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Author Topic: Newlife UW Tezzeret Control  (Read 986 times)
Isaac85
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« on: October 10, 2008, 06:22:53 am »

So with shards out and tezz decks flying out of everywhere I thought I would dabble in it a little. I have read numerous posts about tezz this and tezz that however nobody seems to break down any knowledge breakdowns in matches or how to play in these scenarios they just want help. I have been play testing for the past couple of days and I have came up with some insanely good results but with the good comes the bad and not so great ones. So first here's the goods.

Newlife UW Tezzeret Control

Lands 18

1 tolarian academy
1 library of alexandria
4 flooded strand
2 polluted delta
4 tundra
4 island
2 plains

Creatures 6

trinket mage 2
jotun grunt 4

Spells 24

Tezzeret the seeker 2
brainstorm 1
ancestral recall 1
time walk 1
mana drain 4
force of will 4
swords to plowshares 3
ponder 1
echoing truth 1
thirst for knowledge 4
negate 2

artifacts 12

moxen 5
black lotus 1
sol ring 1
voltaic key 1
time vault 1
tormod's crypt 1
sensei's divining top 1
engineered explosives 1

I took the idea of trinket mage from Grand Inquisitor I thought about the ability to get either moxen or defensive spells as a good strategy to stall long enough to get Tezz online. However after play testing a bit with that I thought to myself man I don't know if hes going to be good enough. I sought after the black blue version and messed around with it and again I just wasn't getting the results I personal wanted to. Then it was mentioned with a white splash and I tried to mix it all together. I sought after numerous posts and got ideas from here and there till I came up with the list about. What makes it stand out and what makes it's vulnerable a few different things.

Jotun grunt as a 4 of is pretty good. He has been my mvp when Tezz didn't show up due to the lack of tutor effects. Hes been many of times the reason why I won a game. He knocks tarm on his ass. He emptys the yard for lack of a yawg's will and he gives you back key cards you need I.E explosives or crypt or hell even back your tezz if you botched it somehow.

Swords to plowshares as a 3 of seemed right. I messed around with the set then was like I am seeing these way to often so I cut the number down to 3 and it fits. Swords takes out those unwanted dark steels when you lost a counter war or any big fatty that is knocking at your door.

Voltaic key is so under rated it's not funny. Soly made me a believer of its power. When I first put it in it was just as a hey maybe hes onto something then I seen how crazy it can be sometimes and it was totally worth it. trinket mage can grab it as well so in a bind trinket gets him and then if you got vault in hand or even tezz it's another gg.

Why chose this version over others like Grand Inquisitor's or home brew's. I didn't have such great success with the UB version for some reason it seemed inconstant and if tezz wasn't resolved then you were boned. Grand Inquisitor's version is very vulnerable to wastelands since it runs blue with splash colors. Wastelands aren't a huge deal with this deck as you can bounce back with your basics.

There is a reason I didn't list a sideboard. Sides are pretty much what your meta game calls for. There is a huge difference in where ever you go. I don't have a meta where I live so I just use what seems best but I still haven't came up with a solid one yet. Once I do it will get posted.

On other note here are some percentages for different decks that I have played.

control slayer 2-1

They play around your counters you play around theres. It's like a game of chess. Who makes the first bad play and do you capitalize on it. Theirs many different versions just like this deck and you gotta be aware of what they are. Welder gets swords all day long grunt keeps the pressure on them until you can combo off. Id say your odds are about 70-30 first game and 60-40 after sb they have there hate as do we

painters servant 4-0

Again the chess wars of 08 continue and you have to be aware of what your opponent is doing at all times. He will try to bait out your counters with red eb blasts or pyro blast but keep an eye out on how many he has played. chances are he wont be playing mana drains or negates but he could so keep your eyes peeled. Id say your chances of willing are 75-25 first game due to swords and a stock pile of counters. Second game after sb might be more 60-40 but with a good sb you will still have the better odds imo.

staxx 3-6

Horrible match up. Grunt is your savior here as well as swords. I couldn't get a win on the first game but after side boarding the chances are better but still in his favor. Since you are playing a few basics wasteland effects wont hurt that much but they still will sting. id say first match 30-70 there favor and second after side boarding 40-60 but still not even.
 
oath 3-0

It could be luck or it could be the skill but the oath games I played were pretty easy for me. I played a lot of oath and it was a deck I was messing around with till recently so I am familiar with the tricks of the trade. Your counters counter there counters and vise verse. grunt is another key guys here and a oath hitting the board is bad news for you. Lucky you are likely playing more counters so hopefully you wont let it ride out or have a quick threat to get rid of it. I think the first match is 55-45 you got a slight advantage. After bringing in the hate and they bring in theirs I think it evens out to 50-50.
 
random jank 3-0

Random jank is always fun to play against. you never know what your going to get. My best advise play conservative and get to where you need to be before they do. It's hard to give win percentages for randomness but depending on the deck you either have high to 60 percent chances of winning. If there playing random chances are they have no clue about where your playing.

Theirs many other decks and I hope to keep updating as more date comes to me. any suggestions or comments are well welcomed because I know I don't have all the answers.
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« Reply #1 on: October 10, 2008, 06:59:16 am »

You could play multiple canonist to get a better combo match-up. Or just 1 to tutor up with Tezz.

/Zeus
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