Tezzeret, le chercheur est un planeswalker qui utilise la magie bleue. Sa spécialité, c'est l'artifice : les sorts qui forgent les artefacts, qui les manipulent et qui
peuvent même leur donner la vie.
Tezzeret était un artificier talentueux de l'éclat d'Esper d'Alara.
Comme tous les Esperites, certaines parties de son corps ont été « améliorées » par l'étherium, un alliage magique, dans le cadre d'une expérience à l'échelle planaire visant à créer la
perfection du corps et de l'esprit.
Tezzeret devint adepte d'une secte de mages appelée les Quêteurs de Carmot pour obtenir accès au Codex Étherium, un grimoire sacré qu'ils prétendent avoir en leur possession. Une
fois dans le sanctum des Quêteurs, il a mis à jour des vérités que d'autres ne souhaitaient pas voir révélées et il est maintenant prisonnier d'une conspiration contre laquelle il ne peut
rien.
Tezzeret, agent de Bolas:
Les blessures mortelles infligées à Tezzeret par les gardes du Codex Étherium sur l'éclat d'Alara appelé Esper
provoquèrent l'embrasement de son étincelle, précipitant son corps meurtri dans les Éternités aveugles pour réapparaître sur Grixis, agonisant. Ranimé par Nicol Bolas, le dragon
conspirateur, il fut contraint d'accepter la servitude en échange contre sa vie.
Le dragon fit croire à Tezzeret qu'il avait pris le contrôle d'une partie de son réseau, une cabale appelée le Consortium Infini. Sur le plan de Ravnica, d'où Tezzeret dirigeait le Consortium, il recruta un autre planeswalker, Jace Beleren, espérant faire de lui
un puissant pion. Mais Jace ne fut pas si facile à influencer. Il vainquit Tezzeret au combat et effaça son esprit presque en totalité. Bolas
récupéra le corps de son serviteur dans l'Æther et le reconstruisit pour servir de nouveaux desseins plus sinistres.
Le dragon l'envoya sur Mirrodin pour observer la croissance de Phyrexia, lui rapporter sa progression et y
empêcher toute prise de pouvoir. Tezzeret, grâce à son intelligence et sa ruse, parvint à s'établir dans la hiérarchie phyrexiane. Comme toujours, il cherche une occasion lui
permettant d'acquérir le pouvoir et de faire tourner la situation à son avantage.
Rules details/ détails concernant les règles:
10/1/2008: The first ability can target zero, one, or two artifacts. You may activate it with no targets just to put a loyalty counter on Tezzeret.
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10/1/2008: For the second ability, you choose the value of X when you activate it. You don't look through your library until the ability resolves. (In other words, you can't look
through your library, decide what artifact card you want, and then determine what X is.) You can't choose an X that's greater than the number of loyalty counters on Tezzeret.
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10/1/2008: The third ability affects all artifacts you control, including artifacts that are already creatures.
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10/1/2008: The third ability causes artifacts you control to become creatures in addition to their other card types.
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10/1/2009: A noncreature permanent that turns into a creature is subject to the "summoning sickness" rule: It can only attack, and its {T} abilities can only be activated, if its
controller has continuously controlled that permanent since the beginning of his or her most recent turn.
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10/1/2009: The effect from the ability overwrites other effects that set power and/or toughness if and only if those effects existed before the ability resolved. It will not overwrite
effects that modify power or toughness (whether from a static ability, counters, or a resolved spell or ability), nor will it overwrite effects that set power and toughness which come into
existence after the ability resolves. Effects that switch the creature's power and toughness are always applied after any other power or toughness changing effects, including this one,
regardless of the order in which they are created.
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7/1/2013: Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.
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7/1/2013: Planeswalkers are not creatures. Spells and abilities that affect creatures won’t affect them.
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7/1/2013: Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating
one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty counters on
it, it’s put into its owner’s graveyard as a state-based action.
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7/1/2013: Planeswalkers each have a number of activated abilities called “loyalty abilities.” You can activate a loyalty ability of a planeswalker you control only at the time you
could cast a sorcery and only if you haven’t activated one of that planeswalker’s loyalty abilities yet that turn.
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7/1/2013: The cost to activate a planeswalker’s loyalty ability is represented by a symbol with a number inside. Up-arrows contain positive numbers, such as “+1”; this means “Put one
loyalty counter on this planeswalker.” Down-arrows contain negative numbers, such as “-7”; this means “Remove seven loyalty counters from this planeswalker.” A symbol with a “0” means “Put
zero loyalty counters on this planeswalker.”
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7/1/2013: You can’t activate a planeswalker’s ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
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7/1/2013: Planeswalkers can’t attack (unless an effect turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent
or a planeswalker that player controls. You say which as you declare attackers.
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7/1/2013: If your planeswalkers are being attacked, you can block the attackers as normal.
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7/1/2013: If a creature that’s attacking a planeswalker isn’t blocked, it’ll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty
counters to be removed from it.
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7/1/2013: If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example,
although you can’t target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent’s
planeswalkers. (You can’t split up that damage between different players and/or planeswalkers.) If you have Shock deal its damage to a planeswalker, two loyalty counters are removed from it.
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7/1/2013: If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them and the rest are put into their owners’ graveyards as a
state-based action.
Rules details/ détails concernant les règles:
6/1/2011: The artifact targeted by the second ability will retain any types, subtypes, or supertypes it has. Notably, if an Equipment becomes an artifact creature, it can't be
attached to another creature. If it was attached to a creature, it becomes unattached.
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6/1/2011: If the target of the second ability is already an artifact creature, its power and toughness will each become 5. This overwrites all previous effects that set the creature's
power and toughness to specific values. Any power- or toughness-setting effects that start to apply after this ability resolves will overwrite this effect.
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6/1/2011: Effects that modify that creature's power or toughness, such as the effects of Giant Growth, will apply to it no matter when they started to take effect. The same is true for
counters that change the creature's power or toughness (such as -1/-1 counters) and effects that switch its power and toughness.
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6/1/2011: The number of artifacts you control is counted when the last ability resolves, not when it is activated.
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7/1/2013: Planeswalkers are permanents. You can cast one at the time you could cast a sorcery. When your planeswalker spell resolves, it enters the battlefield under your control.
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7/1/2013: Planeswalkers are not creatures. Spells and abilities that affect creatures won’t affect them.
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7/1/2013: Planeswalkers have loyalty. A planeswalker enters the battlefield with a number of loyalty counters on it equal to the number printed in its lower right corner. Activating
one of its abilities may cause it to gain or lose loyalty counters. Damage dealt to a planeswalker causes that many loyalty counters to be removed from it. If it has no loyalty counters on
it, it’s put into its owner’s graveyard as a state-based action.
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7/1/2013: Planeswalkers each have a number of activated abilities called “loyalty abilities.” You can activate a loyalty ability of a planeswalker you control only at the time you
could cast a sorcery and only if you haven’t activated one of that planeswalker’s loyalty abilities yet that turn.
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7/1/2013: The cost to activate a planeswalker’s loyalty ability is represented by a symbol with a number inside. Up-arrows contain positive numbers, such as “+1”; this means “Put one
loyalty counter on this planeswalker.” Down-arrows contain negative numbers, such as “-7”; this means “Remove seven loyalty counters from this planeswalker.” A symbol with a “0” means “Put
zero loyalty counters on this planeswalker.”
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7/1/2013: You can’t activate a planeswalker’s ability with a negative loyalty cost unless the planeswalker has at least that many loyalty counters on it.
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7/1/2013: Planeswalkers can’t attack (unless an effect turns the planeswalker into a creature). However, they can be attacked. Each of your attacking creatures can attack your opponent
or a planeswalker that player controls. You say which as you declare attackers.
-
7/1/2013: If your planeswalkers are being attacked, you can block the attackers as normal.
-
7/1/2013: If a creature that’s attacking a planeswalker isn’t blocked, it’ll deal its combat damage to that planeswalker. Damage dealt to a planeswalker causes that many loyalty
counters to be removed from it.
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7/1/2013: If a source you control would deal noncombat damage to an opponent, you may have that source deal that damage to a planeswalker that opponent controls instead. For example,
although you can’t target a planeswalker with Shock, you can target your opponent with Shock, and then as Shock resolves, choose to have Shock deal its 2 damage to one of your opponent’s
planeswalkers. (You can’t split up that damage between different players and/or planeswalkers.) If you have Shock deal its damage to a planeswalker, two loyalty counters are removed from it.
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7/1/2013: If a player controls two or more planeswalkers that share a planeswalker type, that player chooses one of them and the rest are put into their owners’ graveyards as a
state-based action.