But the advantage of the discard is card filtering, it allows you to get rid of things you don't need and trade them for better cards, ie things like discard when they habd is emty, removal aginst decks with no creatures.
I think Devour Flesh is better, it means you can cast an edict a turn earlier in response to geist on the draw, I think thats worth it. It also is easier to re cast with snappy, and also you could cast in on yourself in response to a removal spell to let you gain life, or if you're using wurmcoil engine, you could use it to make tokens even when the opponent targrts it with path. It seems fine to me.
So with the bauble suggested, I'm guessing you'd play a Trinket Mage + ultility artifact package, then also have a Batterskull and/or Wurmcoil Engine as additional finishes and to also help with the the artifact count for Thirst. Would you play Darksteel Citadels like you did in your last posted Thirst Build, or could using the wayfarers Baubles as your new way to find lands with Trinket Mage, with the added bonus of being coloured?
I think that having a lot of man lands isn't to bad, It means he always has something to attack with after an Ultimatum, and while a agree that Damnation probably is a better card, Consume the Meek does have its perk of being instant speed which allows it to kill man lands, or just wait until end of turn to kill things in case you feel you might need to counter something. However it does come down a turn later so I think I would probably take out the Consumes for Damnation after testing, however you can't argue with results, and that's the most recent Cruel list I've seen that's put up results even if they are small at least its a starting point.
Hi, I've played with a couple Tezzerator list before (almost all of them without Tezzeret though xD), but today I vs someone using a Grixis Tezzerator list that was just awesome. So after he was kind enough to give me he's list (I'll post he's original list down below) I did a little tweaking, and a little testing and here's the are the lists.
So some changes were taking out the man lands, didn't like them with Blood Moon, and it gave me more islands so I could put in Shackles to help with pretty much 80% of decks since its that good, in my opinion at least. I don't know if I have enough control elements, I think I need some more counters but I'm not sure how atm SO comment, suggestions, Anything really I'd love to hear c:
Hi FosterTheSnowMan, welcome to MTGS! The deck seems pretty cool, I think that It'd be best take out the Grim Harvest, and maybe add in some Cruel Ultimatum. Maybe lower Mulldrifter and Shriekmaw for more control elements like counters, and then get to 4 Snapcaster Mage, that card is amazing, nothing better than flashing back a Cruel Ultimatum but other than that nice work. c:
Badd Business, in this type of control deck you've gone over 4 of the 5 possible colour combinations (even though only 3 of them are in the opening post), BUG, RUG, UWR and Grixis. However I haven't seen you post any Esper Thirst control lists(Too weak or just not good with the thirst game plan?)? Also when you put forward your version of BUG list, you said that it was designed to beat a Jund filled Meta, and the UWR deck was designed more for the current meta that is filled of burn and aggro decks. So I was wondering what sort of meta is RUG and Grixis designed for, and why isn't the Grixis list in the opening post?
I think that Turn//Burn is a card that could see play, but I think that Far//Away, is a more likly card that we would play, Also Badd B, I believe you're missing a card from your sb.
Ok hoping to spark more discussion here, I know we've all had acouple of fights over stuff on this thread, but lets hope to come together for the goal of this thread, to help build on this deck, Here's what I'm currently using (Not with a lot of success):
I based this off SDM's original and newer thread, I was wondering why did you take out Trade Routes, It is a little slow, but this deck aim is the end game, and it has sooooo much synergy with the entire deck, it gets rid of lands for Knight and Wayfarer, It returns lands to replay for Angel, it discards excess lands for draw, with LftL it gives us huge amounts of CA, and with bridge we can use it to turn Bridge off if we need to attack. It just seems to work so well, why wouldn't we want to play it?
Hey SDM, I think for you're primer you should show you're earlier decklist, that deck was very different to this one and it could help open up other ways to look at building the deck, like the Peace of Mind/Trade Routes and Ensnaring Bridge approach. Just a suggestion to maybe build a little more interest in the thread c:
3 Arid Mesa
1 Blood Crypt
4 Creeping Tar Pit
2 Island
1 Lavaclaw Reaches
3 Marsh Flats
1 Mountain
4 Scalding Tarn
2 Steam Vents
2 Sunken Ruins
2 Watery Grave
4 Snapcaster Mage
2 Consume the Meek
1 Cruel Ultimatum
4 Cryptic Command
4 Electrolyze
4 Inquisition of Kozilek
3 Izzet Charm
4 Lightning Bolt
4 Mana Leak
1 Negate
2 Terminate
1 Tribute to Hunger
1 Counterflux
1 Cruel Ultimatum
1 Dreadbore
1 Liliana of the Veil
2 Molten Rain
1 Night of Souls' Betrayal
2 Pyroclasm
1 Shadow of Doubt
2 Shatterstorm
2 Slaughter Games
1 Sowing Salt
Looks like a nice shell, Thoughts? Comments?
2 Mox Opal
4 Dimir Signet
2 Izzet Signet
1 Rakdos Signet
1 Engineered Explosives
1 Ensnaring Bridge
1 Relic of Progenitus
1 Staff of Nin
4 Scalding Tarn
3 Island
2 Swamp
1 Mountain
3 Darksteel Citadel
1 Steam Vents
1 Blood Crypt
1 Watery Grave
2 Verdant Catacombs
3 Creeping Tar Pit
1 Spellskite
2 Electrolyze
2 Thirst for Knowledge
2 Terminate
2 Stoic Rebuttal
4 Inquisition of Kozilek
2 Pyroclasm
3 Blood Moon
4 Tezzeret, Agent of Bolas
2 Ral Zarek
And Here's my tweak
2 Mox Opal
4 Dimir Signet
2 Izzet Signet
1 Rakdos Signet
1 Engineered Explosives
2 Vedalken Shackles
1 Relic of Progenitus
1 Staff of Nin
4 Scalding Tarn
5 Island
2 Swamp
1 Mountain
2 Darksteel Citadel
2 Steam Vents
1 Blood Crypt
2 Watery Grave
2 Verdant Catacombs
1 Spellskite
2 Electrolyze
2 Thirst for Knowledge
2 Terminate
2 Stoic Rebuttal
4 Inquisition of Kozilek
2 Pyroclasm
3 Blood Moon
3 Tezzeret, Agent of Bolas
2 Ral Zarek
So some changes were taking out the man lands, didn't like them with Blood Moon, and it gave me more islands so I could put in Shackles to help with pretty much 80% of decks since its that good, in my opinion at least. I don't know if I have enough control elements, I think I need some more counters but I'm not sure how atm SO comment, suggestions, Anything really I'd love to hear c:
code : gih59fdh
3 Ghost Quarter
3 Arid Mesa
3 Marsh Flats
6 Plains
2 Horizon Canopy
3 Hallowed Fountain
2 Temple Garden
4 Martyr of Sands
4 Kami of False Hope
2 Sun Titan
2 Admonition Angel
4 Weathered Wayfarer
4 Knight of the White Orchid
3 Trade Routes
4 Path to Exile
3 Wrath of God
3 Life from the Loam
I based this off SDM's original and newer thread, I was wondering why did you take out Trade Routes, It is a little slow, but this deck aim is the end game, and it has sooooo much synergy with the entire deck, it gets rid of lands for Knight and Wayfarer, It returns lands to replay for Angel, it discards excess lands for draw, with LftL it gives us huge amounts of CA, and with bridge we can use it to turn Bridge off if we need to attack. It just seems to work so well, why wouldn't we want to play it?