|Commander / EDH||Legal|
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|Aether Revolt (AER)||Mythic Rare|
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Tezzeret the Schemer
Planeswalker — Tezzeret
+1: Create a colorless artifact token named Etherium Cell with ", Sacrifice this artifact: Add one mana of any color to your mana pool."
-2: Target creature get +X/-X until end of turn, where X is the number of artifacts you control.
-7: You get an emblem with "At the beginning of combat on your turn, target artifact you control becomes an artifact creature with base power and toughness 5/5."
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|Have (19)||kpral , mcstang1986 , gildan_bladeborn , EdenGardenz , rikertchu , , Hootiequack , Roadhog , Lindough , Mrbiscuit22 , Borg0th , Zhorus_The_Bauqret , KipIsKosher , Paradise_Collectibles , jrschnoebelen , mziter501 , philktoken8998 , althekoolkid , thetechzombie|
|Want (3)||KB2187 , the.beanpole , PTsmitty|
Tezzeret the Schemer Discussion
7 hours ago
And here come some updates....
Breach Emrakul - 2-1:
- G1: Lost to Emrakul combo after he wiped all lands and creatures. That shit was powerful.
- G2: SBd in some hate and took it down. Resolved 2 goyfs and played souls to defend against emrakul.
- G3: He rage quit when similar happened.
This was an interesting matchup. Never had seen this combo before and so it took me by surprise.
- G1: Made him discard something other than Tezzeret the Schemer and that cost me the game. So prob pilot error.
- G2: He SBd in hate appropriately (to counter Stony, etc, not that it mattered since never drew them), and while Sigarda and Thrun both resolved and invalidated most of his removal, he still comboed when I wasn't able to draw into my pulse or decay fast enough and he drew into a second Tezeret.
Bringing in 2x Dark Confidant and removing 1x Grim Flayer and 1x Scavenging Ooze (Depending on this I might play 2x Ooze and 3x Souls, but we'll see). Purpose for this is to get some card advantage and fill up hand when top decking in middle game. Let's try to not stall too far behind decks that try to get some card advantage.
23 hours ago
-You are an artifact deck
-Almost always a sure counter spell for 1 blue mana.:)
-3 to cast if you don't have artifacts around
-good up to turns 7 or 8
-Useless artifacts becomes a 5/5 creature (3rd skill)
-More treasures = removal (2nd ability)
-pseudo treasure (etherium cell), that triggers scry for Contraband Kingpin
-no artifact = stupid card
-sac a treasure/etherium cell = opponent loses life.:)
-alternate win condition if you have 7 treasures. Just sac them to win.:)
-6 to cast
-dies to abrade/lightning strike on ETB (no worries, you got counterspells).
-removal + lifegain
Hope this helps.:)
3 days ago
Something I've noticed too. Really liking this new Ixalan story, as it includes both Vraska, Relic Seeker and Jace, Cunning Castaway as actually very well thought out characters, as well as Malcolm and Amelia as lesser characters. However, going backwards from there until SOI, the list of important characters favors female a loot more than male. This is a list of characters who, if memory serves right, were actually mentioned in the story as more than a passing reference, and got a card (I know the rest of Djeru's crop were sorta important, not really, but were mentioned throughout an entire story, but I don't remember their names. Pretty sure they were about even.)
List of 'Important' Characters: Female Show
List of 'Important' Characters: Male Show
Total Female: 14
Total Male: 6
Note I didn't include Djeru or the non-Hazoret gods, because as they did play an important role, they were overshadowed by either Samut or Hazoret. Also not counting repeats (Nissa, Steward of Elements and Nissa, Vital Force) or minor characters (Kari Zev, Skyship Raider, Temmet, Vizier of Naktamun). I also probably missed a few.
Also worth noting that along the note of alienating male players, there is only 1 female villain (Nahiri, the Harbinger) where there are 3 male villains (Nicol Bolas, God-Pharoah, Baral, Chief of Compliance, and Tezzeret the Schemer) which means that 1/14, or 7% of the female characters are villains, where 50% of the male characters are villains.
Again, like you said, not necessarily a bad thing. I'm glad WOTC is trying to expand it's borders. I remember when my EDH league at my FNM was like 6 guys. Now we have an average of 12 a week, many of which are women, and it lets my games be a lot more diverse and more fun.
4 days ago
You have mentioned problems with the trickier threats like Chandra (for example).
As a control deck, information is an extremely valuable commodity. I recommend:
The spyglass handles threats like Chandra very handily (whenever you draw it).
Also, in the early game it great to "peek" into your opponents hand and be able to plan you next few turns out.
AAnd its an artifact (to up the count for Tezzeret the Schemer) and for Improvise.
4 days ago
Thanks for the +1!
The decks still in a bit of development. I've been looking at the u/b control decks in the meta and want to try and make this a spin off with a different win con.
From what i've seen, the win cons are usually The Scarab God and Torrential Gearhulk where mine is Revel in Riches and Mechanized Production,but Torment of Hailfire and Tezzeret the Schemer can also win us the game. I cant wait till the sets released so i can finally start getting the cards i need.
1 week ago
I would try out Contraband Kingpin as an early blocker that helps you fix your draws. I would also try Fetid Pools for cycling and bump up Drowned Catacomb to 4. Cut Unknown Shores, it's awful. Fatal Push would be good to kill early game threats and with treasures, revolt is consistently live. If you're feeling spicy you could use Tezzeret the Schemer for some more ramp.
1 week ago
Yeah, the answer to how you deal with Dinos in mono blue is through control and countermagic. Perilous Voyage/Journey is decent, as is the River's Rebuke. For counterspells, try Cancel, Lookout's Dispersal (there are pretty decent blue Pirates), Censor. If you're okay with splashing Black (easy to do with Tezzeret the Schemer and Prophetic Prism), then your removal options open up a lot more with Fatal Push, etc. Best of luck, friend!