Creature — Rogue
Whenever an artifact enters the battlefield under your control, scry 1.
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Contraband Kingpin Discussion
2 days ago
i'd add: 2x Ornithopter, 2x Contraband Kingpin, 3x Foundry Inspector, 4x Scrapheap Scrounger, 1x Herald of Anguish, 1x Inspiring Statuary, 1x Reverse Engineer, 1x Pacification Array, 4x Fatal Push, 2x Battle at the Bridge, 2x Metalspinner's Puzzleknot, 2x Yahenni's Expertise, 1x Scrap Trawler
& take out: 4x Dhund Operative, 1x Pendulum of Patterns, 1x Walking Ballista, 2x Treasure Keeper, 4x Tezzeret's Simulacrum, 1x Essence Extraction & cut the land down to 22 or 23. the curve might not be perfect, but it's a start at least lol
6 days ago
Control/disruption:Disallow is amazing, and can foil just about any plan.
Wrangle: is super cheap, and incredibly fun.
Select for Inspection is good for tempo and sifting.
Harsh Scrutiny is great for early plan-twarting and sifting.
Daring Demolition: is a good killspell with no limitations.
Tidy Conclusion is another good all-purpose killer with nifty lifegain.
Shrewd Negotiation is evil beyond belief!
General good stuff:
Morbid Curiosity can prove invaluable. With those pricy improvise freatures and an abundance of artifacts, you ought to get some value out of this.
Efficient Construction: can give you an immense boardpressence.
Tezzeret the Schemer seems like an auto include ;)
Contraband Kingpin ought to do some yood.
Hope this is of any help. Do ask away if you want my oppinion on more specific matters. Stay frosty :D
1 week ago
Servo Schematic alongside Syndicate Trafficker would do pretty well, however, I beleive that's been mentioned. Contraband Kingpin could help turn this deck into something extremely powerful alongside Animation Module and Metallic Mimic or Servo Schematic and Syndicate Trafficker. Not to mention Kingpin offers a pretty durable blocker. I like the idea of scrying every time you drop just about anything within your deck.
1 week ago
This is my Tezzeret deck that was made on a budget:Creature spells (13):
4 x Dhund Operative
2 x Bastion Inventor
3 x Wind-Kin Raiders
2 x Sky Skiff
3 x Prophetic Prism
4 x Servo Schematic
2 x Treasure Keeper
Enchantment Auras (3):
3 x Tezzeret's Touch
2 x Reverse Engineer
8 x Swamp
12 x Island
It's pretty lack luster and could do with some more powerful monsters but it seems okay for a budget deck
2 weeks ago
@Alphamew17 Those are some great ideas. I played FNM with this and the people I played against recommended Crush of Tentacles too. I do have a spare Torrential Gearhulk that I could throw in, flashing back Paradoxical Outcome and having a blocker is very effective. I'm not even considering splashing black for Tezzeret's Touch, Contraband Kingpin and/or Tezzeret, Master of Metal as alternative win cons/more options. Thanks for the ideas and I will update my changes and results on here.
3 weeks ago
So, maybe try this.
Take out the 4 Prophetic Prisms because you really don't need the mana fixing. And, you can't tap it to Improvise and get mana of any color.
Take out the 2 Renegade Map because they won't be helping you Improvise at all coming in tap, and they kill themselves to get a land. Once again, you don't need a lot of mana fixing
Take out the 1 Terrarion basically for the same reasons as the other two.
Take out 1 Baral's Expertise. It's not as useful as you would like it to be.
Take out 1 Collective Brutality because I think you can get a better Rare for this slot.
Take out 1 Yahenni's Expertise because unfortunately, this card is probably going to hurt you more than help. All those 1/1 Servo Tokens you make will just straight up die to this.
There's a few other nip and tucks on a few cards that might slow you down. So, I think we could do something like this.
LANDS -- 22
COMMONS -- 12
UNCOMMONS -- 16
RARE -- 8
1x Ruinous Path
1x Syndicate Trafficker --> Great for pumping when you're done Improvising. Also has great synergy with the next card
1x Animation Module --> It pumps out Servos for Improvising and has great synergy with itself and Trafficker from above
1x Inspiring Statuary --> Lets everything take advantage of your Improvising abilities
MYTHICS -- 2
That would just be my take on it. I know there's a lot of ways to take this deck, and I think you choose a really good theme for the restrictions.
3 weeks ago
1 month ago
So last night I brought this list with a minor change to the SB for FNM. I removed Metallurgic Summonings and added a second Release the Gremlins. Deck went 3-1. It lost the finals and ended up in second place because the pilot never drew a torrential in game 3. If he had, he would have been first with 4-0. He played against nothing but aggro of various kinds. My friend played the list while I played something else so I won't be able to give as much detail as I would normally. I'll be playing it next standard.
Match 1 vs G/W tokens
Lost the first game, won both second and third after sideboard. To the Slaughter was very useful here to kill the PW's as they came down and tried to create a token. It gave us multiple ways of dealing with Gideon, which was important.
Match 2 vs G/B aggro (with Nissa)
Won 2-0. The g/b player kept a questionable hand filled with late game in g2 which meant that by the time he tried playing it, our hand was full of answers. Didn't go well for him.
Match 3 vs Mardu Vehicles
lost the first game, won the second and third after sideboard. The sideboard change paid off here.
Match 4 vs Mardu Vehicles
Lost 2-1. No Torrential Gearhulk game 3 caused the loss of the match.
Overall, we were both pleased with the list. Some changes we discussed:
Contraband Kingpin was useless in all the matches we played vs decks he's supposed to be used against. The amount of quality removal for creatures currently in standard means that he really isn't a problem to deal with by other decks. The creatures being used nowadays, when attacking, won't have only 1 toughness (outside of Veteran Motorist but that's going to be used to crew and not attack directly anyway in most cases) and our gameplan to kill or counter everything the opponent plays also means that his job as a wall is kind of redundant since he's not a win con himself. The mana cost could also be annoying to play if we don't have one of the 2 colors on turn 2-3 when you actually want to play him. The lifelink is basically meaningless since you won't want to attack with him as he's a defensive tool. The scry won't matter since you have 3 6CMC artifacts in a 75 card deck. SO, our thoughts were to put in Thing in the Ice Flip instead. At least that can flip into a win con by doing what we're going to be doing anyway and you keep the 4 toughness wall angle. -2 Contraband Kingpin +2 Thing in the Ice Flip for the SB imo.
Metallurgic Summonings is too cute and greedy imo while another Release the Gremlins was very useful vs matchups with high artifact counts like Mardu Vehicles but also including outlyers like Aetherflux Reservoir, Dynavolt Tower and Aetherworks Marvel lists.
All in all the deck went against the top decks of the format and did pretty darn well. You should be proud of your list.