Teneb, the Harvester

Teneb, the Harvester

Legendary Creature — Dragon

Flying

Whenever Teneb, the Harvester deals combat damage to a player, you may pay . If you do, put target creature card in a graveyard into play under your control.

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Printings View all

Set Rarity
Commander 2017 (C17) Rare
MTG: Commander (CMD) Rare
Planar Chaos (PLC) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
Penny Dreadful Legal
Block Constructed Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Teneb, the Harvester occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Teneb, the Harvester Discussion

slashdotdash on 5 color no theme deck

3 days 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

DemonDragonJ on Mortify or Mythos of Nethroi?

1 month ago

StopShot, the general of that deck is Teneb, the Harvester, so I can reanimate any creature that I sacrifice to activate the ability of Grim Backwoods.

Also, what if I replaced Bramblecrush with Mythos of Nethroi? Bramblecrush is an excellent card, but it is a sorcery, whereas Mythos of Nethroi is an instant, and, while it is nice to be able to destroy an annoying land, I feel that having a lower converted mana cost and being able to be cast at any time are more important.

DerektheRed on is casual Kess a thing?

2 months ago

DrukenReaps - thanks, this is a good thought that hadn't occurred to me. I'm running kind of a lot of token decks right now but this is going on the maybe list for sure. Seems fun. I dig 'removal tribal' but she'd have to get in line behind Teneb, the Harvester and Shattergang Brothers. I haven't checked out her EDHrec page in a while so I'll look there too.

goodair - appreciate the reply. I've considered cutting consult and emphasizing ramp and storm, but I'm intrigued by this idea of using her as a ramp+burn commander. Aria of Flame, maybe Sphinx-Bone Wand and Flux Channeler? Torment of Hailfire? Could be a lot of fun...

NeonEndymion on [PRIMER] How to Chain Ur-Dragon

2 months ago

Hi Vlasiax,

I'm doing well; hope you can say the same?

As to this deck, I have indeed pivoted toward midrange combo (vs midrange tribal/aggro w/ combo backups). The downside is that it doesn't play out much like a tribal deck; tribal and the commander here are more like red herrings, where you seem to be a slow, janky beaty face deck but then threaten combo wins relatively early/consistently.

For now I drew a line at not including the Animate Dead and Worldgorger Dragon combo, as that fits more neatly into Scion of the Ur-Dragon lists, and the one thing I like about this list vs that one is that this list never plays out exactly the same; you pivot your lines and tutor lines based on the table and what you're drawing into.

The only changes I would make at this point would push it toward increased, linear consistency and interacting on the stack, and at that point it'd just be a cEDH Scion build. Which, to me at least, is less fun.

Still, I would cut Teneb, the Harvester in your list for either Animate Dead or Reanimate, but w/ your game plan I wouldn't cut the core dragon list below 18-22.

As to Smothering Tithe: Its positive application outside of wheels can depend entirely upon how aggressively the table respects it . . . much like a lot of the staple blue tax/draw cards. But even if people are tapping down for it, you either end up with up to 8 mana by turn 5 or slowing down the game for everyone, which plays into the midrange pace nicely. I would probably cut it without the wheel package, though, for a splashier rock like Gilded Lotus, if that answers the question.

Vlasiax on [PRIMER] How to Chain Ur-Dragon

2 months ago

Hi, how are you? I've got a break from MtG and finally got back to it.

I see you've started a primer and changed deck a bit recently so I wanted to ask a question about it - how does it play with 15 dragons (if I counted correctly)? Is this number correct, because my build got to as low as 20.

Also I think about swapping Teneb, the Harvester for Animate Dead or Reanimate in my build.

My last question (at least for now) - how does Smothering Tithe perform in a situation when you don't have wheels?

triproberts12 on Let's talk Dragons, forgetting symbol:R.

3 months ago

There's enough decent non-red dragons at this point that I don't see the need to run a 4th color.

In Esper, Alela, Artful Provocateur is a weird kind of lord for all fliers, not just fae. Chromium, the Mutable is probably the best of the Esper dragon commanders, since his power aligns well with commander damage.

In Bant, Chulane, Teller of Tales is a pretty powerful ramp and draw engine for a creature-based strategy. The dragon options are... not great.

Teneb, the Harvester is the obvious choice for Abzan. Reanimator and graveyard strategies have good overlap with cards like Boneyard Scourge and Fearsome Awakening, so it's not a bad accompanying strategy.

Sultai doesn't really have great fits, as far as I can tell, but it's just overpowered in commander to the point of being a problem, so I'd say don't be part of the problem.

lil_cheez on Kethis, this deck is legendary

3 months ago

Any thoughts on Arvad the Cursed and/or Day of Destiny?

Also Teneb, the Harvester may be interesting to bring some legends back without having to exile cards... so you can use that later!

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