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Which is the best Dimir Artifact decklist?
Poll ended at Tue Mar 28, 2017 10:14 am
Arti-stuff 10%  10%  [ 2 ]
Aggro-facts 20%  20%  [ 4 ]
Daring Designs 0%  0%  [ 0 ]
The Daily Grind 10%  10%  [ 2 ]
The whirl of whirlers whirling 15%  15%  [ 3 ]
Industrial Revolution 0%  0%  [ 0 ]
Colossus Smash 15%  15%  [ 3 ]
The grid 10%  10%  [ 2 ]
Improvise Control 10%  10%  [ 2 ]
Arti-fiction 10%  10%  [ 2 ]
Total votes : 20
Total voters : 11
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PostPosted: Tue Mar 21, 2017 12:57 pm 
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Enough of you dummies have put Tezzeret's Touch in your decks so I can ask general gameplay tips about it?

What is your IDEAL target for it?

I can NEVER decide what's best.

I think Key to the City might be incredible cuz when it untaps I can pay 2 to draw
I think Alchemist's Vial is good cuz if it dies, i get the card back to draw something else
I think a thopter token is good cuz then it becomes a 5/5 flier which is nuts
I think a vehicle is okay cuz then I never have to pilot it

Do you guys have ideal targets for this stuff? Sometimes I'm overwhelmed with options.


...still undefeated with everything. Good thing there's almost a week left, whew.


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PostPosted: Tue Mar 21, 2017 1:13 pm 
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I think I'd prioritize targeting something that has etb/ltb value like Vial or Servo Schematic first because a 5/5 is gonna be answered (or you just win). Vehicles would be my 2nd pick because they get all the goodies that they'd get if they were crewed. Tokens don't get any value from Touch's grave to hand clause, so I wouldn't use it on one unless I had a strong reason to (like a PW I really need to knock down that a 1/1 just won't hurt enough, or perhaps as an aggressive go for lethal play). Key would be cute, but honestly, unless you have flooded and don't have any other targets, I think it would also be a low priority pick.


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PostPosted: Tue Mar 21, 2017 1:21 pm 
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There's no definite go-to answer here I think. I'll generally end up taking the artifact that I need the least otherwise.

If the deck runs Servo Schematic, that would be among the best targets IMO, it doesn't do much else otherwise (except you have a sac Outlet for artifacts ready) and you stay on the board even if it gets removed.
Other than that, Key or Vehicles are amazing targets if you have few creatures out that can take advantage of them (Copter deserves a Special mention because the loot is so good, but Heart's Vigilante and Skysovereigns 3 damage are great as well depending on the situation). Otherwise, just take whatever is lying around (Map, Vial, Thopter, Etherium Cell...).
Keep in mind that if you enchant a token you don't get the artifact back, but if the Etherium Cell is not needed and the Map fuels the Key's discard to get though, just enchant accordingly.

Hope this helps a little!

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PostPosted: Tue Mar 21, 2017 1:35 pm 
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My fav target while testing these decks has been Fligree Familiar :) So cute, the chiuahua got angry

Vials and Schematics too. Key and Vehicless, less. In Ballista and with plenty mana, ragequit inducing.


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PostPosted: Tue Mar 21, 2017 1:48 pm 
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Just be careful if you try to put it on Filigree. Having your metal fox eat a Galvanic Bombardment while attempting to enchant it has been proven to cause cancer in the state of California (sorry, Lenny from California! I hope the chemo works!). Don't cause cancer in California - only enchant Filigrees if your opponent is tapped out or playing colors that are unlikely to interact at instant timing.


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PostPosted: Tue Mar 21, 2017 1:51 pm 
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I try to pick something that's not a creature already whenever possible, because that significantly lower the chances that my opponent removes the target in response to Touch, which is close to the worst thing ever. In that vein, Vial and Schematics are great for the reasons stated (with Vial being a little bit better in general). Key is a cool interaction, but you need to make sure doing that is better than Touching something else and making it unblockable every turn.

EDIT: Ninja'd by Flaky.

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PostPosted: Tue Mar 21, 2017 1:55 pm 
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ok, you're right. Creatures are dumb if he has mana open cuz i'd be getting screwed.

I'm really surprised a 1/1 thopter token isn't getting any love. A 5/5 flier is pretty nuts.

I like the idea of putting it on Copter to protect it and let it l00t like crazy.

ok, thanks everyone for the tips. I'll keep going with it.

lately the way I've been playing Touch is to swing for lethal. I usually have two in my hand at some point so I wait for opponent to get low enough and then I Touch two artificats BAM BAM and surprise swing for lethal. It's pretty explosive to only have a Filigrie Familiar and a 1/1 thopter on the field and then out of nowhere I'm swinging for 13.


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PostPosted: Tue Mar 21, 2017 2:08 pm 
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Well, if there're a Vial and a FF, the Vial is usually better, of course...but I insist, the little fox is so adorable when yapping all mad...

Flaky, I love reading your game descriptions, man...I just need to know what op's Nissa got when she flipped, in that 3º game against Bant with the Whirlingdeck...the suspense is killing me

Btw, I keep winning with my modified list haha, now I'm at 10-0, still around or in R40...I don't take in account two strange games, in one of which a bug or a trick costed me the game when Avacyn didn't flip as intended, not clearing his board and leaving mine intact and with a Murder for her...and the 2º a weird t1 win of mine against a 72 cards deck, just by playing a land a passing the turn :confused:


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PostPosted: Tue Mar 21, 2017 3:54 pm 
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Ah, thanks. The post game writeups are effort so I'm glad someone is enjoying them. I see why that Bant game is bugging you. My memory is a little fuzzy at this point - played those games Sunday morning. I think it was Gaea's. At least, I remember a Nisssa revealing a Gaea's and think it was from that game.


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PostPosted: Tue Mar 21, 2017 3:59 pm 
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Ah, thanks. The post game writeups are effort so I'm glad someone is enjoying them. I see why that Bant game is bugging you. My memory is a little fuzzy at this point - played those games Sunday morning. I think it was Gaea's. At least, I remember a Nisssa revealing a Gaea's and think it was from that game.


I enjoy reading your writeups too flaky, really good stuff that you clearly put a good bit of time and effort into. Keep it up.

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PostPosted: Tue Mar 21, 2017 4:09 pm 
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Personally, I'm a fan of the idea of Tezzeret's Touch on a Walking Ballista. That may seem a bit crazy, but I like it - if the opponent is tapped out. You get an animated 4 mana pinger, and even more fun, if they manage to kill it, you get to put it back into play at full power the following turn. Other than that, Artifacts with ETB's, etc... as others have mentioned.


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PostPosted: Tue Mar 21, 2017 4:31 pm 
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It doesn't look like I'll be able to test all of the decks this time around. I really liked agrofacts but I didn't vote for anything

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PostPosted: Tue Mar 21, 2017 4:41 pm 
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Tezzeret's Touch on a Harvester is a nice play because it can net you 5 life at least twice and saves the harvester from removal, giving you an opportunity to get another 2 energy for it.
Also enchanting Implements is pretty good too because you'll get a draw out of it if it dies.

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PostPosted: Tue Mar 21, 2017 6:04 pm 
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The magic 8 balls said #6, so we joined the INDUSTRIAL REVOLUTION!

Deck theme song: https://youtu.be/6NEoesmnYU4
Rage Against The Machine - No Shelter

Games: https://www.twitch.tv/videos/130274419
Fast forward through any breaks in the video, i had a phone call in the middle there.

games synopsis


my impressions

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PostPosted: Tue Mar 21, 2017 10:00 pm 
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Round 2!

The Daily Grind
Looks pretty decent as a Control deck. Trafficker and Trawler feel a little out of place, and there's not much to bring back with Torrential Gearhulk. Mana looks a little greedy too.

Game 1 (Draw vs Boros Vehicles) - WIN
I manage his board early through Kingpins and Vials, until I can drop Skyboat. He matches it with his own, but he uses Siege Modification on it, leaving the Vehicle vulnerable to a Flashbacked (by Jace) Flames + my Flagship's attack trigger.

Game 2 (Play vs Abzan Ramp) - WIN
I had a T3 Liliana he couldn't deal with, so it was just a matter of waiting for her Ult to work, despite me taking forever to draw my 4th, 5th and 6th lands.

Game 3 (Draw vs BW tokens) - WIN
I played 3 sweepers in this game, and that was all I needed. It's pretty cool that Kingpin survives all of them.

Game 4 (Play vs Gruul Energy) - WIN
I had a super slow start, with multiple taplands and maps, but he never got past his 3rd land drop. Having to deal with only 1 threat each turn gave me enough time to deply may haymakers and win.

Game 5 (Play vs 4C walkers) - LOSS
I miss several land drops through the game, which limited my ability to deal with the 7 (!) walkers my opponent played in this game fast enough. The deck put a valiant fight, but it eventually got buried in CA.

Final score: 4-1
The deck felt very good, but it reeeeeally needs more lands. 20 + 4 Maps doesn't mean 24, and 24 lands might not even be enough.

Mechanized Production did nothing and was super awkward in hand, Trawler and Trafficker are in the deck only because they Crew Skyboat. I'd like to find something else for their places, but I don't know what. Speaking of which, Skyboat was the MVP of my games, alongside Kingpin.

The deck did get a bit lucky in a couple of games (game 2 was against a 100 card pile, and game 4 my opponent didn't draw enough lands), but it felt very good to pilot and a great baseline for an Artifacts Control deck. Just play more lands!


The whirl of whirlers whirling
Another deck very light on lands, although I understand here because it's trying to abuse Improvise. The payoff looks weak, though. Expertise looks weird, and I wonder if it needs more early removal.

Game 1 (Play vs GC Ramp) - WIN
He ramps into oblivion while I play a few Servos. Eventually he plays a gigantic Walker of the Wastes (15/15 or something), but I manage to race thanks to a bunch of life gained through Battle and Harvester.

Game 2 (Draw vs Golgari Midrange) - LOSS
I flood (!) while my opponent plays grreat value cards. Eventually I draw some gas, but they are all low impact cards, so I'm basically a sitting duck while he rides a flip Nissa to victory.

Game 3 (Play vs Temur Midrange) - WIN
He draws a ton of cards and gains a ton of Energy, but can't deal with Inventor + Goggles + Key.

Game 4 (Play vs Dimir Artifacts) - WIN
Another one that had no way to deal with Inventor + Key, nor could race it.

Game 5 (Draw vs mono Black Control) - WIN.
It seems like the only thing this deck does is play Inventor and Key...

Final score: 4-1
Well, this went better than expected. I believe the lesson here is that a lot of people aren't prepared to face/race an Inventor. The deck only won against non-meta decks, but still.

The mana felt ok-ish, but I'd still like a couple more. The deck also needs to focus on its main path of victory. Cut things like Baral's Expertise, Skyboat and Tezzeret for more Engineer and maybe some Vials, to ensure that we draw our combo. It probably needs more early interaction to deal with aggro decks, but I never faced one to say anything.

It's a one trick pony, but that specific pony looks good enough.


Industrial Revolution
More tokens! Construction looks weak, but it looks like the deck has enough draw power to make it work. Caravan feels out of place, but the deck might be more mana hungry than I expect.

Game 1 (Play vs Mardu Midrange) - WIN
I make a very dumb mistake early, but he couldn't capitalize on it. The game drags on, and he eventually gets Nahiri, Liliana and Gideon on the board, but he utls Nahiri for Avacyn to try to kill either my own Liliana or Tezz, but I crack a Vial to save them. On my turn I remove his blockers with my walkers, play a big Ballista and Crew Caravan with it, then get rid of Nahiri and Gideon. The game is not over it, though, because he's close to ult Liliana and is still holding Avacyn, but Ballista dominates his board and keeps Liliana in check while I hold 2 mana open for Desgins whenevr he decides to cast the Angel. Eventually Ballista dies and I get him back with Liliana, to play it even bigger, and the game is effectivelly over. Sweet one!

Game 2 (Play vs Jund Energy) - LOSS
Played against WoodlandWanderer from here in this game. I keep a super risky no Artifacts hand, but manage to Battle his first couple of Brawlers, then I Touched a Key and started beating down. He still races me, and eventually finds a removal for my guy, while I struggle to fire off a pair of Designs despite drawing 2 cards a turn. I made a mistake at the end that probably didn't matter due to a second Lathnu Hellion.

Game 3 (Play vs Abzan Snake) - LOSS
I had a good start, removing his threats and gaining life, but I flood like a champ and die.

Game 4 (Draw vs Rakdos Vamps) - LOSS
He had an amazing start that I couldn't keep up with. Act of Treason on my Familiar with Yahenni, Undying Partisan on board was brutal :(

Game 5 (Draw vs Jeskai Mill) - LOSS
I thought I was going to ride a T3 Liliana all the way to the win, but he surprised me with a Fateful Showdown. I still had Construction, though, and that + Network was too much for him to handle even after 2 Planar Outbursts.

Final score: 2-3
The deck did get a little unfortunate in the matchups (decks were closer to meta decks than normal, the flood in game 3, the god hand in game 4. Even the competition was harder with a NGA member), but it feels like the deck is more fun than competitive.

As much as I keep saying that people should play more lands, this is the one deck that I think plays too many. A couple of Maps would also do good for the deck. I didn't find much else that doesn't make sense in the deck. The parts work well towards the deck's goal, it's just that the plan itself has some flaws. Construction was good in one game, but didn't blow me away. other tokens decks used Enthusiast for a similar purpose, which I believe is better against aggro but worse against Midrange and Control.

Overall, I like the idea, and using obscure cards is always fun, but this felt more like a fun concept than an ultra competitive deck.

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PostPosted: Wed Mar 22, 2017 2:09 am 
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In Ballista and with plenty mana, ragequit inducing.


DJ0045 wrote:
Personally, I'm a fan of the idea of Tezzeret's Touch on a Walking Ballista.


Awesome call, can't believe I forgot that in my post. Ballista is the one creature I often enchant. +5/+5 for 3 mana is a good aura; awesome if you need something bigger than 5 toughness, still a 5/5 after removing any and all counters, and it's a high value card to get it back if the 5/5 dies.

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Last edited by Modulo on Wed Mar 22, 2017 5:52 am, edited 1 time in total.

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PostPosted: Wed Mar 22, 2017 3:24 am 
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Modulo wrote:
DJ0045 wrote:
Personally, I'm a fan of the idea of Tezzeret's Touch on a Walking Ballista.


Awesome call


(but six post before:)

In Ballista and with plenty mana, ragequit inducing.


"-Doctor, doctor...people keep ignoring me!!!

-Next patient, pls. "


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PostPosted: Wed Mar 22, 2017 5:52 am 
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Whoa, sorry Maggit; must've read past that. I'll edit it into my post.

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PostPosted: Wed Mar 22, 2017 6:04 am 
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Hahaha nah man it was funny, I'm a spusial snowflake with a surprisingly good specific heat capacity haha


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PostPosted: Wed Mar 22, 2017 8:08 am 
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Hahaha nah man it was funny, I'm a spusial snowflake with a surprisingly good specific heat capacity haha


I missed your post too... great minds think alike. :thumbsup:

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