Tetsuko Umezawa, Fugitive

Tetsuko Umezawa, Fugitive

Legendary Creature — Human Rogue

Creatures you control with power or toughness 1 or less can't be blocked.

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Set Rarity
Dominaria (DOM) Uncommon

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Historic Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Tetsuko Umezawa, Fugitive occurrence in decks from the last year

Standard:

All decks: 0.07%

Commander / EDH:

All decks: 0.03%

GWU (Bant): 0.59%

Tetsuko Umezawa, Fugitive Discussion

Labrodor64 on Looking for viable budget aggro ...

5 days ago

One of my favourite aggro commanders is Arcades, the Strategist. You can easily cycle through your deck with Arcades’s draw trigger, amassing defender creatures on to the battlefield and swing big with something like Tower Defense or Tetsuko Umezawa, Fugitive. You can find walls and effects that pump toughness for dirt cheap since this is the only deck where they are viable. The CMC can be very low and if you can get Arcades our on turn 3, you can kill by turn 5. That is my recommendation.

Barbarian_Sun_Pope on Operation N.U.T

3 weeks ago

Have you considered leaning a bit more into Rogues? They have a really nice lords (Stinkdrinker Bandit/Tetsuko Umezawa, Fugitive/Sygg, River Cutthroat) and some nice equipment (Cloak and Dagger). Unstable Mutation is a better alternative to Unholy Strength. Even though it will eventually kill your creature you can sneak in up to 10 damage with a 1 power unblockable creature before that happens. Hope this helps.

Jones_SCONES on Milly's Yuriko | Game Knights #35

2 months ago

As a commander player which mainly plays Yuriko, the Tiger's Shadow I can say that this deck is missing a couple of key cards.

You can check out my deck here: Just Ninja stuff

The main key cards thats missing include: Tetsuko Umezawa, Fugitive,Sakashima the Impostor, Filth, Shizo, Death's Storehouse, Reliquary Tower,Lightning Greaves,Lim-Dul's Vault,Temporal Mastery and other timespells.

Jones_SCONES on Milly's Yuriko | Game Knights #35

2 months ago

As a commander player which mainly plays Yuriko, the Tiger's Shadow I can say that this deck is missing a couple of key cards. You can check out my deck here: https://tappedout.net/mtg-decks/just-ninja-stuff/ but the key cards thats missing include:Tetsuko Umezawa, Fugitive,Sakashima the Impostor, Filth, Shizo, Death's Storehouse, Reliquary Tower,Lightning Greaves,Lim-Dul's Vault,Temporal Mastery and other timespells.

CRKFIEND on Wall-E

2 months ago

Nice! I can't wait to see it in action. It looks like a lot of fun! There are a couple cards I think you'd really like: Approach of the Second Sun, Commit / Memory, Generous Gift, Beast Within, Crush of Tentacles, Mnemonic Wall and Tetsuko Umezawa, Fugitive

You can never have enough removal.

Bokamoso on Tobias Fünke, Ana****ist

2 months ago

I like this.

Sage's Row Savant, Tah-Crop Skirmisher, Umara Entangler and Cloudkin Seer are all 2/1 creatures that also have something else going on.

My favorite pairing with Tetsuko Umezawa, Fugitive is Tandem Lookout.

nascentbodhi on Yuriko... because who needs friends anyway?

3 months ago

It seems like many Yuriko lists have moved to labfish combos, which I'm not a big fan of. For this build my goal is to continue using more of a burn strategy with a subtheme of turns. That being said, it could easily be updated to support the newer combo based wincons.

Removed: Countersquall, Curfew, Dark Ritual, Darkness, Far / Away, Memory Lapse, Mission Briefing, Treasure Cruise, Fallen Shinobi, Mist-Syndicate Naga, Sakashima the Impostor, Spectral Sailor, Tetsuko Umezawa, Fugitive, Bitterblossom, Smoke Shroud, Bojuka Bog, Castle Vantress, Mystic Sanctuary, Grafdigger's Cage

Added: Arcane Signet, Bloodstained Mire, Chrome Mox, Damping Sphere, Exotic Orchard, Force of Despair, Frantic Search, Gitaxian Probe, Mausoleum Wanderer, Plaguecrafter, Snap, Spell Snare, Temporal Mastery, Universal Automaton

dingusdingo on Yuriko Reality and Consultants - cEDH

3 months ago

MadCatMax I gave a very clear reasoning. You are able to hit your infinite turns combo much faster if you are able to pay the mana reliably.

Your combo costs

  • for the Oboro activation
  • Play a land and have at least 3 other islands in play
  • Cast Time Warp for
  • Total cost is
  • 3 Islands + Mystic provides
  • There is still required every execution of your turns loop
  • You run 3 rock accelerators in a 99 card deck, and also Dark Ritual which is not effective for the loop
  • Even utilizing the untap effect from Oboro on one of your own lands, the earliest you can rip this combo is turn 6 without accelerators.
  • This is assuming you hit a land drop every turn for 6 turns. 29 lands, probably not.

You have colorless mana costs in Intuition Oboro Breezecaller Commandeer Force of Negation Misdirection Spellstutter Sprite Tale's End Gingerbrute Tetsuko Umezawa, Fugitive Fallen Shinobi Ingenious Infiltrator Mist-Syndicate Naga Mistblade Shinobi Sakashima's Student Skullsnatcher Universal Automaton Brazen Borrower Contagion Cyclonic Rift Snuff Out Submerge Whiplash Trap Back to Basics Chains of Mephistopheles Cursed Totem Grafdigger's Cage Scroll Rack Temporal Manipulation Temporal Mastery Temporal Trespass Time Warp Demonic Tutor Diabolic Intent Hope of Ghirapur and Snapcaster Mage. That's 35 cards, literally exactly half of your non-land cards. Of course you can argue that a handful of these have alternate costs that don't include colorless mana, such as the pitch-to-play and some of the ninjutsu, which removes 10 cards from the "uses colorless mana" list. Either way, a quarter of the actual cards you draw and a third of the non-land cards you draw use colorless mana, and the alternate cost cards you will undoubtedly sometimes pay full price for when games go long and resources are available. I didn't even count your two burn cards.

I know you're trying to be clever by cutting slots, and I know this deck doesn't have the explosive plays of hitting Sol ring into mana rocks. Don't try to reinvent the wheel and get clever by cutting mana positive rocks in a deck that uses mana.

My comment is more directed at your friend, who I wrote a very elaborate response to as for inclusions for Sensei's Top in his Doomsday list, and how being reliant on your commander and creatures entirely for card advantage as well as pile cracking is setting him up for failure. Rather than respond, he chose to delete and block me. These decks have a bigger overall problem of being decent competitive decks against most match ups, but absolutely entirely worthless against certain match ups that completely hose the strategy because of how reliant on the commander these decks are. Nevermore on your commander either causes you to scoop or pray for amazing top deck. Repeated Pyroclasm effects resolving cause scoops. Choosing to run Misdirection over Swan Song means if you're counting on Misdirection to stop Pyroclasm you're scooping, or if you're counting on it to stop Demonic Consultation or Flash or Tainted Pact you're scooping. Yes I know it makes a bird token for blocking, but slotting bad cards is your biggest problem.

No I'm not joining your discord. You two are clowns, enjoy brewing your mediocre deck on your own. I'll enjoy the free wins if I ever end up in a pod against someone playing one of these decks.

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