Chulane, Teller of Tales

Chulane, Teller of Tales

Legendary Creature — Human Druid

Vigilance

Whenever you cast a creature spell, draw a card, then you may put a land card from your hand onto the battlefield.

, : Return target creature you control to its owner's hand.

Start Commander Deck Browse Alters

Trade

Have (2) metalmagic , Forkbeard
Want (0)

Printings View all

Set Rarity
Throne of Eldraine (ELD) Mythic Rare

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Frontier Legal
Vintage Legal
Pioneer Legal
Commander / EDH Legal
1v1 Commander Legal
Magic Duels Legal
Brawl Legal
Block Constructed Legal
Standard Legal
Historic Legal
Arena Legal
Canadian Highlander Legal
Leviathan Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Highlander Legal
Legacy Legal
Casual Legal
Oathbreaker Legal

Chulane, Teller of Tales Discussion

DadHumanPraetor on The competitive meter is completely accurate

2 days ago

Lmao for some unknown reason my Chulane, Teller of Tales stax deck went from 84% to 37% competitive, which prompted me to turn off meters in all my decks lmao.

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

DadHumanPraetor on Grand Theft Magic

1 month ago

Animar is SO good! Even at 4 cmc hed be very playable but 3cmc is pretty busted. I like including combos in my brews, but dont consider them to be my primary win-cons, except in my Chulane, Teller of Tales deck, which is basically a pile combo pieces, tutors to find the combos, and counter and protection spells to protect the combos.

epajula on Ur-vreything

1 month ago

I really dig the Changeling Dragon theme. I've seen this deck, it was fun to watch, and it's neat to see the insides. Do your 1 and 2-drop changelings make a difference? How well have the planeswalkers worked out?

Cards to consider removing (5): Champion of Dusk, Cloudshredder Sliver, Lovisa Coldeyes, Thundercloud Shaman, Merrow Commerce,

Cards to consider (14): Kindred Dominance, Heirloom Blade, Omnath, Locus of Rage, Blood Tribute, Forerunner of the Legion, Metallic Mimic, Dregscape Sliver, Harmonic Sliver, Necrotic Sliver, and Kindred Discovery. Also with over 40 creatures having more effects that trigger with creatures entering the battle field seem useful: Aura Shards, Cathars' Crusade, Guardian Project, Soul of the Harvest, and Chulane, Teller of Tales.

I don't personally like creatures that reduce costs. I'd rather play a mana dork, or rock. How often do you empty your hand? Would wheel spells be useful? I personally like Lifecrafter's Bestiary. You currently have 16 shapeshifters (w/o Crib Swap, Shields of Velis Vel). I don't know how much you want to play with that number, but I wonder how good some of the cards are (Changeling Outcast, Fire-Belly Changeling, Impostor of the Sixth Pride, Mothdust Changeling, Woodland Changeling).

Phaetion on Annabelle, Weaver of Stories

1 month ago

When it was known that Chulane, Teller of Tales was the main legendary creature to fit with Adventure, I was disappointed to learn that not only were black and red shaved off (cutting off a third of the options), but also he became one of the most notorious legendary creatures in recent years.

I wanted to create a new 5c legend that focused on the Adventure mechanic specifically, but I'm having trouble trying to come up with something. Here's what I have so far:

Annabelle, Weaver of Stories

Legendary Creature-Human

: The next time you would cast an Adventure instant or sorcery, copy it. You may choose new targets for the copy.

: Return target creature with an Adventure from your graveyard to your hand.

: Return target creature with an Adventure you control to your hand.

2/3

Here, I wanted to emulate Chulane and Kenrith, the Returned King. The first ability is a pseudo-Lucky Clover, and paying Izzet colors all the time makes it difficult to use the ability repeatedly. Recursion was something I felt Adventure was a little weak on, so I made a Golgari activated ability akin to Order of Midnight, though more thematic. Lastly, the third ability is a slightly more color-intensive and restricted version of Chulane's activated ability.

I'm looking to capture the flavor of a writer and storyteller in one card while making 5c Adventure tribal a thing. Any (other) ideas? Thanks in advance.

EDIT: I thought of something much better, but it blurs the line between the card being unique and being a redundant Chulane. It also forces me to make WUBRG as the mana cost:

Annabelle, Tale Weaver

Legendary Creature-Human

Whenever you cast an Adventure instant or sorcery spell, copy it. You may choose new targets for the copy.

Whenever you cast a creature spell with Adventure, draw a card, then you may put a land card from your hand onto the battlefield.

2/3

ScionsStillLive on Morophon Eldrazi

2 months ago

I have some suggestions.

Chulane, Teller of Tales is pretty good because it ramps mana, draws you cards, and takes advantage of all the enter the battlefield/cast this creature effects in the deck. Portal of Sanctuary also takes advantage of this.

Brood Monitor makes 3 Eldrazi scions and this can be repeated using the methods I mentioned above.

Manifold Key and Deepfathom Skulker have the ability to make creatures unblockable. The Skulker can also net you some cards.

Since you already run Vanquisher's Banner, why not run Icon of Ancestry as well? The Icon can also help grab some more creatures whenever you need them.

As a final note, Dread Defiler could be a worthy include cause it allows you to throw all your dead creatures at the opponents' face. Desolation Twin, when combined with methods mentioned above, can make a lot of 10/10 Eldrazi tokens.

Overall, this is a great deck, and it seems to be going pretty good!

zaneanderman on Frenzmanity

3 months ago

My worry with Eladamri's Call was that it doesn't really do anything with Experimental Frenzy out because it tutors into hand, but I agree it seems quite powerful any other time. As for Seedborn Muse, it still seems very powerful, maybe you could cut one of your Warstorm Surge effects? I do like the tutors, and Mana Severance is incredibly powerful, you won't always have Chulane, Teller of Tales out, so probably keep Mystical Tutor.

As for other additions, maybe some cards that have abilities that can be used from hand? Sky Hussar and Skyscribing both seem like good ways to get lands off the top of your deck, and Sky Hussar is a good human in it's own right.

Load more