Tezzeret Tuning

Modern Deck Help forum

Posted on May 17, 2017, 1:24 a.m. by Troy242621

I know about Whirr of Invention and all the tricks it has, but I don't like relying on bridge and went for a more control-oriented deck.

My logic was that it wouldn't get blown out by hate as badly, and counters/card advantage are a nonbo with bridge, but are trademarks of control decks.

  1. What would you change, and why?
  2. Do you think the deck could become at least T3 in terms of power/viability?

One change I'm considering is replacing Kingpins for Skites because it'd help defend the combo and raise my artifact count.

UB Tezzeret Control Deck List

PickleNutz says... #2

The combo of artifacts is certainly interesting, but i think it lacks a solid win condition against decks with counters and removal. You almost have to have something powerful in it to rely on if your main win condition flops. In this case, I would remove the two Go for the Throats and one of your four Tezzerets and add in three Fabricates and then find something else you can do without and in Steel Overseer. Steel overseer is going to be your best bet in getting extra strength to your 1/1 artifacts if the opponent can remove or counter your planeswalker and other support spells. You could also use Blinkmoth Nexus or Inkmoth Nexus in the decks and the overseer will create counters for them and give you extra flying attackers. Just an idea, but I think this deck looks really good. I'm interested in how it performs.

May 17, 2017 8:45 a.m.

PickleNutz says... #3

3 Steel Overseer

3 Fabricate

That's my only input.

May 17, 2017 8:47 a.m.

Troy242621 says... #4

Apart from my combo, I have man lands, Tezzeret, and 3 sideboarded Ashioks. I'm a little hesitant to add more win conditions because it would mean diluting my control package, and control lists usually don't really need that many win conditions.

Didn't consider Overseer. Currently though, the only creatures he could pump are my combo tokens, and if my combo is online, I'm almost certainly going to win anyways.

Fabricate (and Whirr of Invention) both lend themselves towards an Ensnaring Bridge route, which would involve cutting almost all elements of control for more Whirr interactions to just go for a prison lock, defended by welding/skites. I'm not saying such a build is bad, and it is a fun playstyle, but I'm a little nervous about relying on Bridge. I don't know, maybe that's wrong of me. I'd love to hear more opinions on that, because I'm certainly dissenting from the majority in eschewing Whirr.

May 17, 2017 12:25 p.m.

Troy242621 says... #5

I am considering Herald of Anguish as another win condition though.

May 17, 2017 12:47 p.m.

sylvannos says... #6

3 copies of Sword of the Meek and 4 copies of Thopter Foundry seem excessive when you can just run 1 of each and 4 Gifts Ungiven. Turbo Tezz already benefits from playing Academy Ruins, Trading Post, Time Sieve, and/or Crucible of Worlds because of Thirst for Knowledge. Having an inevitable win via Gifts Ungiven seems too good to pass up. It also lets you play more silver bullet answers. Executioner's Capsule and Pithing Needle can all be played maindeck.

Are Engineered Explosives and Ensnaring Bridge within your budget? They take care of a lot of problems, especially aggro. Vedalken Shackles is another option.

I would also recommend some mana rocks. Talisman of Dominance, Mox Opal, and Mind Stone are worth considering.

Lastly, I have to ask about Inkmoth Nexus because of how stupid of a card it can be with Tezzeret, Agent of Bolas' minus ability. Is it something worth considering? I know it can completely change your game plan and Tezz lists are already tight on land slots.

May 18, 2017 12:42 a.m.

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