|Commander / EDH||Legal|
Printings View all
|Oath of the Gatewatch||Rare|
Combos Browse all
Creature — Eldrazi
( represents colourless mana.)
Whenever Reality Smasher becomes the target of a spell an opponent controls, counter that spell unless its controller discards a card.
Price & Acquistion Set Price Alerts
|Have (21)||mcstang1986 , TheAlmostHero , , Wolfebladeelite , gildan_bladeborn , Roadhog , carsickpanda273 , zachi , jrschnoebelen , saj0219 , DevoidMage , TrackerD , PhyrexianScience , mazrimtaim , prete182 , thetechzombie , dolphinsgrubb , Borg0th , ThisIsBullshit , cklise , Zhorus_The_Bauqret|
|Want (2)||eldrazi-azorius , Dawnsly|
Reality Smasher Discussion
17 hours ago
Just running around and asking people to look at your deck by posting on their deck without adding any constructive feedback tends to rub people the wrong way. Just forewarning you for the future.
Your deck is significantly different than the deck of mine you commented on. Luckily, I have played around with Tezzerator. I have not ever brought Sultai Tezzerator to an event, but I have dabbled with it. There are a couple different ways to play it.
Glissa, the Traitor Midraneg. She can be pretty insane with Executioner's Capsule and can generate a lot of value. She also walls off many mid range threats that you might run up against in Tasigur, the Golden Fang, Siege Rhino, Thought-Knot Seer, and Reality Smasher. The downside is that she cannot be fetched or dug for with many of the spells that Tezzerator normally plays (Ancient Stirrings, Glint-Nest Crane, Tezzeret, Agent of Bolas, Tezzeret the Seeker ). To circumvent this, it might be wise to run a more creature heavy shell and use some Traverse the Ulvenwald. Glint-Nest Crane, Vault Skirge, Scrapheap Scrounger, Treasure Mage, Trinket Mage, Snapcaster Mage, Spellskite, Wurmcoil Engine, and Hangarback Walker could all be good additions for a more creature heavy mid range shell with the option of a combo finish. Thirst for Knowledge is great in these shells.
Midrange without Glissa, the Traitor. I feel this is where you list is right now. Not saying that its a bad thing. Its is fine strategy. The traditional UB Tezzerator lists tend to be more combo-focused (which I will dive into in a second), but green gives you a lot of really solid control spells to help grind out a game. I think you have a slight problem though with your shell as it stands. You have about the amount of control as a midrange deck, but no real bombs aside from your combo. This makes you fairly dependent on lucky draws, landing an Ensnaring Bridge and dumping your hand, and/or unlucky draws for your opponent. I played an Esper list a few weeks ago, and I circumvented this by having creatures to help wall off the early game in Spellskite, Hangarback Walker, Vault Skirge, and Glint-Nest Crane while I dug for an Ensnaring Bridge (I ran 3 mainboard) so I can then safely just stall until I land my combo or ult Tezzeret, Agent of Bolas for a win. Thirst for Knowledge is also excellent in these shells.
This one feels weird, but Tezzerator can actually play a bit more aggro if you want it to. I am not sure if Sultai are the best colors for this (Grixis might be best). But Vault Skirges, Darksteel Citadels, and Spellskites with Ensoul Artifact can get scary pretty quick. The upside to Sultai for this plan would be marvelous control suite you can pack that remove things that are in your creatures' way.
Combo/Control. This is what most traditional U/B lists are doing right now. The most common strategy revolves around Whir of Invention and the silly interactions it can have with Pentad Prism. See, Whir of Invention taps artifacts to reduce it's cost and Pentad Prism does not have to tap to give you mana. You can also remove both of Pentad Prism's counters in the same turn. So a single Pentad Prism can essentially tap for 3 mana when trying to play a Whir of Invention. This allows for some pretty explosive starts where you can land an Ensnaring Bridge on turn 2 with only 1 or 2 cards in hand. Ensnaring Bridge is key in these decks as a wall to stall your opponent until you can tutor for your combo. This is where I feel you might want to direct your deck as it fells well with the idea of having no actual creatures and thus blanking your opponent's removal. The straight UB decks often struggle in game 2 as they have difficulty getting rid of Stony Silence. They often try to get around this by playing a Breeding Pool in the main and some Abrupt Decays in the side. But since you mana base will be much more geared to making sure you hit that green mana, you would be able to more reliably get that Stony Silence off the table.
What I am looking to do here for you is to give you a fair list of the sub-archetypes within Tezzerator. If you give me more of an idea of which direction you want to go, I can give much more tailored advice!
18 hours ago
1 day ago
Also, another consideration for a big dummy is Endbringer. I have tried it in my build and it can be phenomenal against decks such as Affinity where they cannot afford to let it live. It can also be huge value in card advantage, but it unfortunately dies to Dismember without counterspell backup and can be too slow in some matchups. The same can also be said somewhat for Reality Smasher. This effective 4-turn clock can be a nightmare for other control decks, with all of its value when you counter their removal, effectively making them two-for-one themselves.
Also, thanks for sharing the amazing idea of Kozilek, the Great Distortion.
1 day ago
Karn Liberated is a great card, not not one I own and is rather expensive, although if I get the money for it I will include. Reality Smasher seems pretty awesome, and I could definitely give it some equipment to swing with
1 day ago
Karn Liberated is my first thought to add.
Oblivion Stone might be good too.
I'd replace old karn with Reality Smasher.
2 days ago
But most importantly:
1) I think you should consider removing one of the colors in the deck since 3+ colors are hard to manage without many special lands (or have more copies of cards like Sylvan Scrying, and Lifespring Druid)
2) Try to have 4 copies of most cards in the deck. Especially the ones with lower CMC's.
1 week ago
@Kezvin Yeah, I have thought a lot about it since it would be nice to deny them the land and revolt is so easy to trigger. Not to mention the Path Artist Non-bo. However, I really think it is more important to have the catch all available. Aside from Path and Grave Pact we literally have nothing to kill things like Gurmag Angler, Tasigur, the Golden Fang, Reality Smasher, Drowner of Hope, Endbringer, Kiki-Jiki, Mirror Breaker, Wurmcoil Engine, Platinum Angel, Sundering Titan, Ulamog, the Ceaseless Hunger, World Breaker, Primeval Titan, anything from a Living End or reanimator deck, or any other big baddies that cost more than four that I can't think of.
Also worth mentioning are any instances of indestructible, undying, persist, or regenerate.
And then there are creatures with graveyard abilities or the in dredge.
As much as I love Push, Path just feels like a necessary evil.
2 weeks ago
Kitchen Finks seems like a odd pick for the Mainboard, and the 2 Reality Smasher seems to signify a slower meta. I would suggest putting in some combination Blade Splicer and more Wasteland Strangler. Wasteland Strangler usually has no time finding a target especially when Flickerwisp can even hit the Opponents land. Thought if your meta is a lot of Jund Players, absolutly keep Smashers in the mainboard. Either way, I would at the bare minimum suggest taking out Finks for Strangler.