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|Modern Masters 2015 Edition||Rare|
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Artifact Creature — Horror
: Change a target of target spell or ability to Spellskite. ( may be paid for with either or 2 life.)
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1 hour ago
No problem, you go with what works for you. More importantly, test the deck as much as you can. There are many ways the deck can go, from being a Doran/Abzan good stuff deck to an aggro deck all-in on the toughness plan (https://www.mtggoldfish.com/articles/much-abrew-about-nothing-abzan-toughness-modern, if you haven't seen it already) to all the different splashes.
Lingering Souls is one of the most powerful cards in Modern right now so I'll try to jam some copies of it in the deck. Spirit tokens also work very well with Tower Defense. Then, in G2, side out all the Tower Defense and make the opponent still play around them. =)
Also, yes Forbidding Watchtower is definitely fun. I've had opponents not leave up blockers because they literally forget it is a manland.
To make space for the above, maybe Nyx-Fleece Ram doesn't need to be in the main, and can come out from the sideboard in more aggro matchups?
Good luck and have fun with the deck! Let us know the results of your testing. I played this deck at last year's WMCQ and am still playing it every now and then - it definitely packs a punch
7 hours ago
I'm actually finding splashing blue for Tide Drifter and Benthic Infiltrator to be quite fun, but won't know how good for sure until next Saturday. On top of boosting Collected Company and giving inevitability, the splash opens up blue sideboard cards like Countersquall. Tapping lands for Spellskite's ability can't be overlooked.
11 hours ago
I've played a version of this deck for a while, and found that Lingering Souls and Tower Defense is quite good in the meta right now. You should also play at least 1-2 Forbidding Watchtower too. Agree that Spellskite is really important in this deck. Tarmogoyf can be good too. I'd play 4 copies of Doran, the Siege Tower and go down 1 copy of Assault Formation.
If you can splash red, Mardu Ascendancy is a crazy card that can enable Turn 3 or 4 kills. Or, if you can splash blue, Zur the Enchanter can tutor up enchantments so you can play more 1-ofs in the deck.
17 hours ago
To back up abby315, When a spell is being cast, targets must be made, if any. Once this happens, Eternal Scourge will trigger and go on the stack on top of the spell targeting it. This happens before you are able to respond with Spellskite.
You can change the target to Spellskite if you desire, but the trigger from Eternal Scourge is already on the stack and will resolve regardless of whether or not it is still being targeted by something.
20 hours ago
1 day ago
I wouldn't play Liliana over Heartless Summoning because this is a Modern deck. Modern, as a format, is probably the fastest among the 3 big formats Standard, Modern & Legacy. Here is why your initial Heartless Summoning plan is better than Lili + Urborg:
Heartless Summoning starts being good on Turn 3 and you just need 1 card to get your deck to work. Liliana starts being good on Turn 7, if everything goes well and your opponent can't attack her a single time. Then you need enough Swamps and Black cards in hand at that time to immediately take advantage. Heartless Summoning you just cast once and are done with it.
Heartless is an enchantment and almost nobody runs Enchantment hate in the maindeck (some colors don't even have access to any), so it is very hard to remove. Liliana is a Planeswalker and every deck has ways to either directly kill (Black & White), attack (every color), bounce (Blue) or burn them out (Red). To get to an emblem is tough and getting one should ideally win you the game on the spot (see Nahiri, the Harbinger + Emrakul, the Aeons Torn decks).
Heartless Summoning is a much better build-around card. You can play it early for cheap and there are lots of ways to really take advantage of it immediately after playing it. Once you cast it, you can just forget it and don't need to constantly look out to protect it and save your resources. You start playing fat stuff on Turn 3 and 4 and close out the game much earlier. That's why I would highly recommend staying on Heartless Summoning.
Wall of Omens is best because it can find the pieces you rely on while stalling the board, it is common to see 4 of them in White Midrange decks. Even if it gets removed by a Fatal Push immediately, you still got 1 card draw of value out of it. Ideally, there'd also be ~2 copies of Spellskite since it costs 0 mana with Heartless Summoning and redirects removal that is meant for your Angels & Demons, but it is a bit expensive.
1 day 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!
4 days ago
Not too great hahaha, but that's why there's Spellskite in the sideboard. Still not a great matchup, but it makes it better at least.