Off topic post here, just thought you guys might like this. I'm slowly altering the deck and these are what I have so far (attached image).
Continue with the previous discussion, I stay tuned in to this primer on the daily, just wanted to share this!
(Full decklist still in progress for me, so I enjoy seeing the new ideas flying around)
Edit: the image quality is pretty poor, taken with cell phone. I can post better/closer pics later if you're interested
- Ace1
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NotoriousATX posted a message on [Primer] UB Tezzeret: Agent of Bolas ControlPosted in: Modern Archives - Established -
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radouf posted a message on [Primer] UB Tezzeret: Agent of Bolas ControlHey guys! Kept playtesting with Tezz + Baubles and ended up somewhere pretty crazy. Since G1 was all-in prison (Opal ramp into Bridge lock), I realized that that hate explosiveness could allow us to also hate in game 2, but on a totally different axis, and one not that badly hurt back by artifact hate. Check this bad boy out. If you guys wanna chime-in i'd love it.Posted in: Modern Archives - Established
Also, fun fact: aggressively mulligan-ing game one is not so bad when your aim is to get hellbent to turn on Bridge.
So, without further adue: Grixis Tezz Bridge, featuring full set of Baubles, 3x Mox Opal... and a Blood moon sideboard plan.
At last, I think this can crush Tron :D.
Notes:
- Baubles with Fetches for virtual scrying, and the timing of their draw ability to say, allow a Tar pit to swing in under a Bridge, is like another game in our game. Mind bending, but rewarding.
- With that many artifacts, get ready to close out real quick while +1'ing Tezz behind a Bridge. Also, Baubles and Spellbomb allow for one or two alpha Tar pit hits quite reliably.
- Post-SB, turn two Blood moon is pretty bad ass.
- In a Moon game, Tasigur is an easily castable win con, and gets out fairly quick with 8 cantrips, 6 fetches and 5 discard spells plus Liliana.
- With Signets and Opal, and Citadels retaining their artifact supertype to enable Metalcraft, Tezz is also totally castable under a Moon. Dropped the Cliques though because UU was harder.
What do ya guys think? -
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hardKOrr posted a message on [Primer] UB Tezzeret: Agent of Bolas ControlPosted in: Modern Archives - EstablishedQuote from Ace1 »So i've been thinking about adding the duskmantle/mindcrank combo to the deck. I like the combo a lot, for having played against it it is a lot less fragile than some people would expect. It only takes 6 spots: 2 guildmages, 2 mindcranks and 2 muddle the mixture. In addition muddle the mixture is a fine card vs some decks game one and it can transmute into a removal piece or a spellskite, not too bad... Also game 2 you can take out the combo for more hate if it fares less well vs your opponent's deck.
Here's the list, feel free to criticize it, i'm hoping i get some feedback/ideas before i sleeve it up for the monday tournament:
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards artifacts: 12
2 engineered explosives
2 relic of progenitus
2 mindcrank
4 talisman of dominance
2 ensnaring bridge
Creatures: 6
4 spellskite
2 duskmantle guildmage
Planeswalkers: 6
2 liliana of the veil
4 tezzeret, agent of bolas
sorceries: 8
4 inquisition of kozilek
4 serum visions
instants: 6
2 muddle the mixture
1 reality shift
1 bile blight
1 go for the throat
1 smotherlands: 22
4 darksteel citadel
1 academy ruins
1 ghost quarter
2 creeping tar pit
2 swamp
2 island
2 watery grave
4 polluted delta
4 darkslick shoressideboard
3 spell snare
2 echoing thruth
2 redirect
2 negate
2 witchbane orb
2 relic of progenitus
2 pithing needle
If you want to push the combo as your win-con I would run 4 muddle, and 1 of each of the other. Just make sure you have plenty of other targets (which you do... just a reminder) so you can always muddle for something.
Since you have 4 spellskite it shouldnt be that hard to protect your mindcrank and guildmage, consider a 1-of for the following cards to muddle into to help protect from counters :
Distress
Mind Shatter -
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Narvuntien posted a message on [Primer] UB Tezzeret: Agent of Bolas ControlThere is also the heartless summoning + 2 * myr retriever + altar of the brood combo.Posted in: Modern Archives - Established
Cheaper Wurmcoil engine isn't the worst thing to have access to run some trinket mage to get the altar.
The down side is that you can't have torpor orb but its less important without pod.
I am yet to try muddle I should do that. -
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radouf posted a message on [Primer] UB Tezzeret: Agent of Bolas ControlCool idea! I think this strategy really benefits from stalling the game, giving you time to set-up your combo.Posted in: Modern Archives - Established
I'd up the bridge and lili count to three, and add in a couple of thoughtseize so you can proactively get rid of answers of threats theyd have, while setting up the bridge. Now what to shave? I'd start with -2 Relic (main) and -1 Reality shift, i think. -
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radouf posted a message on [Primer] UB Tezzeret: Agent of Bolas ControlWoot! 3-0'ed tonight. Real big magic going on! List will come up soon, but for now I just wanna cheer and shout out loud how I beat:Posted in: Modern Archives - Established
Round one: 2-0 vs Burn.
Round two: 2-1 vs UWR Twin.
Round three: 2-0 vs Zoo.
#BrAg4Lif3
EDIT: List up!
So pretty straightforward game one: I am setting up a bridge-lock. I used all of my mana as efficiently as possible to survive until I could drop a bridge and set up a Skite back-up. Worked beautifully. Game two, I went down on bridge numbers most of the time and brought in countermagic and Cliques and beaters to top it off. Liliana has been a beast. Between her +1 and the scrying away from 4x Serum visions, I have found my set up action very smooth and I never had to hold back from +1'ing her because all that was left in my hand was Thirst for knowledge and if I cast it, there would be anymore mana left. That seemed to happen all the time when running TfK. Visions just slips in and leaves you with more mana to play your stuff. Then you can +1 and look at your opponent losing cards. It really worked great, tonight. And I had just enough 1-for-1 removal and counterspells and discard spells to kill everything until my hand was empty or almost, and second two spells I would resolve were Bridge and a Lili or a Tezz. Note: Even in the grindy games against twin, Mana leak would totally catch a late-game key spell.
Anyhow, great night. Loving Lili, loving Leak, loving the deck -
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radouf posted a message on [Primer] UB Tezzeret: Agent of Bolas Control@Stuhl: On Monastery Siege, it does not net you an extra card, you just get to loot. Which is more of a scry effect (à la Thassa, God of the Sea). Late-game, it won't replenish your hand. So not really - or perhaps, really not - a Phyrexian arena.Posted in: Modern Archives - Established
@All: Just back from FNM, finished 2-1.
Round one, lost to my own deck (mana-screwed). T'was vs mono-B Zombies. Ended up 1-2, staring at the Damnation in my hand and being screwed off black game 1, and screwed off everything game 3, while my brains were being eaten out by living corpses.
Round two, won 2-0 vs mono-B Zombies. Shackles and Damnation did all the work. Wish I had more graveyard hate, a bit. Drawing into Serum visions felt reaaaaal good. Getting to set up ~3 cards for one single mana is great. Great topdeck, also.
Round three, won 2-0 vs boosted BW Tokens. Achievement of the night: I won through an Elspeth, Knight-Errant emblem of indestructibility!!! Shackles neutered one and chumped one attacker a turn, while Tezz was pumping out 5/5's until I eventually get a wider army. Table was amazeballs'ed I pulled it off.
In the second game, I also did a very cool play (albeit a bit lucky, but still worth telling). It's late game, I'm holding mana up to crack Engineered explosives and send his token army to rest. In my hand are Vendilion Clique and SB'd-in Black Sun's Zenith. It's my opponent's first main phase. He casts an Inquisition of Kozilek. In response, I flash-in the Clique, targeting myself. I put the BSZ under the library, figuring maybe I would draw into an artifact that I could recur with Academy ruins if it's discarded. Turns out i drew a Tezzeret, completely voiding his discard spell. BAZZZiiNNGAA!! What a game.
Bottom line: I was expecting (and sideboard-prepared for) Pod and Scapeshift. Seen no at all. The deck played very well except for the mana-screw, which I will adress by taking out one citadel. Or put a Signet back in. Also, facing two mono-black decks makes me question the mainboarding of Executioner's capsule. More Engineered explosives may just be better, and also frees a sideboard slot. Finally, being back on Talismans and Thoughtseize gives us amazing turn 2 plays, but it don't really matter when your life total dives below zero. Pain hurts. -
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radouf posted a message on [Primer] UB Tezzeret: Agent of Bolas ControlNo etiquette prob, Bob.Posted in: Modern Archives - Established
Shackles does need at lotta tweaking on the mana-base. We've giga-tron cosmo-calculator'ed that 15 fetches/islands give you reasonable odds of having 3 islands by turn 4, to theoreticaly activate the shackles.
Now; yes the shackles is needy, but gosh is that card powerful!!! It wins games on its own, works offensively and defensively, is flexible (you can switch creatures) and offers everlasting utility. It also fits our gameplan and curve. And is an artifacts, with all upsides (Tezz, Thirst) and downsides (Stony silence, etc) it involves.
I havent played it as much as id like, but for the couple of games i have played, Shackles gave me game against my archnemesis: CounterCATS! I also think its good vs Delver or Pod's small creatures. And in the late game, it even steals Siege rhinos and Goyfs. And screws up combat maths for the opponent. -
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radouf posted a message on [Primer] UB Tezzeret: Agent of Bolas ControlPosted in: Modern Archives - Established
Just sayin' its food for thoughtQuote from grahamcrackuh »@radouf
Don't we just strictly prefer hard removal like go for the throat? It seems like exile vs. graveyard gets around a few nuisance type things, but mostly in matchups that are already pretty solid ( junk, abzan )
EDIT: Congrats for your results, Ripptor!
It's been a long while I haven't updated on my list. I actually haven't played much during the holidays. Just took the time to sit back and set the deck back up to better tackle the meta with a classic UB approach, with a splash of red for SG. Took out the Dig through times because last time I played they felt painfully slow. Pondering over them. I'm also holding back from committing to heavier red (for, for instance, Pyroclasms, Keranos and Blood moon. Still can't resolve myself to play Nicol Bolas @ CMC8 haha). But thinking about it.
Also still so turned on by @Fyzder's approach to the deck.
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards Mana (24+5)
1 Academy ruins
2 Creeping tar pit
4 Darksteel Citadel
3 Island
4 Polluted Delta
4 Scalding Tarn
1 Steam vents
3 Watery Grave
1 Swamp
1 Urborg, tomb of Yawgmoth
3 Talisman of dominance
2 Dimir Signet
Creatures (4)
2 Spellskite
2 Vendilion CliqueWin-cons (8)
4x Tezzeret, Agent of Bolas
2x Batterskull
2x Vedalken Shackles
Cards (4)
4x Thirst for knowledge
Sweepers (4)
2x Damnation
2x Engineered explosives
Removal (5)
2x Executioner's capsule
2x Smother
1x Dismember
Disruption (5+1)
3x Inquisition of Kozilek
2x Thoughtseize
1x Nihil SpellbombSideboard (15)
1 Trading post
1 Liliana of the Veil
1 Grafdigger's Cage
1 Black Sun's Zenith
1 Damnation
1 Engineered Explosives
1 Spellskite
2 Spell Snare
3 Negate
2 Slaughter games
1 Thoughtseize
Note: Inquisition of Kozilek is going down. The more it goes, the more relevant CMC 3+ stuff we see, I feel. Cut the 3rd Tar pit too, favouring a basic swamp over it. This is all to the ease the pain of the fetchlands/Shackles mana base.
-
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Raystack posted a message on [Primer] UB Tezzeret: Agent of Bolas ControlXmas Present from my brother-in-law. Check out this alt-art beauty he created. I can almost hear his cry after being summoned forth with a Proteus Staff.Posted in: Modern Archives - Established - To post a comment, please login or register a new account.
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my current list:
4 hangarback walker
4 glint-nest crane
4 scrap trawler
2 herald of anguish
Artifacts: 14
2 mishra's bauble
2 engineered explosives
2 nihil spellbomb
2 executioner's capsule
4 thopter foundry
2 sword of the meek
instants: 4
4 fatal push
2 battle at the bridge
planeswalkers: 2
2 Tezzeret, agent of bolas
Lands: 24
4 polluted delta
3 bloodstained mire
2 watery grave
1 island
4 swamp
1 urborg, tomb of yawgmoth
3 drowned catacomb
4 darksteel citadel
1 inventors' fair
1 academy ruins
2 drown in sorrow
2 monastery siege
2 echoing truth
1 trinket mage
2 pithing needle
2 aether spellbomb
2 welding jar
1 hope of ghirapur
1 grafdigger's cage
Currently missing explosives and bauble, running terrarion and ratchet bomb (i hate the card) instead, waiting for MM2017 to see if any drop in price. Still i won a couple of LGS small weekly events with it. It is a work in progress, i'm still tweaking it, but i like it. The deck is kind of more black heavy with only a little bit of blue, the mana has been good so far.
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4 cryptbreaker
4 gravecrawler
4 relentless dead
4 rotting rats
4 diregraf colossus
4 prized amalgam
4 fatal push
4 compelling deterrence
sorceries: 4
4 inquisition of kozilek
artifacts: 2
2 blasting station
lands: 22
1 Urborg, tomb of yawgmoth
5 swamp
2 watery grave
2 bloodstained mire
4 polluted delta
4 darkslick shores
2 cavern of souls
2 mutavault
Rotting rats sounds really good with amalgam, since you can discard them to rats and when the rats dies, unearth triggers amalgam. You can even discard a second amalgam when unearthing the rats, and the first amalgam will trigger the second!
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4 fatal push
sorceries: 8
4 inquisition of kozilek
4 collective brutality
artifacts: 4
2 smuggler's copter
2 blasting station
creatures: 22
4 cryptbreaker
4 gravecrawler
4 relentless dead
2 rotting rats
4 diregraf colossus
2 fleshbag marauder
2 vengeful pharaoh
1 Urborg, tomb of yawgmoth
10 swamp
3 bloodstained mire
4 polluted delta
2 cavern of souls
2 mutavault
2 contaminated ground
2 ghost quarter
2 ratchet bomb
2 duress
2 wail of the nim
2 suffer the past
2 big game hunter
1 stromgald crusader
Adapted a bit to be able to beat various burn/aggro decks, pretty happy with the 75 so far.
loss 1-2 vs u/w death ad taxes, got owned game 3 by a bear wearing spectral flight, protected by spellskite...
win 2-1 vs u/b delver
win 2-0 vs jund, renlentless dead mvp, chumping goyfs all day, bringing back my guys.
win 2-0 vs mono-green devotion, got the station + relentless dead + fleshbag marauder lock to kill every fatty. G2 double copter kept me drawing gas. Opposing double relic of progenitus wasn’t enough.
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Like i said, i don't own the key cards of the deck anymore and it may take a while before i can actually playtest the thing, but i'd like to have feedback on this experiment in deck building. I'll try to get a budget version before i invest in the most expensive pieces, but my ideal first draft looks like this:
4 hangarback walker
4 glint-nest crane
4 scrap trawler
2 herald of anguish
Artifacts: 16
1 engineered explosives
1 mishra's bauble
2 mox opal
2 executioner's capsule
2 nihil spellbomb
2 mind stone
4 thopter foundry
2 sword of the meek
4 fatal push
sorceries: 2
2 yahenni's expertise
planeswalkers: 2
2 Tezzeret, agent of bolas
Lands: 22
4 polluted delta
4 flooded strand
4 island
2 watery grave
2 swamp
4 darksteel citadel
1 inventors' fair
1 academy ruins
The deck is built without ensnaring bridge and revolves around value creatures, namely scrap trawler. I'm maxing out on thopter foundry because of the utility they provide with trawler and hangarback walker. With trawler, the zero mana artifacts, including hangarback walker, can be recycled for more use with any artifact dying. Getting them back with executioner's capsule/nihil spellbomb activation is a lot of value. It also pairs up well vs artifact hate such as ancient grudge/creeping corrosion.
Trawler also provides tons of value with the thopter sword combo. Mishra's bauble draws a card for each thopter. One mox opal doubles the thopter output with every foundry activation (just get mox back everytime sword dies and sac it to foundry). We can even go infinite with two mox opal (just use mox mana to sac sword, get the other mox back, legend rule puts the tapped mox in the grave, use mox mana to sac sword, get the other mox, etc)! This will likely not happen often but it is an out to infinite combos.
No sideboard yet because i want to be sure about the 60 before i assemble the 15.
Thoughts?
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Also i've had bad results with the green splash so far... i'm really enjoying the mono-black list the most.
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Ranger looks good! Right now i'm testing something else in the flex slots (see list below) but I might try it out someday.
Saving sideboard space is valuable. This is why i'm running 2x wail of the nim instead of 2x zealous persecution plus 2x something like rootborn defenses. However in the blow things up departement, i'm not interested in saving space, i want to be running a full 4x disenchant type card. I'm using dredge logic, which run 4x nature's claim (plus ancient grudge as well). Since i want 4x of this effect i'm enclined to pick the most efficient card, which is fragmentize.
One upside of anguished unmaking is blowing up planeswalkers: If i want to be killing creatures all the other options i run are better, and for artifacts/enchantments fragmentize is also better. Against nahiri, the harbinger deck, I would not want to pay 3 life and get myself in lightning bolt range, but it might still be ok. I guess the card would be fine vs sun and moon. Liliana of the veil i don't care much about.
The real issue is uncertainty. You'll want to bring unmaking if you don't know what the opponent is siding against you. If they bring rest in peace/grafdigger's cage/leyline of the void then you want fragmentize. If they bring surgical extraction then at least unmaking will do something, as opposed to fragmentize. This is the guessing game dredge plays every game 2. And also there are a few deck were fragmentize will not be dead even if they don't have hate in the form of permanents. Regardless, i'll try unmaking as a one of, but i really don't like the card.
With that being said this is what i'll be trying out next week:
4 thoughtseize
4 collective brutality
2 lingering souls
creatures: 22
4 cryptbreaker
4 gravecrawler
4 tidehollow sculler
4 relentless dead
4 diregraf colossus
2 vengeful pharaoh
4 path to exile
artifacts: 2
2 blasting station
lands: 22
4 polluted delta
2 godless shrine
5 swamp
1 Urborg, tomb of yawgmoth
4 concealed courtyard
2 caves of koilos
2 cavern of souls
2 mutavault
1 anguished unmaking
2 surgical extraction
2 wail of the nim
2 blessing alliance
2 pay no heed
2 ghost quarter
4 fragmentize
Giving lingering souls a try in the fleshbag marauder slot, i've struggled vs flyers and the additional synergy/value with discard outlets seem strong.
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4 Flooded Strand
2 Windswept heath
2 Polluted delta
2 Hallowed Fountain
2 Plains
2 Island
2 Seachrome coast
2 Cavern of souls
2 Moorland haunt
2 Tectonic edge
4 Mausoleum Wanderer
4 Selfless Spirit
4 Rattlechains
2 Thalia, guardian of thraben
2 Phantasmal image
4 Spell Queller
4 Drogskol captain
4 Nebelgast herald
2 Moonlit strider
artifact: 4
4 Aether vial
4 Path to exile
2 Ghost quarter
2 Spell pierce
2 Detention sphere
2 Stony silence
2 Rest in peace
1 Eidolon of rhetoric
2 Spellskite
2 Burrenton forge-tender
Introducing moonlit strider! I really wish there were more decent soulshift creatures but looking for value stuff in u/w this is a card i want to try out. It basically rebuys any spirit in the deck plus protection. It is also bolt/decay proof and can potentially do a lot of tricks. I'll try it out next week and report on how it went.
Maybe windborn muse is just better, it has been pretty good. Vryn wingmare not being a spirit has been a big bummer.
Thoughts?
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I've considered anguished unmaking but i don't know how much better it is than what i got. For creatures it is a terrible path to exile, and blessed alliance allows me to hit them throught almost anything. Wail of the nim sweeps small stuff. For artifact and enchants fragmentize is super efficient. Plus the 3 life matters and can add up with thoughtseize and lands and draws from cryptbreaker. Unmaking seems like a worst version of everything else i got.
I played smallpox/flagstone/urborg a lon long time ago and it was super inconsistent. Basically i'd only play smallpox in creatureless + high land count decks.
Reporting from testing:
yesterday went 4-0 beating 2 infect decks, an interesting abzan blink deck and mono-red blood moon/ensnaring bridge prison deck. I'm glad the deck has game vs grindy decks like the abzan value deck and fast linear decks like infect.
today went 1-2, beating affinity and losing to ad nauseam and a weird mardu deck.
Affinity i won both games because of blasting station plus fragmentize, was pretty happy because the matchup seems difficult. Lost game 2 to ghirapur aether grid but game 3 i was able to remove it from my opponent's hand with tidehollow sculler turn 2.
Lost to ad nauseam G2 and 3 after hitting my opponent's hand and removing ad nauseam. He then drew angel's grace followed by another ad nauseam both games, with the help of cantrips. Obviously i had lethal on the swingback both games he won, not much else i could have done...
I don't know what to think of the mardu deck, was a weird pile of goodstuff, he played lingering souls which helped him a ton. I saw a bunch of planeswalkers and titans and removal and sweepers . G3 his relic of progenitus did a ton of work. Later in the game he drew sarkhan the mad (yup...) and turned 2 spirit tokens into dragons on the 2 following turns. I pathed the first dragon but the second was too much. All i had was a blasting station and was hoping to draw any creature to kill the spirits, I drew back to back thoughtseizes and lands instead and just died after drawing relentless dead one turn too late...
I think overall i like the deck better with white. Sculler is very good and you can do neat tricks with it and blasting station, like saccing it in response to the trigger to exile something forever. You can also lock up the draw with those two and relentless dead plus 5 lands. Just sac dead during the opponent's draw step, use the first ability to get it back for B and use the 2nd ability by paying 2 to get back sculler. Stack the station trigger so it resolves before the sculler trigger, then sac sculler with the exile ability on the stack, taking away your opponent's drawn card. On your turn just cast dead for 2 black mana and leave the other 3 lands open to repeat the lock, all at the same time doing two damage points anywhere!
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This is what i'm currently testing:
4 thoughtseize
4 collective brutality
creatures: 24
4 cryptbreaker
4 gravecrawler
4 tidehollow sculler
4 relentless dead
4 diregraf colossus
2 fleshbag marauder
2 vengeful pharaoh
4 path to exile
artifacts: 2
2 blasting station
lands: 22
4 concealed courtyard
2 caves of koilos
4 polluted delta
2 godless shrine
5 swamp
1 Urborg, tomb of yawgmoth
2 cavern of souls
2 mutavault
2 surgical extraction
2 wail of the nim
2 blessed alliance
2 pay no heed
3 ghost quarter
4 fragmentize
Path is currently the best removal, and sculler deepens the disruption suite. Sadly no room for Kalitas, traitor of ghet anymore, because i want to keep the curve clean. Fragmentize has been great, it is the most efficient at what it does so i really enjoy it. Caves of koilos is a budget option until i get a couple of bloodstained mire. Not sure if i should be running a basic plains, the deck is black mana hungry and i don't plan on buying marsh flats to fetch it anytime soon.
Initial testing has been positive, i will report back with results later. Thoughts?
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For the mana base, i always use this article as a reference. It states that in order to have consistent turn one colored mana (for mausoleum wanderer) you need 14 colored sources. I run 16 blue sources, counting the cavern of souls. To have consistent turn 2 colored mana (for thalia, guardian of thraben and phantasmal image), you need 13 sources. I run 14 of each (excluding the caverns). I don't know the math for having 2 different colors of mana on turn 3 for gold cards, but i have 14 lands that tap for 2 colors, 16 that tap for blue and 16 that tap for white, for a total of 18 that tap for colored mana. I have a total of 22 lands which is what is required for hitting the third land drop consistently.
With this in mind, and considering i play 4x aether vial to ease the mana, i would say my mana base is actually very conservative.
I've played a lot against blood moon and honestly, unless they cheat it turn 2 with simian spirit guide, i've been fine. I run 2x of each basic plus 6x fetchland that can get any one of each basic type, for a total of 8 virtual basic of each type. If the opponent casts blood moon on turn 3, you will have seen 9 cards (on the play or on the draw, it is the same) and have a 75.11% chance of seeing any one copy of a card you have x8 in your deck. If you add the vials (12 cards) you have 88.66% chance of seeing any one of those. Your opponent, if he or she plays 4x blood moon, has a 52.77% chance of seeing blood moon by turn 3. This means you wll be hard screwed 13.13% of games on turn 3, counting virtual basics, and 6% of games for basics and vials. I do not know the math for having both basic plains and basic islands, and this does not take into consideration later blood moons or additional artifact hate your opponent may bring for your vial, but you can see, as a guideline, it isn't so bad. I don't think you can get much more percentage points by adding maybe 2 more basics/fetchlands versus the utility of more special lands.
Lastly mutavault isn't worth it i would think. Tectonic edge fills an important role in my particular strategy, which is to complement our taxes. It can compensate for path to exiles and can screw the opponent, which will be forced to play his/her lands because of the taxes, and killing a land is then very powerful. In counterghost i would stick to ghost quarter, it is a better card for slowing down tron/killing utility lands. The thing is you don't get a ton of synergy with mutavault. It doesn't fly so it feels weird to have, and also the only tribal benefit is with drogskol captain, all the other synergies happen when a spirit enters the battlefield or when you cast them, so yeah i guess have a 3/3 hexproof guy isn't the worst but the benefit of mana base disruption overweights that imo.