Tenacity

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Heirloom Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Standard Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad Uncommon

Combos Browse all

Tenacity

Instant

Creatures you control get +1/+1 and gain lifelink until end of turn. Untap those creatures.

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Tenacity Discussion

Izu_Korasu on Flying High

1 month ago

in u/w? for the most part pump spells tend to be in green or red, but there are a few

Retreat to Emeria and Collective Effort are probably the strongest, while Tenacity and Make a Stand have their uses. ill also give an honorably mention to Temmet, Vizier of Naktamun, Unconventional Tactics and Tandem Tactics from the standard non-g/r pool.

PipPipMagulager on W/B Tokens

1 month ago

Minihorror227 yeah, no it depends man! if you find yourself playing agressive it would be great! attach it to a bontu, or and indestructable yahenni, or even a massive Hope Against Hope guy and then it works well, but if you find yourself playing defense all the time, then sideboard it and opt for more token gen stuff! or buff your team with a Tenacity or Inspired Charge before blocks to really mess them up! The possibilities are endless, and you won't always know what works until you try! Try using the playtest feature here and see what combos work, what is too fast, too slow, and most of all what works for you. at the end of the day, the way I choose to play is probably going to be a little different then the way you choose to play, and that's completely okay! But see what works for you man! I'm working on a swarmy zombie tokens deck right now and I'm going through the same struggle! But that's also the fun in it!My deck:


Now That We're Dead

Standard PipPipMagulager

SCORE: 1 | 121 VIEWS


CanEx on Trostani, Selesnya's Voice EDH

4 months ago

First off, sorry for the delayed response. I don't comment on this site too often.

ericweiss1999, regarding your suggestions:

Wayfaring Temple: I tried this for a while, but the lack of evasion often just made it a big blocker.

Growing Ranks: Just a little too slow for me

Avacyn, Guardian Angel: the deck is surprisingly mana-hungry as it is, so adding this would only accentuate that problem.

Precinct Captain: I actually play this in my Daxos soldiers deck, but it's just too little in this deck. This deck is on the slower side, so an aggressive 2-drop doesn't really contribute to the strategy.

Champion of Lambholt: Not a bad idea, but the deck normally doesn't make enough tokens fast enough to justify it.

Collective Blessing: Added it. I'm not sure if it's worth it, but I like that it makes most of your tokens into things that trade with most staple big dudes (6/6s, 7/7s).

Hornet Queen: A good idea. I should try to grab a copy to replace Wolfcaller's Howl.

Advent of the Wurm: Maybe? I'll have to think about it

Elven_gamer: Tenacity seems pretty good here, but I really want to add that to my Aurelia deck, I think. Or maybe Numot since it runs Sunforger.

Rhys the Redeemed I think is better as a commander and in a deck that's more about going wide. This deck is more about going... square, I guess? It wants a good number of tokens, but it prefers big tokens to lots of little ones.

sava629: Thanks you! I hope that EDH is as fun for you as it's been for me. I'll have to pass on Emmara Tandris, though. It's both just really expensive and the deck prefers to make bigger tokens, so I don't normally have to worry tokens dying and don't mind if I lose one in a gangblock or something. It might be good for dealing with voltron commanders like Geist or Uril, but I'm probably dead before I can reliably get this out anyway lol.

musicman3310 on

5 months ago

Your welcome. I love Tandem Tactics to keep my stuff alive when the opponent thinks I'll trade. Some other cards similar to this is Survive the Night, Rush of Vitality, Encircling Fissure, Ondu Rising and Tenacity.

GS10 on Alesha, Who Smiles at Her Bank Account (UPDATING)

5 months ago

First of all I want to say that I read your description, so I know you are not trying to make a killer deck out of the bat. I'm going to give you some suggestions, I understand some might be a bit over your budget (even though I'll try and keep the more expensive cards only around a couple bucks) and some might not be as interesting for you considering your specific playgroup and your goal with the deck, but since EDH is the perfect format to develop a deck during longer periods of time, and I strongly encourage everyone who plays to do so in order to create an healthy and dynamic playgroup, I'm going to suggest some changes that will improve both on the power level and consistency of your deck.

My deck is more expensive (but still pretty reasonable considering 100 cards) but it performs really well in competitive environments without overpowering the board in more fun oriented playgroups. You can check it out and maybe you'll find some other cards you don't know about that might be good for you:


Watch out, we've got a badass over here

Commander / EDH* GS10

SCORE: 8 | 4 COMMENTS | 635 VIEWS | IN 2 FOLDERS


About your deck now, I'll list the changes I'd make and try to explain why so you can pick and choose when you start making replacements.

I'd definitely take these creatures out: Aviary Mechanic, Battle Brawler, Daru Sanctifier, Enraged Revolutionary, Minotaur Skullcleaver, Rotting Mastodon, Timely Hordemate and Zurgo Helmsmasher

You want your plays and reanimations to be more than vannilla creatures, doesn't matter if they make themselves larger if they are easilly blocked and killed, and definitely, if you are running cards over 2 power which are not targets for Alesha, they must enable something game ending, otherwise you are taking consistency out from your deck and not gaining anything in return.

As for noncreature spells I'd take out: Asha's Favor, Berserkers' Onslaught, Blue Ward, Fear, Messenger's Speed, Protective Sphere, Skeletal Grimace, Demystify, Dragonrage (this is kinda okay with double strike, but still, much better options), Harsh Sustenance, Pay No Heed, Profit / Loss, Showstopper, Tenacity, Uncaged Fury, Uncanny Speed, War Flare, Wing Shards (You have no reasonable way to enable storm, so for 3 mana there are numerous better removal options), Coercion (it's one use only. In a multiplayer game you can't possibly gain advantage from picking one card from one opponent in 99% of situations), Kytheon's Tactics, Spectral Reserves and Terashi's Grasp.

I'd take almost all of those auras and instants/sorceries because in my experience Alesha isn't suited for that. She is perfect for a toolbox commander, so you should enforce that and play effects like destroying enchantments, on creatures that you can recurr as you need them instead of on one spell that can be used once. Again, this is relevant because Alesha can use creatures over and over, but not noncreature spells. In decks like Dralnu and such, it would be the other way around. As for ways to pump your creatures, again, it's a one trick pony and then your opponents will be able to block or remove your threat's easilly. Double strike definitely is not the best option, since Alesha likes small creatures, and double strike on small creatures is underwhelming. The trick is to manage a way to keep the board under control, and win little by little or comboing off with something.

I won't change the land base because that's where most money is usually spent and I avoid that as well. Command Tower, Vivid Marsh and Vivid Crag are solid and not very expensive, but again, I don't usually feel the need to improve that much on mana base. But if you feel you are playing this deck for a long time, I'd recommend you pick up a Chromatic Lantern soon. It's insanely important, since Alesha is , and her ability costs so sometimes getting the colours you need for both soon in the game might be harsh. The lantern just saw a reprint so it's lower on price now than it's ever gonna be for a long time after.

What to include then? I'd change a lot, but since you are playing a deck made of what you had laying around, I understand if you don't. I'll go over a few that you should include if you want to improve on the list and you can pick and adjust as you feel it's right. Also, probably all of these will be in my deck, so you can check it and see if there are other options there that you'd want to play instead of those I suggested you'd switch out:

I hope this was of help, it's really cool you are making a deck out of scraps, per say, so you can easilly bring new players in, that's something admirable, since most times the biggest barrier to new players is the intricate play levels of their potential playgroups. I usually lend my decks to new players until they feel comfortable enough with the format to build their own, but that kind of approach making almost a "limited" EDH deck is pretty cool and perfect to help new players improve. As I said, EDH is perfect to improve deckbuilding in time, so that's an awesome way to kick it off!

Moose-Cave on I got token comin' outta my ears!

6 months ago

I haven't played against anything other than the MTG-Forge AI, and can confirm that it is fun. Personally I've never had a problem with the land since everything has such a low converted mana cost.I mostly play casually, but if I were to run this at a place like an FNM, Authority of the Consuls would definitely be in my sideboard, maybe along with Make a Stand or Tenacity. Depending on if your friends/store consistently play a lot of removal or boardwipes I'd take out the Oviya Pashiri, Sage Lifecrafters and the Angel of Invention to replace them with some of the said token protection.

GabeBurch on Tim Paradox

7 months ago

ZURRIKU: I initially splashed white for the untap triggers from Blessed Alliance and Tenacity. Then I was looking for some cheap blockers and decided to use Wall of Resurgence. After some play testing last night I agree that white needs to go.

I think I'll replace the six white cards with:

Slip Through Space can trigger untaps from both the Tims, and can make Nettle Drone unblockable so it can swing for 3 instead of just ping for 1.

Shock will trigger untaps from Thermo-Alchemist and deal damage directly to the opponent.

thewinterwower on Gahiji's Unstoppable Dragon Army (Help Needed!)

7 months ago

Skyshroud Claim > Nissa's Expedition

Claim is significantly better and 1 mana less than expedition, and both lands go to play untapped. Alternatively Kodama's Reach because it's in your side board.

I second the replacing of Fog with Boros Charm. I like Deflecting Palm because I think it's hilarious to be able to redirect an aetherflux shot (even if it's super conditional), but it may not be that worth. Maybe sideboard it?

I don't like Angel of the Dire Hour, the cmc is super high and is not worth it in my opinion. I'd replace with a board wipe or spot removal like Condemn or Swords to Plowshares.

Beast Within should be in the deck already, idk why you have it sideboarded. It's staple green removal.

I also don't think Mentor of the Meek does anything for you. You don't have many 2 power creatures at all, and not enough token generation for it to come in handy immediately. There aren't nearly enough token generators for Emmara Tandris to be of any use either, and she's hella expensive cmc wise. Iroas, God of Victory is way better at 4 mana.

Instead of Tenacity run either Overwhelming Stampede or Overrun, or something like Pathbreaker Ibex or Craterhoof Behemoth. Triumph of the Hordes is another good one and is the same cmc as tenacity.

Maybe replace Birds of Paradise or Rampant Growth with Somberwald SageYou might wanna look at Anger or Urabrask the Hidden as haste enablers also.

Dunno if all of these get your deck under cmc 4.1, i kinda just started giving suggestions lol.

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