Tezzeret, Master of Metal
Every artifact-themed planeswalker has to answer the same question: what does a six-mana permanent that asks you to already control artifacts buy you that a cheaper card advantage engine does not? Tezzeret's answer lives in the minus-three, the ability that justifies the whole build-around. It scales an opponent's life loss to your artifact count, converting a parked board of Treasures and equipment into reach that no creature can block, and it sidesteps the recurring problem of a control-leaning walker that has no way to actually close. The plus-one feeds that plan honestly: it digs through the library until it finds an artifact, so it functions as guaranteed selection rather than a gamble, but it pays you only in cards an artifact deck wants and runs hollow in one that cannot supply targets. The ultimate, seizing every artifact and creature the opponent controls, is the gaudy capstone for a walker that has survived from its starting loyalty long enough to climb to eight, more a flavor reward than a realistic line. What balances the card is its complete dependence on the shell around it. In a dense artifact deck, the plus-one builds resources while the minus-three accelerates toward lethal; outside one, it is an expensive way to find a single artifact and a life-loss ability that barely registers. This is a payoff, not an engine, and it only rewards the player who laid the runway first.
