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2 years ago ::
Sep 11, 2011 - 5:03AM
#331
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Date Joined:
Aug 30, 2007
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It seems that Tezz-infect might be really well situated in the new format so far, but we'll have to see, Ratchet bombs killing flipped transformers when set to 0 is pretty hilarious...
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2 years ago ::
Sep 12, 2011 - 9:37PM
#332
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Date Joined:
Dec 28, 2008
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It seems that Tezz-infect might be really well situated in the new format so far, but we'll have to see, Ratchet bombs killing flipped transformers when set to 0 is pretty hilarious...
I think hexproof aggro decks could see some play once zendiker is gone. Most of our deck relys on targeting creatures as far as doom blade, tumble magnet, contagion clasp etc. We may need some efficent solutions around this or at least consider it. Otherwise crusader and feast and famine going to be having to save alot of games.
Cyrus whats your current build of infect tezz in todays game state ? Still the same ? I've been favoring the tumble/clasp package still but havent been able to play much last 2 weeks.
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2 years ago ::
Sep 13, 2011 - 4:42AM
#333
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Date Joined:
Aug 30, 2007
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I have spent basically no time on standard since nats, since I was concentrating on Modern for the PT, now I am working on Legacy for GP Amsterdam, whilst tracking spoilers for GP Milan which is Innistrad Sealed. So I have no idea what my list looks like since standard is a dead format. I'll redraft some lists after GP AMsterdam and go from there.
Website for my radio series: http://www.cyrusbalesfilms.co.uk/id2.html
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2 years ago ::
Sep 21, 2011 - 2:02AM
#334
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Date Joined:
Jan 12, 2010
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Hey guys I was wondering if you guys would look at my deck list and give me feed back. I already posted it. It's on page 32 I believe. Thank you.
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2 years ago ::
Sep 27, 2011 - 3:05AM
#335
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Date Joined:
Mar 27, 2003
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One major advantage for this deck over others in the format, despite the lack of good new cards for it, is that Day of Judgment and Slagstorm are REALLY powerful in this manland free, hexproof heavy format. What that means is that decks that have access to Inkmoth Nexus as a major part of their game plan are very well positioned indeed.
It's really not even about giving niche cards to black.
It should be about giving black cards to Niche.
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2 years ago ::
Oct 03, 2011 - 3:40AM
#336
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Date Joined:
Aug 30, 2007
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Ok, I've been thinking about this deck, but only a little, and come to an interesting conclusion. In temrs of midrange, it's better than every other deck, since it's guys are effectively 10/10's or 6/6's, getting more value out of swords than other decks.
However, steel is a pretty annoying match up, since they get working earlier than us, and pod has a lot of bullet answers to stop us, and they also can jump the curve using manadorks and pod.
So, the best way of slowing these guys down, seems to be Mental Misstep. It stops manadorks early on, or Signal Pest(or the important one drop needed in RDW to trigger bloodthirst), and later on, it can counter a ponder they use to dig with to find necessary answers, and buy us a decent amount of time, which can be enough.
Spellskite is not around as much now, which means we have a lot more power from Tezz than before.
Despise is pretty mediocre now, since you can't cherry-pick valakut at the right time, and distress is probably a little slow for any real use.
I'm just going off the top of the head, but a little breakdown of where the list is in my mind:
2 Skittles 4 Phyrexian Crusader 4 Necropede 4 Plague Myr (14) (The creature base remains pretty solid here) 4 Tezzeret 2 Sword of Feast and Famine? 1 Other equipment? (7) (I'm not sure about this, because SOFAF can enable GY things) 4 Mental Misstep 3 Doom Blade 2 Dismember 1 Forbidden Alchemy (10) (General useful stuff, numbers may need tinkering with) 2 Contagion Clasp 3 Tumble Magnet (5) 4 Inkmoth Nexus 4 Drowned Catacomb 4 Darkslick Shores 4 Island 8 Swamp (24)
SIDEBOARD(15) 3 Negate 3 Nihil Spellbomb 2 Hex Parasite 2 Witchbane Orb 3 Dead Weight 2 Mana Leak
The SB is very sketchy, but the basic idea is there, ghost quarters are another option as well.
The deck is pretty familiar, Forbidden Alchemy is just another three slot spell, which the deck wants, it can give CA and it helps find things, giving you effectively another tezzeret activation of digging avaliable to you. In this deck, you run it as an Impulse that costs more but gives you a flashback, which seems fine as a singleton.
There should be enough removal and control to disrupt a pod curve and bring your own beats, against RDW, you no longer have a discard plan, but you get orbs and things out the board, and hex parasite is a must kill to for them, although ratchet bomb might be a better option. Dead Weight is excellent considering they are much heavier in terms of creatures now than before, meaning Necropede always gets value as well. Clasp should help take out dudes as well.
Some counterspells for control, so you can just protect your clock over a few turns and win out. GY hate is pretty obvious.
Not 100% on the swamp-island ratio yet.
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2 years ago ::
Oct 03, 2011 - 12:26PM
#337
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Date Joined:
Jan 17, 2005
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Against a Tezz deck, RDW is going to bring in its artifact hate. Which would mean the Witchbane Orb is going to have a pretty short lifespan. Is it really something worth putting in the sideboard or would something with a more immediate board impact be better? A BSZ for 4 mana should kill most of their creatures, for example. Although you can Tezz for the orb.
As to SoF&F, I run two myself and it works, but if I owned three, I'd run 3. Sure, they can toss a card enabling graveyard plays, but other than Solar Flare, I don't think that is that big of a deal. And I do like my pro-4 color crusaders. The untap lands ability is great. Won more than a few games off that, by equipping sword to an inkmoth, swinging, then untapping my lands and still being able to make plays.
I've been playing with Despise, and yeah, not that sold on it. Cannot yank artifacts and the only planeswalker I'm really interested in is Gideon. Plus IoK was run primarily to hose opponent's early plays, Despise serves a bit of a different function. MM might work, but it'll depend how much of my store's meta runs enough 1 drops. I do run a pair of ratchet bombs mainboard, so I've always got that answer to 1 drops as well, plus a way to blow up shrines in game 1 against RDW. Think I'll probably run some more removal for now, until I see how my local store's meta settles, don't have any dismembers in my list and I'd like a 4th DB/GftT.
My mana base I've shifted to about the same breakdown. I like the focus on the black, makes casting the phyrexian crusader easy, and without Jace's 2 blue requirement, casting blue is no problem either.
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2 years ago ::
Oct 04, 2011 - 7:43AM
#338
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I've been following this thread for quite a while now and I've played a deck that resembles greately the big guidelines given by some of the people that participate in it. However, as of late I've tried some fringe variations, mostly to explore a more tech-based approach.
After some crazy tinkering, I ended up with what I like to call the Tezzeret-Forgemaster deck, which is still in experiment status, althought I ended up second in a 4 rounds FNM last week -which surprised everyone, even myself, since its very rare than a non canon archetype even gets to top5 in my local meta-
The current list is,
3 Kuldotha Forgemaster 4 Plague Myr 1 Blightsteel Colossus (8)
4 Tezzeret, Agent of Bolas (4)
3 Contagion Clasp 3 Tumble Magnet 2 Ratchet Bomb 3 Sphere of the suns 1 Spine of Ish Sah 1 Mox Opal 2 Throne of Geth (15)
4 Mana Leak 4 Ponder 1 Shape Anew (9)
2 Buried Ruin 2 Phyrexian Core 4 Drowned Catacomb 4 Darkslick Shores 4 Inkmoth Nexus 5 Island 3 Swamp (24)
SB 4 Black Sun Zenith 2 Elixir of Inmortality 1 Spellskite 1 Phyrexian Metamorph 3 Stoic Rebuttal 1 Ratchet bomb 1 Karn Liberated 1 Blightsteel Colossus 1 Tumble Magnet
What I love about this deck as of now is that it has three viable win conditions. The first and more evident is the Blighsteel colossus drop from the forgemaster -or the Shape Anew Lottery pot-. The second one is the infect rush from tezzanimated inkmoths/plague myrs and the third is the proliferation based done with thrones and clasps.
Evidently there are some interesting cards of interest that one could explore for this deck. I'll just name a few.
Tezzeret Gambit: I would think both ponder and forbidden alchemy are evidently better for card advantage, but the proliferation is a nice effect when you have so many counters going on at once. Sometimes that extra counter on the magnet or ratchet bomb is the difference between winning or losing.
Virulent Wound: This is a bad card. However, once you've felt the frustration of having two magnets and a clasp in the board with no poison to proliferate your opponent, you kinda start wishing there was a direct poison counter card out there. Virulent wound is.... well something of the sort. However, unless you choose to play removal instead of counters or play a more heavily creature based build, this card is not the answer for you.
Mycosinth Well/Ichor Wellspring: This deck was so many ways for you to sacrifice artifacts or make them somewhat usefull, that utility drops such as this pair might look good in theory. However, the fact that their effect is plain bad just don't make them worth it. The Mycosinth doesn't speed up your curve, which is why I play Sphere of the suns instead. The wellspring well... if you really want the card advantage, there are better cards out there.
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2 years ago ::
Oct 04, 2011 - 8:33AM
#339
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Date Joined:
Aug 30, 2007
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Shape Anew literally does nothing in the above deck.
My worry with your list, is that whilst you have 3 different approaches to winning a game, they are different and not that potent, which means you won't always be able to get there with one of them since each one is weakened by having to share deck space. You don't have enough normal infect beatdown to get that far on that route.
To me, it looks like you have overdiversified the deck, and you could probabl make it faster and more consistent if you focused it a little more. That said, there's definately stuff I like in the list.
You want removal though, Ponder doesn't do that much without lots of shuffle effects. Shape anew is a blank and mox opal is pretty unnecessary, since you don't need to be ramping that much, and you open yourself to dead draws. Wellsprings would be better, along with some removal, which is clearly missing from your list, Dismember/ GFTT etc.
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2 years ago ::
Oct 12, 2011 - 7:58AM
#340
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Date Joined:
Aug 30, 2007
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Lands (25) 2 inkmoth nexus (I only have two at the moment ) 2 teramorphic expance 1 tec edge 9 islands 11 swamp Sadly at the moment I don't not have any duel lands invoking these colors together Also I was thinking of taking out a few islands and putting in some hilimar depths.
Creatures (10) 4 plague myr 4 phyrexian crusaders 2 skittles
Equipment (1) Livewire lash I only have one. I was thinking about a build combing this with blighted agent and distortion strike or something like mutagenic growth. Let me know what you think of this as well..
Spells (24) 2 doom blade 2 dismember 2 into the roil 3 spell pierce (I'm thinking of making this stoic rebuttal) 4 mana leak 4 preordain
Artifacts (3) 2 ratchet bomb 3 tumble mag 2 c clasp
Since rotation has happened a lot of these cards need to go. Thesedays, manabase wise, you want 24-25 lands, including four inkmoth nexus, since they are probably the best card in the deck. 4 Drowned Catacomb, 4 Darkslich Shores because these are the only good fixing we have at the moment.
Artifact wise, clasps and bombs seem fine to me, but you want more ways to pump your guys, for example swords. Livewire lash is not good enough. If you don't have the money, try running counterspells and Forbidden Alchemy, so you can dig for better creatures and tezzeret much more easily, and protect your creatures better by playing more at instant speed.
Removal, you have a choice of doom blades(my preffered removal atm), Dismember(also very good and worth running) and Go For The Throat(Not great at the moment, but SB-able at least). Black sUn's Zenith is an option.
Counterspells, Manaleak, Dissapate(very good nwo that GY's matter). Psychic Barrier is not good for this deck, but negate in the SB is nice.
Your creature base is missing necropoede who blocks well agaisnt aggro and is nuts with Tezz.
And lastly, Tezz, he is missing from your list. The style of deck you have here is very much more suited to a tezz deck. If you want just a UB infect control deck, here is a suggested list off the top of my head:
2 Skittles 4 Phyrexian Crusader 1 Karn Liberated (7) 4 Forbidden Alchemy 4 Think Twice (8) 3 Contagion Clasp 3 Tumble Magnet (6) 3 Doom Blade 2 Dismember 1 Corrupted Conscience (6) 4 Mana Leak 3 Dissapate (7) 4 Drowned Catacomb 4 Darkslick Shores 4 Inkmoth Nexus 1 Ghost Quarter 7 Swamp 6 Island (26)
This is a rough MD, SB is probably things like negate, flashfreeze etc.
A bug Infect deck is something that has crossed my mind, I'll post it when I get time to think through it.
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