(Tetsuko Umezawa, FugitiveTetsuko Umezawa, Fugitive | Art by Randy Vargas)
Blocking is for Chumps
Hello, and welcome back to another installment of Strategic Planning, a column where we goldfish a commander's EDHREC Average Decklist to get a better sense of what works and what doesn’t before brewing them ourselves.
The commander we’ll be building around today is Tetsuko Umezawa, FugitiveTetsuko Umezawa, Fugitive, a mono-blue legend from Dominaria, and the 23rd most popular mono-blue commander, with 165 decks at the time of this writing. Let’s take a look at what we’re working with.
Two mana is easily manageable, even in a color as starved for efficient ramp as mono-blue. We can reasonably count on having our commander available early and often, making a focused build that abuses Tetsuko’s ability much less risky.
She has a powerful build-around unblockability, her 1/3 stats allow it to affect her herself as well. The fact that Tetsuko’s ability affects power or toughness allows us much more versatility. We can emphasize creatures with 1 power and useful on-hit effects, like Cephallid ConstableCephallid Constable, and we can also use creatures with 1 toughness and higher power, like Ovalchase DragsterOvalchase Dragster, to push more damage through.
The Average List:
The EDHREC average list for Tetsuko Umezawa, FugitiveTetsuko Umezawa, Fugitive is as follows:
Tetsuko, Average Fugitive
View on ArchidektCommander (1)
- 1 Tetsuko Umezawa, FugitiveTetsuko Umezawa, Fugitive
Creatures (28)
- 1 Blighted AgentBlighted Agent
- 1 Cephalid ConstableCephalid Constable
- 1 Chasm SkulkerChasm Skulker
- 1 Daring SaboteurDaring Saboteur
- 1 Eternal of Harsh TruthsEternal of Harsh Truths
- 1 Gateway SneakGateway Sneak
- 1 Illusory AmbusherIllusory Ambusher
- 1 Jhessian ThiefJhessian Thief
- 1 Looter il-KorLooter il-Kor
- 1 Master of WavesMaster of Waves
- 1 MindshriekerMindshrieker
- 1 Mistblade ShinobiMistblade Shinobi
- 1 Neurok CommandoNeurok Commando
- 1 Nightveil SpriteNightveil Sprite
- 1 Nimble ObstructionistNimble Obstructionist
- 1 Phyrexian DigesterPhyrexian Digester
- 1 Plague MyrPlague Myr
- 1 Raven Guild MasterRaven Guild Master
- 1 Riptide EntrancerRiptide Entrancer
- 1 Riptide PilfererRiptide Pilferer
- 1 Rootwater ThiefRootwater Thief
- 1 Scroll ThiefScroll Thief
- 1 Siren StormtamerSiren Stormtamer
- 1 Skyship PlundererSkyship Plunderer
- 1 Surrakar SpellbladeSurrakar Spellblade
- 1 Tandem LookoutTandem Lookout
- 1 ThrummingbirdThrummingbird
- 1 Wharf InfiltratorWharf Infiltrator
Instants (10)
- 1 AetherizeAetherize
- 1 AetherspoutsAetherspouts
- 1 Arcane DenialArcane Denial
- 1 CounterspellCounterspell
- 1 Cyclonic RiftCyclonic Rift
- 1 Devious Cover-UpDevious Cover-Up
- 1 NegateNegate
- 1 Rapid HybridizationRapid Hybridization
- 1 Reality ShiftReality Shift
- 1 Swan SongSwan Song
Sorceries (5)
- 1 Arm with AetherArm with Aether
- 1 Curse of the SwineCurse of the Swine
- 1 Knowledge ExploitationKnowledge Exploitation
- 1 Notorious ThrongNotorious Throng
- 1 Stolen IdentityStolen Identity
Artifacts (15)
- 1 Bident of ThassaBident of Thassa
- 1 Bloodforged Battle-AxeBloodforged Battle-Axe
- 1 Captain's ClawsCaptain's Claws
- 1 FireshriekerFireshrieker
- 1 Lightning GreavesLightning Greaves
- 1 Loxodon WarhammerLoxodon Warhammer
- 1 Mask of MemoryMask of Memory
- 1 Ovalchase DragsterOvalchase Dragster
- 1 Quietus SpikeQuietus Spike
- 1 Rogue's GlovesRogue's Gloves
- 1 Sapphire MedallionSapphire Medallion
- 1 Sol RingSol Ring
- 1 Swiftfoot BootsSwiftfoot Boots
- 1 Thought VesselThought Vessel
- 1 Umezawa's JitteUmezawa's Jitte
Enchantments (5)
- 1 Coastal PiracyCoastal Piracy
- 1 Military IntelligenceMilitary Intelligence
- 1 Psychic CorrosionPsychic Corrosion
- 1 Sigil of SleepSigil of Sleep
- 1 Thopter Spy NetworkThopter Spy Network
Lands (36)
- 1 Desert of the MindfulDesert of the Mindful
- 1 Faerie ConclaveFaerie Conclave
- 1 Halimar DepthsHalimar Depths
- 1 Lonely SandbarLonely Sandbar
- 1 Myriad LandscapeMyriad Landscape
- 1 Reliquary TowerReliquary Tower
- 1 Rogue's PassageRogue's Passage
- 29 IslandIsland
This list has an average CMC of 2.69 and a retail price of $150.17 through TCGplayer. Let's take it for a spin!
Tests Results and Fine Tuning:
1. Getting the engine running
Tetsuko’s cheap cost and the density of cheap creatures with powerful on-hit triggers in the average list meant that many opening hands allowed us to start drawing cards from creatures like Neurok CommandoNeurok Commando or Scroll ThiefScroll Thief early in the game. Opening hands with an on-hit damage effect (and enough lands to cast it) were by far the most reliable, and the snowballing effect of our extra draws often drew us even more on-combat effects. In other words, we could simultaneously develop an impressive board state while maintaining a full hand of cards throughout the early game. Given how powerful this was in testing, and to maximize the power of our card draw creatures, we’ll make sure to include an even higher density of them in our final build, with some new additions like Deepfathom SkulkerDeepfathom Skulker, Coastal PiracyCoastal Piracy, and Tandem LookoutTandem Lookout, making sure we draw fistfuls of cards every time we turn our creatures sideways.
Another powerful effect that was often able to generate value in the first few turns came in the form of our 1-power or 1-toughness creatures with on-hit disruption effects. Creatures like Riptide PilfererRiptide Pilferer and Mistblade ShinobiMistblade Shinobi can help to ensure none of our opponents get too explosive a start, and creature theft on combat damage like Thalakos DeceiverThalakos Deceiver or Riptide EntrancerRiptide Entrancer can help us defend ourselves from counterattack by stealing beefy creatures, or sabotage our opponents strategies by stealing a commander. Enchantments that add this disruption are helpful too, such as Sigil of SleepSigil of Sleep, so they'll definitely make the final build.
2. Keeping the engine running
Though the average list was reliably able to construct a card advantage engine from its opening hand, simulated board wipes and to a lesser extent targeted removal hit us hard and were sometimes difficult to recover from. To ensure the creatures we stick on the field will generate as much value as possible while they’re out, we’ll be including a suite of Equipment that can turn even a single unblockable weenie into a must-answer threat.
Some of the strongest performers from our Equipment suite are FireshriekerFireshrieker, which allows us to double up on any of our combat damage triggers, Quietus SpikeQuietus Spike, which allows any of our weenies to do a Virtus the VeiledVirtus the Veiled impression, and the self-copying Bloodforged Battle-AxeBloodforged Battle-Axe, which we can use to buff the power of our 1-toughness creatures without them losing unblockability. We’ll also include Whispersilk CloakWhispersilk Cloak to provide protection for key creatures, and to ensure we can still attack with at least one unblockable creature if our commander is offline. To ensure we have access to these Equipment, we’ll also include Trinket MageTrinket Mage, Trophy MageTrophy Mage, and Deadeye QuartermasterDeadeye Quartermaster in our final brew. Trinket Mage also comes with the added utility of being able to fetch MeekstoneMeekstone, an effect that misses nearly every creature we’re running while causing serious problems for our opponents.
Given our commander, one of the most versatile and flavorful Equipment we could run is Umezawa’s JitteUmezawa’s Jitte. It can stockpile charge counters to buff our equipped creature, snipe down our opponents' utility creatures, or in a pinch, bolster our own life totals.
Another effect made much more powerful by Tetsuko’s unblockability is Cipher. Stolen IdentityStolen Identity allows us to either copy our own creatures for even more damage triggers or fashion ourselves a copy of the biggest threat on the board. Hidden StringsHidden Strings can tap down our opponents' problematic permanents or provide pseudo ramp in blue by untapping our own lands or mana rocks.
3. Closing out the game
While the two or three combat damage dealt to our opponents every turn does start to add up faster than you’d expect, in a four player format where victory via combat requires us to do 120 points of damage across the table, combat damage isn’t a particularly viable win condition unless we’re able to prey on opponents who’ve already taken large chunks of damage from other sources. Since we can’t count on that, we’re going to steer into the infamous Infect mechanic to finish our opponents off before they have time to stop us. Since our commander turns every Infect creature with 1 power or toughness into a Blighted AgentBlighted Agent, we have a good number of options, and we’ll be running most of them in our final brew.
These creatures have the added bonus of being excellent candidates for our Equipment suite; an Infect creature with double strike from FireshriekerFireshrieker or a power boost from Bloodforged BattleaxeBloodforged Battleaxe or Umezawa’s JitteUmezawa’s Jitte puts our opponents on a very short clock.
Our final results:
Tetsuko’s Infectious Good Mood
View on ArchidektCommander (1)
- 1 Tetsuko Umezawa, FugitiveTetsuko Umezawa, Fugitive
Creatures (26)
- 1 Blighted AgentBlighted Agent
- 1 Cephalid ConstableCephalid Constable
- 1 Chasm SkulkerChasm Skulker
- 1 Deadeye QuartermasterDeadeye Quartermaster
- 1 Deepfathom SkulkerDeepfathom Skulker
- 1 Eternal of Harsh TruthsEternal of Harsh Truths
- 1 Gateway SneakGateway Sneak
- 1 Ichorclaw MyrIchorclaw Myr
- 1 Looter il-KorLooter il-Kor
- 1 MarchesaMarchesa
- 1 Mistblade ShinobiMistblade Shinobi
- 1 NecropedeNecropede
- 1 Neurok CommandoNeurok Commando
- 1 OphidianOphidian
- 1 Phyrexian DigesterPhyrexian Digester
- 1 Plague MyrPlague Myr
- 1 Riptide PilfererRiptide Pilferer
- 1 Scroll ThiefScroll Thief
- 1 Silver MyrSilver Myr
- 1 Siren StormtamerSiren Stormtamer
- 1 Surrakar SpellbladeSurrakar Spellblade
- 1 Tandem LookoutTandem Lookout
- 1 Thalakos DeceiverThalakos Deceiver
- 1 ThrummingbirdThrummingbird
- 1 Trinket MageTrinket Mage
- 1 Viral DrakeViral Drake
Instants (6)
- 1 AetherizeAetherize
- 1 CounterspellCounterspell
- 1 DissolveDissolve
- 1 Reality ShiftReality Shift
- 1 Sinister SabotageSinister Sabotage
- 1 Spell SwindleSpell Swindle
Sorceries (6)
- 1 Arm with AetherArm with Aether
- 1 Curse of the SwineCurse of the Swine
- 1 Hidden StringsHidden Strings
- 1 Notorious ThrongNotorious Throng
- 1 Rite of ReplicationRite of Replication
- 1 Stolen IdentityStolen Identity
Artifacts (19)
- 1 Bident of ThassaBident of Thassa
- 1 Bloodforged Battle-AxeBloodforged Battle-Axe
- 1 Everflowing ChaliceEverflowing Chalice
- 1 Explorer's ScopeExplorer's Scope
- 1 FireshriekerFireshrieker
- 1 Lightning GreavesLightning Greaves
- 1 Mask of MemoryMask of Memory
- 1 MeekstoneMeekstone
- 1 Mind stoneMind stone
- 1 Ovalchase DragsterOvalchase Dragster
- 1 Quietus SpikeQuietus Spike
- 1 Rogue's GlovesRogue's Gloves
- 1 Sapphire MedallionSapphire Medallion
- 1 Sky DiamondSky Diamond
- 1 Sol RingSol Ring
- 1 Thought VesselThought Vessel
- 1 Umezawa's JitteUmezawa's Jitte
- 1 Wayfarer's BaubleWayfarer's Bauble
- 1 Whispersilk CloakWhispersilk Cloak
Enchantments (4)
- 1 Coastal PiracyCoastal Piracy
- 1 CuriosityCuriosity
- 1 Sigil of SleepSigil of Sleep
- 1 Thopter Spy NetworkThopter Spy Network
Planeswalkers (1)
- 1 Jace, Cunning CastawayJace, Cunning Castaway
Lands (36)
- 1 Coral AtollCoral Atoll
- 1 Desert of the MindfulDesert of the Mindful
- 27 IslandIsland
- 1 Lonely SandbarLonely Sandbar
- 1 Myriad LandscapeMyriad Landscape
- 1 Reliquary TowerReliquary Tower
- 1 Remote IsleRemote Isle
- 1 Rogue's PassageRogue's Passage
- 1 Terrain GeneratorTerrain Generator
- 1 Throne of the High CityThrone of the High City
At an average CMC of 2.66 and a TCGPlayer retail price of $138.48, we’ve cut down a bit on our mana cost and how much money we’ll have to spend to achieve our dream of losing all our friends with mono-blue Infect aggro.
While goldfishing our revised brew I was pleased with the added consistency our Equipment tutors added to our threat production. Also of note, our higher density of Infect creatures increased our chances of being able to suit one up and swing in with it before our opponents realized how much trouble they’re in. Don’t expect to swing in for five unblockable Infect damage by turn 6 without cementing yourself as the archenemy of the table for the rest of the game - that's inadvisable unless you think you can finish the other three players in short order - but with careful planning and threat assessment, we can find our opponents in a moment of weakness and use Tetsuko to sneak ourselves to victory.
That’s it for this week! Please let me know in the comments if you think there’s anything I missed or if there’s a particular commander you’d like to see on a future installment of Strategic Planning!
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