Everything that has been before will be again, this is the way with standard constructed. A full circle and back to Tezzeret. The latest version seen in the Dark Ascension Pro Tour and the version before that seen in GP Brisbane… the circle of standard leads me to reconstruct one of my favorite arch-types and add to it a flavor of my own. 

Shouta Yasooka’s decklist served as the initial guide to constructing this deck, the Godfather of Tezzeret piloting it again most recently.  However, I happen to be a big fan of the Junkwalker decks and planeswalker decks that are popping up around the place in various tournaments and It’s inevitable that I’m going to play one, or try to.  So it only makes sense, since I’m such a believer in Tezz, that I work on a Tezzeret Junkwalker build instead of the usual UB Tezz control.

I’ve come up with several different lists and eventually I put one together on Magic Online and played a few test matches in the head-to-head room.  The two ticket que often serves as my testing ground for new decks, either ones that I find the lists for online, or develop myself.  The Tezzeret list I made changed several times before it settled to one that I liked much better and now that I’ve got it sorted I’ll probably test the absolute crap out of it.  I’m still looking for something to not only play here locally but something to take on the Magic cruise with me and to GP Manila in June. Obviously the next set will be out by that time and things may change dramatically.  But I’m not about to stall the whole deck building process just because I’ve got no big constructed tournaments between now and then.

Without further ado, here’s the decklist.

UBW Tezz & Friends.

Artifact (10)
contagion clasp
grafdigger’s cage
ratchet bomb
sphere of the suns

Artifact Creature (3)
solemn simulacrum
wurmcoil engine

Basic Land (6)

Instant (4)
Mana Leak

Non-Basic Land (18)
darkslick shores
evolving wilds
inkmoth nexus
isolated chapel
nephalia drownyard
seachrome coast

Planeswalker (11)
Elspeth Tirel
Gideon Jura
Karn Liberated
Sorin, Lord of Innistrad
Tezzeret, Agent of Bolas

Sorcery (8)
Black Sun’s Zenith
Day of Judgment
Tezzeret’s Gambit
Sideboard (15)
Elixir of Immortality
Nihil Spellbomb
Celestial Purge
Jace, Memory Adept
Liliana of the Veil


After I made up the decklist I drew a few hands with the MTG Toolbox app on my iPhone. Here’s 4 of the most typical hands. I was very rarely taking a Mulligan, more often than not keeping the first 7. They usually had some kind of board sweeper for turn 4 and early stuff like Cages and Ratchet bombs to help protect me in the early game. Some hands you seem to just draw lots of planeswalkers which, due to some of the testing I’ve done, seems like a decent hand too because it’s threat after threat after threat you’re dropping. And if you are sideboarding the Lilianas in against control then the threats start on turn 3, and they can’t counter everything.



























Click on any of those hands to see a clearer image, as they’re a bit distorted after resizing them.. The one that I found to be most interesting was the one on the bottom left, with the three planeswalkers, a ratchet bomb and three lands.  Note that all 3 land colors are available.  The Ratchet bomb will help to deal with at least some of the early threats and drawing into more lands is likely.   The app allows you to draw 3 cards following each New Hand.  I did this each time, and often drew Sphere of the Suns, Mana Leak or Land, which makes sense.

The deck is 21% artifacts.  Not enough for 3 Tezzerets but enough for two.  About 75% of the time when you search the top 5 cards you seem to hit an artifact.  Since they’re all useful (except for maybe the Spheres), you are usually pretty happy with the search.  This becomes even more important when you’ve sideboarded Spellbombs and Elixirs in.

Planeswalkers are the second most common non-land card in the deck, which makes sense since the whole thing is built around artifact and planeswalker control.   Only 8% of the deck requires two colored mana symbols to cast and with Sphere of the Suns helping out, it’s pretty unlikely for you to get color screwed.  In the testing games I had on modo I didn’t have that problem at all.  A couple of times I kept 2 land hands and never saw a 3rd or a Sphere,  but that’s just a bad keep.

The mana curve is heavy in two and four drops.  And Black Sun’s Zenith is usually getting cast for a total of 4 these days also.  about 74% of the deck meets this criteria.  As such, 24 lands seems sufficient.  In the actual testing I’ve done, having 4 lands and a Sphere has usually been sufficient.  If you draw more lands, which you will do the more the game goes on, you are just building up toward Karn, so It’s no real problem.  I didn’t have any massive land floods.

It’s much too early to give stats yet on what decks I won and lost to, and I’ll probably make subtle changes still.

I’m planning on testing this for a while longer, i’ll make another article in the near future to let you all know what changes I made.  In the meantime, if anyone else tests this list I’d love to hear about it.