I made some major updates to my list, but wanted to post a few card suggestions here that I think are very good in this deck.
The first two are Explorer's Scope and Dowsing Dagger. Explorer's scope synergizes very well with our overall gameplan. For a 2 mana investment, it can accelerate our mana, and when it doesn't, it ensures that our next draw is a nonland card, which is very helpful during the mid to late game when we no longer need to draw mana. Dowsing Dagger is also a way to provide mana acceleration for this deck. While the +2/+1 does not work well with Tetsuko, we have enough evasion without him to be able to flip this consistently, and once flipped, it provides a lot of additional mana.
Another card that I think is good for us is Hangarback Walker. We can drop it as a 1/1 to keep evasion from tetsuko and get combat damage triggers from equipment or Coastal Piracy, but we can also increase the number of counters on it to act as a sort of insurance against board wipes.
Also, I noticed you don't run Stolen Identity, which is a bomb in this deck, and usually copies two permanents the turn it is cast. 6 mana is a lot, but in this case, I think it is well worth it.
Lastly, I have been considering running Teferi, Mage of Zhalfir to prevent instant speed removal on Tetsuko during the combat step. I am curious as to what your thoughts are on this.
Edit: on second thought, you don't run as much evasion as I do, so maybe the dagger isn't worthwhile.
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Apr 13, 2018I also considered Warkite Marauder, but it doesn't really do anything for us.Posted in: Multiplayer Commander Decklists
Also, if you want to get the most out of coastal piracy effects, I suggest adding a few cheap flyers to your list. In particular, I would suggest Siren Stormtamer, as it protects Tetsuko, and Cloud of Faeries, as it is free and combos nicely with ninjas.
Apr 11, 2018When it comes to Whir of Invention, it's not about having a lot of artifacts, but having a tutor for select artifacts that are important to your overall strategy (such as Jitte, Battle-Axe, Quietus Spike, Meekstone). I run it in my Tetsuko deck, which has a similar artifact count / selection as your deck and it is fantastic. Skullclamp is another fantastic target for it if you run a lot of 1 toughness creatures.Posted in: Multiplayer Commander Decklists
Apr 11, 2018Muffinz posted a message on Let's Brew: Tetsuko Umezawa, Fugitive Win Conditions?I have been working on a Testsuko commander deck over the last week, and figured I would post my list here in case it helps to give you any ideas. I focused on using smaller creatures with cards that provide value when they connect, as a pure beatdown strategy is not efficient in a multiplayer environment. One thing that I have found to be a bit of a trap is relying too much on your commander, as if the opponent kills Tetsuko after attackers are declared, they are able to block and kill your creatures with ease, so I run a lot of evasive creatures, but Tetsuko helps to get them trough when flying isn't enough.Posted in: Commander (EDH)
As far as win conditions go, Bloodforged Battle-Axe, Stolen Identity, Quietus Spike, Knowledge Exploitation and Notorious Throng are the best ones that I have found.
Link to deck @ TappedOut.net
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