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Capsules and Negates help me keep the upper hand early game. Couriers and Skullclamps help me get the cards I need faster. Once I have enough mana out to get Master Transmuter out, I'll be bouncing Sharuums to get my capsules back for re-use, Darksteel Colossi to attack with, Filigree Angels to gain life I probably lost early game, and Scourglasses for clearing the enemy's side. Tezz is just for fun if the deck makes it far into the game, etc etc. Let me know what you think.
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I like the idea, minimal but effective. Perhaps a Mycosynth Golem could help speed things up, especially where the Colossus is concerned, instead of waiting for just the plainswalker.
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Also skullclamp being illegal in almost all tournament play, I'd rethink as well. Its one of those cards that I hardly ever allow to play against even in casual play, just to much of a win button. Look into sensei's divining top, it's a likely candidate for replacement.
Alright, thanks. I don't really plan on using Tezz for the win, just for fun if I can stay in play long enough. Maybe to avoid the FtV:Exiled cards (Skullclamp, Sensei's Divining Top, etc.) in my deck, I'll just replace the Skullclamps for the Mycosynths and sideboard the two. Speaking of which, I need to develop a sideboard of some kind. I was thinking maybe taking out the Sculptors and Sanctum Gargoyles for Inkwell Leviathans and other fatties to have more big creatures to Transmute. Then probably add in other counter spells (Hindering Light, Countersquall, etc.). What do you think?
agreed on the the first part. as for the inkwell... you could always go a different route and grab some of those big suckers that also have affinity for artifacts such as Broodstar but that might just be redundant. When it come down to this level, the only way of deciding is to play the deck and see whats good and what needs adjusting. Counter spells are always handy i find, leave em on the side board tho. Lemme know how it works out.