better then it used to be. I can't see finding a spot in Tezz for 4 of them rather then just utility cards. Only time will tell.
Between Tomb and Talismans life loss can become an issue against aggro deck. Opal could provide some of acceleration without life loss. Right now city of traitors acts like a mini ritual a lot of the time so opal would not be much difference.
Nice to see this deck win the SCG Open yesterday. Been eyeballing it for awhile now.
I have my playset of Transmute Artifact. Wondering if by the end of the week people will notice how good this deck is .. I could see Transmute Artifact fetching more than Candelabra considering it has application in any deck. It's really the best card in the set besides Workshops.
I really like this version of UB Tezzeret with 4x chalice, omg I love Tezzeret and in this type of deck he is even stronger then Jace...
This deck reminds me on UWR Miracles, a soft lock for one then trooper combo and multiple win conditions are great.
There is for me just one problem, the mana is so painful and it happened to me many times to just get mana flooded without brainstorm on the board. Sure that those 8 walkers act like brainstorms but still you need to cast them.
Overall it's fun to play, a little bit prison style.
Thirst for Knowledge is this deck's brainstorm and should be played as such. The mana 'floods' can be problematic but sometimes a 4-5 mana hand is a keeper if it has two decent threats.
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Rollback Post to RevisionRollBack
Current Legacy Decks
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UWU/W 'Miracle Top' Control UW
012 Post 0
Random Opponent: Playing against 12 Post Feels like trying to win in Yugioh with no super secret rares.
A lot of times I like mana heavy hands because Wasteland can hurt you more than other decks when it tags a Sol land because it's cutting you off of two mana.
Once you land a Planeswalker they can keep you from flooding, and as said Thirst turns extra mana into business. Transmute Artifact also helps in this regard. Trade in an extra rock into a silver bullet hate, or a win condition like Thopter Foundry or Wurmcoil Engine.
Is the mana base strong enough to support a splash of white to incorperate the SFM package? These decks already run batterskull / thoptersword combo, and SFM interacts nicely with both. Does it shore up a weakness this deck has to anything specific to even consider it?
Is the mana base strong enough to support a splash of white to incorperate the SFM package? These decks already run batterskull / thoptersword combo, and SFM interacts nicely with both. Does it shore up a weakness this deck has to anything specific to even consider it?
Transmute Artifact is this deck's SFM. You cant really splash a color in this deck if you want to cast a walker on turn two.
Private Mod Note
():
Rollback Post to RevisionRollBack
Current Legacy Decks
0USpiral Tide0U
UWU/W 'Miracle Top' Control UW
012 Post 0
Random Opponent: Playing against 12 Post Feels like trying to win in Yugioh with no super secret rares.
Just looking at some innovations we could make to the maindeck here. I'm a bit new to the Legacy format, so feel free to take my opinions with a grain of salt.
Ral Zarek has piqued my interest due to synergies with lands, mana rocks (specifically Mox Opal for two activations before legend rule, thus allowing for a three-mana acceleration), Ratchet Bomb, Staff of Dominance, Relic of Progenitus, and creatures (pseudo-vigilance or clearing blockers for an alpha-strike). He also contributes to creature and planeswalker control, and he can provide reach. Of course, there are issues with the greedy manabase--Grixis colors and Sol Lands.
Ral Zarek seems to provide a lot of cool interactions in the deck, and Mox Opal seems to open up some great plays with the new legendary rule. However, I don't think that the potential turn-2 Planeswalker should be forsaken for it, but rather that Mox should support our already stellar acceleration. What do you guys think about this take on the concept?
A Primer
1. A Brief History
Similar to recent influx of standard decks that have been ported to legacy, Tezzerator started its life as a Standard control deck. Similar to Super Friends, its goal was to establish a planeswalker and ride it to victory. This did not prove as successful as other strategies in the meta. Soon Caw-Blade became the defacto deck to bring to competitive events. The deck was resurrected to a legacy form when David Gearhart created a U/B/W control shell for it Dubbing it “Shot in the Dark”. It was a thopter foundry deck that splashed black for Tezzeret, Agent of Bolas. Overtime the deck lost its white shell. Counterbalance was removed and a new manabase was created by Caleb Durward. The end results is a deck with explosive mana and raw power . It can easily switch from control to aggro in a single turn. Furthermore, the deck contains a robust toolbox main.
2. What is this deck?
3. Why play the deck?
3. Card Choices
Planeswalkers Choices:The heart of any Tezzerator Deck is the walker engine.
Tezzeret, Agent of Bolas : He is the reason to play the deck. He finds answers at the same time as upping his counters. In two turns he can become lethal by himself. At worst he makes one or two 5/5. This can give decks like RUG fits as these are hard to remove. It key to remember that artifacts that have been in play for a turn can attack if turned into a 5/5. It will steal you games you have no business winning.
Jace, The Mind Sculptor : Acts as this decks brainstorm since we don't want 1 CMC cards in the deck. This because they do not play nicely with chalice or our low fetch land manabase. You can bounce a Trinket Mage to cause a shuffle and tutor at the same time.
Liliana of The Veil : Great synergy with ensnaring bridge and can provide game changing removal with Rings of Birthright. That being said she does not win the game herself. Some decks run her as a 1x main and another in the board.
Karn Liberated: The hay-maker of the deck. Sometimes your normal walkers cant get the job done and if Karn cant no one can. He removes most permanents that your deck dislikes. If run at all he is a 1x in the main
3 Jace, The Mind Sculptor
Mana Choices: A stable yet explosive mana base is required to quickly deploy the deck's diverse threats
Dimir Signet : A turn one mana rock which taps for the exact colors need to cast Tezzeret on turn two. It can be used later on to become a 5/5 Creature or a transmute target.
Talisman of Dominance : Playable Turn one off of a Sol Lands and provides mana ramp for a turn two planewalker. It does not require mana input, thus it is stronger in this deck then the Dimir Signet for color fixing.
Underground Sea: This deck need U/B mana to operate an there is no better dual land then this.
Darkslick Shores This deck rarely has more then three lands in play early making this land effectively Underground 5-7.
Polluted Delta : More virtual Underground Sea Copies but they can also find basics to fend off wasteland.
Island and Swamp : Wasteland and bloodmoon exists, we must respect the format.
City of Traitors and Ancient Tomb : The Sol Lands, provide the critical turn one acceleration for a Chalice of the Void or a Mana Rock. Most hands are not keep-able if it is missing one of these lands.
Seat of The Synod And Vault of Whispers : Findable with Trinket Mage and Tezzeret.They can become 5/5 beaters on demand or can be Transmute targets.
Academy Ruins: Provides repeatable removal with engineered explosives and can rebuy singletons.
2x Dimir Signet
4x Underground Sea
4x Polluted Delta
1-2x Swamp
1x Seat of The Synod
1x Vault of Whispers
Toobox Engine: If the heart of the deck was the planeswalkers then the soul of any Tezzerator deck is the custom Tool box it contains.
Trinket Mage: This little guy can work wonders in the deck. He can find an artifact land for mana fixing, engineered explosives for removal, and graveyard hate on demand. The 2/2 body is also great protection against creature based strategies.
Thirst for Knowledge : In a deck with 20+ artifacts its hard to ignore the card advantage this draw spell provides. It can combo with academy ruins letting you "keep" all three cards. While not a direct enable of the toolbox it helps you get to the tutors.
Transmute Artifact : This card might as well be a fair tinker for this deck. Read the card carefuly it contains the "fail" cause. If your spell is countered you don't have to sacrifice an artifact so you will never be 2-1 one by counter magic. This card lets you do somthing with all your extra mana rocks and Sol Lands late game.
1-2x Transmute Artifact.
3x Thirst for Knowledge
Removal Choices: Protecting your walker is the key to victory. These cards give you a fighting chance.
Baleful Strix : Its raw card average in creature form. It almost always out trades any card used to remove it. It dominates creature combat and can become a 5/5 Flying Deathtouch Nightmare. You can also equip a batterskull to really ruin an aggro decks day.
Damnation : Its the wrath of god no one expects you to play unless your this deck. It is castable on turn two and easily castable turn three. It protects your planeswalker gameplan while providing raw card advantage.
Engineered Explosive : Removes the pesky 1 and 2CMC creatures that dominate the format. It also removes problematic permanents like pithing needle. Combos well with academy ruin to provide massive card advantage.
The Abyss : Its is almost a one sided diabolic edict every turn since your deck plays almost exclusively artifact creatures. It is even easier to cast then Damnation, however since it is a world enchantment the second Abyss is a dead card.
Doomblade and Go For the Throat : Targeted Removal can be usefull and paying an extra colorless is no big deal in this deck. Just be sparing as they trade one for one , something this deck does not like to do.
2x Damnation
Protection: Because sometimes your opponent really does not want you to have a planswalker
Force of Will: The classic 0 mana counter spell. When this card is good its the best card in your deck and when this card is bad its your worst card. Trading away cards something this deck dislikes but it is a necessarily evil in such a fast format. It also plays nicly with chalice of the void.
Chalice of the Void: With Sol Lands it is very possible to play this turn 1. In some match-ups it is the card that will win you the game. It protects your walkers from counter spells and blasts while at the same time removing your opponents clock. How many that should be run is up to debate but most people will run more in the board if they are not maxed out in the main.
Flusterstorm : A counter spell that can be in the main deck or the board. It plays nicely with Chalice of the void since the copies are not countered.
Defense Grid: This card has a single goal, bait a counter spell that was meant for a planeswalker or ensure your planswalker hits play. Ether way it has done its job and is a great transmute artifact target. If you opponent fails to counter the transmute it may be the last counter spell they play this game.
Duress and Thoughtseize : Target discard that is key against combo or heavy discard deck. Most of the time it takes the place of Chalice of the Void if used since these card are terrible together.
The Tools for the Toolbox: This is a good but in no means a complete list of artifacts this deck has to its disposal
Ensnaring Bridge : Stops Aggro Decks in their tracks. You burn through your hand so fast most decks wont be able to attack you execpt for their smallest creatures.
Staff of Domination: In a toolbox deck, this is great catch all answer. It can fog a creature, gain life , give vigilance and draw cards.
Rings of Birthright: Makes your planeswalkers super effective. It makes Tezzerte only require four more artifacts to win the game. Your Jace can double fate-seal or bounce two creatures for the price of one.
Defense Grid: See Above under protection.
Batterskull and Wormcoil Engine: These cards hold aggro at bay making attacking a nightmare. Both of these "survive" a Damnation and can be cheated into play with a transmute artifact or hard casted.
Relic of Progenitus and Tormod's Crypt: Tutorable main deck graveyard hate is something worth talking about. Being able to have a shot of winning graveyard centric decks is a good place to be in the meta-game.
Spellskite : It helps protect your tools from being destroyed by random hate. It also can block decently and is tutorable with transmute artifact.
Pithing Needle and phyrexian Revoker : Provides Answers to ro problematic permanents with activated abilities
Thopter Fondery and Sword of the Meek: This deck can easily fit in this two card combo in less than five slots. This helps you beat aggro deck as you can out swarm them.
4. Matchups
Like most control decks Tezzerator has a decent combo, and midrange matchup. Due to the toolbox nature of the deck it’s is easily customizable to suit your local meta-game. Decks that do not contain artifact removal can be soft to what this deck is trying to accomplish, especially if they are not combo decks.
RUG(Even to Slightly Favorable): Preboarded you should have the advantage. Your mana base is completely capable of paying for daze and sometimes spell pierce. Just make sure you take a land heavy hand. When using your walkers make sure you always +1 or +2 your walkers to keep them out of Bolt range. Any creature threat you deploy will always out trade RUG, something they highly dislike. In this match up creatures like worm coil engine end the game by themselves Decks that run 4x Chalice of the void have a huge advantage in the match up. You basically shut off everything minus force of will and Goyf. Post board they will have access to bastes and maybe an ancient grudge. You need to board in a mix of extra chalices, defense grids, Graveyard hate.
JUND(Unfavorable to Even ) : This deck contains a lot of things we dislike, Repeatable direct damage in the from of punishing fire and main deck artifact hate. Games are about keeping their board clear which is something that not easy due to Bob, and Bloodbraid Elf. It is best to save your walkers until the cost is clear. Damnation, and The Abyss really shine in this matchuo. Some Perishes in the board are also very helpful. Pithing needle is best save for Liliana of the Veil if you do board it in. If you have spellskites this is the match-up for them.
TES and ANT(Even To Favorable) : Like the rug match-up the more chalice of the voids main you are running the better your match up is. Un-like rug however, they cant stop you from deploying threats other then discard. Thus, being on the play is huge here. While a Chalice at 1 seems like its the right play often it is not. Casting it at zero almost ensures them not killing on turn one or two and allows you to deploy a quick thread at the same time. Its often right to make the chalice a 5/5 turn two and put them on a 4 turn clock. Game two and three you should side in your Liliana of the Veil, vendilion clique and flusterstorm. Leave your engineered explosives in this match up ,you can kill off all of their goblin tokens or destroy LEDS and petals. Forcing them to lose their LED before they can cast a tutor is game changing. Basically your deck can be the perfect storm of hate with discard,counters, and annoying artifacts but it really depends on the build.
UW Miracles(Even To Slightly Favorable): There counterblance is not very effective against you as your curve starts at 2CMC. They don't have many threats so your walkers are very safe preboard once they hit the table. While you may be temped to turn your artifacts into 5/5s this is not the match-up to do so. They will be remove via wrath effects or swords to plowshares . It is best just to use the planeswalkers ultimates for the win since you have all the time in the world. Post board they may have blasts and blood moon. Make sure you can keep a hand that has a mana rock or a way to get a basic post board. A single resolved defense grid is often times enough to win a match post board. Pithing needle on top is the right choice so if you have one in the board its time to bring it in. Rings of birthright also shine in this matchup since you don't have to worry about defense.
Sneak and Show(Unfavorable) : This deck has a better turn two game plain then you. Chalice of the void is not very helpful as it does not stop the deck. If you have Liliana main you can take care of some of the creatures they sneak in. Pithing needle comes in from the board along with fluster storm and vendilion clique. This can be the match up where your karn can shine. Staff and Ensnaring bridge can buy you some time but overall this is not a good matchup.
Burn (Unfavorable) : Your mana sources deal a lot of damage and this deck is therefore soft to Burn's Goal. Your only hope is a Wormcoil engine, batterskull or chalice at one. Don't expect to win, this is your food break match at a large event.
5. Lists
3 Ancient Tomb
3 City of Traitors
3 Polluted Delta
2 Darkslick Shores
1 Seat of the Synod
1 Vault of Whispers
1 Darksteel Citadel
2 Island
2 Swamp
1 Engineered Explosives
1 Chalice of the Void
1 Relic of Progenitus
4 Talisman of Dominance
2 Dimir Signet
2 Wurmcoil Engine
1 Courier's Capsule
1 Dismember
2 Damnation
4 Tezzeret, Agent of Bolas
3 Jace, the Mind Sculptor
1 Karn Liberated
4 Force of Will
1 Trinket Mage
2 Ratchet Bomb
4 Thirst for Knowledge
4 Baleful Strix
1 Darkblast
2 Perish
2 Dread of Night
1 Dismember
2 Duress
1 Vendilion Clique
1 Grafdigger's Cage
2 Engineered Plague
1 Pithing Needle
1 Angel of Despair
1 the Abyss
2 Dimir Signet
1 Engineered Explosives
2 Ratchet Bomb
1 Relic of Progenitus
4 Talisman of Dominance
1 Thopter Foundry
4 Baleful Strix
2 Solemn Simulacrum
2 Wurmcoil Engine
1 Trinket Mage
4 Force of Will
1 Go for the Throat
3 Thirst for Knowledge
3 Jace, the Mind Sculptor
1 Karn Liberated
4 Tezzeret, Agent of Bolas
2 Damnation
1 Vault of Whispers
2 Island
2 Swamp
3 Ancient Tomb
3 City of Traitors
2 Darkslick Shores
3 Polluted Delta
4 Underground Sea
1 Cursed Totem
1 Ensnaring Bridge
1 Grafdigger's Cage
1 Pithing Needle
2 Dread of Night
2 Engineered Plague
1 Darkblast
1 Doom Blade
1 Vendilion Clique
2 Duress
2 Perish
3 City of Traitors
2 Darkslick Shores
2 Island
3 Polluted Delta
1 Seat of the Synod
2 Swamp
4 Underground Sea
1 Vault of Whispers
4 Baleful Strix
2 Solemn Simulacrum
1 Trinket Mage
2 Wurmcoil Engine
3 Chalice of the Void
2 Damnation
2 Dimir Signet
1 Engineered Explosives
4 Force of Will
1 Go for the Throat
2 Ratchet Bomb
1 Relic of Progenitus
4 Talisman of Dominance
3 Thirst for Knowledge
3 Jace, the Mind Sculptor
1 Karn Liberated
4 Tezzeret, Agent of Bolas
1 Darkblast
2 Duress
2 Engineered Plague
1 Ensnaring Bridge
1 Extirpate
1 Grafdigger's Cage
1 Liliana of the Veil
2 Mindbreak Trap
2 Perish
1 Pithing Needle
1 Thorn of Amethyst
Note: This thread has been approved by Koopa
I definitely love the introduction paragraph to this primer. It was to the point and it was also detailed too. Keep up the great work. I think this thread will have a good deal of flourishing.
One more thing though, how does this deck do against Esper Stoneblade?
To me it seems like a 55/45 matchup for tezz control. I mean sure they have the tendency to rip your hand apart with discard + snapcaster mage and then land a stoneforge mystic and/or play lingering souls with jace in the mix.
However, Tezz control does have a ton of draw power and with more then 4 planeswalkers this deck can easily go over the top of anything esper might try to do. In other words, you can easily build up critical mass and pretty much out play them at any stage of the game especially the late game.
Yeah, I figured Karn will be pretty significant against other blue based control decks. I used to run like 3 of him in my mono blue control deck when mental misstep was around and I played against BUG midrange and never actually had trouble against BUG. I did well on magic-league for a little while with mono blue with karn.
I also like engineered plague against lingering souls as well. I have seen BUG control decks run at least 3 of them in the sideboard as well especially when esper stoneblade was popular deck choice.
Anyways, thanks for writing the primer. I think it definitely seems pretty good.
A card I am finding super impressive in the deck is Dimir Charm. I have it as a two of at the moment, but I am tempted to up it to three. Anyone else tried it?
Great. Tassie has a legacy community, and I'm pretty sure it's in Hobart (I'm in Launceston).
FWIW, I play Aussie 7-Point Highlander and I've got a deck based of this, and I love it. If I ever make the move to legacy (doubtful, no community locally for it), this deck is probably what I'd aim at building.
4 Tezzeret, Agent of Bolas
3 Jace, the Mind Sculptor
2 Liliana of the Veil
Draw/Tutor(5)
2 Trinket Mage
3 Thirst for Knowledge
Protection(8)
4 Force of Will
4 Chalice of the Void
Removal(6)
4 Baleful Strix
2 Damnation
Tool Box(5)
1 Relic of Progenitus
1 Ratchet Bomb
1 Staff of Domination
1 Batterskull
1 Engineered Explosives
2 Dimir Signet
4 Talisman of Dominance
2 Darkslick Shores
4 Underground Sea
3 Polluted Delta
2 Island
1 Swamp
3 City of Traitors
4 Ancient Tomb
1 Seat of the Synod
1 Vault of Whispers
2 Tormod's Crypt
1 Pithing Needle
4 Flusterstorm
2 Nature's Ruin
2 Engineered Plague
2 Vendilion Clique
2 Defense Grid
My only problem with the combo is it eats up deck space that can be used towards more problematic match ups. . If your opponent has an empty board and you drop a quick walker or two winning mostly becomes academic anyways.
3 Jace, the Mind Sculptor
4 Tezzeret, Agent of Bolas
1 Liliana of the Veil
Artifacts (10)
3 Chalice of the Void
3 Ensnaring Bridge
1 Mox Opal
1 Engineered Explosives
1 Sword of the Meek
1 Thopter Foundry
Spells (13)
4 Thoughtcast
4 Force of Will
2 Fabricate
2 Transmute Artifact
1 Damnation
4 Baleful Strix
2 Trinket Mage
Lands (23)
4 Seat of the Synod
4 Vault of Whispers
4 Underground Sea
4 Polluted Delta
1 Island
1 Swamp
1 Urborg, Tomb of Yawgmoth
1 Academy Ruins
3 Ancient Tomb
4 Leyline of the Void
1 Chalice of the Void
3 Duress
1 Tormod's Crypt
1 Phyrexian Revoker
1 Perish
1 Toxic Deluge
1 Batterskull
1 Painter's Servant
1 Grindstone
Explanations for the non-standard picks in my deck:
- I have eliminated nearly all 1-drops to maximize Chalice at 1. The only exception is Duress which I bring in against fast combo and hope to have turn 1.
- I took out all 2 cost mana artifacts. I just wanted more space. I know many people swear by them and I reduce my chance for turn 2 PW but I feel like my choices are more powerful overall.
- Full set of artifact lands. These and Tezzeret are made for each other. Makes all of his abilities that much better.
- Thoughtcast over Thirst for Knowledge. It is usually the same number of cards and with artifact lands is typically cheaper to cast.
- Fabricate and Trinket Mage - I love my tutor packages. Fabricate may seem slow and doesn't come with a body but it has saved me many times when I need Ensnaring Bridge or my other combo piece for thopter-sword.
Standard: UWR
Modern: RDW, Twin
Legacy: I am 3 Candelabra of Tawnos from being able to build almost any tier 1 or 1.5 deck. Here are the ones I care about right now:
-Aggro: UWR/RUB/WUB/RUG/UR Delver; Affinity; Burn
-Control: Stoneblade; UWr Miracles; UB Tezzeret
-Combo: Hive Mind; Combo Elves; Omni Tell; T.E.S.
Vintage: Grixis Painter
EDH: Rith, the Awakener
If your running 3x chalice main there are better cards then duress for your board. Flusterstorm is a playable 1 drop under chalice as the copies are not countered. I would also run a second clique in the board as its also 'discard'. Is there any reason your not running transmute artifact over Fabricate? Transmute puts the item right into play for 2-3 mana most of the time.
On thought cast vs thirst. This is a control deck we want to use our mana the best we can and EOT thirst is often times the right play. Thirst lets you see one more card deep, which is critical when need to find a walker. It also acts like a brainstorm in this deck that improves your hand. However unlike brainstorm you don't risk having to put bad stuff on top of your deck.
On the mana rocks: There are many times where I would have lost without them.
A: they prevented me from being wastelanded into oblivion.
B: Bloodmoon does not hurt at all if it lands.
C: They can be used to defeat islandwalk(Yes I beat merfolk by not fetching islands).
I think you may be right on Flusterstorm. I'll have to try that out. Clique is too slow for the kind of decks where discard will come in (Storm, Belcher).
On Transmute Artifact: I don't own any, but that could be easily remedied in 3-5 business days. Also, I just don't like the idea of saccing my permanents. I am not saying it isn't better, it may be. I will likely just think about whether I would prefer TA over Fab when I have a Fab in hand.
This is not the kind of control deck where EOT is a big deal. That is for control decks that play counter spells or removal spells at instant speed. This deck has none of that so the Sorcery speed of Thoughtcast is minimal to no drawback. I might have to test out some circumstances to see which I would prefer to have again just like for Transmute Artifact. Also, thoughtcast can frequently be cast for just U and then I can still play a key spell that I draw. Thirst will usually require that I cast that spell on my next turn. I guess playing a lot of artifact lands does improve Thirst's value, hmm...
The Wasteland thing is a real deal that favors playing the mana rocks. Your other examples are barely relevant. This is the biggest reason that I resisted taking them out. However, I don't now miss them. This isn't a ramp deck and I want more relevant cards at any point in the game. Sol lands and Mox Opal frequently allow me to cast a PW on turn 3 and that is soon enough typically.
Standard: UWR
Modern: RDW, Twin
Legacy: I am 3 Candelabra of Tawnos from being able to build almost any tier 1 or 1.5 deck. Here are the ones I care about right now:
-Aggro: UWR/RUB/WUB/RUG/UR Delver; Affinity; Burn
-Control: Stoneblade; UWr Miracles; UB Tezzeret
-Combo: Hive Mind; Combo Elves; Omni Tell; T.E.S.
Vintage: Grixis Painter
EDH: Rith, the Awakener
Being able to get two uses from Tezz in a turn is a very nice boost imo. I for one look forward to maximizing my extra in hand Tezzeret's.
Still not entirely sold on the Mox Opal is now "Lotus Petal 5-8", though I am not counting out the chances that it is better then it used to be. I can't see finding a spot in Tezz for 4 of them rather then just utility cards. Only time will tell.
Between Tomb and Talismans life loss can become an issue against aggro deck. Opal could provide some of acceleration without life loss. Right now city of traitors acts like a mini ritual a lot of the time so opal would not be much difference.
3x Mox Diamond
3x Talismans
Then again this just a theory I don't have of my own play testing to back it up yet.
Credit to DNC of Heroes of the Plane Studios
I have my playset of Transmute Artifact. Wondering if by the end of the week people will notice how good this deck is .. I could see Transmute Artifact fetching more than Candelabra considering it has application in any deck. It's really the best card in the set besides Workshops.
Ah! Couldn't you put this in spoilers? I never finished the footage.
That's borderline insane-talk considering Candelabra of Tawnos was rare-U1 and Transmute Artifact is uncommon-U3.
Thirst for Knowledge is this deck's brainstorm and should be played as such. The mana 'floods' can be problematic but sometimes a 4-5 mana hand is a keeper if it has two decent threats.
Once you land a Planeswalker they can keep you from flooding, and as said Thirst turns extra mana into business. Transmute Artifact also helps in this regard. Trade in an extra rock into a silver bullet hate, or a win condition like Thopter Foundry or Wurmcoil Engine.
(CubeTutor & MTGS)
360 Peasant Cube!
Custom Cube
RWU Miracles RWU
Transmute Artifact is this deck's SFM. You cant really splash a color in this deck if you want to cast a walker on turn two.
1 Chalice of the Void
1 Engineered Explosives
1 Executioner's Capsule
3 Mox Opal
2 Ratchet Bomb
1 Relic of Progenitus
1 Staff of Domination
4 Talisman of Dominance
1 Thopter Foundry
Casts (9)
4 Force of Will
3 Thirst for Knowledge
2 Transmute Artifact
4 Baleful Strix
1 Trinket Mage
2 Wurmcoil Engine
Planeswalkers (8)
1 Karn Liberated
3 Ral Zarek
4 Tezzeret, Agent of Bolas
Lands (21)
1 Academy Ruins
3 Ancient Tomb
2 City of Traitors
1 Great Furnace
1 Island
4 Polluted Delta
1 Scalding Tarn
1 Seat of the Synod
1 Swamp
4 Underground Sea
1 Vault of Whispers
1 Volcanic Island
Just looking at some innovations we could make to the maindeck here. I'm a bit new to the Legacy format, so feel free to take my opinions with a grain of salt.
Ral Zarek has piqued my interest due to synergies with lands, mana rocks (specifically Mox Opal for two activations before legend rule, thus allowing for a three-mana acceleration), Ratchet Bomb, Staff of Dominance, Relic of Progenitus, and creatures (pseudo-vigilance or clearing blockers for an alpha-strike). He also contributes to creature and planeswalker control, and he can provide reach. Of course, there are issues with the greedy manabase--Grixis colors and Sol Lands.
Ral Zarek seems to provide a lot of cool interactions in the deck, and Mox Opal seems to open up some great plays with the new legendary rule. However, I don't think that the potential turn-2 Planeswalker should be forsaken for it, but rather that Mox should support our already stellar acceleration. What do you guys think about this take on the concept?