|Commander / EDH||Legal|
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|Avacyn Restored (AVR)||Mythic Rare|
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Tamiyo, the Moon Sage
Planeswalker — Tamiyo
+1: Tap target permanent. It doesn't untap during its controller's next untap step.
-2: Draw a card for each tapped creature target player controls.
-8: You get an emblem with "You have no maximum hand size" and "Whenever a card is put into your graveyard from anywhere, you may return it to your hand."
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Tamiyo, the Moon Sage Discussion
1 week ago
So, I'm making a buy/trade list for an Esper Sphinx artifact deck. This list isn't including cards I already have, I'll add that as I go or as people suggest the cards I do have.
Basically, what I'm looking for is suggestions of cards to add or remove from this list.
ComSharuum the Hegemon f7.58
Creatures Sphinx of the Steel Wind 1.43 Jelenn Sphinx 0.20 Magister Sphinx 3.15Medomai the Ageless 0.90 Enigma Sphinx 0.57 Sharding Sphinx 0.46 Isperia the Inscrutable 0.48 Sphinx Summoner 1.29Isperia, Supreme Judge 0.73Sphinx of the Final Word 2.20Unesh, Criosphinx Sovereign 0.73 Sphinx of Lost Truths 0.39 Vexing Sphinx - 0.50Consecrated Sphinx 26.60Glyph Keeper 0.32 Prognostic Sphinx 0.31 Argent Sphinx 0.29 Cerulean Sphinx 0.34 Conundrum Sphinx 0.32Belltower Sphinx 0.19 Petra Sphinx 2.31Windreader Sphinx 0.77Adaptive Automaton 6.51Athreos, God of Passage 11.37Thassa, God of the Sea 6.92 Brass Herald 0.26Heliod, God of the Sun 3.91Thassa, God of the Sea 6.89Erebos, God of the Dead 7.60 Order of the Sacred Torch 0.37
Artifacts Chromatic Lantern 11.99 Expedition Map 2.88Sword of Fire and Ice 46.99Sword of Feast and Famine 25.74 Sword of Light and Shadow 25.43Sword of War and Peace 15.18 Sword of Body and Mind 11.39Thought Vessel 4.20Thran Dynamo 9.02Venser's Journal 3.80Lightning Greaves 3.23Belbe's Portal 8.00 Orzhov Signet 0.25Azorius Signet 1.16Dimir Signet 1.16Panharmonicon 2.70Whip of Erebos 1.89Coat of Arms 7.55Door of Destinies 5.75Urza's Incubator 18.51Darksteel Forge 7.99Instants Withering Boon 0.92Swan Song 1.68 Illumination 0.20Sphinx's Revelation 3.59 Punish Ignorance 0.32 Cyclonic Rift 5.69 Cryptic Command 31.91Counterspell 1.10Fact or Fiction 0.53Enlightened Tutor 10.46
1 week ago
Haven't gotten to test that garruk before! In the past it has proven quite difficult to protect a planeswalker to the point where they are useful unless they do something for me the turn they hit the board. My meta has an excessive amount of nonland permanent removal.
In this case, he fills a 6 drop slot (which is already shared by 8 cards).
His + is pretty handy, but I forsee me shipping a lot of control cards I would have much preferred keeping.
His - only hits around 16 creatures (many of which are timing dependent, meaning I usually play them at instant on opponents turns) and a lot of the time I would have much preferred playing them with the 6 mana I had to invest in playing him. Since I can play any card in deck with 5 mana sources because of Kruphix's ability, id likely rather store that 6 mana or play the creature that turn. Even if he can repeatedly do the ability the subsequent turns, I don't see having enough relevant green creatures to justify the - and it would force me to play off tempo quite often.
His ult is certainly impressive, but I don't think I could protect him until he ulted.
The only walkers in deck currently are Nissa, Steward of Elements because she is an extremely useful hand fixer early game, with scry effects / Vizier of the Menagerie / Oracle of Mul Daya I can effectively use her neg, and her ult is repeatable in this deck when I play her for 20 mana. there is also Nissa, Vastwood Seer Flip that literally acts as a Wood Elves that has card advantage late game.
I've tested quite a few over the years, but there is always an issue if they cannot protect themselves efficaciously:
Nissa, Worldwaker People kept instant speed wiping when I used her ult, her other abilities were trace useful but I got tired of losing lands.
Garruk, Primal Hunter was in the original brew of this deck, essentially got taken out because he didn't affect the board overmuch and was a terrible topdeck if I couldn't massive draw the turn I played him.
Garruk Wildspeaker was pretty consistent, but didn't do enough except ramping me a little early game.
Tamiyo, the Moon Sage did a fair amount, but the ult takes forever to hit.
1 week ago
First is that I have an extremely limited Magic budget overall, so adding $70+ dollars of cards to my deck (one of like 20 commander decks) isn't really an option for me.
Second is that my playgroup is what I like to call "business causal." Meaning we play good decks, but aren't generally willing to spend that much for singles. So cards like Mind Over Matter, or Tamiyo, the Moon Sage, while extremely powerful, feel a bit like cheating because the wins are so easy. I don't even play a MoM in my Azami wizard tribal deck.
Third is that having these price restrictions for so long has transformed me into basically a scavenger. Some of my greatest joy in Magic is in finding a cheap, synergistic way to do the same thing that much better cards can do. Yeah, ulting Tamiyo with a Deepglow Skate is a lot more efficient, but the fact that I can still pull it off with a 7+ card combo is what really makes me happy (I warned that this deck was janky!!). I very much appreciate your time and suggestions, but I'm not actually trying to optimize right now. :) Or at least, not optimized to any kind of competitive standard.
1 week ago
Just stopped by cuz I'm currently making my own Linessa, Zephyr Mage edh deck and was looking to see what kinds of things other people have done with her. I would probably go for making a less intensive set-up and cut back on cards that are only useful in the set-up. I would drop all the type changing things and the Myr Reservoir stuff as that doesn't really do you much good if you don't have the cards to pair with it.
Two other Linessa options I'm working with:
Tamiyo, the Moon Sage's emblem - with 10 mana, you can play Tamiyo, the Moon Sage and Deepglow Skate in the same turn, allowing you to get the emblem as soon as you play Tamiyo, the Moon Sage. Once you have the emblem, play Linessa, clone her, send the real one to your graveyard (hand thanks to the emblem), and infinitely activate the clone's Grandeur ability thanks to the emblem.
Alternatively, you can use a more card intensive combo (but the pieces themselves are fairly good on their own) of :
Library of Leng + Mind Over Matter + Arcanis the Omnipotent - With all 3 in play, a Linessa clone in play, and the real Linessa in your hand (I use Mirror Gallery to get the clone out and a bounce effect on the real Linessa). Discard Linessa for Grandeur, discard another card to untap Arcanis the Omnipotent (if needed), and discard a 3rd to untap a land (to ensure you don't mill yourself and gives you infinite mana if you need it). All three go to the top of your library due to Library of Leng. Draw 3 cards with Arcanis the Omnipotent. Repeat as many times as you want.
The best part about using these ways to combo is that the cards are helpful by themselves, outside of combos. Tamiyo, the Moon Sage is just a great blue walker, and her emblem will never be bad. Deepglow Skate is not needed, but I run a fair number of planeswalkers so it can get multiple ultimate abilities ready to go in one turn. Library of Leng is good for the maximum hand size increase if nothing else, but allowing you to reuse things is also great (helps avoid things like Relic of Progenitus and Bojuka Bog too). Arcanis the Omnipotent is an excellent draw engine even without the Mind Over Matter giving him super powers. Mind Over Matter is just an excellent tool that is super flexible.
2 weeks ago
Hey NV_1980, thanks for the advice. Tamiyo, the Moon Sage is definitely a great include in to the deck. It may be quite a bit out of my budget though but I reckon that I'm interested enough in this deck to splurge a bit. I'm not hot on Mnemonic Wall and Ulamog's Reclaimer purely because they are creatures and my deck doesn't run much ramp to help get out creatures (unfortunately). As for Mystic Retrieval, I can't play it because its colour identity is blue red because of its flashback cost.
That said, I really appreciate the suggestions! Thanks again.
2 weeks ago
I think you've nailed it with this deck! I see some really nice combo's in this deck and I think it's well balanced. You've got ramp, you've got draw, enough creatures to hold aggressive players at bay and great spells to cause some serious havoc.
As for recommendations; I love what you do with returning instants and sorceries from your graveyard to your hand. Why not also add Mnemonic Wall, Ulamog's Reclaimer, Mystic Retrieval or even Tamiyo, the Moon Sage? And in case you'd add the Wall and the Reclaimer, I'd probably also add Conjurer's Closet so that you can keep retrieving your spells by blinking these creatures.
Have fun gaming!
P.S.: If you have time, please look over one of my decks and tell me what you think. Thanks!
3 weeks ago
Love everything about the deck. Except the bounce lands. They are terrible. I understand that land bases can never be "perfect", but bounce lands are miserably bad. Basics are better. If a bounce land gets returned with Venser, Shaper Savant destroyed with Strip Mine, Tectonic Edge, Wasteland, Vindicate, Dust Bowl, Ghost Quarter, the list goes on and on. If they tap it down with Ajani Vengeant, Tamiyo, the Moon Sage, Telekinetic Sliver, Opposition. Bounce lands are just so bad. If they get turned into mountains with Blood Moon or Magus of the Moon. They just suck lol. You take a turn off to play them and return another land to your hand. Then if any of that happens you get put so far behind, and I barely scratched the surface of cards that hose bounce lands. They come in tapped. This is an aggressive deck. You want as few enters tapped lands as possible. Just play Path of Ancestry over one of them. It is in the pre con. Literally a thousand times better. Personally Im a fan of City of Brass and Mana Confluence but I understand that not everyone is. I also like Ancient Tomb but this deck does look demanding on devotion. If you can get your hands on an Urborg, Tomb of Yawgmoth that card is bananas. I use fastlands too. I feel like any land that has a condition that once met allows them to come in untapped is just always better than lands that always come in tapped. Unless they have a special effect such as Path of Ancestry or make all three colors such as Nomad Outpost. I hate Nomad Outpost but its a necessary evil. I would play the cycle lands that come in tapped. They achieve the same goal but can do other things. Bounce lands are soooooooooooo bad
3 weeks ago
Looks quite solid on first glance. You run lot's of good cards and your curve and average cmc looks good. However you also run a few bad cards. Let me pitch some ideas for replacements:
Maybe try Kindred Discovery and name drake? Could be worth it and might draw an insane amount of cards.Maybe Tamiyo, the Moon Sage and target yourself with the -2 if you have lot's of drakes.Reliquary Tower and Thought Vessel because keeping 20 counters in hand is fun.
If you ever run close to milling yourself, try fitting Laboratory Maniac in as another fun wincon.If that way doesn't work you can try the opposite path and go recurring stuff with Timetwister(Budget: Day's Undoing / Time Reversal)
Refill your entire hand with Windfall.
More playable counterspells in no particular power order Abjure, Condescend, Flusterstorm(Opponents also help with storm), Logic Knot, !!!Mana Drain!!!, Memory Lapse, Mental Misstep(if your meta is running many 1cmc spells), Spell Snare, Miscalculation, Power Sink, Pact of Negation, Prohibit, Remand, Spell Siphon, Syncopate, Dissolve, maybe Unified Will. Please don't play all of them, some of the conditional ones might be VERY bad. Sometimes a Cancel is better than a cmc2 conditional that you can't cast for some reason. You know how your deck plays and what fit's in there. More here: http://magiccards.info/query?q=o%3Acounter+o%3Atarget+o%3Aspell+c%21u+cmc%3C%3D3&v=card&s=cname
As I said this is some ideas, some might be very bad but most should be quite good in the deck. There's so many ways to play Talrand, just keep playing lot's of spells so you keep making free drakes. Maybe even play Phyrexian Altar and or Ashnod's Altar to pitch your drakes in to pay for more counterspells..
If you ask specific questions and provide some info about your meta I'd be happy to help :)