Creature — Elemental
When Reveillark leaves the battlefield, return up to two target creature cards with power 2 or less from your graveyard to the battlefield.
Evoke (You may cast this spell for its evoke cost. If you do, it's sacrificed when it enters the battlefield.)
|Have (3)||metalmagic , ,|
|Want (8)||Commissar_Crush , lshv32 , Redcat7264 , vaelroth , Barthie , Ozurot , Facelezz , wilsonmalcom|
Printings View all
|Ultimate Masters (UMA)||Rare|
|Commander Anthology 2018 (CM2)||Rare|
|Commander 2016 (C16)||Rare|
|Modern Masters (MMA)||Rare|
Combos Browse all
- Reveillark + Thassa, Deep-Dwelling
- Reveillark + Saffi Eriksdotter + Viscera Seer
- Carrion Feeder + Reveillark + Saffi Eriksdotter
- Carrion Feeder + Karmic Guide + Reveillark
- Ashnod's Altar + Reveillark + Saffi Eriksdotter
|Commander / EDH||Legal|
Reveillark occurrence in decks from the last year
Commander / EDH:
All decks: 0.06%
WB (Orzhov): 0.61%
BGW (Abzan, Junk): 2.83%
5 days ago
You should still be able to combo off using the same cards but with one added search from Boonweaver Giant. If you shoot Karmic Guide to itself then you can use the new Boonweaver to get Reveillark. That in turn shoots itself to trigger LTB effect and get back Karmic Guide, this time shoot opponent for 2 damage. Get back Boonweaver. shoot itself, get Saffi Eriksdotter Use saffi to shoot karmic guide, in response before damage is dealt sac Saffi targeting Karmic Guide. Karmic dies to saffi damage and Rarmic returns to delayed Saffi trigger. target Karmic Guide for damage to itself and target Reveillark with Karmic ETB trigger. Let karmic die first, this is important. Reveillark enter shoots itself. LTB target Karmic Guide and Saffi. Use Karmic Guide to target opponent and Saffi to target Karmic Guide for damage. In response sac Saffi targeting Karmic Guide. Start loop from Karmic returns to delayed Saffi trigger.
This will cause a loop that deals 2 damage to any target every time the loop resolves. Hope this helps albeit very late. I found this Q&A while asking my own question. I'm also a very proficient combo player of the Karmic / Reveillark lines.
5 days ago
I have Saffi Eriksdotter in play with another sac outlet. I play Body Snatcher discarding Reveillark from my hand. I sac Saffi targeting Body Snatcher. Then I sac Body Snatcher targeting Reveillark. Body Snatcher returns from Saffi trigger, Sac Body snatcher in response this time targeting Saffi. When stack clears Saffi and Reveillark should be in play and Body Snatcher exiled to the second return trigger.
Can I stack the death triggers so Body Snatcher returns to the battlefield before it is exiled and if I do so does it get exiled after leaving zones. Does it matter if it is in the graveyard after the effects resolution? Does this interaction not work the way I think it does?
I want to end the boardstate with Reveillark and Saffi in play so I can continue my combo with any creature power 2 or less in my graveyard. I know there are better ways to do this but with my board and hand this was the only way I could accomplish this.
1 week ago
Cool deck! You might like these: Reveillark, Nim Deathmantle, Palace Jailer, Fanatical Devotion, Bottled Cloister, Tome of Legends, Erratic Portal, Eldrazi Displacer, Magewright's Stone, Village Bell-Ringer, Adarkar Valkyrie, Lapse of Certainty, Null Brooch
1 week ago
Mulldrifter seems like a shoe-in.
Deadeye Navigator is very strong.
Duplicant has the removal.
Ephara, God of the Polis can draw you 2-3 extra cards per turn cycle, which is awesome.
Glen Elendra Archmage is a repeatable Negate effect.
Knight of Autumn is an extra Rec sage.
Kiora's Follower can ramp or untap Roon.
Palace Jailer can exile things permanently if you blink him.
Perplexing Chimera is just bat-shit crazy, it messes the game up so much.
Reveillark resurrects people.
Solemn Simulacrum is still good ol' sad robot.
Soul of the Harvest... does its thing.
Sundial of the Infinite can skip the end step, permanently exiling a creature with Roon.
Guardian Project is bonkers.
1 week ago
I have a lot more experience playing the non-budget deck, so here's how that usually goes as it may apply to both decks:
Early Game (turns 1-5): Dropping mana rocks, trying to set up at least one good reanimation target (either something that answers an immediate problem or to find fuel such as Mire Triton or Recruiter of the Guard) with cards like Entomb or Thrill of Possibility, running out defenses like Lightning Greaves, and getting Alesha out and attacking. Occasionally out-accelerate everyone with Burnished Hart.
Mid Game (turns 5-10): Try to recur fuel into either a more stacked graveyard or answers in-hand. We are usually not 'the threat' at this point, and you can usually engineer an attack by answering a problem, knowing the Fiend Hunter you use now to get damage in will come back to your benefit later when you need it most. Hold your non-creature answers until you absolutely need them. I also tend to be protective of sacrifice outlets, holding them until I need them as well, as my playgroup has grown wise to their importance. Baby Alesha will have more capability to go-wide and start pressuring on the ground here, since the non-budget build has sacrificed most of it's token compliment for more tutors and thus ability to really find answers. My playgroup plays a healthy amount of board clear, so there is often a lot of time spent re-building, something Alesha is very good at with a haste enabler in play.
Late Game (turn 11+): At this point we should be at or near a 1 vs 1. If not at that point, we decide which opponent is best for us to be at that point with and do our best to aid them (usually it's not a deck that is flat struggling, but not the strongest deck either...someone who can help us and perhaps draw the ire of the top deck, but one we can find the weakness of easily and utilize to cripple them at the right time). From there, the deck switches gears into aggro. Sometimes it's just whatever the deck has on-board at the moment, but Alesha can do a good Voltron impression with the right package, or even go full-on stompy with Mirror Entity + Resolute Blademaster.
At least in the non-budget build (and some of these are budget as well, but not necessarily in the budget decklist), the wincons I usually see are thus:
Most of the time the deck is going to win the long game through attrition. It's best not to become too early a threat unless you can really back it up (if you can go for the coveted Entomb + commander + Master of Cruelties on turn 3, we'd be remiss not to!). It is efficient at dealing with threats and re-using answers. Opponents are usually hesitant to kill the 'answers deck' (which is why I emphasize versatile and varied removal, especially if we can tutor or draw for it) too early in case someone has something they can't deal with it. One thing I aim for is to get into a 1 vs 1 situation...this deck, like any 'answers' deck, will be stronger the fewer opponents it has to worry about dealing with.
I try to keep easy infinite combos out of even the non-budget deck, but I can sideboard them in if a pod is more up to it. Reveillark + Karmic Guide + Gray Merchant of Asphodel/Blood Artist and friends + sac outlet of your choice is a pretty budget combo that is a pain to disrupt and I would happily use to kick it up a gear or two if I felt I needed to (and, with proper tutors and outlets, could start happening turn 4-5). Lark and Guide do pretty silly things with a lot of cards, as any Black/White aristocrats deck will happily show you. Karmic Guide itself is responsible for a lot of victories, just in the sheer amount of things it can chain reanimate with an Alesha activation. Or just carrying a piece of equipment against a black deck. Other card advantage engines and Recruiters are the subtle all-stars of the non-budget deck.
A beatdown end-game is often where it goes from here. Overrun victory with Mirror Entity + Resolute Blademaster is reliable if you need more than just your current board. Mirror Entity activation is instant speed, so you can tailor your mana use for what you need. The budget deck is actually better at this wincon in theory, as it has a larger token package to spread the damage wider or push the damage harder if needed. Voltron with some offensive equipments, even on Alesha herself, is often good enough to get us there. If nothing else, an army of demons off of Priest of the Blood Rite or just any large beaters are fine.
1 week ago
You mention Reveillark for the deck, which is run in a lot of Alesha, Who Smiles at Death builds, but unless you are using it to combo with Karmic Guide and a sac outlet such as Goblin Bombardment, its just a small value card.
1 week ago
Hey, I've got my own Teysa Deck that I love to play with, which is focused heavily on combos and comboing. If you wanted a good tutor to help get your combo pieces, I'd recommend Diabolic Revelation since it can tutor many things at once. Also, seeing as you have both Karmic Guide and Reveillark, you should know that as long as you can sacrifice them, they go infinite with each other.
Seeing as you have a few cards that are already close to comboing together, I thought I'd also recommend a few cards that can help you go infinite, if that's what you want to do. Your Requiem Angel, when paired with Divine Visitation cycles infinite tokens for infinite death when you sacrifice creatures. You also have the older Teysa, Orzhov Scion which, when paired with Darkest Hour does the same thing and cycles infinite tokens.
Those are my main suggestions if you want to complete combos. Divine Visitation and Darkest Hour. As for a good tutor, Diabolic Revelation is pretty good. Finally, Blasting Station and Altar of Dementia are both good sacrifice artifacts that will allow you to do a ton of damage to your opponents or mill them out.
I hope these suggestions are useful, and good luck with your Teysa deck in the apocalypse!
1 week ago
Hey, Skullclamp has one of the best dying interactions with Teysa. Drawing four cards when the equipped creature dies. This is good with 1/1 tokens. Skullclamp has been reprinted, it's in the Mystery Booster set, that version is $3. Open the Armory can tutor for Skullclamp or Animate Dead.
Karmic Guide + Reveillark can reanimate themselves with a sac outlet this makes a dying loop. With a dying loop you can generate lots of value with any cards that care about creatures dying or cards that give you value when it dies. To make the dying loop always sac Guide first and then Lark so Lark can reanimate Guide when it dies and Guide can reanimate Lark when it ETB. Lark has interaction with Teysa if it leaves the battlefield as a result of it dying then you can reanimate four creatures with power 2 or less.
Karmic Guide + Reveillark + Altar of Dementia. Self-mill yourself with Altar of Dementia until you mill an aristocrat (Blood Artist) who Lark can reanimate who then becomes the win condition. Final Parting can tutor for Dementia putting it into your hand and either Guide or Lark putting it into your graveyard.
Karmic Guide + Reveillark + Viscera Seer. Is infinite scry from Seer and can reanimate all the two of less power creatures in your graveyard with Lark. If you already have an aristocrat (Zulaport Cutthroat) in your graveyard then this combo can reanimate it and it becomes the win condition.
Buried Alive is a good card to setup Guide + Lark + Seer. Tutor for three cards of a combo and put them into your graveyard. Reanimate Lark + Seer with Victimize. Then sac Lark with Seer, reanimate Guide with Lark, reanimate Lark with Guide to then make a dying loop of Lark + Guide.
Good luck with your deck.