Tezzeret the Seeker

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Legality

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

Tezzeret the Seeker

Legendary Planeswalker — Tezzeret

+1: Untap up to two target artifacts.

-X: Search your library for an artifact card with converted mana cost/mana value X or less, put it onto the battlefield, then shuffle your library.

-5: Artifacts you control become artifact creatures with base power and toughness 5/5 until end of turn.

Max_Hammer on Shorikai go vroom

4 months 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.

WarpedZerghead on Sen Triplets

7 months ago

What I found worked best for a Sen Triplets deck is using blue and white for control so you can have your artifacts do all the work getting combos into play.

Control

Stop players from stopping your fun: the match is yours and they simply haven't realized it yet. Dispatch quickly sets you up for a nasty rebuttal in between whichever counter-spell you choose to deploy. Vindicate, Mortify and Fracture (to name a few..) will help them learn that you mean business.

Land Fetch

Utilizing Esper colors, Black is the tutor-for-all, Blue is great artifact tutoring and White for some artifact but also enchantments. Good enchantments to have on hand are Paradox Haze (which you have) and Artificer's Intuition. Intuition is good because you can use it to get a Sol Ring in hand, another cost artifact you might have, or, any of the following "artifacts that cost :

This cards makes for great and tutoring in a non-green deck as it can be used again and again and there are quite a few you can fetch. Another option is Tezzeret the Seeker that can get you your lands by using the -X ability for 0 to put them into play, unless you want to get a different combo/ramp artifact instead.

Artifact Tutor

Besides the obvious Vampiric Tutor an Demonic Tutor for your get-anything option, there are many options still available for finding the cards you need that are artifact type.

If you are ok with losing a few artifacts, Kuldotha Forgemaster is the ticket as I will sometimes even sac my artifact lands to get better beef on the ground. Otherwise, Sphinx Summoner will get you something in hand and provide you with a flier and a card. Some new cards that play well alongside the Trinket Mage are the Tribute Mage and Trophy Mage cards. Trinket gets you your Sol Ring or another artifact where Tribute and Trophy get you and , respectively.
Artifact-related lands you want to look into are Inventors' Fair for artifact tutoring and Buried Ruin to get something back into your hand from the graveyard.

Ramp Boost

With such a vast array of artifact-type cards - especially mana ramp - you'll want an Unwinding Clock to be sure to keep everyone on edge.

Combo

Combos? We've got combos!
This is my new favorite infinite trigger set using Dross Scorpion + Myr Turbine + any of the following sacrifice outlets:



Steal their Kool Aid

Your Commander will lock a player out of your turn but it also allows you to play their hands. This is a good time to drop any lands they might have in their hands to keep them starved and likewise cast their good ramp spells to get you ahead or continue to lock them out. In the event they finally are able to cast something, you can respond with a Desertion counter-spell (mana permitting) and stick whatever creature/artifact they were trying to cast back in their Vault of Whispers. Thada Adel, Acquisitor and Daxos of Meletis are also nasty foes that puts an opponents deck against themselves. Bribery and Acquire are a malicious and personal jab that should only be used at every chance you get assert your dominance on the board and your opponents deck.

Conclusion

All these cards stand alone from what you can do to further abuse you opponents with just your commanders abilities: it is a multi-pronged deck that throws multiple threats at your enemies making them scramble to deal with one thing while still getting overrun by another.


Have fun...

griffstick on Thoughts on Kenku

8 months ago

Tezzeret the Seeker

10/1/2008 - The third ability causes artifacts you control to become creatures in addition to their other card types.

The above rules was from the Gatherer for tezzeret the seeker

legendofa on When did you start playing, …

1 year ago

I started playing with the first Portal, kinda. That was the first set I got cards from. I spent the next few years off and on, getting bits and pieces of collections from people who were leaving the game or offloading bulk commons and uncommons. (I managed to get both Pardic Firecat and Diligent Farmhand and had no idea what Burst meant. I thought it was some action, like untapping, that the rules later dropped.) I started digging in a little deeper in Time Spiral block, then really jumped in with Alara. Since then, I've been either in deep or sitting out.

Favorite block is Alara. It was the one that I really got in with (if you missed that two sentences ago). I usually prefer multicolor builds to monocolor builds, and I wasn't in for most of Apocalypse and Ravnica. It has a unique and deep setting insert Return to Alara screed here. And the cards are just cool: Maelstrom Archangel, Godsire (Secretly pandering to the OP? Never!), Progenitus, Wall of Denial, Conflux, Sphinx of the Steel Wind, Lich Lord of Unx... Add in stuff like Ad Nauseam, the Cascade mechanic, and Noble Hierarch, and the introductions of Nicol Bolas, Planeswalker, Sarkhan Vol, Tezzeret the Seeker, and Elspeth, Knight-Errant, and it had something for everyone. Planeswalkers were still brand new, and colored artifacts were a shocking and semi-controversial twist.

I don't like the one-set model. I understand that the three-set model and even two-set model had general dropoff after the first set, but the current model is too much, too fast. The mechanics are underdeveloped and unsupported. (In agreement with "it's always been that way" doesn't make it a good thing. I'm still waiting for Provoke to come back.) The planes are either shallow, limited in scope, or "open for exploration when we return" which may or may not happen.

The biggest and most disappointing change for me, though, is the official website. It used to have multiple articles a week: Making Magic, Savor the Flavor, From the Lab, Building on a Budget, Arcana, Card of the Day, theme weeks, it was all fun. Now, it's a couple of third-party articles, occasional short stories for the lore, and a bunch of promotion and self-advertising.

With my "it was better in my day" out of the way, I think the fundamentals of the game are in good shape. Aside from some cosmetic differences and minor rules updates, it's still the same game I was playing fifteen years ago, and there's a lot to be said for that. Sure, there's been some power and complexity creep, but aside from a couple of high-profile missteps that aren't totally without precedent (Urza block -> Mirrodin Affinity -> Zendikar Caw-Blade -> Throne of Eldraine/Ikoria), it's been well controlled compared to other popular TCGs. A deck from five, ten, twenty years ago can still find a home at least at the casual tables.

richardrorty69 on Mishra's Jank Machine [Primer]

1 year ago

Interesting--I can see how Blood Funnel leaves us more vulnerable to disruption than our other stax pieces.

I've swapped Void Mirror for Dockside, which also lets me swap Pyroblast for Fierce Guardianship. I also removed the flash subtheme, swapping Shimmer Myr for Metalworker and Emergence Zone for Mishra's Workshop. The additional ramp is almost always useful, whereas flash is game state-dependent; if I wanted to play at flash speed I'd want more than just the two flash enablers, though that's probably meta-dependent. I also swapped an Island for Seat of the Synod, which lets us grab a blue source with Tezzeret the Seeker's -0. Finally, I removed Karn, the Great Creator for Cyclonic Rift, which feels more flexible than Karn's narrow stax static.

Mycosynth Lattice and Vandalblast is undeniably cute--honestly I'd keep it for that reason alone, it's just fun to pull off--but if we think of it as an 11cmc two card wincon I think it's worth running in a deck that 1. usually needs at least three cards to win and 2. can't draw cards particularly well. My meta is fairly high-powered but there's only one other combo player so the lack of card draw here can really hurt (I hope that Brothers' War and Commander Legends 2 give us more of that); especially with the extra ramp it can be helpful to force a scoop by blowing up the world.

Speaking of card draw, it might be worth considering Jeska's Will. We're not particularly hungry for red mana, of course, but it can fuel our artifacts and at least I'm hurting for draw fairly often.

What do you think about Imperial Seal vs Gamble? I'm torn on whether taking the card directly to hand is worth potentially discarding a crucial combo piece when we have an unrestricted option. We paint a target on our back when we tutor in combo so the sorcery speed on Seal really hurts but this deck wants to have Sensei's Divining Top out fairly often, which might mitigate the downside.

It's a shame I haven't the room for Deflecting Swat but I'm glad you found it, the card is imo still underrated.

Serious thanks for putting this list together. This is the first combo list that's really spoken to me and I'm having a ton of fun piloting it. Coming from linear, proactive lists like Kaalia of the Vast and Nekusar, the Mindrazer it's a breath of fresh air to have so many real decisions to make every turn.

VensersJournalist on dimir zombie token engines

1 year ago

I think if you’re focusing on a strategy involving artifact equipment like that, it’s essential for you to have ways of tutoring up the pieces that you want. Fabricate or Trophy Mage are great budget options for finding swords, or if you have the money, Tezzeret the Seeker is always a fun planeswalker ally.

Also if you’re going with swords, considering slapping a Sword of Body and Mind onto Undead Alchemist and turn a mill strategy into instant token generation!

TypicalTimmy on Why did Oathbreaker die?

1 year ago

Nissa, Who Shakes the World and Heroic Intervention is also a super fun deck.

I have (online) a $4,000 Kiora, Master of the Depths and Karn's Temporal Sundering deck that produces both infinite turns and infinite mana.

Tezzeret the Seeker can easily go infinite with The Chain Veil and if you have Dramatic Reversal, it's just insane.

Sorin Markov and Toxic Deluge is disgustingly efficient.

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