Dark_Cynic87
09-20-2008, 09:35 AM
Well, I said I was going to in the Tezzeret Stax thread, so here it is. Without further continuing, my list:
Heat Seeker 2K8
Spells--36
3x Smokestack
4x Trinisphere
4x Chalice of the Void
3x Crucible of Worlds
1x Life from the Loam
4x Mox Diamond
1x Coalition Relic
3x Propaganda
1x Ensnaring Bridge
4x Leyline of the Void
3x Intuition
3x Tezzeret the Seeker
1x Helm of Obedience
1x Engineered Explosives
Land--24
4x Ancient Tomb
4x City of Traitors
3x Mishra's Factory
2x Wasteland
3x Polluted Delta
3x Underground Sea
1x Tropical Island
1x Bayou
1x Academy Ruins
1x Dust Bowl
1x Island
Sideboard--15
4x Pithing Needle
3x Krosan Grip
3x Arcane Laboratory
2x Engineered Explosives
1x Tormod's Crypt
1x Propaganda
1x Ensnaring Bridge
Objective: There are a three ways of going about playing this deck. The first is to play as a regular stax list, get your lock on and beat face with Factories. The less traditional mindset to this is interesting. Not only does Tezzeret tutor for artifacts, note that it has a built-in Win-Con. Get them down to no creatures, swing in with 4x Artifacts for 20 points of damage--This is absolutely awesome. It's not hard to have 4x Artifacts. Remember, while it's pump ability seems useless, and mostly it is, but at the same time you can untap artifacts that aren't untapped. It can help with your own Tangle Wire, but most of the time it's a moot point. Just do it to pump up loyalty counters. Finally, Leylines are something I've always wanted in a stax list. With the new-found combo of Leyline + Helm, this makes it possible and even attractive. So I did it. You can win rather quickly, and it can make games end fast enough that you don't have to go to time, which is another plus.
Card Choices:
Heat Seeker v. 2.1
Spells:
Smokestack--This should be obvious. Disruption/Protection/Win-Con.
Trinisphere--Obvious. Disruption/Protection.
Chalice of the Void--Obvious. Disruption/Protection.
Crucible of Worlds--Obvious. Synergy with Smokestack.
Life from the Loam--Combos well in an Intuition pile. Intuition for LftL, Academy Ruins, and any artifact (like your 1-ofs) gets you the card no matter what. Also note that after you have done this, LftL dredges, acting as quasi-draw since you have Ruins. It lets you get any artifact or land you need. It can give you those "Oops, I win" situations. It doesn't happen all that often, but it can.
Mox Diamond--Obvious. Acceleration; often gives you access to 3 mana on turn one allowing for sickness such as a turn one 3sphere, or a turn one Propaganda, which is a great play against Goblins and Ichorid. Also good against 9-land Berserk Stompy, but that loses to almost everything anyway...Why should this be any different.
Propaganda--This sucks up their mana and makes them cry. As it should. It slows their clock down if they are aggro, and slows down their CA if they are Thresh players.
Ensnaring Bridge--This is the better choice when playing against Aggro-control. It nails down mean cards like Dreadnought and mid-game-ish Goyfs. It's a one-of because you can Intuition for it. As an aside, you shouldn't worry a lot about Dreadnought, as Chalice @ 1 stops it dead. Stifle as well, but Aether Vial is what you need to Needle game 2.
Coalition Relic--This has been amazing. I want another, but I can't find anything to drop. When you hit it, it's a beast. I can't believe I've never had the motivation to try it before.
Leyline of the Void--Combos with Helm, graveyard hate. Pretty straight-forward.
Intuition--Tutors for 3x of a card or for Ruins, LftL and any artifact (normally your silver bullets). A wonderful card. Remember to do this EoT as much as possible, that way you can have your mana available on your turn. Seems like people would understand this, but alas, I must remind them.
Tezzeret the Seeker--The deck's namesake. Good Tutor, works well with Tangle Wire, an acceptable win-con. Great card.
Helm of Obedience--The "Oops, I win" card of the deck. Alternate win-condition.
Engineered Explosives--The deck's "solve-all". At 0 it blows up tokens (beware as that blows up your own Chalices and Diamonds, so make sure it's worth it). At 1 it blows up Mongeese, Needles, and many other things. 2 hits goyf, Bob, CB (not that this deck gives a flying crap about that card), and many other cards as well.
Ancient Tomb--Obvious.
City of Traitors--Obvious.
Mishra's Factory--Obvious.
Wasteland--Obvious. Only two because I have a Dust Bowl to evade Needles. Destroying lands every turn can win games. End of story.
Polluted Delta--Deck-thinning, shuffle effects, gets you the color you want.
Underground Sea--The main colors of the deck.
Tropical Island--Green source but with blue, still tutorable for.
Bayou--Green source but with black, still tutorable for.
Academy Ruins--Good with the Intuition piles, also makes artifact destruction less devestating, as well as discard. Good overall.
Dust Bowl--This makes it less of a problem with an opponent's needle hitting my wasteland, not to mention it makes it more of a possibility for me to name Wasteland with my needle without shutting down the advantage it gives me to wreck their mana base. A synergy within this list utilizing Dust Bowl is City of Traitors, whereas I can toss it with Dust Bowl instead of simply letting it get sacrificed when I play another land.
Island--A basic. For the hell of it.
Sideboard:
Pithing Needle--Umm...Obvious.
Krosan Grip--Great against Deed and many other problematic cards.
Arcane Laboratory--Simply for the Storm Combo matchup. One hate-card isn't enough to beat TES or FT; this is to help insure that I can normally have at least 2 pieces of hate early game, and build up from there. Essentially 3spheres 5-7.
Engineered Explosives--These could in theory be something else, but for now they stay just as solve-alls.
Tormod's Crypt--Additional graveyard hate, as if you don't get a Leyline in your opening hand, it can essentially lose you the game to Ichorid.
Propaganda--More Ichorid/Goblin/Agro hate.
Tangle Wire--Good tech. Side in against the Landstill matchup, storm combo, etc. Gives you time to find more hate.
Matchups:
I don't have my matchups done, but so far the have correlated almost exactly with Sun Tower's success. I can't ramp stax up past one with much success, but it wins quicker and does better against Aggro Loam, completely THRASHES Ichorid via maindecked Leylines AND Propagandas, 1x MD'ed EE and 2 SB ALONG with a recurring Crypt game 2. There will be no game 3. Vs. Storm I have Chalices, Leylines for the people who haven't learned to not run IGG, and then 3spheres, and in the SB I have 3spheres 5-7 via Arcane Lab. If I can get down 2 of these and a leyline, it's gg. Bridge and other singletons can be tutored for 6 different ways, making it relatively easy to get whatever I need within a more-than acceptable amount of time. Goblins aren't exactly difficult to beat with this list, but as usual the Landstill matchup can be difficult. It's probably the worst matchup I have, but it's not unwinnable by any means.
Match-Ups:
-Rgb Goblins--None yet.
-Survival varients--I can't tell yet, only one match. I made incredibly sick plays with Tezzeret+7 mana (thx to Relic, btw) to save my ass for one turn by A. Ruins into Bridge on top and Tezz for it AT ONE LIFE!!! Then his Wickerbough Elder raped me...
-3 and 4-c Landstill: None yet. (Tacosnape or Der, possibly?)
-Agro Loam: None yet.
-Goyf Sligh: None yet.
-UGw Thresh: None yet. (Can probably get this from Jaiminho)
-UGr Thrash: None yet.
-UGr Swan/Moon Thresh: None yet.
-UGb Thresh: None yet.
-5c Thresh: None yet.
-Eva Green: None yet.
-Meathooks/CounterSliver: Played one match. He quit. I got my Waste-lock on with a Bridge out with 0 cards in hand. I HATE when that happens...:P
-Enchantress: None yet.
-TES: None yet. (Interested, Bryant/anyone?)
-DDFT: Played a match against Emidln. Won game 1, lost g2/3 (I think...I was really tired). He went off quick. Game one I opened with Leyline, dropped Chalice @ 1. Turn 2 dropped trinisphere. Turn 3 dropped another trinisphere. I win with Tezzeret into Helm ftw. The reason I'm not sure if I won once or twice is because I remember a similar game, but with Lab out as well as 3sphere, Leyline, Chalice. It didn't feel bad. I feel this *can* be a favorable matchup.
I will post more Matchups soon. Sorry for the lack of decent matchups, I'm not finding decent lists on MWS and it's a crapshoot on there anyway, as so many people quit against prison decks.
That's all for now, folks. I appreciate all constructive criticism and thoughts.
Pce,
--DC
Heat Seeker 2K8
Spells--36
3x Smokestack
4x Trinisphere
4x Chalice of the Void
3x Crucible of Worlds
1x Life from the Loam
4x Mox Diamond
1x Coalition Relic
3x Propaganda
1x Ensnaring Bridge
4x Leyline of the Void
3x Intuition
3x Tezzeret the Seeker
1x Helm of Obedience
1x Engineered Explosives
Land--24
4x Ancient Tomb
4x City of Traitors
3x Mishra's Factory
2x Wasteland
3x Polluted Delta
3x Underground Sea
1x Tropical Island
1x Bayou
1x Academy Ruins
1x Dust Bowl
1x Island
Sideboard--15
4x Pithing Needle
3x Krosan Grip
3x Arcane Laboratory
2x Engineered Explosives
1x Tormod's Crypt
1x Propaganda
1x Ensnaring Bridge
Objective: There are a three ways of going about playing this deck. The first is to play as a regular stax list, get your lock on and beat face with Factories. The less traditional mindset to this is interesting. Not only does Tezzeret tutor for artifacts, note that it has a built-in Win-Con. Get them down to no creatures, swing in with 4x Artifacts for 20 points of damage--This is absolutely awesome. It's not hard to have 4x Artifacts. Remember, while it's pump ability seems useless, and mostly it is, but at the same time you can untap artifacts that aren't untapped. It can help with your own Tangle Wire, but most of the time it's a moot point. Just do it to pump up loyalty counters. Finally, Leylines are something I've always wanted in a stax list. With the new-found combo of Leyline + Helm, this makes it possible and even attractive. So I did it. You can win rather quickly, and it can make games end fast enough that you don't have to go to time, which is another plus.
Card Choices:
Heat Seeker v. 2.1
Spells:
Smokestack--This should be obvious. Disruption/Protection/Win-Con.
Trinisphere--Obvious. Disruption/Protection.
Chalice of the Void--Obvious. Disruption/Protection.
Crucible of Worlds--Obvious. Synergy with Smokestack.
Life from the Loam--Combos well in an Intuition pile. Intuition for LftL, Academy Ruins, and any artifact (like your 1-ofs) gets you the card no matter what. Also note that after you have done this, LftL dredges, acting as quasi-draw since you have Ruins. It lets you get any artifact or land you need. It can give you those "Oops, I win" situations. It doesn't happen all that often, but it can.
Mox Diamond--Obvious. Acceleration; often gives you access to 3 mana on turn one allowing for sickness such as a turn one 3sphere, or a turn one Propaganda, which is a great play against Goblins and Ichorid. Also good against 9-land Berserk Stompy, but that loses to almost everything anyway...Why should this be any different.
Propaganda--This sucks up their mana and makes them cry. As it should. It slows their clock down if they are aggro, and slows down their CA if they are Thresh players.
Ensnaring Bridge--This is the better choice when playing against Aggro-control. It nails down mean cards like Dreadnought and mid-game-ish Goyfs. It's a one-of because you can Intuition for it. As an aside, you shouldn't worry a lot about Dreadnought, as Chalice @ 1 stops it dead. Stifle as well, but Aether Vial is what you need to Needle game 2.
Coalition Relic--This has been amazing. I want another, but I can't find anything to drop. When you hit it, it's a beast. I can't believe I've never had the motivation to try it before.
Leyline of the Void--Combos with Helm, graveyard hate. Pretty straight-forward.
Intuition--Tutors for 3x of a card or for Ruins, LftL and any artifact (normally your silver bullets). A wonderful card. Remember to do this EoT as much as possible, that way you can have your mana available on your turn. Seems like people would understand this, but alas, I must remind them.
Tezzeret the Seeker--The deck's namesake. Good Tutor, works well with Tangle Wire, an acceptable win-con. Great card.
Helm of Obedience--The "Oops, I win" card of the deck. Alternate win-condition.
Engineered Explosives--The deck's "solve-all". At 0 it blows up tokens (beware as that blows up your own Chalices and Diamonds, so make sure it's worth it). At 1 it blows up Mongeese, Needles, and many other things. 2 hits goyf, Bob, CB (not that this deck gives a flying crap about that card), and many other cards as well.
Ancient Tomb--Obvious.
City of Traitors--Obvious.
Mishra's Factory--Obvious.
Wasteland--Obvious. Only two because I have a Dust Bowl to evade Needles. Destroying lands every turn can win games. End of story.
Polluted Delta--Deck-thinning, shuffle effects, gets you the color you want.
Underground Sea--The main colors of the deck.
Tropical Island--Green source but with blue, still tutorable for.
Bayou--Green source but with black, still tutorable for.
Academy Ruins--Good with the Intuition piles, also makes artifact destruction less devestating, as well as discard. Good overall.
Dust Bowl--This makes it less of a problem with an opponent's needle hitting my wasteland, not to mention it makes it more of a possibility for me to name Wasteland with my needle without shutting down the advantage it gives me to wreck their mana base. A synergy within this list utilizing Dust Bowl is City of Traitors, whereas I can toss it with Dust Bowl instead of simply letting it get sacrificed when I play another land.
Island--A basic. For the hell of it.
Sideboard:
Pithing Needle--Umm...Obvious.
Krosan Grip--Great against Deed and many other problematic cards.
Arcane Laboratory--Simply for the Storm Combo matchup. One hate-card isn't enough to beat TES or FT; this is to help insure that I can normally have at least 2 pieces of hate early game, and build up from there. Essentially 3spheres 5-7.
Engineered Explosives--These could in theory be something else, but for now they stay just as solve-alls.
Tormod's Crypt--Additional graveyard hate, as if you don't get a Leyline in your opening hand, it can essentially lose you the game to Ichorid.
Propaganda--More Ichorid/Goblin/Agro hate.
Tangle Wire--Good tech. Side in against the Landstill matchup, storm combo, etc. Gives you time to find more hate.
Matchups:
I don't have my matchups done, but so far the have correlated almost exactly with Sun Tower's success. I can't ramp stax up past one with much success, but it wins quicker and does better against Aggro Loam, completely THRASHES Ichorid via maindecked Leylines AND Propagandas, 1x MD'ed EE and 2 SB ALONG with a recurring Crypt game 2. There will be no game 3. Vs. Storm I have Chalices, Leylines for the people who haven't learned to not run IGG, and then 3spheres, and in the SB I have 3spheres 5-7 via Arcane Lab. If I can get down 2 of these and a leyline, it's gg. Bridge and other singletons can be tutored for 6 different ways, making it relatively easy to get whatever I need within a more-than acceptable amount of time. Goblins aren't exactly difficult to beat with this list, but as usual the Landstill matchup can be difficult. It's probably the worst matchup I have, but it's not unwinnable by any means.
Match-Ups:
-Rgb Goblins--None yet.
-Survival varients--I can't tell yet, only one match. I made incredibly sick plays with Tezzeret+7 mana (thx to Relic, btw) to save my ass for one turn by A. Ruins into Bridge on top and Tezz for it AT ONE LIFE!!! Then his Wickerbough Elder raped me...
-3 and 4-c Landstill: None yet. (Tacosnape or Der, possibly?)
-Agro Loam: None yet.
-Goyf Sligh: None yet.
-UGw Thresh: None yet. (Can probably get this from Jaiminho)
-UGr Thrash: None yet.
-UGr Swan/Moon Thresh: None yet.
-UGb Thresh: None yet.
-5c Thresh: None yet.
-Eva Green: None yet.
-Meathooks/CounterSliver: Played one match. He quit. I got my Waste-lock on with a Bridge out with 0 cards in hand. I HATE when that happens...:P
-Enchantress: None yet.
-TES: None yet. (Interested, Bryant/anyone?)
-DDFT: Played a match against Emidln. Won game 1, lost g2/3 (I think...I was really tired). He went off quick. Game one I opened with Leyline, dropped Chalice @ 1. Turn 2 dropped trinisphere. Turn 3 dropped another trinisphere. I win with Tezzeret into Helm ftw. The reason I'm not sure if I won once or twice is because I remember a similar game, but with Lab out as well as 3sphere, Leyline, Chalice. It didn't feel bad. I feel this *can* be a favorable matchup.
I will post more Matchups soon. Sorry for the lack of decent matchups, I'm not finding decent lists on MWS and it's a crapshoot on there anyway, as so many people quit against prison decks.
That's all for now, folks. I appreciate all constructive criticism and thoughts.
Pce,
--DC