Its a brew I've concocted last spring that I've worked on and off this summer via cockatrice and recently x-mage. It's refined to the point that I've easily obtained a +1600 constructed rating on x-mage woogerworks server within the first 3 days I played despite my unfamiliarity playing on such a setting (as a consequence I was losing a lot of matches to time outs, misclicks the game wouldn’t let me redo, etc).
Normally I wouldn't mind posting a screenshot verifying this, however apparently ELO decay is a real thing on X-mage and when I attempted to regain the +1.6k constructed rating last Monday, I discovered to my dismay a key card is now bugged with the new x-mage update (Quicksilver Fountain). That is partially why I am now posting on this forum.
Deck List:
Instant (9)
3x Abrupt Decay
2x Fatal Push
1x Stoic Rebuttal
3x Whir of Invention
Sorcery (8)
4x Ancient Stirring
2x Inquisition of Kozilek
2x Thoughtseize
Artifact (21)
4x Chromatic Star
1x Engineered Explosives
3x Ensnaring Bridge
3x Mox Opal
1x Nihil Spellbomb
1x Pithing Needle
1x Quicksilver Fountain
1x Sword of the Meek
4x Terrarion
2x Thopter Foundry
Planeswalker (3)
3x Tezzeret, Agent of Bolas
Land (19)
1x Academy Ruin
1x Botanical Sanctum
1x Darkslick Shores
2x Darksteel Citadel
1x Forest
4x Glimmervoid
1x Inventors' Fair
1x Island
2x Misty Rainforest
2x Polluted Delta
1x Swamp
1x Watery Grave
Sideboard
Instant (4)
1x Fatal Push
2x Stoic Rebuttal
1x Whir of Invention
Sorcery (2)
1x Ancestral Vision
1x Maelstrom Pulse
Creature (1)
1x Dark Confidant
Artifact Creature (1)
1x Tidehollow Sculler
Artifact (6)
1x Executioner's Capsule
1x Grafdigger's Cage
1x Pithing Needle
1x Quicksilver Fountain
1x Welding Jar
1x Witchbane Orb
Planeswalker (1)
1x Liliana of the Veil
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If I were to register for a tournament tomorrow, I would main deck the 3rd Fatal Push and sideboard the 3rd Abrupt Decay. Additionally, I would flip the maindeck Stoic Rebuttal with either the sideboard Lilianna or Whir. I only had it set up like so to reflect the unusually high influx of blue based control decks and other such rogues you're likely to come across (which TBF I suppose is expected given the nature of the program I relied on for testing).
As I had written prior, I had worked on this brew on and off since last spring, and I've refined it to the point where I can see the potential of it grasping tier 1 status. As it is right now, it definitely clears the water to be tier 2. It shares nearly none of the weaknesses that plague your typical modern control or prison deck. Clunky-ness isn't a big factor as the mana curve is very low to the ground, its tools and game plan are versatile enough it doesn't fold to random rogue elements, its match up against big mana decks like Tron isn't horrendous, it's not so fragile to lose to relevant disruption it may come across, and above all, it's consistency far beyond what you'd expect from a typical modern deck. In fact, that is this deck's main selling point -- consistency -- in a format that is otherwise ruled by variance.
The concept for its construction is really simple; it was basically the desire to utilize underplayed Modern legal cards that had potent enough power level to actually see fringe Legacy play, but otherwise require a critical mass of artifacts to function and just fill up that critical threshold with cheap artifacts that can replace themselves so that you don't actually lose cards playing underwhelming artifacts. Right now, it looks like U/B Tezzerator that splashes green, but that was never the intent and I actually take offense to it. Originally, Reshape was the choice of tutor with MD Ichor Wellsprings and those Implements as additional sacrificial support since these same filler artifacts made Thopter Foundry useful outside of the combo. It became apparent quickly that Ensnaring Bridge was the priority search target in most of the fast match-ups and testing concluded Whir of Invention was more apt at quickly tutoring out said Bridge. So now the deck is constructed in such a way as to prioritize the quick deployment of Ensnaring Bridge as consistently as possible above all since it solves almost all the fast MUs in one swoop. And believe me this brew is leagues above more consistent at powering out that Ensnaring Bridge than any other Modern deck with 4x Ancient Stirring, 3x Whir of Invention, 1x Inventors' Fair, and 3x Tezzeret along with the 3 main deck Ensnaring Bridge itself. In fact, this consistency enables the brew to deploy multiple Ensnaring Bridges quickly thus diminishing the potential outs your opponent may have available since a single Flickerwisp or Kolaghan's Command won't cut it anymore.
The main deck brew right now is I believe right now close to optimization, but the sideboard is another subject that I will touch on later. I will go a rant later which is sort of relevant as to why I'm posting on this website as opposed to the other options. I wish to also convey my thought process on some of renovations I'm not fully confident in to give the reader a better grasp of what areas could use work, and other such tedious details.. So before I lose readers I want to at least provide a brief summary on the function of the MD inclusions right now that I'm proud to present.
Probably the most mundane, underwhelming cards on this list. Cards such as these were initially intended to serve as filler artifacts so the more powerful cards that require a critical threshold of artifact can function properly. However with subsequent cuts to land count coupled with the adoption of Whir, they have become stabilizers with what would otherwise be an unstable mana base. They serve multiple roles. Early game they fix your mana so you don't have to mull hands that happen to provide only one or less colored sources among your starting lands. Obviously, they're a cheap means to enable both Metalcraft and Improvise. They improve your card selection options with Ancient Stirring as they're basically a blind card draw option since they cantrip. They're great sacrificial fodder for Thopter Foundry so top decking them doesn't feel bad. They artificially keep your hand size low without actually losing CA for Ensnaring Bridge, so it's kind of like a reverse Clue. Finally, they trigger revolt for Fatal Push. They also incidentally hamper the effectiveness of certain tactics against you. You're buffered from Blood Moon for instance, they can be cracked at your opponent's EOT so you won't take damage at upkeep from those enchantments in 8 Rack, and against Lantern Control you can actually draw the card you want if you possess the same or more number of artifact eggs to their mill rocks.
Early-mid game, you’d want to keep these artifact eggs around for mana-fixing and powering out Whir of Invention. Later on you’re still incentivized to keep them as fodder for Thopter Foundry since it’s essentially free and at least maintain Metalcraft. Furthermore, you’ll be penalized in some matches for liberally cycling through your eggs. You never want to for instance want to draw more than 1 land per turn against a board full of opposing weenies. Of course, if you’re facing imminent doom, crack as many to your heart’s desire; dead is dead and you won’t suffer mana quantity-wise for at least sacrificing the ones currently in play.
I know this A LOT of information for some really mundane artifacts, yet there’s a lot decision making of whether to preserve or crack them along with the pacing of that act. I suppose the point I’m trying to get across is that there’s a substantial learning curve to these things to play this brew optimally. One last warning, DO NOT keep one-landers just because you opened a bunch of Chromatic Stars to cycle through. It’s too slow and the land count is too low to rely on a blind cantrip to get out 2nd mana source.
Stem early aggression before Bridge can be dropped, kill special role players that can circumvent Bridge
Multi-purpose maindeckable removal that is priceless in this list, because they serve to make you robust against potent SB hate like Stony Silence or Rest in Peace without needing to sideboard multiple dedicated answers to those hate cards.
Unfortunately, you need to be lucky to cast this spell on turn 2 with the current configuration of this brew. You're also tapping out a lot during the early phase and additionally it might become a liability in certain match ups where your opponent's 1 or 2 power creatures can still attack you despite throwing down a Ensnaring Bridge. So not quite a Counterspell and you might lose because you have countermagic stuck in your hand in a Ensnaring Bridge deck. They are however stellar in all the match ups where Ensnaring Bridge is ineffectual which encompasses the majority this brew's tougher MUs. Mid - late game they're as good as Counterspell with the upside of being invulnerable to Spell Snare, which is the phase you typically want to hold up counter magic against such decks anyways. I suppose Negate would probably serve just as well in 95% of these situations, but there's a certain comfort to being able to counter Prime Time or large Walking Ballista with your counter magic. Everything I've written here presents a strong case for Stoic Rebuttal as sideboard material though. I have 1-of MD only in response to the unusually high influx of blue based decks and Tron present in x-mage.
Clunky removal in a brew I took care to construct a low to the ground mana curve emphasizing efficiency. The only reason it still remains is because it's a source of flexible removal that can be tutored or be picked up by Tezzeret / Ancient Stirrings. Certain matches become much more difficult when you remove that option as I've had to learn to my sorrow. For instance, I was 3 cards away from getting milled out by Lantern Control, a MU that by all accounts is nigh unlosable, because I didn't have an Engineered Explosives to tutor out and blow up the pithing needles. Removed twice MD only to be reinstated a little while later.
MD graveyard hate that has negligible impact on performance even if irrelevant. Hell, it can be sacrificed to Thopter Foundry and you'll still be refunded a card provided you pay an extra :b: . However, that 1-of MD inclusion has profound impact on this brew's match ups against graveyard reliant decks. This brew doesn't suffer an unfavorable MU against Dredge like every other interactive deck pre-sideboard. Whir of Invention can still serve as proxy counter magic against decks that use the graveyard in their combo to go off like Storm.
Disruption suite via discard. I suppose arguments could be made to increase the count to 6-of since it works for Lantern Control. I would actually appreciate input from veteran Lantern Control pilots.
Rarely ever a truly dead card, though in some of the match ups you're going to need to take a wild stab in the dark since things like fetch lands and Street Wraith are usually activated immediately upon being drawn. This is in the main deck, because it shuts down most avenues of attack that circumvent Ensnaring Bridge. Some decks like all the Tron variants possess multiple high demand Pithing Needle targets which necessitates a second copy in the sideboard. Incidentally, this brews MU against Ad Nauseam pre-sideboard is not unfavorable as Pithing Needle locks them out of their primary win con, Lightning Storm, and they don't possess the tools to deal with Pithing Needle main board. Your typical Modern format control and prison archetypes would be hard pressed for a favorable MU against Ad Nauseam pre-sideboard.
The biggest factor why the Tron MUs are not horrendous. This is basically an artifact version of Blood Moon that as such can be picked up by Ancient Stirring / Tezz and tutored out just like an Ensnaring Bridge. In some ways it's worse than Blood Moon and some ways more potent. The downside is quite notably its miniscule immediate impact; only 1 land will be turned into a island at a time meaning it needs to be dropped early keep your opponent off Tron mana. However, its effect persists even after its erasure from the board, so a Tron opponent activating Oblivion Stone won't return their affected lands back to normal. This brew's mana base is minimally impacted from Quicksilver Fountain as your color intensive spells are :u: anyways. This lovely land crippling artifact doesn't bother with silly pretenses of whether you have basic lands out or not like Blood Moon. It just indiscriminately hates on every non-blue deck, so archetypes like Death n Taxes + Burn that you would normally expect to be resilient to Blood Moon effects will have their mana base utterly decimated by Quicksilver Fountain.
The only reason this tech hasn't been widely adopted is simply an artifact sac outlet is a prerequisite to ensure the flood counters' permanence, something this brew has already acquired by way of Thopter Foundry. As you can imagine, Quicksilver Fountain's incidentally boosts this brew's performance against other slow, mid-range decks. Sadly, the most important of them, Grixis, is largely unaffected like other other blue decks since the simple possession of blue dual lands (in this case, shocklands) is how you bypass getting your non-blue mana sources cut off. I actually desperately want to make room for a 3rd copy in the sideboard, because Tron simply cannot beat a turn 3 Quicksilver Fountain when they're on the draw.
I know I made a point to never compromise on card disadvantage as a rule of thumb in configuring my brew, but all the busted starts involve Mox Opal. The deck just performs at another level with an early Mox Opal that you want increased odds of drawing one in your opening hand. This IS one of the pay offs to accruing a critical mass of artifacts and basically puts you a turn ahead of your opponent casting all your spells. I would like to also point out multiple Mox Opal s in starting hand can enable turn 1 Liliana of the Veil or turn 2 Tezzeret, Agent of Bolas, but that requires the presence of other artifacts cost :0:, a selling point to mishra's bauble.
A key component to this brew's consistency, while also simultaneously the main destabilizing factor that strains your mana base early game. Its not as cumbersome as some might think, but drawing multiples of this spell without the supporting cheap artifacts for Improvise does suck. It's quite feasible to cash this in on turn 3-4 for an Ensnaring Bridge, something that cannot be said for Reshape and ensuing cost of needing to adopt Terrarion to ensure mana stability was an acceptable cost. It's a 3-of, because your hand getting clogged up with with 3-4 drops is a concern that can compromise the integrity of your Ensnaring Bridge. Strange to say, but despite its versatility there are some match ups where there's only like 2 target you want to tutor for main board and afterwards they're next to useless. Obviously, the later copies become more relevant post sideboard, but.. right now its a headache to try make room for the 4th Whir MD.
One final note, these babies can get so much better post SB with potent search options combined with instant speed play. Ever effectively countered a Chord of Calling by putting down a Grafdigger's Cage or whipped out a Witchbane Orb in response to Scapeshift? You can choose to overpay for your Whirs to throw off your opponent and once it resolves, lay down a Pithing Needle they can’t respond to.
Hands down the strongest 1-mana cantrip Modern has to offer by a long shot. THIS is one of the pay offs for accruing a critical mass of colorless spells. Half the reason you'd want the 3rd Ensnaring Bridge over the 4th Whir of Invention MD is just so you retain decent odds at catching a Bridge off your Stirrings. I shouldn't to justify this card's inclusion; I rest my case with Lantern Control.
The other pay off. This is one of the few planeswalker that has actually seen Legacy play. This the ONLY 4 cmc planewalker that rivals Jace, the Mind Sculptor. It has already been acknowledged that Tezzeret is the preferred planeswalker of choice over Jace in those Legacy artifact decks. Actually considering where I'm posting, I probably don't need to elaborate on Tezzeret. Tezzeret is this deck's primary win con / CA engine. No other options come close. This brew is actually quite conducive to hosting any planeswalker it wants and the 4th Tezzeret will blow all of them out of the water. I know I have Liliana of the Veil in this 75, but she has always been viewed as a removal spell with upside. The 3rd Tezzeret can be quite clunky in some match ups like Elves and thus gets sided out. However still, that 3rd Tezzeret is very valuable in some of the more tougher match ups where enemy has successfully neutralized the threat of thopter beat-down and I cannot afford to whiff on drawing a Tezzeret on my top half of the library. I should note this is an Ensnaring Bridge prison deck, so there's more emphasis on him +1'ing and ultimating for the win than beating down with 5/5s.
The only similarities between this brew and those shitty U/B Tezzerators you'll find MTG salv are the Tezzs and the Whirs. I don't even agree with the inclusion of multiple Sword of the Meek, an absolute dead card outside of a combo that's not even that good until the later stages when you have an abundance of lands. I did try to stay open-minded and tested some of their tech. The faulty logic they were operating under quickly became apparent and I had posted on reddit my conclusions along with the brew work-in-progress optimistic there would be cooperation and recognition for my efforts. Instead, I was ridiculed, trolled, and my opinions preemptively rejected without thought. Those imbeciles even questioned the merit of Ancient Stirrings itself, a 5-card selection cantrip that's good enough to see play in Legacy, and the glue that holds together Lantern Control, a modern artifact based archetype that ACTUALLY DOES PUT UP RESULTS. I would say Lantern Control was more of a helpful template to emulate than those shitheads brew ever were. I find the "Tezzerator" label on my creation offensive, because I don't want it to ever be associated with those failures. Besides, Tezzeret isn't the critical element to my gameplan, Ensnaring Bridge is.
MTG became too frustrating of a hobby for me to continue, so I stopped at that point. A random whim of mine, crushing those redditors on x-mage with the deck they ridiculed months ago is how I became active again 2 weeks ago. My high rating on X-mage enabled me to procure plenty of quality opponents so it wasn't stressful for me to refine my rough draft to a near complete diamond. Well at least main deck-wise. The sideboard is a mess that I will touch on later.
I'm not done, I just figured it will be it look less cluttered if I split up the post