nevilshute
04-24-2013, 10:14 AM
This is a deck very much in development. Its foundation lies with the UB Tezzeret deck that Caleb Durward piloted to an SCG Open first place a while back (http://www.mtgthesource.com/forums/showthread.php?24801-UB-Tezzeret).
The point of departure is hence a deck that plays on the power of planeswalkers - especially Tezzeret, Agent of Bolas - in conjunction with powerful artifacts.
The difference between this deck and the aforementioned UB Tezzeret is the inclusion of red for mainly two reasons: Goblin Welder and Ral Zarek
The welder always seemed like an obvious spoiler for an artifact-centric deck and Ral Zarek lets you get two activations per turn from your welder as well as having great synergy with artifacts such as Winter Orb and the like.
The Linchpin Cards:
http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=195297&type=card http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=214065&type=card http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=13001&type=card
http://1.bp.blogspot.com/-fdA1hp0OWMk/UXW4LM_P0xI/AAAAAAAAAKY/h9s2RUSPHg4/s1600/pwnx7gvean_EN.jpg
Tezzeret, Agent of Bolas: His power level rivals that of Jace in this deck. Getting 5/5 hasted artifact dudes out of your 1 and 2 mana utility artifacts is great.
Ral Zarek: His -2 gives you flexibility and reach, but his main job is +1'ing. Tapping down opposition ressources and getting extra activations of the Goblin Welder. But there are other times where his +1 will let you do nifty little things such as letting your Wurmcoil Engine attack through a Maze of Ith or tapping an opponent's creature into a Meekstone.
Jace, the Mind Sculptor: Not much needs to be said about Jace... his power is well documented. Running 4x Baleful Strix helps protect him and with the artifact mana and Sol-lands the possibilities of a turn two Jace are high.
Goblin Welder: Very vulnerable but extremely powerful little guy. The challenge is to find welder targets that are worthy of his time. He also means you get a lot more mileage out of Thirst for Knowledge letting you dump expensive artifacts in your graveyard for later welding.
Possible Welder Targets:
Ichor Wellspring: Running two of these have been good in testing. They swing for 5 with Tezzeret and will at least cycle when played. With a welder in play things get interesting. With two of these in play and a welder things get crazy. Throw a Ral Zarek into the mix and you are drawing four extra cards per turn.
Wurmcoil Engine: Running one seems almost mandatory. It "only" ticks the welder box when it goes to the yard, but it's too powerful to not include as a one-of with type of mana ramp the deck is sporting.
Myr Battlesphere: Probably one more mana than we'd like our spells to cost, but it has heaps of potential being welded in and out of the yard.
Utility Artifacts:
Winter Orb: This card has great synergy with Ral Zarek. It creates a soft lock that opponents can have a very hard time getting out from under. I started testing with just one but it was so effective that I'm currently running two.
Meekstone: same principle as with the Winterorb this is less oppressive if only for the fact that every deck (well nearly) runs lands whereas not every deck runs creatures with power greater than two. That said, it keeps Goyfs, KotR's Bloodbraids etc tapped which is very good. Been running it as a one of in testing and I like having it.
Here's the list I'm running atm:
4x Force of Will
4x Thirst for Knowledge
4x Goblin Welder
4x Baleful Strix
3x Izzet Signet
3x Dimir Signet
3x Jace, the Mind Sculptor
3x Tezzeret, Agent of Bolas
2x Ral Zarek
2x Winter Orb
2x Ichor Wellspring
1x Lightning Bolt
1x Damnation
1x Wurmcoil Engine
1x Spine of Ish Sha
1x Meekstone
2x Underground Sea
2x Volcanic Island
1x Badlands
2x Polluted Delta
2x Scalding Tarn
1x Swamp
2x Island
1x Mountain
3x Ancient Tomb
2x City of Traitors
1x Great Furnace
1x Vault of Whispers
1x Seat of the Synod
So far it's been a lot of fun and quite effective. The welders are very vulnerable and often act as lightning rods, but the deck's propensity for landing one of its 4CMC planeswalkers is very high and they usually can win the game on their own without a welder.
I very much hope to get some feedback and a lot of suggestions!
The point of departure is hence a deck that plays on the power of planeswalkers - especially Tezzeret, Agent of Bolas - in conjunction with powerful artifacts.
The difference between this deck and the aforementioned UB Tezzeret is the inclusion of red for mainly two reasons: Goblin Welder and Ral Zarek
The welder always seemed like an obvious spoiler for an artifact-centric deck and Ral Zarek lets you get two activations per turn from your welder as well as having great synergy with artifacts such as Winter Orb and the like.
The Linchpin Cards:
http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=195297&type=card http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=214065&type=card http://gatherer.wizards.com/Handlers/Image.ashx?multiverseid=13001&type=card
http://1.bp.blogspot.com/-fdA1hp0OWMk/UXW4LM_P0xI/AAAAAAAAAKY/h9s2RUSPHg4/s1600/pwnx7gvean_EN.jpg
Tezzeret, Agent of Bolas: His power level rivals that of Jace in this deck. Getting 5/5 hasted artifact dudes out of your 1 and 2 mana utility artifacts is great.
Ral Zarek: His -2 gives you flexibility and reach, but his main job is +1'ing. Tapping down opposition ressources and getting extra activations of the Goblin Welder. But there are other times where his +1 will let you do nifty little things such as letting your Wurmcoil Engine attack through a Maze of Ith or tapping an opponent's creature into a Meekstone.
Jace, the Mind Sculptor: Not much needs to be said about Jace... his power is well documented. Running 4x Baleful Strix helps protect him and with the artifact mana and Sol-lands the possibilities of a turn two Jace are high.
Goblin Welder: Very vulnerable but extremely powerful little guy. The challenge is to find welder targets that are worthy of his time. He also means you get a lot more mileage out of Thirst for Knowledge letting you dump expensive artifacts in your graveyard for later welding.
Possible Welder Targets:
Ichor Wellspring: Running two of these have been good in testing. They swing for 5 with Tezzeret and will at least cycle when played. With a welder in play things get interesting. With two of these in play and a welder things get crazy. Throw a Ral Zarek into the mix and you are drawing four extra cards per turn.
Wurmcoil Engine: Running one seems almost mandatory. It "only" ticks the welder box when it goes to the yard, but it's too powerful to not include as a one-of with type of mana ramp the deck is sporting.
Myr Battlesphere: Probably one more mana than we'd like our spells to cost, but it has heaps of potential being welded in and out of the yard.
Utility Artifacts:
Winter Orb: This card has great synergy with Ral Zarek. It creates a soft lock that opponents can have a very hard time getting out from under. I started testing with just one but it was so effective that I'm currently running two.
Meekstone: same principle as with the Winterorb this is less oppressive if only for the fact that every deck (well nearly) runs lands whereas not every deck runs creatures with power greater than two. That said, it keeps Goyfs, KotR's Bloodbraids etc tapped which is very good. Been running it as a one of in testing and I like having it.
Here's the list I'm running atm:
4x Force of Will
4x Thirst for Knowledge
4x Goblin Welder
4x Baleful Strix
3x Izzet Signet
3x Dimir Signet
3x Jace, the Mind Sculptor
3x Tezzeret, Agent of Bolas
2x Ral Zarek
2x Winter Orb
2x Ichor Wellspring
1x Lightning Bolt
1x Damnation
1x Wurmcoil Engine
1x Spine of Ish Sha
1x Meekstone
2x Underground Sea
2x Volcanic Island
1x Badlands
2x Polluted Delta
2x Scalding Tarn
1x Swamp
2x Island
1x Mountain
3x Ancient Tomb
2x City of Traitors
1x Great Furnace
1x Vault of Whispers
1x Seat of the Synod
So far it's been a lot of fun and quite effective. The welders are very vulnerable and often act as lightning rods, but the deck's propensity for landing one of its 4CMC planeswalkers is very high and they usually can win the game on their own without a welder.
I very much hope to get some feedback and a lot of suggestions!