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Format | Legality |
1v1 Commander | Legal |
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Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
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Commander: Rule 0 | Legal |
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Duel Commander | Legal |
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Highlander | Legal |
Historic | Legal |
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Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Planechase | Legal |
Quest Magic | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Chittering Witch
Creature — Human Warlock
When this enters the battlefield, create a number of 1/1 black Rat creature tokens equal to the number of opponents you have.
, Sacrifice a creature: Target creature gets -2/-2 until end of turn.
Crow_Umbra on Where in the world is Carmen
4 months ago
I saw your forum post, and figured I'd leave my suggestions here:
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Scapegoat - Can help with board protection for stuff you wouldn't want to die (mostly Carmen).
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Bartolome del Presidio - Kind of like another Carrion Feeder. Helpful to have another free sac outlet that can also grow into a threat.
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Plumb the Forbidden - Maybe can replace Village Rites or Corrupted Conviction. Excellent draw, especially when used in response to board wipes. One of my favorite uses was using it in response to a Living Death lol.
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Fanatical Devotion - Another free sac outlet that can help you protect key creatures.
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Curse of the Restless Dead - Could be another means of getting creature tokens to sac, even if you enchant yourself with it. I think this or Fanatical Devotion could replace Monologue Tax, which felt very underwhelming each time I played it.
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Loran of the Third Path - Another helpful ETB removal with some upside for political draw.
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Chittering Witch - ETB token creator with a bit of removal
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Bronzebeak Foragers - More ETB removal that can be repeated with Carmen. Kind of like a Grasp of Fate on a stick.
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Luminous Broodmoth - Helps recur your sacrificed creatures and turns them into more effective attackers/blockers, assuming they didn't already have flying.
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Vito, Fanatic of Aclazotz - A value engine that cares about you sacrificing permanents.
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Lich-Knights' Conquest - Could be a means of doing a "surgical" version of Living Death, and get back some of your ETB removal like Fleshbag Marauder and crew.
I think you have a solid start so far in terms of trying to balance out sac fodder creation and sac enablers. Every meta is different, but I think with how prevalent Treasures and similar types of tokens are now, Carmen should get some incidental growth from other players, but will definitely require some testing in your local metas to determine that. I think having a decent amount of Free Sac Outlets to let you control your own sacrificing at instant speed should be helpful too, especially if some of those effects can help you protect Carmen, or at least replenish resources if she is removed.
debuf on infinite rats
6 months ago
hey griffstick, what do you think about the four cards I mentioned above (and should I replace Gix with Chittering Witch)?
philsonwilson on Witch's Brew
1 year ago
The website went down for a bit there and I appear to have lost part of my reply!
I wanted to mention Fate Unraveler and Ayara, First of Locthwain are great early on to add to the previously mentioned tick damage.
For extra punch with creature hits, Diviner's Wand can be great on cards like Fallen Shinobi or a flipped Kindly Stranger Flip, but also Sedgemoor Witch (flying, menance and ward is always nice!). Speaking of Sedgemoor, her and Chittering Witch can add pesky little 1/1's that are great for sac fodder or adding to the poke damage we've accrued.
Guerric on Teysa, Orzhov Scion: Life and Death
2 years ago
Hi wideline1414! I've been playing Teysa for years, and have had at least three distinct variations of the deck. She's definitely one of my favorite commanders, and the version I'm playing now is very powerful whereas the second incarnation of the deck ended up playing terribly. I am working on writing a full primer for it, but I write very full and ambitious primers and I haven't quite got the time to commit to it yet. I think my biggest piece of advice is that Teysa can do a lot of things, but she can't do everything well, so you really need to focus on the way you want to play her. She can be a great honest token deck, an aggressive and powerful multi-combo deck, an aristocrats deck, or an orzhov goodstuff sort of deck, but she can only do one of these well.
The original version of the deck was a relaxed Orzhov control deck that focused mostly on generating white tokens and using Teysa's exile ability as a sort of threat to get people to leave me alone. I had the Darkest Hour in the deck as a way to win, but I didn't rush towards it, and I usually won via token pump cards like Jazal Goldmane and Mirror Entity. I also had lots of boardwipe and interaction that Orzhov is good with, as well as a bunch of token generating Elspeths, and it could grind out games real well. I really enjoyed the relaxed approach of the deck, but felt like I wasn't getting the most out of Teysa's ability since I didn't have a ton of black token generators, so I set about to rework it to get more value.
I started out well by adding Chittering Witch, Sengir Autocrat, Dreadhorde Invasion, and a bunch of other black token oriented cards. I still run these cards today. Where I went wrong was in stuffing way too many expensive good stuff cards like Elesh Norn, Grand Cenobite and K'rrik, Son of Yawgmoth. My mana curve became accordingly less palatable, and I just found the deck was trying to do too many things to really get anywhere.
Third time's a charm as they say, so I cut most of the good stuff and pretty much all of the token pump support to lean more heavily into combo-control with a life-gain subtheme. The great thing about the Darkest Hour combo is that there are so many cards that support it that are also good on their own, so I made sure to have lots of sac outlets, a few aristocrats, Blasting Station, and both Ashnod's Altar and Phyrexian Altar to make infinite mana to power mass drain spells like Debt to the Deathless, Exsanguinate, and Torment of Hailfire. I also put the Reveillark/Karmic Guide combo in for another combo route. The deck can win without these cards by just draining people out, possibly with mana generated by Smothering Tithe and Pitiless Plunderer, but combos are the thing to go to. My favorite part about all previous versions of the deck were abusing Bolas's Citadel and Necropotence, so I added in the soul sisters, Daxos, Blessed by the Sun, and some other lifegain stuff to support this. The deck as is getting to the point where I won't play it as often with my playgroup because the win rate is getting pretty high.
I like the current version of the deck best, but you should do what is good for you. I'd just focus. If you want to care about attacking with spirit tokens, then by all means play Elesh Norn, Grand Cenobite, Jazal Goldmane, and others. Just try to keep your curve low and have lots of token generators and sac outlets. In my first version of the deck I played most of the Elspeths, and even in the current one I still play Elspeth Tirel and Elspeth, Sun's Champion and they rock the house. If you want to lean into combo or aristocrats, you might want to play fewer of the above cards.
If you are interested in my current list, you can find it here- https://tappedout.net/mtg-decks/teysa-combo-with-superfriends/?cb=1645410923. Hopefully in the next month or so I'll finally get to the primer! Until then, happy magic, and enjoy the best Teysa!
Grubbernaut on Kenrith, the Omnipotent
2 years ago
With Kenny, I like sac effects because it guarantees I can reanimate the creature for value. Fleshbag Marauder, Demon's Disciple, Merciless Executioner, Plaguecrafter, etc.
Bloom Tender is great, as is Phantasmal Image. Of course, Dockside+loops. Ranger-Captain of Eos is great with recursion. Cataclysmic Gearhulk is also a good backup plan for when things go wrong, and easier to reuse because you can sac it to itself. On that note, any of the Altars or other sac outlets are great. There's Peregrine Drake loops, too, and it's also just great for value if you have a cost reducer out for Kenny.
Some cards I think would be worth considering swapping out: Esika, God of the Tree Flip, Burnished Hart, Ethersworn Adjudicator (IMO, Caustic Caterpillar is best, or Cathar Commando for artifact/enchantment hate), Ghostly Prison, Propaganda, Celestial Dawn.
You could probably justify going down on lands if you upped your dork count, which would play really well if you added Ashnod's Altar to use them for mana later. City of Brass is also a pretty budget rainbow land. Chittering Witch is a good source of removal, blockers, or fodder for sac effects. Renegade Rallier and Sun Titan can make for some explosive turns, as well. Shriekmaw is great for targeted removal that can later be reanimated. Cowardice and Willbreaker are more nice effects like Horobi. Fires of Invention can be another effect like Wilderness Reclamation, and doesn't limit Kenny's activations.
But finally, my absolute most favorite card when playing casual Kenny is Final Parting. Basically another Jarad's Orders, but adding Unburial Rites or Priest of Fell Rites makes it a tight package to reanimate a fatty, or tutor one of your enchantments if needed.
Cheers!
9-lives on
2 years ago
Thanks, Grubbernaut! Unfortunately, I think Eaten Alive is more useful than those instants and sorceries, as exiling can't be prevented by indestructible or hexproof, and on top of that I can sac a rat. And I can't play Chittering Witch with Lurrus, as she's a permanent with >2 MV, but seems to be incredibly useful.
Grubbernaut on
2 years ago
Fatal Push, Bloodchief's Thirst, Infernal Grasp for removal.
Pack Rat is really good, but I think you'd be better off playing non-tribal to increase the overall card quality; the payoff of having a lot of relatively weak creatures just to get some buffs isn't great. I think Piper of the Swarm is interesting, though.
Chittering Witch is neat if you stick with tribal.
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