Tezzeret the Schemer

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Standard Legal
Frontier Legal

Printings View all

Set Rarity
Aether Revolt Mythic Rare

Combos Browse all

Tokens

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."

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) -34%

1.23 TIX $11.5 Foil

Ebay

Recent Decks

Load more

Tezzeret the Schemer Discussion

emrakulinsmugglers on improvise stuff

1 week ago

you can probably cut ruinous path down to 2 or 3, mainboard sorcery speed isn't as relevant. instead, you can have 4x of Grasp of Darkness, etc. if this isn't budget, Fatal Push is great as well. Bastion Inventor is strictly better than barricade breaker, because of hexproof, opponent's can't remove it. standard has so many useful removal spells, that bastion inventor works better. weaker, but harder to remove.

some additional nice cards are

although it is fine staying blue black, IMO adding red may be better, because it opens you up to cards like Unlicensed Disintegration, Pia Nalaar (for unblockable stuff also outlet for useless artifacts), and Maverick Thopterist.

you may want to increase your land count up to 24, maybe cut noxious gearhulk down to 3, lupine protector to 2, and remove a metallic rebuke? you generally want around 24 lands in a deck like this. hope this helps (:

averagenovice74 on Amonkhet Spoilers and Speculation.

1 week ago

This is a decent set, not to crazy really. Some cards are being pushed to certain formats in mind(some modern, pauper, a speckle of legacy) and looks to be a really fun limited experience. I see a grindfest like Khans/Fate kind of speed. I just wish they made some kind of planeswalker removal at instant speed. I don't need to explain the difference between Hero's Downfall and Ruinous Path in term of context.

We NEED a Hero's Downfall at this stage of rotation, what does WOTC not understand about this?

We have with after this release (not including the intro deck planeswalkers)

Gideon, Ally of Zendikar
Gideon of the Trials
Nissa, Voice of Zendikar
Nissa, Vital Force
Nissa, Steward of Elements
Tamiyo, Field Researcher
Arlinn Kord  Flip
Jace, Unraveler of Secrets
Nahiri, the Harbinger
Sorin, Grim Nemesis
Liliana, the Last Hope
liliana, death's majesty
Dovin Baan
Tezzeret the Schemer
Ajani Unyielding
Chandra, Flamecaller
Chandra, Torch of Defiance
Ob Nixilis Reignited
Saheeli Rai
Kiora, Master of the Depths

20 Hard-to-interact-with, usually C.A. Engines, Sweepers or can build incremental board presence that if unchecked can win the game flat out(excepting with Trials he just doesn't make you lose.) What's sad is that there is no reason to play any of the nice gods because you have a planeswalker who for the most part can do their job better at that slot anyway with minimal risk and max reward.

JerichoDarkstar on Just Improvise

2 weeks ago

For a formatting tip, if you want to create a new paragraph, you have to double space. If you single space, TappedOut reads that as a continuation of the previous line. I think that may have happened in your description.

I like the basic premise of what you're going for. I refer to this technique as SmokeScreen, and it was actually a very successful technique in Yu-Gi-Oh!. However, YGO could do it more reliably because their SB is 37.5% of their deck whereas in MTG it's only 25%. It makes much less impact. The other issue that both games share from this is that it will only work a few times. Eventually, your playgroup will figure it out. If and when they do, your strategy loses almost all of its effectiveness because it's strength lies in misdirection during siding.

All that being said, this is still a really good idea and can still be implemented. I think you've done a really good job of balancing the transformation from one deck to another. I do have a few suggestions for this, though.

  1. Your Tezzeret the Schemer becomes much less effective when you side out all of your artifacts. The only artifacts you can exploit with his -2 and -7 is the ones you create with his +1. Most of the time, you would be sacrificing them for mana. He's still decent, but he's just less so after SB'ing.

  2. I dislike Renegade Map greatly in Improvise decks. It comes in tapped with its intended purpose to sacrifice itself next turn. It doesn't really help with reducing the costs of your cards with Improvise. I recommend taking it out and replacing it with Cogworker's Puzzleknot. The main reason I make this suggestion is because Cog Puzzle gives you 2 artifacts to instantly use for Improvise. Essentially, you can get them for "free" because they will fuel an Improvise card with the same amount of mana you paid to get them.

  3. I think Glassblower's Puzzleknot isn't giving you the right "bang for your buck," so to speak. This one is kinda difficult because you want artifacts to use for Improvise, but Glimmer of Genius is a lot more efficient and helpful.

  4. You might want to find room for Ornithopter, Bone Saw, or Cathar's Shield to help you with Improvising.

Anyway, that's just some of my immediate thoughts on it. Once again, I love this concept because it's very unique to the meta. I don't see a lot of people trying this. It's a delicate balance to keep, and you're probably going to have a lot of trial and error to make it work exactly the way you want it.

GS10 on No one can stop me now! (Competitive Breya Deck)

3 weeks ago

I'll definitely keep an eye on your deck for future reference.

One thing I've noticed and did not expect is that you are running 3/5 (counting Ugin and Cyclonic Rift) board wipes. Is that because of your particular meta, or do you feel that in a longer game you will absolutely need to have that reset button? In my short experience with the deck, I've been able to go pretty wide with it and board wipes in most situations would be dead draws for me, granted the decks are different too, of course.

One other thing: Have you tryed Tezzeret the Schemer or Daretti, Ingenious Iconoclast? I've been thinking about adding those to my deck so I'm curious if you just didn't try them or if you did and found out that they aren't that great.

Well deserved +1 given ;)

inGtSToRm on Tezzeret Tower Control

1 month ago

Deck updated again.

Removed 1 Void Shatter for a 2nd Disallow

I will be getting 2 Torrential Gearhulk soon! My store didn't have any in stock so I have to wait until then.

Also added a 3rd Tezzeret the Schemer for more ramp to hit Torrential Gearhulk sooner (when I finally get them)

Added Flaying Tendrils and Incendiary Flow to the sideboard to deal with Scrapheap Scrounger. I will be adding more Flaying Tendrils to the sideboard soon, just couldn't find any more than 1.

Boza on New League Idea - Standard ...

1 month ago

Leagues are cool!

But leagues that begin with draft can be daunting for beginners because of difficulty; and leagues that are constructed can be daunting for beginners because of lack of a large collection. What is the solution? Combine them!

There was this very cool idea for a "starter Standard" League in my area:

"A 60 card Standard legal deck with no more than 2 mythics (only 1 copy each), no more than 8 rares (only 1 copy each), no more than 2 copies of each uncommon and any number of commons. Decks can have 15 card sideboard, but rarities in the decks must be maintained after sideboarding as well"

(I would consider the SB rule as an optional one, because it is very hard to enforce)

Example deck:


Standard League Tezzeret

Standard Boza

SCORE: 2 | 7 COMMENTS | 128 VIEWS


This to me feels like a very good format to explore, but not in a league environment, where the idea is that your deck changes every week.

So, I thought how incorporate boosters into it to modify your deck. Here is the idea:

  • You start the league with a deck constructed as per the rules above.

  • Every week, you can boost your deck by purchasing 1 booster from a standard-legal set.

  • You have a "cheat sheet", which is kept by TO or the LGS, on which you list your intial deck, as well as each card you get in the booster every week.

  • You also use the list to denote changes you will make to the decklist after the booster pack by putting little + and - signs besides the cards on the list.

  • You can add any card to your decklist from the booster and decklists after "boosting" do NOT have to follow the rarity rules.

Example:

I make the deck Tezzeret deck above.

If I open a new Tezzeret the Schemer from my week 1 Aether Revolt booster pack, I simply add it to my deck and remove 1 other card.

On my cheat sheet, I will first list all the cards I opened from my booster. I mark Renegade Map with a minus and Tezzeret the Schemer from my week 1 booster list with a plus to denote the change.

So, what do you think about the idea:

  • Is it beginner-friendly enough?
  • Should sideboards be a thing?
  • Does it sound like a good idea to combine the league format with constructed?

And most importantly:

  • Do you think this will be fun?
  • Would you play this format?

Orion93 on Tezzeret Artifcat Modified

1 month ago

Im gonna suggest a couple small edits.

First I would make room for Metallic Rebuke. This is the best hard counter spell for your deck. You can easily tap down an artifact that you aren't using to help with the mana cost, servo schematic is the option I'm thinking of.

Second, you should increase your planeswalker count. Tezzeret the Schemer is great in this deck because he gives you artifacts and works wonderfully with most of the deck.

Third, you could probably make an interesting combo using Scrap Trawler and Resourceful Return. Just keep bringing back your creatures.

I agree that Chief of the Foundry is great but there are better options to play. Metallic Rebuke, Battle at the Bridge, Metallurgic Summonings are all great cards that play well in a tezz deck.

As far as what to drop, Chief of the foundry, maybe Merchant's Dockhand (I tried him in my deck and it didn't work well), and Implement of Examination.

The implement would be great late game but think of what you could do with 3 mana. You can play an artifact that doesn't progress your board or you can play tezzeret's touch, scrap trawler, Tezzeret's Simulacrum, Metallic Rebuke, Battle at the Bridge.... You get it. I know that the extra draw is great, especially if you use the sacrifice ability on your opponents turn, but for 4 mana you could also play Glimmer of Genius which plays much much better. Or even Anticipate which is almost as good.

The7thBobba on Grixis Improvise Control

1 month ago

Control/disruption:Disallow is amazing, and can foil just about any plan.

Wrangle: is super cheap, and incredibly fun.

Select for Inspection is good for tempo and sifting.

Harsh Scrutiny is great for early plan-twarting and sifting.

Daring Demolition: is a good killspell with no limitations.

Tidy Conclusion is another good all-purpose killer with nifty lifegain.

Shrewd Negotiation is evil beyond belief!

General good stuff:

Morbid Curiosity can prove invaluable. With those pricy improvise freatures and an abundance of artifacts, you ought to get some value out of this.

Efficient Construction: can give you an immense boardpressence.

Tezzeret the Schemer seems like an auto include ;)

Contraband Kingpin ought to do some yood.

Hope this is of any help. Do ask away if you want my oppinion on more specific matters. Stay frosty :D

Load more