Tezzeret, Artifice Master

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Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Tezzeret, Artifice Master

Legendary Planeswalker — Tezzeret

+1: Create a 1/1 colorless thopter artifact creature with flying.

0: Draw a card. If you control three or more artifacts, draw two cards instead.

-9: You get an emblem with "At the beginning of your end step, search your library for a permanent card, put it onto the battlefield, then shuffle your library."

EDH 0 / 0
Jace, Wielder of Mysteries feature for 97 Islands

TypicalTimmy on League of Supervillans

9 months ago

If you are making an eternal league of BBEGs, I feel like saturating the deck in variations of Bolas will only serve to detract from the overall theme of the deck.

I would suggest you set a hard limit to 1 iteration per baddie, and choose the one that makes the most sense for the deck. It doesn't need to be the "best" or "most powerful", but the one that makes the most sense. For example, Tezzeret has eight Planeswalker cards. As you build your deck, maybe you see card draw is lacking. Therefore, Tezzeret, Artifice Master and his 0 ability would be a prime choice. But, maybe you actually have plenty of draw and very limited ramp. That would mean Tezzeret the Schemer and his +1 are infinitely more useful.

So my suggestion, as someone who has build decks like this before, is this: Decide upfront how many representations you want. 10 is a nice starting choice, but this is also only 10% of the deck. That means the majority of the time, during the majority of your games, you'll only land 1 or 2 each. 12 gets up there, and 15 usually means you'll land 2 or 3 per game. But you don't want to overly saturate your deck and end up with a fist full of nothing, either.

So set a limit, maybe 15 cards. Then start by building the rest of the deck first. Get your removal, interactions, draw and protection out of the way.

Look to see what you have left, and of those 15 or whatever you've decided upon, use the best iteration of each baddie to fill in your gaps. For example, maybe you find that your interaction is slightly limited. Ob Nixilis, the Hate-Twisted gives you removal options. Partnered with Nicol Bolas, Dragon-God, this gives you a substantial amount of threat assessment.

Maybe however you have plenty of removal, but what you really struggle with is flyers. Hard to protect yourself and other Planeswalkers if someone can just fly straight over your defenses. Therefore, Ob Nixilis of the Black Oath is a prime choice with his ability to create 5/5 Demon tokens with flying.

As I said, build the deck first and use your baddies to fill in your gaps. ^_^

At least, as a Timmy, that's how I'd construct it. :D

MilesHiles on The Legion of Doom: Foiled Again

9 months ago

8netherwind8 - I appreciate your explanation but it seems oversimplified given what the deck actually looks like. For example, the Teferi, Who Slows the Sunset combo basically would only ever net me infinite life (which is next-to worthless in my opinion due to Commander Damage) with that kind of turn timeline. It also still heavily requires colored mana for ramp since you'd need GWU by T3 and there's not much ramp you could do on T1 (other than Mox Diamond, putting you at a turn disadvantage due to discard in this case). Besides that, the deck has 6 black permanents in it and one of them is my commander. While that would normally give better odds at infinite mana, we're still talking about having full color fixing on T4 with non-colorless T1 ramp, Bloom Tender, another form of non-colorless ramp, Chain Veil, and Teferi, Who Slows the Sunset. Definitely something that COULD happen but it still sounds like a god hand to me.

Otherwise, Teferi, Who Slows the Sunset isn't a very good planeswalker to me. Outside of that combo, he doesn't get played much since the most he would do on average is replace himself in my hand for 4 mana. I tried him in the deck on his release and ran into that exact issue more than once. I also took Tezzeret the Seeker out of the deck because he doesn't have a good ult for me. Ever. His untap ability is great but still requires rocks and something in hand to be useful. Searching for Chain Veil kills him, he can't find Lotus without at least using his +1 first (then dying anyway), and finding Rings of Brighthearth or The Peregrine Dynamo does him no good on the turn he comes out due to already using his walker ability to do that (leaving pieces on the board to be dealt with in the turn cycle). Since the deck has minimal card net +1 card draw capabilities, it was always difficult to be able to use him efficiently. Hence Tezzeret, Artifice Master, who gives card draw, tokens and has a possible ETB ult that provides an Emblem to search for any permanents for free.

When running Rings of Brighthearth it was, overall, worthless more times than not. The 5 total mana needed to play and activate it was most often already being utilized during the turns it was even possible activate. T3 is a bigger turn for the deck, making the decision to play a Rings pretty difficult since usually there was no board for it, let alone having pieces for infinite mana. Any mana that was usually available was for board control or counter play. With that being the case I can't see myself adding The Peregrine Dynamo either. Granted it does cost 1 mana total less, though is still a 3 mana card with a 1 time use without untapping capabilities.

I'm glad that these combos have worked out to be great for you and your play group. I would imagine the Jodah deck that you run must have an easier time utilizing color value based turns as a whole and a lot of that "Ramp" you mentioned in your turn steps explanations. I personally don't see the value in just hoping your opponents can't answer your combo pieces within a turn cycle at any point in the game. SPKR_FRKR asked how I could win on T4, and I provided a broad explanation of how in a few ways with a few different cards. I did not say that was the only way the deck worked nor that it was my intent to only win with and stack infinites. If it were, I would have just put Thoracle Combo and called it a day.

heinrichgraum on Planeswalkers Perfected

1 year ago

Tevesh Szat, Doom of Fools is pretty good, about equivalent to Tezzeret, Artifice Master, but I personally don't enjoy Tevesh's ultimate. If you do, Tevesh is just strong enough to find a spot in the list.

Max_Hammer on Shorikai go vroom

1 year ago

So, right now, Commander included, you've got 126 cards. Seeing as you're only 26 over the cap, this shouldn't be too bad.

This is a low mana cost deck with a lot of draw, you probably only need 34-36 lands if you're being generous. If I were you, I'd drop some of the slower lands, such as Temple of Enlightenment, Skybridge Towers, Prairie Stream, Azorius Chancery, Castle Ardenvale, Castle Vantress, or even Port Town.

You might also want to include more fetch lands, too. Flooded Strand, Fabled Passage, and Flood Plain all come with a pretty high price tag, but they're all good.

On the other side of the coin, Brokers Hideout, Obscura Storefront, Evolving Wilds, Terramorphic Expanse, Myriad Landscape, Esper Panorama, and Bant Panorama are all cheaper fetch lands that you could use.

Drawing mana late game can be a dead draw a lot of the time, so being able to remove that excess from your deck can be a really nice tool to have, so you can draw just what you want. Maybe take out cards that are fast, but not necessary such as, Skycloud Expanse, Sea of Clouds, Mishra's Factory, and Crawling Barrens.

Changing it to this (or a list of just 35 mana), should bring us down to 122 cards.

As for non-land ramp, you have a lot. I’m going to say you want to kick out Silver Myr, Gold Myr, Mind Stone, and Ornithopter of Paradise. Normally I’d say more, but for this specific deck that seems to love ramp, this seems more than fine.

118 left.

For the rest, I’d say Ondu Inversion  Flip, Access Denied, Tezzeret the Seeker, Tezzeret, Artifice Master, Phyrexian Metamorph, Cultivator's Caravan, Invoke Justice, and An Offer You Can't Refuse, all mostly because they’re too expensive.

That leaves you with 109

Okay, so, this decklist is surprisingly tight for being 30~ cards over and I don’t know where to kick the last 9 off. Maybe Artificer Class? Maybe some of the creatures/vehicles? Idunno, good luck.

MilesHiles on The Legion of Doom: Foiled Again

1 year ago

Sure -

Turn 1) Mana: Ideally two rocks like Mana Crypt and Sol Ring with a land like Command Tower or City of Brass

Turn 2) Doubling Season or another mana rock like Gilded Lotus with a Deepglow Skate in hand

Turn 3) Drop a walker like Ugin, the Spirit Dragon or Karn Liberated or Tamiyo, Field Researcher or Tezzeret, Artifice Master or Teferi, Temporal Archmage. - At this point, depending on Turn 2, you would ult one of them or use a + ability and pass

Turn 4) Ult your walker and hope for a hit. Ideally: - You'd either be restarting the game with Karn Liberated, using the + ability you had to give an advantage on whatever was exiled. - Using Ugin, the Spirit Dragon to play Teferi, Temporal Archmage and The Chain Veil for infinite Ugin, the Spirit Dragon + ability triggers to kill - Using Tezzeret, Artifice Master to search for the last combo piece, usually Teferi, Temporal Archmage or The Chain Veil to hit infinite mana, draw, and loyalty activation (depending on play, this would technically result in a turn 5 win) - Using Tamiyo, Field Researcher to draw and using her Omniscience ability to play one of the other previously listed walkers, ulting them, and winning through those lines.

Hope this helps!

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