I'm also on 3 Glimmervoid. Casting Thopter Foundry on T2 is very often the first artifact you have. Affinity plays a 2/2 split but most of their deck is colorless. The main argument I can see for Spire of Industry is being able to play it on T1 while sacrificing a Mishra's Bauble to find your second land. There is also the corner case of Hurkyl's Recall/Oblivion Stone, but either of those cards essentially beat us automatically.
I don't really feel that any deck is completely unanswered here, Surgical seems way too specific to me.
@grahamcrackuh - How is surgical too specific? You bring it in vs any graveyard strategy for obvious reasons, it can remove stuff like K Command and Grudge after they cast them once, and also stuff like stony if you kill/discard it, it can be quite useful vs control to deprive them of Cryptic Command, and it is hands-down the fastest combo hate we have access to, especially combined with discard. So it can attack their gameplan, defend our gameplan, and can be a value play against snapcaster decks.
I bring some number of surgical in against:
UW Control
Jeskai
Storm
Ad Nauseum
Amulet Titan
Living End
Dredge
BR Hollow One
Grixis Pyromancer
Counters Company
Titanshift
Lantern
KCI
Tron
Death's Shadow
Jund, if I'm on the play
Maches I don't bring it in:
Burn
Humans
Death and Taxes
Bogles
Eldrazi Tron
R Prison
Jund, if I'm on the draw
I feel like your board could use some surgical to help shore up combo matchups. Against combo, you have Damping Sphere and Witchbane Orb which are pretty matchup specific, and Orb specifically won't do too much against storm post-board once they bring their removal in.
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@coredumped - About running no glimmervoids. It's just an experience thing. Too often, you want to make a first or second land drop, and you're worried about your lone artifact being countered or destroyed to completely blow you out. Especially post-board. Or, you just have a hand of discard, cantrips, or removal. Or, you mulliganed and don't have any artifacts. Why not just run another fetch, which swaps a potential blowout downside for a -1 life downside.
I think you were missing the SB cards that destroy other permanents. Any combination of Abrupt decay, maelsrtrom pulse, and detention sphere would have dealt with the lilianas/pithing needles. I would personally go -1 skite, -1 herald, and -1 damping sphere for 3 of the above in the board.
Ran into Tron again this week at my FNM, it wasn't great. I'm slowly coming around to the idea that we just need like 4 phyrexian revokers in the sideboard. A 2/1 that turns off Map/Karn/Ostone is probably the highest impact card I can imagine (other than Field of Ruin + Crucible). It also has relevance against Druid Combo, KCI, Planeswalkers, Lightning Storm, etc. The more I think about it the more I wonder what the point of Pithing Needle style effects that aren't Revoker. The reason not to MB it is obvious, it turns on removal, but after G1 very few people leave in any creature removal. I'm also back on 4 Serum, but with 2 Ideas Unbound. This is a turbo build with 3 Simian and few Talismans/Pentad Prisms to ramp into on T1 (barring a Sword of the Meek to play).
Also fine against affinity. Really good if you hit the creature with Cranial Plating attached to it. Pretty narrow but it may be strong enough for us to play anyway.
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U/B Tezzeret Control
Sultai Midrange
Anything Innovative
I'm pretty sure they're doing an intro level mono-colored planeswalker deck for each color, and that Tezz and Lili's were the ones spoiled so far. That doesn't mean M19 will have a better version of each of those walkers, or that they won't be reprints if they do. I'd be fine with an AoB reprint in M19 to get more people interested in Tezz, however.
That said, this would be my dream Tezz:
1UB
2 Loyalty
+2: Untap up to one target artifact you control. You gain 1 life, and your opponent loses 1 life.
+0: Put an artifact card with CMC less than Tezz's current loyalty from your hand onto the battlefield.
-3: Up to two target artifacts you control gain hexproof and "when this permanent goes to the graveyard, return it to your hand".
The last ability is really something I would love to see from a Tezz PW card.
Hey guys, new to the deck here. I tried several of the lists posted on this forum, and ultimately decided to cut green and run straight UB. I found it hard to find green mana under a Blood Moon.
All in on a turbo-style with 4 Baubles, 4 Opals, 4 Prisms and 3 Citadels to power out Whir, Bridge and Tezz early.
Focused on disruption over removal with 6 discard spells.
G1 plan is to ensure we see Bridge and win with either combo or Tezz ultimate.
Sideboard plan is to bring in Herald when we expect gravehate or Stony Silence and rely less on the combo. Against Blood Moon , Swamp+Mox should still allow us to get to an early Herald. I'm prioritizing bounce (Echoing Truth) and counter (Negate) effects over green permanent removal for both Stony and Moon.
Would love to hear where you think my blindspots are. Local meta is primarily Jund, Jeskai, Miracles, Tron, Valakut, Infect, Company and Ponza (and always a bunch of random creature decks).
Yeah, looks fine except for the mana base. I'd go -3 glimmervoid, -1 watery grave, -2 ghost quarter, +4 blue fetches if you have them, and maybe +2 field of ruin. Glimmervoid is just not necessary, and is a liability more than you might think. You're looking to just hit U, U, and more U like 80% of the time. Those matchups when you need to cast your decays, it's not really on turn 2, so you can work your way to having the right mana. Fetches get you there, and interact well with Bauble. Also, you're really never, never wanting to go -1 on a land by activating ghost quarter, and field of ruin will do the job you want it to while fixing your mana. TBH, I would actually take out the 2 ghost quarters/fields of ruin and the crucible, as it's sooo slow and less helpful than you might expect, and the colorless lands can really hurt early game. Throw in a Battle at the Bridge or another brutality instead of a crucible, it will help matchups like burn that you're a little weak to.
Lastly, if you're going to play 4 talismans, which I think is fine when you're running Tezzes, go higher on the serum visions. You're only playing 20 land, so visions really helps you keep some land-light openers, and it can be cast on turn 2 after a talisman. I'd go -1 Search for Azcanta, -1 Ideas Unbound, +2 Visions.
4 talisman looks weird. You don't have many 1 Mana cards to cast with it immediately. I think if you go up to 4 serum and maybe thoughtseize or dismember for extra 1 Mana interaction it would make sense.
Edit: Sorry, the nobodys got to it first. His(or her) comment wasn't loading on my phone. As a side note I strongly disagree about Spire vs Glimmervoid. I've lost many games to burn players with a spire doing 2-3 of that damage. I've lost very few games to some kind of artifact board wipe/bounce effect.
Hey guys, don’t wanna jinx myself but I went undefeated day 1 at GP vegas so check out coverage and maybe Tezzerator gets some love on air; Hopefully y’all to get to see it
Hey guys, don’t wanna jinx myself but I went undefeated day 1 at GP vegas so check out coverage and maybe Tezzerator gets some love on air; Hopefully y’all to get to see it
Sweet! Good luck today. I'd love to see Tezz in the spotlight to help it get the respect it deserves.
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@grahamcrackuh - How is surgical too specific? You bring it in vs any graveyard strategy for obvious reasons, it can remove stuff like K Command and Grudge after they cast them once, and also stuff like stony if you kill/discard it, it can be quite useful vs control to deprive them of Cryptic Command, and it is hands-down the fastest combo hate we have access to, especially combined with discard. So it can attack their gameplan, defend our gameplan, and can be a value play against snapcaster decks.
I bring some number of surgical in against:
UW Control
Jeskai
Storm
Ad Nauseum
Amulet Titan
Living End
Dredge
BR Hollow One
Grixis Pyromancer
Counters Company
Titanshift
Lantern
KCI
Tron
Death's Shadow
Jund, if I'm on the play
Maches I don't bring it in:
Burn
Humans
Death and Taxes
Bogles
Eldrazi Tron
R Prison
Jund, if I'm on the draw
I feel like your board could use some surgical to help shore up combo matchups. Against combo, you have Damping Sphere and Witchbane Orb which are pretty matchup specific, and Orb specifically won't do too much against storm post-board once they bring their removal in.
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@coredumped - About running no glimmervoids. It's just an experience thing. Too often, you want to make a first or second land drop, and you're worried about your lone artifact being countered or destroyed to completely blow you out. Especially post-board. Or, you just have a hand of discard, cantrips, or removal. Or, you mulliganed and don't have any artifacts. Why not just run another fetch, which swaps a potential blowout downside for a -1 life downside.
Sultai Midrange
Anything Innovative
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
Also fine against affinity. Really good if you hit the creature with Cranial Plating attached to it. Pretty narrow but it may be strong enough for us to play anyway.
Sultai Midrange
Anything Innovative
Sultai Midrange
Anything Innovative
U/B Faeries
U/B Tezzerator
Sultai Midrange
Anything Innovative
That said, this would be my dream Tezz:
1UB
2 Loyalty
+2: Untap up to one target artifact you control. You gain 1 life, and your opponent loses 1 life.
+0: Put an artifact card with CMC less than Tezz's current loyalty from your hand onto the battlefield.
-3: Up to two target artifacts you control gain hexproof and "when this permanent goes to the graveyard, return it to your hand".
The last ability is really something I would love to see from a Tezz PW card.
OLD SCHOOL 93/94 «The Pain Train» Black Sligh, Esper «Machine Gun» Artifacts, Jund «Psycho» Ponza-Disko.
Here's where I'm at:
4 Ensnaring Bridge
4 Mishra's Bauble
4 Mox Opal
4 Pentad Prism
1 Pithing Needle
1 Relic of Progenitus
2 Sword of the Meek
2 Thopter Foundry
1 Welding Jar
Instant/Sorcery (10)
4 Whir of Invention
4 Inquisition of Kozilek
2 Thoughtseize
1 Search for Azcanta
Planeswalker (4)
4x Tezzeret, Agent of Bolas
Land (22)
1 Academy Ruins
4 Darkslick Shores
3 Darksteel Citadel
2 Flooded Strand
3 Island
4 Polluted Delta
1 Spire of Industry
1 Swamp
3 Watery Grave
2 Damping Sphere
2 Echoing Truth
1 Grafdigger's Cage
3 Herald of Anguish
2 Negate
1 Padeem, Consul of Innovation
1 Pithing Needle
1 Spellskite
1 Welding Jar
1 Witchbane Orb
All in on a turbo-style with 4 Baubles, 4 Opals, 4 Prisms and 3 Citadels to power out Whir, Bridge and Tezz early.
Focused on disruption over removal with 6 discard spells.
G1 plan is to ensure we see Bridge and win with either combo or Tezz ultimate.
Sideboard plan is to bring in Herald when we expect gravehate or Stony Silence and rely less on the combo. Against Blood Moon , Swamp+Mox should still allow us to get to an early Herald. I'm prioritizing bounce (Echoing Truth) and counter (Negate) effects over green permanent removal for both Stony and Moon.
Would love to hear where you think my blindspots are. Local meta is primarily Jund, Jeskai, Miracles, Tron, Valakut, Infect, Company and Ponza (and always a bunch of random creature decks).
Lastly, if you're going to play 4 talismans, which I think is fine when you're running Tezzes, go higher on the serum visions. You're only playing 20 land, so visions really helps you keep some land-light openers, and it can be cast on turn 2 after a talisman. I'd go -1 Search for Azcanta, -1 Ideas Unbound, +2 Visions.
Just my 2 cents.
Edit: Sorry, the nobodys got to it first. His(or her) comment wasn't loading on my phone. As a side note I strongly disagree about Spire vs Glimmervoid. I've lost many games to burn players with a spire doing 2-3 of that damage. I've lost very few games to some kind of artifact board wipe/bounce effect.
Sweet! Good luck today. I'd love to see Tezz in the spotlight to help it get the respect it deserves.