Artifact Creature — Construct
Tetravus enters the battlefield with three +1/+1 counters on it.
At the beginning of your upkeep, you may remove any number of +1/+1 counters from Tetravus. If you do, put into play that many 1/1 Tetravite artifact creature tokens with flying and "Tetravite can't be enchanted."
At the beginning of your upkeep, you may remove any number of tokens put into play with Tetravus from the game. If you do, put that many +1/+1 counters on Tetravus.
Printings View all
|Masters Edition IV (ME4)||Rare|
|Fourth Edition (4ED)||Rare|
|4th Edition Foreign Black Border (4EDFBB)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
4 months ago
8 months ago
Looks good! You might like these: Scrapyard Recombiner, Cauldron of Souls, Dross Scorpion, Sunbond, Cradle of Vitality, Pentavus, Tetravus, Triskelavus, Workhorse, Cathars' Crusade, Anointed Procession, Divine Visitation, Bishop of Wings, Requiem Angel, Aetherworks Marvel, Angelic Accord
1 year ago
Section 1 Get +1/+1 counters other than attacking
Arcbound stuff by CMC (some are in other categories): Arcbound Worker, Arcbound Slith, Arcbound Stinger, Arcbound Crusher, Arcbound Hybrid, Arcbound Bruiser, Arcbound Fiend, Arcbound Lancer, Arcbound Overseer
Creature type based: Metallic Mimic
Just because it is an artifact: Steel Overseer
Creatures that already have counters:
Sacrifice outlets to consider:
- Culling Dais
- Demonmail Hauberk
- Blasting Station
- Metalwork Colossus
- Phyrexian Vault
- Spawning Pit
- Shivan Harvest
- Arcbound Ravager
Other: Control: Wizard Replica
Gain Life: Peace Strider
Cheating: Summoner's Egg
Other cards I like
Vela the Night-Clad She makes all your colorless permanents only blockable by an artifact
Storm the Vault Mana ramp
Liquimetal Coating some of those creature that are not a artifact... now it is
Phyrexian Scriptures Kill all non-artifact creatures / also places a +1/+1 counter
2 years ago
Very well, here's my latest jank for your consideration (take your time)
Orzhov Advokist: Boosts one of your creatures and tells you ahead of time whether or not someone is planning on attacking you. This potentially lets it both replace one card from Conflict Escalation and another from Deterrence, which would free up a slot for something else. On the downside, it takes a player turn cycle to become relevant and it's more about quality than quantity (although you could use things like Tetravus, Murder Investigation and/or Hangarback Walker to alleviate this, see also about Elemental Mastery below). Another problem is that it doesn't reward people for attacking each other and it's arguably anti-synergetic with Mystic Barrier.
Harvest Season/(Growing Rites of Itlimoc Flip): More powerful yet less reliable alternative to Cultivate. (Although instead of Itlimoc you could just spend hundreds of bucks on a Gaea's Cradle I guess)
(Thornscape Familiar): The only one in the cost reduction Familiar cycle which affects more than one of the colors in your commander's identity. Aside from Gahiji himself, it works for 33 out of the 99 cards in the current deck (assuming no shenanigans like Celestial Dawn or Feroz's Ban). I dunno if you cast those 33 cards frequently enough per turn to make the cost reduction worthwhile compared to land-based ramp, especially since you got some land matters cards like Mirari's Wake.
Continuing my quest of exhausting every possible card advantage option known to beast, god and man:
Elvish Harbinger: Complement or possibly even a replacement for Wood Elves. Ramps and elf Imperial Seal:s from a pretty diverse pool consisting of Rhys the Redeemed, Reclamation Sage, Wood Elves, Knight of the Reliquary, Mirror Entity, Selvala, Explorer Returned & Oracle of Mul Daya. Since it doesn't have flash, unplanned shuffling is my biggest reservation towards this one. (As an optional bonus, it can form the middle of a threefold creature tutor chain with either of the Recruiters and any elf.)
Green Sun's Zenith: Banned in modern and probably something you've already considered. Puts green critters directly onto the battlefield and is self-recurable. It can pick from a pretty diverse pool that includes (among other things) Den Protector, Oracle of Mul Day, Reclamation Sage, Tireless Tracker, Wood Elves, Knight of the Reliquary, Mirri, and Selvala.
Worldly Tutor: Creature Vampiric Tutor, might be a bit slow without an available draw source. (Congregation at Dawn) takes things further, but with the presence of other (shuffling) tutors and a lack of great draw power it seems questionable. Eladamri's Call is the Demonic Tutor equivalent, dunno if it can compete with Green Sun's.
(Evolutionary Leap): Unsure about this one, but could be nice with things that give a benefit upon death (be it naturally or trough Skullclamp with 2 or more toughness) and/or are disposable (especially cheap ETB creatures that can be recurred with Sun Titan).
(Defense of the Heart): Obviously very powerful if it goes off, but I assume that it's too conditional & vulnerable to removal to be worth it.
Magus of the Wheel: Complement to the classic wheel that's already present. I prefer the Magus over Wheel of Fate & Reforge the Soul due to not requiring you to have all the mana at once and/or because it's more predictable for something that discards your hand (although slower without haste). As a bonus, it's recurable with Sun Titan (and tutorable with either of the Recruiters).
Other misc. cards which you've probably already considered and rejected, but just in case:
(Luminarch Ascension): On one hand, Ant Queen on steroids. On the other, draws a lot of hate and/or takes at least four turns to become not-useless (assuming no helpful proliferation) which makes it more and more of a dead draw over time. (Sacred Mesa is a weird compromise.) There's also Emeria Angel/Retreat to Emeria for if you want to expand on the land subtheme, but it doesn't have the same explosive potential as the aforementioned manasinks (although Hazezon Tamar might be a decent compromise).
Elemental Mastery: Channels a quality creature (e.g. a beefed up Knight of the Reliquary or just Gahiji himself) into a quantity of tokens which better synergizes with Gahiji's ability. On the downside, since the tokens only lasts one turn you can't increase their power on the long term with e.g. Curse of Predation. The card also has the two usual problems associated with Auras in that it requires the presence of an appropriate creature to be useful and that single-target removal against said creature becomes a two-for-one deal (and this is further exasperated by the fact that you're encouraged to increase the power of the creature by e.g. putting counters on it). Also too expensive for Sun Titan. Dragon Throne of Tarkir gives somewhat similar quality-to-quantity conversion in a more resilient equipment form.
(Path of Ancestry) vs one of Temple of Abandon/Temple of Plenty/Temple of Triumph. Less reliable scry that only works with Gahiji & the changeling, but taps for all the relevant colors. Dunno how frequently this is relevant for you.
(Rith, the Awakener): Token generator alternative. I'm guessing you've rejected it because the tokens lack evasion and/or the token generation is too conditional. (But hey, at least it's a combat damage effect for Duelist's Heritage to interact with)
(Marton Stromgald): Potentially explosive token amplification but hard to keep alive.
Mass Hysteria: In case you're not getting enough haste from Slayers' Stronghold. Also works with the group slug aspect, but I dunno if it will backfire by e.g. letting powerful tap abilities come out of nowhere. (There's also Concordant Crossroads if you're not worried about it being replaced by another World Enchantment.) Samut, Voice of Dissent is another option that has quite a few other features as well, but I fear she'll come in a bit too late. Got similar feelings about (Urabrask the Hidden), who's also kinda detrimental to the group slug theme and/or will draw too much hate. ((Akroma's Memorial) is even worse in the lateness department.)
Mogg Infestation/(Settle the Wreckage)/Fell the Mighty/(Righteous Fury)/(Sunblast Angel)/(Angel of the Dire Hour): One of the Token Beatdown variants favors board wipes, but all of the listed cards have a tendency to kill your fatties and leave your opponent's weenies alive. In case you want a source of emergency non-targeted creature removal in the main deck and/or the variant, here's some additional options that can leave your own creatures alive, even if they're a bit more expensive than e.g. Wrath of God (or, in the case of Settle the Wreckage, potentially profitable for an opponent). Special mention to Mogg Infestation for still keeping the group slug going by being Beast Within on steroids & Angel of the Dire Hour for bypassing indestructible in addition to shroud, if that's relevant in your meta (although a plain (Arcane Lighthouse) might be better then).
(Elesh Norn, Grand Cenobite): Saving the most prominently obvious card for last, I assume the reason you've rejected it is because it's not explosive enough to act as a 1v1 finisher, while being detrimental to the overall group slug strategy when there's more than one opponent alive.
3 years ago
Awesome list. I'm currently trying to make my own. and forgot to look at others lists on here before buying! Oops!
Crop Rotation to find any specific land and sacs.
Animation Module How has the testing for that been going?
Have you given consideration to Ulvenwald Mysteries ? So for every non token creature that dies you'll get a clue. so you get a (2) sac clue draw a card. When you sacrifice the clue you get a 1/1. I haven't had a chance to play but
3 years ago
Chaotic Fun Braids, Conjurer Adept, nice.
May I offer a sub-theme? Paradox Haze.
I offer this sub-theme purely for how explosive it could potentially be with cards like Braids, Conjurer Adept. If you had all of those Paradox Hazes out, that would be 6 upkeeps per turn. You literally dump your hand, so long as they're all non-enchantment permanents. This kind of deck makes me think Eternal Dominion would be a REALLY good card. Search your deck up to 6 times per turn, dumping out all the enchantments, including cards like Fool's Demise and False Demise. Attaching those buggers onto Braids, Conjurer Adept to keep her out and on the field because you can't cast spells after casting Eternal Dominion.
If you plan to run with this theme, I would suggest a few cards like:
Let me know what you think, and if you end up liking my idea, tag me when you make the deck!
3 years ago
I liked this deck and decided to fiddle around with a copy of it.
First, I learned that Su-Chi has actually become stronger with the passing of time. Specifically, it is a strong combo with Nim Deathmantle (which you already have). That's because you can sacrifice Su Chi an infinite number of times after attaching the mantle. Besides providing feasts for hungry atogs, Deathmantle + Su Chi also enables a bunch of instant game winning combinations:
With Ashnod's Altar or Phyrexian Altar, infinite mana. With Blasting Station, infinite damage. With Altar of Dementia, infinite mill. With Sage Of Lat Nam and Aura of Dominion or Umbral Mantle, infinite card draws.
I agree that Myr Battlesphere is superior to Tetravus. Now, it turns out that they made a stronger cousin, Pentavus. I think Battlesphere and Pentavus plug into the same infinite combos with the deathmantle. Same for Composite Golem.
But you know what? These cards lead you toward twiddling your thumbs until you draw/tutor the combo cards, and away from defeating people with atogs. I saw in your profile that you dislike combos such as these. I'm the same way. So maybe you can include those cards in your deck, but not play them in a way that's more fun and less "game over unless someone has a counter".
3 years ago
Thanks for the suggestions mah38900! These are all very good suggestions. I currently have this decklist on the back burner, my attention has been needed by my Zirilan EDH deck. However, I do really like Su-Chi and Sage of Lat-Nam!
I will certainly add your suggestions to the maybeboard. Thanks again, I really appreciate it!