Heres a kind of lengthy report from memory, should be pretty close to what happened over the course of the day.
Maindeck was pretty stock. One was there in the event I needed to EE for 3. Take out a clique, o-ring, my own E Bridge, etc. Sideboard was sort of pieced together with what I had. I loved having helm/line. It was pretty amazing all day and gave me a few awesome wins. Lodestone was decent. I put it in for greedy show and tell omnicience decks, mana light decks like RUG and cascade decks. I never had trouble casting planeswalkers under it while still beating for 5.
Round 1: Paired against Oops all spells.
Game 1 he wins the die roll. I mulligan away a hand with a force of will, blue card and 5 lands. I figure I can do better than that against an unknown opponent, whats the likelyhood of him being a turn 1 combo deck? Yeah. He turn 1 combos me before I get a turn. I make him go through the motions to see his exact plans. Off to a good start.
Game 2 we both mull to 5. On the play I get a chalice on zero to stop any LED/petal/summoners pact shenanegans. He draws and passes. I draw another chalice and slam it on 1 to stop any dark ritual/cabal therapy/wild cantor/worldly tutor shenanegans and he packs it up.
Game 3 he goes to 5, I go to 6 with a leyline of the void in my opener. He packs it in almost immediately.
1-0-0 [2-1 games]
Round 2: Paired against the release the ants emrakul version of omnitell.
Game 1 my deck does just what it wants to do. Turn 1 mana rock, turn 2 tezzeret turn 3 jace. Unfortunately His deck does just what it wants to do also and he out races Tezz 5/5 beatdowns. He releases many many many ants.
Game 2 I keep kind of a weak hand with a thopter foundry and mana rocks and a tezzeret/force. I stick a thopter foundry and sac the rocks to it while having to ditch the tezz to force something I felt was important. The 3 thopter beatdown plan got there before he could get omniscience.
Game 3 I land an early jace and I believe a chalice on 1. Beatdown with thopters begins again. He cunning wishes, I let it resolve, he grabs a force. I frown a bit. Next turn he casts show and tell. I force, he forces back. I frown more. We put our cards face down, I flip an underground sea, he flips an emrakul. Next turn I bounce the emrakul with the jace thats been on the board for the past few turns and he frowns a little more than I did.
2-0-0 [4-2 games]
Round 3: Paired against RUG delver.
Game 1 he wins the die roll and spews out more mongeese than I can repel. He also has an unending supply of forces, spell pierces and blue cards to pitch. Sad face.
Game 2 he starts off much the same way. Forcing early planeswalkers, ancient grudging my thopter foundry and a chalice on 1, while allowing me one baleful strix and 2 mana rocks. I stick another chalice on 1 and he beats me down to about 6 life when I stick a transmute artifact and fetch up an ensnaring bridge with 2 cards in hand. Safe for the time being. Next turn draw another chalice. Throw it down on 2 to stop any grudging from happening and beat for 1 in the air with my strix. Next turn Ive got 3 cards in hand. Attack with strix. Cast sword of the meek. Force my own sword of the meek to go to zero cards in hand. Play the old draw a card, beat for 1, play a card game for about 10 turns until he plays a vendilion clique He has the option to block the strix and stop taking 1 per turn, but doesn't. I dont think it would have mattered anyway. Next turn I stick a chalice on 3 and plan on winning with more planeswalkers in my deck than he had force of wills. He scoops.
Game 3 he leads with a mongoose, I play a darkslick, he wastes it and plays another mongoose. I sol land and try to chalice 1, he dazes, I frown. Then it goes the way of game 1. RUG doing what it does best (That deck never does that for me when I play it!).
2-1-0 [5-4 games]
Round 4: Paired against esper miracles/rest in peace.
Game 1: Win the die roll and I believe a turn 1 chalice on 1 does some heavy lifting. We legend rule jaces while Im beating down with 3 strixes. By this point I still think hes playing Esper Stoneblade. Then he flips a terminus exclaiming "its a miracle!". I reassembled some beats, he draws nothing relevant. and we move on to game 2.
Game 2: He starts off with a top turn 1 and it gets super value through the game. Mid game he sticks a rest in peace while I have a thopter foundry and sword of the meek in hand. Bummer. I throw down an engineered explosives for 2 to clear the RIP. Blow it up at his end step and he venser, shaper savants it back to hand. Never saw it coming! I go through with my plan and get 4 or so thopters next turn to start the beats, but then he helm lines me next turn. Ouch. So that's your plan huh? Two can play at that game.
Game 3: I side in helm/line and keep an opener of Force, blue card, chalice, fetch, Leyline, Helm of obedience, and 2 ancient tomb. Seems good. Turn 0 Leyline. Turn 1 Chalice at 1. Turn 2 Second tomb, pass turn. He throws out a counterbalance. I go for it through a blind CB, he flips an o-ring. I helm him. He kind of makes this face o_O
3-1-0 [7-5 games]
Round 5: ID against shardless BUG and we both make top 8. Play some games for fun. His deck is pretty strong against Tezz.
3-1-1 [7-5 games]
Top 8
7 people want to split, one wants to play, we get to play it out.
Round 6: Paired against Punishing Jund
Game 1 he has better breakers, so he gets to go first. Turn 1 deathrite. Bummer. Fighting uphill against p-fires, liliana and abrupt decay is rough for this deck. I never really get a foot in the game.
Game 2 I get to lead off with turn 1 mana rock. He has no turn 1. Turn 2 Jace and go right for a fateseal. He throws out a Bob, I bounce it and go for some 5/3 disruptive beats in lodestone golem. Jace and the golem make it the whole way. He tells me "that is the first game I've lost all day". I mentally fist pump.
Game 3 is uphill like the first game. Punishing fire on my turn 2 Baleful strix makes his goyf a 5/6. Ouch. A thoughtsieze takes my only out in the form of transmute artifact which would have gotten an ensnaring bridge and stopped the bleeding until he found a decay for it.
To talk on my experience of the deck after one tournament. It felt pretty strong against the vast majority of the field. I found the hardest matchups to be anyone packing abrupt decays. I feel misdirection might be a reasonable sideboard against it. Typically if they are blowing up a chalice on 1, it is late enough in the game where there is something of theirs worth hitting. Or worst case a mana rock of your own. Seems like an OK option. Next best might be splashing into esper for meddling mage? Doesn't seem great.
I also contemplated going 2/2/2 split of dimir signet, felwar stone and talisman of dominance. Each has its upsides and downsides. My thought on felwar is that it taps for some sort of relevant mana against everything except elves, Maverick, DnT, burn? Maybe some others but thats all that comes to mind. Only thing is you cant definitely get blue or black out of it right when you want it, but it can give you an extra color for EE. Just something I plan on trying out.
I would like to try out the abyss next time, most likely maindecked. I wasn't ever thrilled drawing the spellbomb either, so that's a very likely swap for me. nether void seems interesting, but I feel like lodestone does a better job putting pressure out where you need it. I didn't board them in much, but when I did, I felt they were quite amazing.
I've heard of people using dimir charm. Specifically what are you boarding it in against? I just want to know what you think its purpose is. I mean I know it's good for dealing with random hate bears and shamans and stoneforges and bobs (I know, the list isn't trivial) and it hits show and tell. Is that your goal?
Right now I have a board with 5 slots dedicated to helm line, which overall makes my other 10 slots really important. I was not satisfied with my board in my last tournament:
5x helmline. Maybe its a waste of 5 slots, but I like having an alternate wincon that doubles as hate against dredge, rug, reanimator, loam, etc.
3 lodestone golem which I do like, but I can easily see them getting cut. Its a disruptive clock that effects you approximately 30%
1 engineered explosives With a second in the main
2 misdirection never had a good opportunity to use them, basicly they pitched to force of will all day.
2 engineered plague never drew one.
2 perish Never played a green deck.
I can definitely see Dimir charm taking some slots. And yes, I need to get my hands on a couple damnations too. Probably replace the perish's.
As much as I hate putting somethign in the 1cmc slot, I really wished I had pithing needles.
I didn't get to play through the entire thing, I had to leave early and drop. I had fun though. Lost terribad to jund, hymn hymn I win still remains mostly true.
I tried out Trading Post as a singleton, and it was subpar. I'd like something else in the main against aggro though. I'm playing a single damnation, but I need an out to gaddock teeg.
My first thought was Massacre, but I forgot that it was 4cmc, so still won't deal with Teeg. My next thought was Infest though, and that fits the bill pretty well I think. I don't know if there's anything out there below 4cmc that can hit a Teeg AND a Goyf at the same time, but not every card can do everything...
My first thought was Massacre, but I forgot that it was 4cmc, so still won't deal with Teeg. My next thought was Infest though, and that fits the bill pretty well I think. I don't know if there's anything out there below 4cmc that can hit a Teeg AND a Goyf at the same time, but not every card can do everything...
disfigure or ghastly demise if you happen to be looking for cmc1 removal that hits teeg and can be relevant against goyf. I know 1 cmc isnt quite what we're looking for, jsut throwing out ideas.
I support perish though. Whenever I sideboard it in, I tend to lose when I don't draw it.
Powder Keg or ratchet bomb work in place of EE if youre not concerned with abrupt decay.
I have pretty much all the cards to build this deck.... Anyone have recent decklists they are currently playing so I can see what people are doing before I make my own brew? Thanks in advance...
My current setup. I moved the lodestones to the maindeck for now, which I have been a fan of. In order to do so, I cut 1 jace, 1 FoW (moved to sb) and 1 engineered explosives (sb). I'm still a fan of the helmline board plan, though its a judgement call if you'd rather a stronger sideboard.
So i want to build this deck but the underground seas are not in my budget yet. Im thinking shocks along with city of traders/ancient tomb is just to much life loss. Should i just put basics in untill i can afford? Color fixing does not seem to be a problem when playing 6+ mana rocks.
So i want to build this deck but the underground seas are not in my budget yet. Im thinking shocks along with city of traders/ancient tomb is just to much life loss. Should i just put basics in untill i can afford? Color fixing does not seem to be a problem when playing 6+ mana rocks.
First time using deck tags on MTGS, hope I didn't mess them up, but I am excited about Tezz, a lot of fun to play. This is the Tezz list I have had the most success with, 4-0'd my last 2 Daily Events with it and 3-1'd the two before that (including wins over LSV and Caleb Durward in the last two events.) I have been playing it a bit differently than usual control by basically trying to play it like I am playing Dragon Stompy. Tangle Wire has been excellent for me lately. I bring in the Helmline combo against any GY based deck (including BUG and RUG) or on occassion if I think my deck is not effectively prepared to compete with them and need a trick.
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Standard: Zombies, AntiTusk Vampires, BUG Graveyard, Bant Hexproof, UR Storm Delver Modern: Storm, Jund, Ghast Blaster, Elf Warriors Legacy: RUG Cascade, Imperial Painter, Affinity, Dredge, Elves, Merfolk, Pox, Dragon Stompie, Goblins, ANT, Belcher Classic: Delver, Dredge, Jacerater Draft: I will draft basically any format online (other than Masques) Pauper: MTGO's #1 most handsome Pauper Storm player
First time using deck tags on MTGS, hope I didn't mess them up, but I am excited about Tezz, a lot of fun to play. This is the Tezz list I have had the most success with, 4-0'd my last 2 Daily Events with it and 3-1'd the two before that (including wins over LSV and Caleb Durward in the last two events.) I have been playing it a bit differently than usual control by basically trying to play it like I am playing Dragon Stompy. Tangle Wire has been excellent for me lately. I bring in the Helmline combo against any GY based deck (including BUG and RUG) or on occassion if I think my deck is not effectively prepared to compete with them and need a trick.
I've actually been doing a lot of brewing with tangle wire as well.. I didn't want to point it out here until I had more conclusive results, but I'm glad someone else is liking it too.
I'm also down to 3 jace, the more I play the deck, the less I like seeing him.
I can't reccomend Tangle Wire enough. At this point I wouldn't even consider less than three of them. The way it shuts down decks like BUG, RUG, and Show and Tell is so nice. I feel like it is our Blood Moon.
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Standard: Zombies, AntiTusk Vampires, BUG Graveyard, Bant Hexproof, UR Storm Delver Modern: Storm, Jund, Ghast Blaster, Elf Warriors Legacy: RUG Cascade, Imperial Painter, Affinity, Dredge, Elves, Merfolk, Pox, Dragon Stompie, Goblins, ANT, Belcher Classic: Delver, Dredge, Jacerater Draft: I will draft basically any format online (other than Masques) Pauper: MTGO's #1 most handsome Pauper Storm player
I can't reccomend Tangle Wire enough. At this point I wouldn't even consider less than three of them. The way it shuts down decks like BUG, RUG, and Show and Tell is so nice. I feel like it is our Blood Moon.
Really happy to see tangle wire get some love. I used the **** out of it back in the days of mirrodin/kamigawa legacy (in burning_bridge.dec)
Over its lifetime, it taps down 10 of your opponent's permanents and only 3 of yours. SO incredible. Tez animating it to attack is icing on the cake.
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Here are the little self-imposed guidelines I'm working with for the multiplayer decks I've been building:
• Must be cheap. Total price tag < $100, preferably < $50. Ideally ~$30. No one card greater than about ~$6
• Format: Modern (makes getting the cards somewhat easier for the play group, and almost all my cards are Modern-legal)
• Must be relatively interesting in 1:1 games. I don't need to win against Splinter Twin, but I should be able to play duels now and then
• Avoid instant-win combos; they only serve to make me target #1, and then the deck is worse than useless because I get killed first, every time
• Must have a funny name!
Guys im cooking a tezz deck, but i cant decide if i should splash white for Ethersworn Canonist and dispatch (or swords to plowshares).
What would u recomend?? is the canonist worth it?
Guys im cooking a tezz deck, but i cant decide if i should splash white for Ethersworn Canonist and dispatch (or swords to plowshares).
What would u recomend?? is the canonist worth it?
I wouldn't splash, IMO. If you really wanted to splash, look up "A shot in the dark". It plays counterbalance and top, but you could just rework the manabase a bit and add mana rocks to it.
I can't reccomend Tangle Wire enough. At this point I wouldn't even consider less than three of them. The way it shuts down decks like BUG, RUG, and Show and Tell is so nice. I feel like it is our Blood Moon.
Looks cool, could you go into depth on your card choices.... Looks like it handles abrupt decay a lot more efficiently... That card wrecks the more traditional list.
I've actually been doing a lot of brewing with tangle wire as well.. I didn't want to point it out here until I had more conclusive results, but I'm glad someone else is liking it too.
I'm also down to 3 jace, the more I play the deck, the less I like seeing him.
Yeah, I think its interesting that jace feels like one of the weaker cards in the 75. I'm trying going to 2 jaces in the main right now, but I feel like you really do want a third.
This is aimed mostly at the liast grapplingfarang posted
I personally have played a lot of tangle wire decks and I don't feel like this is one of them. Not saying its a wrong choice. I've played a lot of MUD/Forgemaster/Armageddon stax over the years and it looks to me that that's more the direction grapplingfarang is going.
find them with tezzeret +1 Finding them with tezzeret is almost a non issue. You've already made it to 4 mana, by that point youre digging for some action, not mana development.
animate them with tezzeret -1. Animating them with tezzeret is fine. Its no different than animating a rock. Fair enough, I'll give you that one.
overwhelm with a huge tezzeret -4. Sometimes you need a lot of artifacts on the board to blow up a huge tezz ultimate, and you omitted the thopter plan. With your list, I can see that as a valid point.
turn on mox opal. Opal is only good if it turns on early enough for it to matter.
From my perspective, that isn't a great reason to open you up to back to basicswastelandancient grudge and all other artifact hate (which WILL come in against you). You're playing a slow, grindy deck. I wouldn't want to give them any reason to be able to get ahead of you. I'm of the opinion that you should cut the artifact lands or give them more of a reason to be there (TFK/transmute or the likes).
Looks cool, could you go into depth on your card choices.... Looks like it handles abrupt decay a lot more efficiently... That card wrecks the more traditional list.
Sure, and abrupt decay is still rough for the deck for sure. I'm not sure exactly which cards that I use that are different than more traditional list. If are any others you wanted to discuss I am happy to do so.
2 Jace: While Jace is great, 2 is enough for the deck I think. Getting hands clogged with 2-3 Walkers can really gum up the speed of the deck.
4 Phyrexian Revoker: I feel like these guys are huge right now. Playing one turn 1 after they cast Deathrite or Top has been very good for me.
4 Tangle Wire: The biggest difference in this deck IMO. Powering one out turn 2 (or turn 1 with a lotus Petal) slows down the opponent enough to put things out to lock opponent out.
2 Phyrexian Metamorph: 99% of the time these are copying either Lodestone Golem or Tangle Wire.
The Abyss: This is pretty much GG against many decks. Abrupt Decay doesn't hit it, and many decks have no way to deal with it. The only problem I have been having is that BUG has both Shardless Agent and Baleful Strix so they can have some creatures survive with it out.
Sideboard
Leyline of the Void and Helm of Obediance: These were in the maindeck for a while when Jacob Kory made TinFins very popular. Since, I have put in sideboard, but they are a great surprise. Not only do I bring in against heavy GY based Strategies (Reanimator, Dredge, BUG, RUG, etc) but also against many aggro decks. If I feel I will have trouble containing opponent bring them in with bridges so can switch to trying to get a combo kill.
I have also recently added Engineered Plague and Dragon's Claw back in as Elves, Goblins, and Burn have all been showing up more again on MTGO.
Yeah, I think its interesting that jace feels like one of the weaker cards in the 75. I'm trying going to 2 jaces in the main right now, but I feel like you really do want a third.
This is aimed mostly at the liast grapplingfarang posted
I personally have played a lot of tangle wire decks and I don't feel like this is one of them. Not saying its a wrong choice. I've played a lot of MUD/Forgemaster/Armageddon stax over the years and it looks to me that that's more the direction grapplingfarang is going.
find them with tezzeret +1 Finding them with tezzeret is almost a non issue. You've already made it to 4 mana, by that point youre digging for some action, not mana development.
animate them with tezzeret -1. Animating them with tezzeret is fine. Its no different than animating a rock. Fair enough, I'll give you that one.
overwhelm with a huge tezzeret -4. Sometimes you need a lot of artifacts on the board to blow up a huge tezz ultimate, and you omitted the thopter plan. With your list, I can see that as a valid point.
turn on mox opal. Opal is only good if it turns on early enough for it to matter.
From my perspective, that isn't a great reason to open you up to back to basicswastelandancient grudge and all other artifact hate (which WILL come in against you). You're playing a slow, grindy deck. I wouldn't want to give them any reason to be able to get ahead of you. I'm of the opinion that you should cut the artifact lands or give them more of a reason to be there (TFK/transmute or the likes).
There are downsides for the artifact lands for sure, but I think the positives far outweigh the negatives. Wasteland is a problem, but the deck is usually equipped to handle it with the mana rocks, Petals, and Mox Opals. The deck usually has enough mana to spare that I run my own wastelands too.
I find turning on Mox Opal absolutely huge. A big part of winning is getting that early Chalice, Tangle Wire, Lodestone, Revoker, or Abyss and turning on Mox Opal is a huge help in doing that.
I also am a fan of artifact lands in the deck because a lot of the time they are needed to get a kill with Tezzeret's Ultimate. With a 7 card starting hand, only drawing 3-4 cards, and getting one artifact with Tezzeret's +1, a lot of the time it is very very close if you want to get a fairly early kill with Tezzeret's Ultimate ability.
I feel the main differences we have in deck philosophy is in you saying that it is a slow grindy deck. I don't really view it as a traditional control deck, but much closer to a Dragon Stompie deck with Planeswalkers. I feel that most of the games won are due to explosive starts with something the opponent is not equipped to handle, and the long game is usually a limp to the finish after have done something to stifle an opponent's offense.
So Toxic Deluge is a 3 Mana Damnation that costs at most 5 Life. At the very least this card will be replacing perish in my sideboard. One may even sneak into my main deck.
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4 Jace, the Mind Sculptor
4 Force of Will
4 Baleful Strix
4 Talisman of Dominance
4 Chalice of the Void
2 Dimir Signet
2 Transmute Artifact
2 Thirst for Knowledge
2 Engineered Explosives
2 Thopter Foundry
2 Sword of the Meek
1 Batterskull
1 Nihil Spellbomb
Lands (21)
4 Ancient Tomb
3 Darkslick Shores
3 Polluted Delta
3 Underground Sea
3 City of Traitors
2 Island
1 Swamp
1 Volcanic Island
1 Academy Ruins
4 Leyline of the Void
1 Helm of Obedience
3 Lodestone Golem
2 Perish
2 Dread of Night
2 Pithing Needle
1 Some card that probably should have been Trinisphere
Heres a kind of lengthy report from memory, should be pretty close to what happened over the course of the day.
Maindeck was pretty stock. One was there in the event I needed to EE for 3. Take out a clique, o-ring, my own E Bridge, etc. Sideboard was sort of pieced together with what I had. I loved having helm/line. It was pretty amazing all day and gave me a few awesome wins. Lodestone was decent. I put it in for greedy show and tell omnicience decks, mana light decks like RUG and cascade decks. I never had trouble casting planeswalkers under it while still beating for 5.
Round 1: Paired against Oops all spells.
Game 1 he wins the die roll. I mulligan away a hand with a force of will, blue card and 5 lands. I figure I can do better than that against an unknown opponent, whats the likelyhood of him being a turn 1 combo deck? Yeah. He turn 1 combos me before I get a turn. I make him go through the motions to see his exact plans. Off to a good start.
Game 2 we both mull to 5. On the play I get a chalice on zero to stop any LED/petal/summoners pact shenanegans. He draws and passes. I draw another chalice and slam it on 1 to stop any dark ritual/cabal therapy/wild cantor/worldly tutor shenanegans and he packs it up.
Game 3 he goes to 5, I go to 6 with a leyline of the void in my opener. He packs it in almost immediately.
1-0-0 [2-1 games]
Round 2: Paired against the release the ants emrakul version of omnitell.
Game 1 my deck does just what it wants to do. Turn 1 mana rock, turn 2 tezzeret turn 3 jace. Unfortunately His deck does just what it wants to do also and he out races Tezz 5/5 beatdowns. He releases many many many ants.
Game 2 I keep kind of a weak hand with a thopter foundry and mana rocks and a tezzeret/force. I stick a thopter foundry and sac the rocks to it while having to ditch the tezz to force something I felt was important. The 3 thopter beatdown plan got there before he could get omniscience.
Game 3 I land an early jace and I believe a chalice on 1. Beatdown with thopters begins again. He cunning wishes, I let it resolve, he grabs a force. I frown a bit. Next turn he casts show and tell. I force, he forces back. I frown more. We put our cards face down, I flip an underground sea, he flips an emrakul. Next turn I bounce the emrakul with the jace thats been on the board for the past few turns and he frowns a little more than I did.
2-0-0 [4-2 games]
Round 3: Paired against RUG delver.
Game 1 he wins the die roll and spews out more mongeese than I can repel. He also has an unending supply of forces, spell pierces and blue cards to pitch. Sad face.
Game 2 he starts off much the same way. Forcing early planeswalkers, ancient grudging my thopter foundry and a chalice on 1, while allowing me one baleful strix and 2 mana rocks. I stick another chalice on 1 and he beats me down to about 6 life when I stick a transmute artifact and fetch up an ensnaring bridge with 2 cards in hand. Safe for the time being. Next turn draw another chalice. Throw it down on 2 to stop any grudging from happening and beat for 1 in the air with my strix. Next turn Ive got 3 cards in hand. Attack with strix. Cast sword of the meek. Force my own sword of the meek to go to zero cards in hand. Play the old draw a card, beat for 1, play a card game for about 10 turns until he plays a vendilion clique He has the option to block the strix and stop taking 1 per turn, but doesn't. I dont think it would have mattered anyway. Next turn I stick a chalice on 3 and plan on winning with more planeswalkers in my deck than he had force of wills. He scoops.
Game 3 he leads with a mongoose, I play a darkslick, he wastes it and plays another mongoose. I sol land and try to chalice 1, he dazes, I frown. Then it goes the way of game 1. RUG doing what it does best (That deck never does that for me when I play it!).
2-1-0 [5-4 games]
Round 4: Paired against esper miracles/rest in peace.
Game 1: Win the die roll and I believe a turn 1 chalice on 1 does some heavy lifting. We legend rule jaces while Im beating down with 3 strixes. By this point I still think hes playing Esper Stoneblade. Then he flips a terminus exclaiming "its a miracle!". I reassembled some beats, he draws nothing relevant. and we move on to game 2.
Game 2: He starts off with a top turn 1 and it gets super value through the game. Mid game he sticks a rest in peace while I have a thopter foundry and sword of the meek in hand. Bummer. I throw down an engineered explosives for 2 to clear the RIP. Blow it up at his end step and he venser, shaper savants it back to hand. Never saw it coming! I go through with my plan and get 4 or so thopters next turn to start the beats, but then he helm lines me next turn. Ouch. So that's your plan huh? Two can play at that game.
Game 3: I side in helm/line and keep an opener of Force, blue card, chalice, fetch, Leyline, Helm of obedience, and 2 ancient tomb. Seems good. Turn 0 Leyline. Turn 1 Chalice at 1. Turn 2 Second tomb, pass turn. He throws out a counterbalance. I go for it through a blind CB, he flips an o-ring. I helm him. He kind of makes this face o_O
3-1-0 [7-5 games]
Round 5: ID against shardless BUG and we both make top 8. Play some games for fun. His deck is pretty strong against Tezz.
3-1-1 [7-5 games]
Top 8
7 people want to split, one wants to play, we get to play it out.
Round 6: Paired against Punishing Jund
Game 1 he has better breakers, so he gets to go first. Turn 1 deathrite. Bummer. Fighting uphill against p-fires, liliana and abrupt decay is rough for this deck. I never really get a foot in the game.
Game 2 I get to lead off with turn 1 mana rock. He has no turn 1. Turn 2 Jace and go right for a fateseal. He throws out a Bob, I bounce it and go for some 5/3 disruptive beats in lodestone golem. Jace and the golem make it the whole way. He tells me "that is the first game I've lost all day". I mentally fist pump.
Game 3 is uphill like the first game. Punishing fire on my turn 2 Baleful strix makes his goyf a 5/6. Ouch. A thoughtsieze takes my only out in the form of transmute artifact which would have gotten an ensnaring bridge and stopped the bleeding until he found a decay for it.
To talk on my experience of the deck after one tournament. It felt pretty strong against the vast majority of the field. I found the hardest matchups to be anyone packing abrupt decays. I feel misdirection might be a reasonable sideboard against it. Typically if they are blowing up a chalice on 1, it is late enough in the game where there is something of theirs worth hitting. Or worst case a mana rock of your own. Seems like an OK option. Next best might be splashing into esper for meddling mage? Doesn't seem great.
I also contemplated going 2/2/2 split of dimir signet, felwar stone and talisman of dominance. Each has its upsides and downsides. My thought on felwar is that it taps for some sort of relevant mana against everything except elves, Maverick, DnT, burn? Maybe some others but thats all that comes to mind. Only thing is you cant definitely get blue or black out of it right when you want it, but it can give you an extra color for EE. Just something I plan on trying out.
I would like to try out the abyss next time, most likely maindecked. I wasn't ever thrilled drawing the spellbomb either, so that's a very likely swap for me. nether void seems interesting, but I feel like lodestone does a better job putting pressure out where you need it. I didn't board them in much, but when I did, I felt they were quite amazing.
Decklist was pretty stock, almost the same as roxi's list.
G1: USA Geist 2-0
G2: Deathblade 2-0
G3: Kiln Fiend Burn 1-2
G4: Goblins 1-2
G5: Aggro Loam 2-1
G6: Vial-Maverick 2-1
I really need some damnations for my sideboard, I got absolutely wrecked by goblins. T1 lackey is really hard to beat.
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Right now I have a board with 5 slots dedicated to helm line, which overall makes my other 10 slots really important. I was not satisfied with my board in my last tournament:
5x helmline. Maybe its a waste of 5 slots, but I like having an alternate wincon that doubles as hate against dredge, rug, reanimator, loam, etc.
3 lodestone golem which I do like, but I can easily see them getting cut. Its a disruptive clock that effects you approximately 30%
1 engineered explosives With a second in the main
2 misdirection never had a good opportunity to use them, basicly they pitched to force of will all day.
2 engineered plague never drew one.
2 perish Never played a green deck.
I can definitely see Dimir charm taking some slots. And yes, I need to get my hands on a couple damnations too. Probably replace the perish's.
As much as I hate putting somethign in the 1cmc slot, I really wished I had pithing needles.
I didn't get to play through the entire thing, I had to leave early and drop. I had fun though. Lost terribad to jund, hymn hymn I win still remains mostly true.
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Perish
Haha, joking.
Some of the older lists run GFTT, I might try squeezing in two. Either that or dimir charm as it has added utility.
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I support perish though. Whenever I sideboard it in, I tend to lose when I don't draw it.
Powder Keg or ratchet bomb work in place of EE if youre not concerned with abrupt decay.
Another weak answer (dont judge me) is brittle effigy
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4 Baleful Strix
4 Talisman of Dominance
4 Chalice of the Void
3 Jace, the Mind Sculptor
3 Force of Will
3 Lodestone Golem
2 Dimir Signet
2 Transmute Artifact
2 Thirst for Knowledge
2 Thopter Foundry
2 Sword of the Meek
2 Damnation
1 Ensnaring Bridge
Lands (21)
4 Ancient Tomb
3 Darkslick Shores
3 Polluted Delta
3 Underground Sea
3 City of Traitors
2 Island
1 Swamp
1 Volcanic Island
1 Academy Ruins
4 Leyline of the Void
1 Helm of Obedience
2 Engineered plague
2 Misdirection
2 Dimir Charm
1 Engineered Explosives
1 Batterskull
1 Force of Will
1 Trinisphere
My current setup. I moved the lodestones to the maindeck for now, which I have been a fan of. In order to do so, I cut 1 jace, 1 FoW (moved to sb) and 1 engineered explosives (sb). I'm still a fan of the helmline board plan, though its a judgement call if you'd rather a stronger sideboard.
You could definitely try it.
I would suggest playing 4 Talisman of Dominance and 2 Dimir Signet, as they can be stranded and still produce mana.
I wouldn't play shocks though, you'll be at 10 life before your opponent even does anything.
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2x Jace, The Mind Sculptor
2x The Abyss
4x Baleful Strix
4x Phyrexian Revoker
3x Lodestone Golem
2x Phyrexian Metamorph
4x Chalice of the Void
4x Tangle Wire
1x Crucible of Worlds
4x Dimir Signet
3x Talisman of Dominance
3x Mox Opal
2x Lotus Petal
4x Ancient Tomb
3x City of Traitors
4x Wasteland
4x Seat of the Synod
3x Vault of Whispers
2x Ensnaring Bridge
2x Ratchet Bomb
4x Leyline of the Void
3x Helm of Obediance
First time using deck tags on MTGS, hope I didn't mess them up, but I am excited about Tezz, a lot of fun to play. This is the Tezz list I have had the most success with, 4-0'd my last 2 Daily Events with it and 3-1'd the two before that (including wins over LSV and Caleb Durward in the last two events.) I have been playing it a bit differently than usual control by basically trying to play it like I am playing Dragon Stompy. Tangle Wire has been excellent for me lately. I bring in the Helmline combo against any GY based deck (including BUG and RUG) or on occassion if I think my deck is not effectively prepared to compete with them and need a trick.
Modern: Storm, Jund, Ghast Blaster, Elf Warriors
Legacy: RUG Cascade, Imperial Painter, Affinity, Dredge, Elves, Merfolk, Pox, Dragon Stompie, Goblins, ANT, Belcher
Classic: Delver, Dredge, Jacerater
Draft: I will draft basically any format online (other than Masques)
Pauper: MTGO's #1 most handsome Pauper Storm player
4 Baleful Strix
Instants [6]
2 Thirst for Knowledge
4 Force of Will
Sorceries [2]
2 Transmute Artifact
Planeswalkers [8]
4 Jace, the Mind Sculptor
4 Tezzeret, Agent of Bolas
Artifacts [18]
1 Engineered Explosives
1 Ensnaring Bridge
1 Nihil Spellbomb
1 Ratchet Bomb
2 Sword of the Meek
2 Thopter Foundry
3 Dimir Signet
3 Talisman of Dominance
4 Chalice of the Void
1 Academy Ruins
1 Island
1 Seat of the Synod
1 Swamp
1 Urborg, Tomb of Yawgmoth
3 City of Traitors
3 Darkslick Shores
3 Polluted Delta
4 Ancient Tomb
4 Underground Sea
1 Grafdigger's Cage
1 Meekstone
1 Pithing Needle
1 Trinisphere
3 Lodestone Golem
2 Vendilion Clique
2 Damnation
2 Duress
2 Perish
I've actually been doing a lot of brewing with tangle wire as well.. I didn't want to point it out here until I had more conclusive results, but I'm glad someone else is liking it too.
I'm also down to 3 jace, the more I play the deck, the less I like seeing him.
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Modern: Storm, Jund, Ghast Blaster, Elf Warriors
Legacy: RUG Cascade, Imperial Painter, Affinity, Dredge, Elves, Merfolk, Pox, Dragon Stompie, Goblins, ANT, Belcher
Classic: Delver, Dredge, Jacerater
Draft: I will draft basically any format online (other than Masques)
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Really happy to see tangle wire get some love. I used the **** out of it back in the days of mirrodin/kamigawa legacy (in burning_bridge.dec)
Over its lifetime, it taps down 10 of your opponent's permanents and only 3 of yours. SO incredible. Tez animating it to attack is icing on the cake.
• Must be cheap. Total price tag < $100, preferably < $50. Ideally ~$30. No one card greater than about ~$6
• Format: Modern (makes getting the cards somewhat easier for the play group, and almost all my cards are Modern-legal)
• Must be relatively interesting in 1:1 games. I don't need to win against Splinter Twin, but I should be able to play duels now and then
• Avoid instant-win combos; they only serve to make me target #1, and then the deck is worse than useless because I get killed first, every time
• Must have a funny name!
What would u recomend?? is the canonist worth it?
I wouldn't splash, IMO. If you really wanted to splash, look up "A shot in the dark". It plays counterbalance and top, but you could just rework the manabase a bit and add mana rocks to it.
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Looks cool, could you go into depth on your card choices.... Looks like it handles abrupt decay a lot more efficiently... That card wrecks the more traditional list.
Yeah, I think its interesting that jace feels like one of the weaker cards in the 75. I'm trying going to 2 jaces in the main right now, but I feel like you really do want a third.
This is aimed mostly at the liast grapplingfarang posted
2x Jace, The Mind Sculptor
2x The Abyss
4x Baleful Strix
4x Phyrexian Revoker
3x Lodestone Golem
2x Phyrexian Metamorph
4x Chalice of the Void
4x Tangle Wire
1x Crucible of Worlds
4x Dimir Signet
3x Talisman of Dominance
3x Mox Opal
2x Lotus Petal
4x Ancient Tomb
3x City of Traitors
4x Wasteland
4x Seat of the Synod
3x Vault of Whispers
2x Ensnaring Bridge
2x Ratchet Bomb
4x Leyline of the Void
3x Helm of Obediance
I personally have played a lot of tangle wire decks and I don't feel like this is one of them. Not saying its a wrong choice. I've played a lot of MUD/Forgemaster/Armageddon stax over the years and it looks to me that that's more the direction grapplingfarang is going.
No fear of back to basics, blood moon, null rod or stony silence? I personally don't feel comfortable running zero basics in this deck. Ive not tried it with opals and petals on top of the mana rocks, but I know how it feels to be devastated by an untimely wasteland. What does running seat of the synod and vault of whispers get you? Given that you have no thirst for knowledge or transmute artifact, I feel like they're more of a liability than a benefit. You can
From my perspective, that isn't a great reason to open you up to back to basics wasteland ancient grudge and all other artifact hate (which WILL come in against you). You're playing a slow, grindy deck. I wouldn't want to give them any reason to be able to get ahead of you. I'm of the opinion that you should cut the artifact lands or give them more of a reason to be there (TFK/transmute or the likes).
Sure, and abrupt decay is still rough for the deck for sure. I'm not sure exactly which cards that I use that are different than more traditional list. If are any others you wanted to discuss I am happy to do so.
2 Jace: While Jace is great, 2 is enough for the deck I think. Getting hands clogged with 2-3 Walkers can really gum up the speed of the deck.
4 Phyrexian Revoker: I feel like these guys are huge right now. Playing one turn 1 after they cast Deathrite or Top has been very good for me.
4 Tangle Wire: The biggest difference in this deck IMO. Powering one out turn 2 (or turn 1 with a lotus Petal) slows down the opponent enough to put things out to lock opponent out.
2 Phyrexian Metamorph: 99% of the time these are copying either Lodestone Golem or Tangle Wire.
The Abyss: This is pretty much GG against many decks. Abrupt Decay doesn't hit it, and many decks have no way to deal with it. The only problem I have been having is that BUG has both Shardless Agent and Baleful Strix so they can have some creatures survive with it out.
Sideboard
Leyline of the Void and Helm of Obediance: These were in the maindeck for a while when Jacob Kory made TinFins very popular. Since, I have put in sideboard, but they are a great surprise. Not only do I bring in against heavy GY based Strategies (Reanimator, Dredge, BUG, RUG, etc) but also against many aggro decks. If I feel I will have trouble containing opponent bring them in with bridges so can switch to trying to get a combo kill.
I have also recently added Engineered Plague and Dragon's Claw back in as Elves, Goblins, and Burn have all been showing up more again on MTGO.
There are downsides for the artifact lands for sure, but I think the positives far outweigh the negatives. Wasteland is a problem, but the deck is usually equipped to handle it with the mana rocks, Petals, and Mox Opals. The deck usually has enough mana to spare that I run my own wastelands too.
I find turning on Mox Opal absolutely huge. A big part of winning is getting that early Chalice, Tangle Wire, Lodestone, Revoker, or Abyss and turning on Mox Opal is a huge help in doing that.
I also am a fan of artifact lands in the deck because a lot of the time they are needed to get a kill with Tezzeret's Ultimate. With a 7 card starting hand, only drawing 3-4 cards, and getting one artifact with Tezzeret's +1, a lot of the time it is very very close if you want to get a fairly early kill with Tezzeret's Ultimate ability.
I feel the main differences we have in deck philosophy is in you saying that it is a slow grindy deck. I don't really view it as a traditional control deck, but much closer to a Dragon Stompie deck with Planeswalkers. I feel that most of the games won are due to explosive starts with something the opponent is not equipped to handle, and the long game is usually a limp to the finish after have done something to stifle an opponent's offense.
Modern: Storm, Jund, Ghast Blaster, Elf Warriors
Legacy: RUG Cascade, Imperial Painter, Affinity, Dredge, Elves, Merfolk, Pox, Dragon Stompie, Goblins, ANT, Belcher
Classic: Delver, Dredge, Jacerater
Draft: I will draft basically any format online (other than Masques)
Pauper: MTGO's #1 most handsome Pauper Storm player