Tetravus

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Oldschool 93/94 Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Tetravus

Artifact Creature — Construct

Flying

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.

FormOverFunction on Restrictions to make commanders interesting?

1 month ago

You might have missed, in your absence, the fact that some of the Un-cards are allowed in commander. Captain Rex Nebula is hilarious, and forces you to look at your permanents in a TOTALLY different light. Something like Tetravus, a high CMC with +1/+1 counters as well, is suddenly very very different.

Hi_diddly_ho_neighbor on Will you forget the head slicing thing!?

1 year ago

Slashdance - Thank you for the supportive comment!

Hooded Hydra is a great call for another 0/0 hydra that has additional utility. I'll have to find a space for that one.

I have never really been a fan of Primal Vigor due to the card's abilities being symmetrical. I've been burned before by it helping my opponents as much as, or more than me in games.

Tetravus is a blast from the past for sure. Not sure if I have room for it or the other iterations of it, but it does have interesting synergy with hydras.

Tocasia's Welcome is great in this deck. First of all, it triggers on creatures with 3 mana value or less, not 3 power or less. Each hydra token I make and each hydra I cast is potential card draw (very rarely will I cast a hydra where X is greater than 0). The "once per turn" clause does limit it's explosiveness compared to the other options I have, but it actually has the widest range among Elemental Bond, Tribute to the World Tree, and Guardian Project in this deck's strategy (I run all of these by the way). Garruk's Uprising is a fantastic card, but I decided to exclude it since most of my creatures come in with less than 4 power.

Slashdance on Advertise your COMMANDER deck!

1 year ago

I love hydras, so thank you for a look at this deck!

Since you're using Cathars' Crusade, I would like to suggest adding Hooded Hydra ... it can really give a nitro boost your other creatures, and can even be death-triggered during an attack if you kill it yourself. Super potent if you have your Doubling Season (or similar) also in play.

Speaking of which, Primal Vigor also plays well with Cathars' Crusade and/or Hooded Hydra.

These cards could really allow a secondary option of going wide when needed.

A bit of a jank suggestion, but it goes well with your hydra theme and everything else I've mentioned, even without being an actual hydra. Tetravus could be a fantastic add to your wonderful deck.

Is Tocasia's Welcome doing much work for you? I assume most of your hydras are coming into play with more than just 3 counters on them, leaving you with only 8 creatures with 3 or less power to trigger the Welcome ... and even some of those may end up not triggering if you have Cathars' Crusade in play. Maybe Garruk's Uprising or better yet Elemental Bond might help to draw cards more often? Doing so would double your potential eligible chances from 8 to 16+, not counting tokens. That said, if you take any of my token advice, like Tetravus, all the card-draw cards start to even out and it's a coin flip.

Thank you and good luck!

Here's my Shalai deck, which is also Hydra based!


Shalai, Full Auto - Primer

Commander / EDH Slashdance

SCORE: 4 | 1 COMMENT | 24 VIEWS | IN 4 FOLDERS


sjettm on Ezuri, Claw of Proliferate

3 years ago

Not sure if you still are working on this deck, but it might be good to include more tokens. For example, Tetravus and Pentavus could help increase the experience counters a lot.

shagreel on I will kill myself till you die

5 years 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:

Clock work creatures by CMC: Clockwork Beetle, Clockwork Condor, Clockwork Vorrac, Clockwork Hydra, Clockwork Dragon

Sacrifice outlets to consider:

  1. Culling Dais
  2. Demonmail Hauberk
  3. Blasting Station
  4. Metalwork Colossus
  5. Phyrexian Vault
  6. Spawning Pit
  7. Shivan Harvest
  8. Arcbound Ravager

Value / payoff cards Ramp Scion tokens:Eldrazi Skyspawner, Drowner of Hope, Incubator Drone

+1/+1 Ramp: Crystalline Crawler, Workhorse

Other cool Ramp Oblivion Sower, Pilgrim's Eye

Token time: Pentavus, Tetravus, Triskelavus

Draw: Matter Reshaper Solemn Simulacrum Filigree Familiar

Other: Control: Wizard Replica

Damage: Flayer Drone, Vulshok Replica, Pierce Strider

Gain Life: Peace Strider

Recur: Scrap Trawler, Myr Retriever, Arcbound Reclaimer

Cheating: Summoner's Egg

Other cards I like

Vela the Night-Clad She makes all your colorless permanents only blockable by an artifact

Scarecrone Recursion

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

Coward_Token on Gahiji: Forever War

6 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.

(Invasion Plans/Angel's Trumpet/Total War): Weird group slug cards, dunno if they're too weak compared to e.g. Warmonger Hellkite and/or too prone to backfire.

Ramp:

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)

(Burgeoning): Cheap and obviously triggers frequently in multiplayer, but conflicts with Oreskos Explorer.

(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.

Captain Sisay: Repeatable fetching of Kor Haven, Gisela, Iroas, Rhys, Fumiko, Kazuul, Michiko, Mirri and Selvala. Nothing from the Recon group but I think Kor Haven and Selvala alleviates things.

(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.

Airdraken on Willing Sacrifice

6 years ago

Awesome list. I'm currently trying to make my own. and forgot to look at others lists on here before buying! Oops!

Have you thought about Pentavus ? Also i'm thinking of trying Tetravus. too doing a similar thing but only at end of turn.

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

Also Mindless Automaton Could be more card draw dependent on how many counters you're getting with Mazirek. Crystalline Crawler is of the similar route but for mana.

Eldrazi Monument ?

Ordeal of Nylea i think is also super interesting. providing +1/+1 counters, a sacrifice and ramp. Attrition Golgari Germination

Swarmyard

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