Magic-League.com Forum Index Magic-League.com
Forums of Magic-League: Free Online tcg playing; casual or tournament play.
 
 FAQFAQ   SearchSearch   MemberlistMemberlist   UsergroupsUsergroups   RegisterRegister 
 ProfileProfile   Log in to check your private messagesLog in to check your private messages   Log inLog in 

UBR TezzerDeceiver



 
Reply to topic    Magic-League.com Forum Index -> Standard (T2) Decks
Author Message
megasupa



Joined: 20 May 2007
Posts: 2

PostPosted: Wed May 11, 2011 3:41 am    Post subject: UBR TezzerDeceiver Reply with quote

Heres a deck I thought of by combining the old tezzeret controll deck with the new Deceiver Exarch/Splinter Twin combo.

Lands (23)
2 Blackcleave Cliffs
4 Scalding Tarn
3 Mountain
4 Creeping Tar Pit
4 Darkslick Shores
2 Island
3 Swamp

Creatures
4 Deceiver Exarch
2 Inferno Titan

Spells (14 artifacts)
4 Tezzeret, Agent of Bolas
3 Jace, the Mind Sculptor
2 Splinter Twin
4 Tumble Magnet
4 Sphere of the Suns
2 Go for the Throat
4 Inquisition of Kozilek
1 Contagion Clasp
2 Ratchet Bomb
2 Slagstorm
3 Everflowing Chalice

Sideboard
1 Ratchet Bomb
1 Slagstorm
2 Memoricide
2 Doom Blade
4 Spell Pierce
3 Flashfreeze
2 Spellskite


Win Conditions
Tezzeret+artifacts: Tezz can come in turn 3 and on turn 4 you can beat with a 5/5 artifact. These artifact cards are in here to stall the game and confuse your opponent... until you gather up the combo pieces. In game 1, the opponent will most likely think you are playing the regular tezzeret deck until they see your hand or you play a deceiver. If you win G1 without showing the combo then G2 should be cake since they are completely blindsided by it. Winning with 5/5 artifact beats is pretty typical too. If left unchecked, the amount of 5/5 artifacts can overwhelm the opponent.

Deceiver+Splinter Twin: This is the primary method of winning. The goal is to hide these two cards as long as possible and then suddenly win in a turn. Most the time, the opponents will tap out since they won't know the combo is coming. G2 is a bit harder but the opponent can't just sideboard everything just to fight this strategy since the other cards can beat them too. If you think they will put in massive hate for this (go for throats, spellskite, bounce etc) , then sideboard it out for more artifacts.

Inferno Titan: This card is amazing against CawBlade and can win games by itself if unchecked. Putting splinter twin on this card is pretty funny too. SIX damage to the head or to any number of creatures.

Jace TMS: can come down turn three to dig for combo pieces. Combined with tezz, you can see 3 new cards every time. Also good in case someone has infinite life...

Support Cards
These cards are there to protect the win conditions, either by killing their creatures or taking their answer away directly. The ratchet bomb is there as a general catch all in case someone plays some random artifact/enchantment card. The singular clasp comes in handy for infinite tumble magnet counters or hyper leveling jace/tezz.

The sideboard is pretty random. I basically side in more ratchet bombs and slagstorms against weeny decks, spell pierce against control, and doom blade against bigger creatures. If I think the opponent will put in more burn ill probably side spellskite in. Sometimes I take out the combo pieces and still play spellskite just to mess with people (make them waste 2-3 burn spells on it).

The matchups are pretty good across the board. Some games end on turn 4 while others might take a while. In either case, this deck performs well throughout the entire game and has answers for everything.

Other possible cards
Grave Titan: makes 4 2/2s with splinter twin. its good but i prefer the reach of inferno titan in killing their creatures, planeswalkers, and dealing direct damage.

Wurmcoil Engine: with splinter twin, you get 3/3's every time but it feels slow compare to the titans

Galvanic blast its good in most cases but doesnt do anything that other cards cant (slagstorm, go for throat, inferno titan etc)

Hex paraside: havent tried yet...

stoic rebuttal/Mana leak/spell pierce: Ideally, this deck taps out every turn up until turn 5, so these cards seem to lose value main deck. possible sideboard option?



Any thoughts?
Back to top
Wyr



Joined: 25 Apr 2010
Posts: 34

PostPosted: Wed May 11, 2011 4:10 am    Post subject: Reply with quote

I think the number of artifacts is too low for Tezzeret. It's + ability might put the combo pieces at the bottom, and find no artifact. It's - ability might have no target in quite a few cases.
Sorry, but I can't see how Tezzeret makes Splinter Twin combo better.
Back to top
megasupa



Joined: 20 May 2007
Posts: 2

PostPosted: Wed May 11, 2011 5:06 am    Post subject: Reply with quote

It runs a similar number of artifacts when compared to other UB Tezzeret control decks and the number of artifacts has rarely been an issue. Assuming there are no artifacts in hand, or on field, there's a 14/49 chance of finding one with his ability on turn 4.

Tezzeret makes splinter better because it hides the fact that the combo is there and it gives you another way to win while still being able maintain card advantage. Also with the artifact mana on t2, you can do t3 deceiver and t4 inquisition+splintertwin
Back to top
Display posts from previous:   
Reply to topic    Magic-League.com Forum Index -> Standard (T2) Decks All times are GMT - 7 Hours
Page 1 of 1

 


Powered by phpBB © 2001, 2005 phpBB Group

All content on this page may not be reproduced without consent of Magic-League Directors.
Magic the Gathering is TM and copyright Wizards of the Coast, Inc, a subsidiary of Hasbro, Inc. All rights reserved.


About Us | Contact Us | Privacy Policy