|Commander / EDH||Legal|
Printings View all
|Ultimate Masters (UMA)||Rare|
|Masterpiece Series: Amonkhet Invocations (AKHMPS)||Common|
|Amonkhet (AKH)||Mythic Rare|
|Eternal Masters (EMA)||Rare|
|Premium Deck Series: Graveborn (GRV)||Rare|
|Promo Set (000)||Rare|
Combos Browse all
Search your library for a card and put that card into your graveyard, then shuffle your library.
|Have (3)||rockleemyhero , WillofForce ,|
|Want (7)||Otakufan64 , ATTILAtheHUNGRY , ObIviom , Glegg , datownsend , DARTHxNIGHTMARE , Deconstructionist|
6 hours ago
Hi, back with another question about your experience regarding the reanimation package. Hope you don't mind.
I've been goldfishing a bit with my prototype, and I'm worried that there aren't enough opportunities to actually get things in the yard. Your list currently has 7(+2) ways (if I'm correct) of sending things directly to the yard; Faithless Looting , Thrill of Possibility , Wheel of Fortune , Entomb , Buried Alive , Altar of Dementia , and Neheb, Dreadhorde Champion . The two additional ones I'm not counting here are Gamble , because it's unreliable, and Sire Of Insanity , because it's really a payoff rather than an enabler.
How is this working out for you? Do you get enough setup to cater to Alesha and the other reanimation spells? Do you find your creatures hitting the bin through other means often? What about things like Elesh Norn that you won't ever hardcast?
I'd love to hear about your experience, since having an empty yard is a complaint I've seen often from Alesha players.
6 days ago
Hey, nice version of Teysa. In the deck description you've left out three of the most relevant infinite sac combos that use the least amount of cards. My advice is to focus on the easier winning combos to assemble especially ones that use Teysa as part of the combo.
- Teysa + Hour + Black Creature + Aristocrat
- Teysa + Guide + Lark + Aristocrat
- Teysa + Traitor + Altar + Aristocrat
- Teysa + Skeleton + Altar + Aristocrat
- Warder + Animate + Aristocrat
- Guide + Lark + Station
- Guide + Lark + Dementia
Teysa + Guide + Lark + Aristocrat: Teysa is a white creature who can be saced to her own ability and Lark can reanimate Teysa since she has 2 power. Teysa + Guide + Lark equals three white creatures. Victimize is an excellent card to enable this combo by using Teysa to sac to reanimate both Lark + Guide and then reanimate Teysa with Guide.
Warder + Animate + Aristocrat: You have these cards in the decklist, but haven't explained the combo in the description. It's one of the most compact, low mana cost aristocrat combos in Commander. Razaketh, the Foulblooded is the creature of choice to enable this combo since he can tutor for all the cards and get Warder into your graveyard. With Razaketh this combo is called RazaCats. If you would like me to explain it further I can.
Guide + Lark + Station: Station acts as the aristocrat and the sac outlet in this combo which reduces it by two cards.
Guide + Lark + Dementia: Altar of Dementia is the sac outlet to infinite mill your opponents libraries. It's a win condition without needing to do damage or make your opponents lose life. It can also be a self-mill engine to fuel reanimation. Self-mill all your 2 or less power creatures and reanimate them all with Lark.
Cards to consider cutting:
- Elenda, the Dusk Rose
- Pitiless Plunderer
- Teysa Karlov
- Restoration Angel
- Felidar Guardian
- Requiem Angel
- Geist-Honored Monk
Your deck is loaded with four drops and these are the ones that are the least impactful. Angel + Guardian is infinite Angels, but these two cards don't really fit with the rest of the deck and I don't like that Angel can't be reanimated with Lark. Autocrat can replace Monk in all the combos therefore I don't think you need Monk since it's a five drop and both Guide and Lark are better five drops.
Teysa Karlov and cards that have more synergy with her can be cut because you don't need her ability of giving you additional die effects. This can be fine when you have access to it from the Command Zone, but it's lackluster as just part of the rest of the deck. Your deck is about combos, with Teysa as Commander you don't need Teysa Karlov's ability to combo, it's a bonus.
Some cards within the budget to consider adding:
- Diabolic Intent > Diabolic Tutor
- Victimize > Unearth
- Razaketh, the Foulblooded > Ob Nixilis, Unshackled
- Altar of Dementia > Zombie Infestation
- Entomb > Mortify
- Fetid Heath > Temple of Silence
- Phyrexian Tower > Rogue's Passage
- Wake the Dead > Immortal Servitude
I offer more advice if you would like. Good luck with your deck.
1 week ago
Jace_Nalaar you are absolutely awesome for this bro!
Now I do already have Increasing Vengeance in the deck. My meta usually runs 6-8 players and usually always blind. as for Consecrated Sphinx the last game I played I literally drew 20 cards before my next turn. (Thank God for Reliquary Tower )
I keep forgetting about Temple of the False God TBH I'm putting it in my buy list as we speak.
Instant/sorcs: Chain of Vapor Looks fun and could be interesting if they wanna copy. - With my larger play group Counterflux is needed to knock out the large or confusing stacks that are played to maintain order in a sense. - And you're probably right on the other recs (except Increasing Vengeance ). Thank you Jace_Nalaar
Artifacts: Nothing to change here for my personal playstyle
- Decree of Pain is HEAVY but can't really afford Damnation but I would like a cheaper board wipe, only reason I run it is for the draw. - Cabal Ritual is on the buy list can't wait to put it in. Entomb is wanted just need an excuse to break down for it.
- Narset's Reversal , Cabal Ritual , Dramatic Reversal , Isochron Scepter , Laboratory Maniac and Jace, Wielder of Mysteries are currently next in line for purchase
Jace_Nalaar please let me know what you think. Thank you
1 week ago
Love the match-up. I run TYS Kess as well, and it can run super smooth. I have a few quality of life upgrades I can recommend, but ultimately everything has to come down to what works best in your local meta.
For starters, I would reduce the land count by about 3-5. Particularly, I would cut Nykthos and then a combo of islands and/or swamps. Devotion works well in mono to two color decks, but TYS relies on you pulling spells more than lands or permanents, so you won't get as much value out of it here. Instead, I'd recommend Temple of the False God . Most times, you can get it online fairly regularly and having one land that taps for 2 colorless is pretty dope. I'd also recommend either the Dimir Aqueduct or Izzet Boilerworks . Karoo lands may set you back just a bit, but you want as much value as you can get out of it. Ultimately, I'd say drop back to 34 lands, and add Temple and a Karoo land of your preference into that mix.
Next, you have a decent creature-base, but I would tweak and trim that a little bit as well. I'd sub out Hypersonic Dragon for Backdraft Hellkite and remove Crypt Ghast and Consecrated Sphinx . All of those are solid choices in most cases, but Ghast hits the same issue that Nykthos does. Hypersonic is decent for value, but opening your graveyard further with Backdraft so you're not limited to just 1 card per turn is huge on your storm turn. Lastly, Sphinx is an absolute monster of a card, but it might come out a little too late to really get you ahead. I'd add a Mystic Remora , but that's personal preference. Honestly, Sphinx could go either way depending on your meta.
As for Instants, I'd sub out Boomerang for Chain of Vapor , Counterflux for Flusterstorm , Countersquall for Negate , Dissipate for Swan Song , Reverberate for Increasing Vengeance , Rewind for Muddle the Mixture , and Undermine for Disallow . My reasoning for Chain is that most people won't sacrifice a land to copy it, and if you really need to save something, you can do it to yourself, sac a land, and then bounce someone else's permanent. Not to mention, it's a good way to keep something heavy off the board if they use a ritual to sneak a threat in early. As for the counterspells, some of them in there seem a little narrow compared to the ones you had (i.e. they target specific card types), but the most threatening things you'll deal with on your main storm turn are instants and cards with flash, so conditional counters work as good defense for off-turn threats. Also, Muddle the Mixture is a great tutor if you have a lot of 2 CMC cards, because it will fetch you any of them for just 3 mana. It also doubles as a counterspell sometimes. For Increasing Vengeance , I always recommend this over other red copy spells because it gets so much more value out of the graveyard, even more so if you cast it with Kess. Instead of having to pay the flashback, you play its normal CMC and get a double-copy for the price of one (not to mention its interaction with TYS).
Artifacts, I'd swap Manalith and Vedalken Orrery for Talisman of Dominance and Talisman of Creativity . Extra mana rocks will help you get around land destruction, and provide you extra mana acceleration earlier. They also don't require you to filter mana the same way the signets do, but in exchange they do hurt.
I'd see if you can fit a Narset, Parter of Veils in place of Liliana. She works wonders for digging purposes, and totally shuts down everyone else's draw.
Lastly, for sorceries, I'd remove Barter in Blood , Decree of Pain , Fabricate , and Mana Geyser . In their place, I'd put Anger of the Gods , Cabal Ritual , Entomb , and Desperate Ritual . Anger absolutely nukes graveyard value, and if you hit it off storm it only gets stronger. Cabal Ritual works as a much more efficient black ritual once you hit threshold, which you should hit fairly quickly if you're cantripping and looting often. Entomb is just as good as tutoring to hand with Kess because if you're looking for a spell, just pitch it and cast it without conditions.
Wow, that was a lot longer than I expected. For some final additions, I'd recommend Red Elemental Blast / Pyroblast , Narset's Reversal , Arcane Denial , and Fire Covenant . REB/Pyro works as a good defender on storm turn and can remove a pesky blue permanent that's complicating your life. Narset's Reversal is excellent at protecting your own spells from counters, providing you extra iterations of those spells if you have excess mana, and copying particularly useful spells from other players if you don't want to be effected by them. Arcane Denial is an excellent cheap counter that, though it draws you and an opponent cards, works as a decent political tool and can buy you an extra turn when you're storming off. Lastly, Fire Covenant is a great targeted wipe spell. If you put enough life in it, you can take out just about any number of creatures that are giving you headaches without losing your own in the process.
Overall, I see a lot of potential in the deck and think it could be super smooth with a few changes. The biggest enemy in EDH is inconsistency, so you have to fight that harder than most of your opponents. Also, life is a resource too. Starting at 40 makes it really easy to pay life into spells. I hope this almost dictionary of changes helps, and I look forward to seeing it progress!
1 week ago
Besides Entomb and Markov Dreadknight , I don't see anyway to get Haakon, Stromgald Scourge into the graveyard. I would consider one maybe two more ways to do that. I think Call the Bloodline could be a good option but I am sure there are many more. Just a suggestion! Not sure how reliably you get him into the graveyard.
2 weeks ago
reanimator effects are your friend. recurring ichor rats and proliferating just wins a lot of the time. Animate Dead , Reanimate , Exhume (this one is iffy) and Entomb should all be auto-includes into decks like these, if not for ichor rats synergies, for general good stuff that wins through aristocratting
3 weeks ago
I see, the extra mana from Chronarch makes it worth it.
I understand how your loop works but my issue is with "Respond to its ETB effect by Entomb ing Shallow Grave."
By that point Shallow Grave is in your library and Entomb is in your graveyard as you just used it on Chronarch. You have left on your mana pool, so if you use Chonarch's trigger to get and cast Burnt Offering for you can only return a single other spell that is already in your graveyard to your hand.
You could generate mana by looping reanimate first a couple times but that seems way less efficient than being able to combo at a lower life total by just replacing a card in your deck.
3 weeks ago
I really like your list but I have two questions.
I might be missing something but what exactly are you doing after you reanimate the Chronarch? By that point you have Izzet Chronarch in play, Chronarch's and Inalla's triggers on the stack, Entomb , Reanimate , Burnt Offering in your graveyard and only left on your mana pool.
Entomb occurrence in decks from the last year
All decks: 0.39%
Commander / EDH:
All decks: 0.07%
BUG (Sultai): 0.69%