TheDuggernaught Deckspert

I am White/Green
I am White/Green
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I used to play magic at boyscout camp way back in the day, but it was not until just 2 years ago that i started to get back into it. I would say that I am pretty good now, and have not gotten worse than a top 8 in any attended event for a long time; but I still have a lot to learn and am always open to suggestions and discussion.

2austin5 says... #1

Hey mate, so 32 for the spirebluff, 3 simians, and 2 blooming marshes?

June 13, 2017 8:34 a.m.

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Said on Lingering Soul-tai...

#1

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.

June 26, 2017 3:34 p.m.

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!

June 23, 2017 12:29 p.m.

Said on None...

#3

Since Epoch closed the thread before I could respond -- you can find it at the bottom of the page under both Terms of Use and DMCA requests

June 16, 2017 12:29 p.m.

Said on None...

#4

It was a rule before he made the thread. It has always been a rule.

June 16, 2017 12:18 p.m.

Said on 2austin5...

#5

Sounds good to me. Just shoot me the trade offer and your email so I can send the $$$.

June 13, 2017 11:39 a.m.

I could do the Spirebluff Canal, the Blooming Marshes, and the Simian Spirit Guides.

June 12, 2017 8:33 p.m.

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TheDuggernaught — 1 year ago

SCORE 0 | COMMENTS 0 | VIEWS 296

Finished Decks 51
Prototype Decks 41
Drafts 0
Playing since Zendikar
Points 720
Avg. deck rating 7.64
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Favorite formats Modern
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Last activity 21 hours
Joined 6 years