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Author Topic: New Tezz -Project Artifact Storm  (Read 4142 times)
serracollector
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« on: April 01, 2011, 01:21:47 am »

There has been much use, much testing, and much debate over the new UB version of Tezzeret.
What surprises me, is that in all this time I haven't seen someone make a deck soly based around him.
Why would someone do this tho you might ask?  Because I beleive that new Tezz is easily comparable to Storm and Tendrils, and with all the mana ramp, possibly easier to get off, especially in a MUD meta.
The idea behind a deck based on new Tezz is to get 10 artifacts (or the amount needed) on the board, then use his ultimate.  It has what I call "artifact storm" ability.  And he costs the same as Tendrils, and in many cases is much easier to cast.

Anyways here is my current decklist, which I will gladly take criticism on:

// Lands(14)
1 [HOP] Seat of the Synod
3  Island
1  Vault of Whispers
1  Tolarian Academy
4  Polluted Delta
4  Underground Sea

// Creatures(2)
2  Myr Battlesphere

// Spells(44)
1  Mox Jet
1  Mox Pearl
3  Mox Opal
1  Mox Sapphire
1  Mox Emerald
1  Mox Ruby
1  Mana Crypt
1  Black Lotus
2  Voltaic Key
1  Sol Ring
1  Mana Vault
2 [V09] Sensei's Divining Top
1 [JGC] Vampiric Tutor
1  Imperial Seal
1  Ancestral Recall
1  Brainstorm
1  Demonic Tutor
1  Hurkyl's Recall
1  Echoing Truth
1  Time Walk
1  Time Vault
2  Mana Drain
1  Yawgmoth's Will
1  Timetwister
1  Thirst for Knowledge
1  Tinker
4  Tezzeret, Agent of Bolas
1 [V09] Gifts Ungiven
4  Force of Will
4  Thoughtcast

// Sideboard(15)
SB: 2  Engineered Explosives
SB: 3  Pithing Needle
SB: 3  Nihil Spellbomb
SB: 4  Steel Sabotage
SB: 2  Hurkyl's Recall
SB: 1  Echoing Truth


The idea is simply to get 10 artifacts on Board asap and Tezz for Ultimate.

Card Choices/Non-Choices:

Confidant - With thoughtcast, force, and tezz as 4 of's, this guy hurt too much.  tried 4, then 3, then 2, then 1, then none.  Never needed nor liked him for the life cost.  Even with the chance to Mini-tendrils with tezz and get some life, confidant just hurt too much.

Thoughtcast - works great with Top, is generally cheap, and is about the most efficient card drawer I know of atm.  Me and a friend had an argument, with sphere effects is it add to casting cost, then reduce casting cost, or vice versa?  If there is a sphere in play can TC be cast for U if I have a million artifacts out?  Or 1U?  I will reveal my side after its answered.

Preordain - In this deck it isn't necessarily about finding that 1 card, its just about getting cards into hand and into play.  Thoughtcast did this much better for the same cost most of the time.

Ponder - look above.

Timetwister - I agree, in most decks this card is bad in that it gives your opponent the advantage most of the time.  In this deck, with its riculous moxen/low CC artifacts, and tricks you can do with top, I have came out ahead after casting twister the majority of the time in testing.

Fact or Fiction - I love this card, but once again, TC out does it in CC, which is huge in a MUD era.

Gifts - why run Gifts and not Fact?  Because gifts wins the game.

Echoing Truth - this could be a repeal in 60% of situations, but, against Ichorid/Dredge or against Gaddock Teeg, this card shines far above repeal. Also good for getting chalices set at 0 and 1, or both!

Memory Jar - I had this in at first as my 2nd tinker target, but after testing it out and in for the 2nd Myr, I found the Myr to win me way more games than the jar did.  Some Jars have backfired, but Myr never has.

Myr Battlesphere - I think obv reason why its in here, but why two is probably going to be the question asked.  Because its very very easy to just hard cast, and is a game winner if cast.  If you cast 1 then cast 1 2nd you can tap the additional 5 Myr for lethal.  An expensive way to win, but not effected by Lodestone, or Thorn.  Also, getting 1 swords, then tinkering out another is surprising, and even if they have a 2nd swords gl with tokens/tezz.

Mana Drain - with 3 mox opal, it isn't uncommon to get 2 u on turn 1.  Also it helps fuel out Myr's.  I run it over spell pierce because of this reason.  Drain is a mana source.



Side Board:

Dredge -
+3 Needle
+3 SpellBomb

-1 Hurk
-2 Drain
-1 Tezz
-2 Thoughtcast

Fish -
+2 Explosives
+1 Echoing truth

-1 Hurk's
-1 Voltaic Key
-1 Top


Storm -
+1 Spellbomb
-1 Hurk's
RACE

MUD -
+4 Sabatoge
+2 Hurk's

-4 Thoughtcast
-1 Echoing Truth
-1 Gifts Ungiven


I haven't played against Oath yet.
I have played this alot online, and it has done very very well. 
Another way to think of this deck is that it makes Tinker just that much more broken.
If you have tezz in play tinker for Myr is gg.
If you have Key or Vault in play tinker is gg.
If u get tinker early for Myr its more than likely gg.

Anyways, comments, thoughts, hate, all welcome.  For those who try it, its fun, evil, pretty broken IMO, and almost as fun as storm (for those who like to play storm, you understand what I mean.)
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Leooooh
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« Reply #1 on: April 01, 2011, 02:43:14 am »

Hey

Good list man. I goldfished sometimes with it on MWS, and it is really fun to play, but after few tests I would like topoint out some toughts.

- I feel that the deck has too few protection. It does some broken plays in the early game, so adding Spell Pierces might give you some protection for the big bombs. I would say that 2 to 3 pierces would be solid.
- Why no Grim Monolith? Since you are planning to run more than one Myr Battlesphre, Monolith with key would help you a lot. If you add them, do not forget to add more keys and tops, so you can have an alternative draw engine.
- This deck seems to suffer a lot from a resolved Null Rod. Fish and Shops using Rods might give you some headache, while you have 4 Tezz agent of bolas to turn your moxen in to 5/5, I still think those are your worst matches.

Anyway, keep up with the good work man....I am a fan of those Turbo Tezz decks cause they can do pretty broken plays, and that is the fun and reason to play Vintage for me.
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Workshops SUCKS huh??? So why do you bother so much with them??? Why do you change so much your decks to beat them???
LSD25
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« Reply #2 on: April 01, 2011, 05:19:08 am »

i played a couple games on mws...

would like -1 myr +1 drain...

about null rod:  if your mana base is screwed, then yeah... but if you land tezz, making a 5/5 is pretty good against fish
about monolith:  going straight turbo tezz with new tezz does not seem as good as going turbo with old tezz

i think shops is everyone's nightmare... weird that turbo tezz and gush are coming out when there are 12 spheres around...

and if this deck is weak to fish, i think that will be a problem since i expect to see a rise in fishy decks to accomodate for shops.

also.. no mystical is kinna sad
« Last Edit: April 01, 2011, 06:19:24 am by LSD25 » Logged
Purple Hat
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« Reply #3 on: April 01, 2011, 10:52:19 am »

affinity works against spheres but not 3sphere.

Quote
601.2e. The player determines the total cost of the spell. Usually this is just the mana cost. Some spells have additional or alternative costs. Some effects may increase or reduce the cost to pay, or may provide other alternative costs. Costs may include paying mana, tapping permanents, sacrificing permanents, discarding cards, and so on. The total cost is the mana cost or alternative cost (as determined in rule 601.2b), plus all additional costs and cost increases, and minus all cost reductions. If the mana component of the total cost is reduced to nothing by cost reduction effects, it is considered to be {0}. It can't be reduced to less than {0}.
Quote
Once the total cost is determined, any effects that directly affect the total cost are applied.
Then the resulting total cost becomes "locked in." If effects would change the total cost after this time, they have no effect.

3sphere checks total cost to play a spell if its less than three it makes it three.  normal spheres are cost increasers and are added before affinity takes place.
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"it's brainstorm...how can you not play brainstorm?  You've cast that card right?  and it resolved?" -Pat Chapin

Just moved - Looking for players/groups in North Jersey to sling some cardboard.
serracollector
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« Reply #4 on: April 01, 2011, 12:28:29 pm »

@above: Yes, ty, that is what I thought, and that is part of the reason I been running ThoughtCast over all the other draw available.  

I would love to add mystical Tutor, I mean it does get Tinker, but what to drop?  The Thirst for Knowledge?  Not gonna lie it becomes force fodder than almost any other card in the list.

TBH chalice at 0 turn 1 hurts a lot more than Null Rod.  Remember in the SB I run 4 steel sabotage, and 2 hurks (1 main already), and with the 3 basics and 4 fetches, I hope I can find the 1 blue needed to EOT bounce the Rod/Chalice, drop everything, explode, and win anyways.

Im glad you guys are at least enjoying it.  4 FoRce and 2 drain may seem a lil light on disruption, but the deck really only needs to drop 1 bomb to win,  and it has 6 win conditions (4 tezz, 2 Myr), and Time Vault/Key as well.
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serracollector
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« Reply #5 on: May 24, 2012, 03:02:27 am »

So it has been a long time since I have posted on this thread, but I felt that I didn't need to make a new one, since changes to the deck have not been huge.  Anyways, after this card was spoiled:

http://i48.tinypic.com/30u9t3c.jpg

I immediately began to think it would fit perfectly in my tezz 2.0 ( or as I called it, tendrils on a stick).dec

Anyways here is my current list:

4 Tezzeret, Agent of Bolas
4 Tidehollow Strix
1 Mox Pearl
1 Mox Sapphire
1 Mox Jet
1 Mox Emerald
1 Mox Ruby
1 Sol Ring
1 Mana Crypt
1 Mana Vault
1 Black Lotus
2 Sensei's Divining Top
1 Voltaic Key
1 Talisman of Dominance
1 Ancestral Recall
1 Time Walk
1 Reconstruction
1 Demonic Tutor
1 Vampiric Tutor
1 Yawgmoth's Will
1 Tinker
2 Myr Battlesphere
4 Force of Will
4 Phyrexian Revoker
1 Tolarian Academy
3 Island
2 Swamp
1 Time Vault
4 Polluted Delta
2 Scalding Tarn
2 Mana Drain
1 Misdirection
1 Steel Sabotage
1 Echoing Truth
4 Underground Sea
SB: 4 Dystopia
SB: 4 Grafdigger's Cage
SB: 2 Doom Blade
SB: 2 Echoing Truth
SB: 2 Sower of Temptation
SB: 1 Hurkyl's Recall


Phyrexian Revokers and Strix have been absolutely amazing.  They slow down all the main aggro decks (Kuldotha/Metalworker Mud, and Guli.dec, GWx beats/HumanCaverns), and the cantrip ability on strix makes sure you stay ahead in the game.  Otherwise, the deck plays exactly as it did before with the previous lists.  I am hoping to get some discussion on this, as from my testing, its a really powerful, and fun to play deck.


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StanleyAugust
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« Reply #6 on: May 24, 2012, 04:11:51 am »

Funny thing.. I just re-read this thread yesterday because it has some similarities with a deck I'm working on. Don't you think that Ethersworn Canonist fits in perfectly in this type of deck?
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bluemage55
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« Reply #7 on: May 24, 2012, 06:27:50 am »

How exactly do you plan to beat a standard blue control-combo deck?  You have 7 disruption spells to their 12 or so, minimal CA, and tons of dead cards.

How is this deck superior to a Bob/Jace/Tiago list or Drain Tendrils or Painter in any way?  What matchups are possibly more favorable to you when you're dropping Revokers and Tidehollow Strix instead of Bob or winning counter wars?  How is a counterable 4cc win condition that takes 2 turns and requires tons of dead cards superior to Tendrils, Painter/Grindstone, or Jace?
« Last Edit: May 24, 2012, 06:37:35 am by bluemage55 » Logged
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