Tasigur, the Golden Fang

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Modern Legal
Frontier Legal
Tiny Leaders Legal

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Set Rarity
Fate Reforged Rare

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Tasigur, the Golden Fang

Legendary Creature — Human Shaman

Delve (Each card you exile from your graveyard while casting this spell pays for .)

: Put the top two cards of your library into your graveyard, then return a nonland card of an opponenent's choice from your graveyard to your hand.

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Tasigur, the Golden Fang Discussion

TheDuggernaught on Sultai - White

8 hours ago

I am sure you have your reasons, but why not a single Path to Exile? I understand that Fatal Push is pretty dang good, but I would think that even a 2/1 split of push/path might help vs decks that are playing Tasigur, the Golden Fang/Gurmag Angler, or Reality Smasher/Endbringer.

InnerFlame on Help me re-define Esper midrange ...

1 day ago

Hey everyone, if you've been following my recent threads related to modern and reading the comments, you've noticed that the lack of control in modern has become worse over the years, especially with the banning of twin a couple years back. Ever since aggro decks have ran the tables of the metagame. Something needs to change, the current metagame is missing control and it's causing players to no longer consider modern the healthier format.

I want to try and change that...or at least make a fun deck for me to play competitively. From what I've seen, I've determined Esper midrange or Esper tempo to be best suited to break the meta bubble. I decided to go with Esper midrange. Esper has some of the best removal in black and white that blue can't make up for in its lack of counters. On top of that, black and white also give some of the best midrange threats in the game. The colors also allow some of the best sideboard cards.

The deck that I decided to build I coined the name, "protect the king." The basis of the deck is to control the early to mid game with heavy discard and what gets through is dealt with removal. Discard through Thoughtseize, inquisition of kozilak, and Tidehollow Sculler. Then, it drops the midrange threats like Bimaz, King of Oreskos, Tasigur, the Golden Fang, and Geist of Saint Traft. Not ground breaking I know, but I'm imagining the build to be a little different than most Esper deck cracking modern right now. The problems with the deck seems to be it's a lot of one for ones and needs to replenish my hand-as with many control decks.

It seems to be doing well in theory but the deck really needs to be put together. Unfortunately I haven't got the time lately to research the cards, assemble, and playtest. I have, however, put together a list of possible cards for the main deck. I'll link the list below. Please help by commenting some directions to take the deck, cards to add or take out, possible list, and anything else you think of importance. Please include reasoning behind suggestions as I can over or under analyze a lot.



TheDuggernaught on Sultai's dead empire

3 days 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.

  1. 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.

  2. 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.

  3. 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.

  4. 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!

Volcath on Tasigur's Banana-Brained Zombies

4 days ago

Lots of changes made, and custom categories added. I still need to make some cuts and I'm having difficulty. I think I'll leave it as a 101 card deck, though, with the choice of Sidisi, Brood Tyrant and Tasigur, the Golden Fang as commanders.

krestofu on Sultai Death's Shadow

4 days ago

No deaths shadow deck is complete without 2x Tasigur, the Golden Fang

InnerFlame on Let's have that talk: Burn

4 days ago

Burn, a deck I've seen best described as "the counter-less Control deck, the creature-less Agro deck, the combo-less Combo deck. The thing that makes this deck tick is the simple fact that it has no classification outside itself." it's one of the oldest decks and competes almost every format, a feat not all decks can bost; however, there seems to be a stigma or prejudice agand net the deck. And that, is what I want to talk about.

When my deck, deck:my-burning-crush-on-taylor-swiftspear broke grounds on the site, it was met with a larger amount of support and admiration than I thought it would, or at least more than new user me would have expected. and when I would play it, deck performed decently well. Even better, when other people piloted the deck, they would comment back to me how well they did. It is important to note, I'm not saying burn was my idea or that my deck was something special, simply that it was a generic burn deck with some minor tweaks. Mine just had a name of interest. What's important to note is that those who piloted it, liked the deck and it performed well. Though, when I would play with the deck in an FNM, I would catch some negative vibes from my pears. I'd get the sighs when my opponent found out they were playing against a burn deck. I catch the murmurs of opponents dreadfully explaining how they lost to burn. I once even had a player rage quit and yell "it's not even a real deck" as he protested against my deck after his Jund deck sizzled out. The latter really kind of offended me. Even outside of FNM, around the LGS and online, is hear players bash burn saying the same thing, "it's not a real deck." Some even said it wasn't competitive, and of course, there is the ever so popular saying "it takes no skill to play." It even got to a point where one of my favorite players when I started playing magic, Lee Shi Tian, wrote about how one of his fellow players became so "desperate" he turned to burn for a pro tour. Needless to say, I disagree. This all left me in a mind rut I couldn't get out of, though. I loved burn. I didn't only perform decently well with burn, but burn represented me as a player (overly aggressive). But, every time I played with it or defended the stance of it, I'd be magic shamed.

Why? Why the magic shaming? Why the resentment and shaming? Burn is a deck, it's not like it's been crafted out of non magic cards. Anybody that's played magic for a long time will tell you burn does take skill to play. In fact, a lot of games it takes a skilled player to play burn because one misplayed spell can cost you the game. It isn't a mindless deck, for the previous reason on top of having to learn how to play control with a burn deck. Burn players are forced to make decisions on nearly every cast. It's not always straight to the face of every opponent and tap out every turn, especially when playing against a control deck. It takes knowledge of every deck and planning of what might happen if you cast this spell or if you need to get rid of that creature. At the same time, you can't get too off track of your combo to 20 life. It's a fragile deck that performs well in every role if it has a well-practiced pilot.

Versatility is a key to a deck, and with burn, the basis of the deck can stay the same while changing how it feels by mixing some things up. As of now, Naya is the preferred burn color. But there are mardu and jeskai variants of the deck that can attack different weak points of the deck and change how the deck interacts slightly. Essentially, the core idea of burning stays put as you change colors, but changing colors sets the deck up for different situations all together, and does so very smoothly. Which could be a saving grace in a deck that appears very linear.

Even more, the meta for burn currently doesn't seem like it couldn't be better. Death's Shadow is running modern top 8 list right now, not because the deck is just powerful enough to make up 15% of top 8s, but because of the sheer number of players playing the deck right now. Everybody is playing it. And if you have the chance to play against it twice out of your 4 or 5 rounds at an FNM or larger tournament (adjust figures), is burn not one of the decks you'd want to be playing against a deck that does 10 damage to itself. Ever since twin left the scene, there's been no good control-yes twin was a combo deck but also a tempo/control deck-that has taken modern like the aggro decks have. And all the combo decks can be hosed by burn, especially after sideboarding. Fetches and shock lands are more prevalent than ever before, almost guaranteeing a free Lightning Bolt or Boros Charm . Really the only deck that has burns number right now is junk, and that build has fallen out of favor in recent months. It's a turn four deck, in a turn four meta which is doing nothing but helping burn.

As far as I've been able to identify, there anti-burn discussions are based off of 3 main points. The first being, an opponent of burn won't win off skill. Modern isn't fair, it's been well documented on how there's a ton of decks in modern that aren't fair. If you're going to play a fair deck in a unfair format, you shouldn't be a sore loser about it. And yes, I'm going to want to play a deck that gives me those free wins sometimes, positioning myself in a good spot; that's just common sense and good planning. Secondly; it takes no skill to play burn. I discussed this above, but pretty much, it's such a fragile deck that every spell matters. Lastly, the deck is too linear. The biggest weakness of the deck is that it is not very resilient. It likes to do one thing in one way. It can be altered a bit by changing a few points of the deck, however this can take away from the overall aggression of the deck burn is famed for. Changes that include the inclusion of Wild Nacatl, changing colors for Tasigur, the Golden Fang, or protecting against lifegain outside of Skullcrack and Atarka's Command with counters or Rain of Gore .

It's an ever changing deck that has evolved throughout the past 25 years, and will do so going forward by adding a card here and there, possibly even colors. But still today, I don't understand all the hate that surrounds the build. Maybe it's magic's biggest misunderstanding. Maybe it's time to put the burn shaming to rest. Maybe I'm just delusional.

What do you all think?

Snapdisastermage on Don't hate her for winning

6 days ago

Your friends really complain about this? Not that this is bad but its definitely not overpowered. They need to play against Tasigur, the Golden Fang or Zur the Enchanter Maybe when they're loosing to turn 3-4 infinite combos and Doomsday they'll stop complaining.

Chasmolinker on Blood JUND Moon

1 week ago

Thanks for the feedback Hunson_Abadeer. I used to run him before I got Tarmogoyf. I've seen him work well for fixing Dark Confidant so you don't take as much damage on the upkeep. I think he belongs in a different style JUND deck though. One more centered around delirium and overall beat down. The creature slots are extremely tight in JUND as the focus is on one-for-one removal and discard. I would have to swap out Scavenging Ooze to make room for Grim Flayer. But I prefer scooze for control match-ups where Snapcaster Mage is a threat. Also, the lifegain off Scavenging Ooze can be life saving.

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