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Teysa, Orzhov Scion
Legendary Creature — Human Advisor
Sacrifice three white creatures: Exile target creature.
Whenever another black creature you control dies, put a 1/1 white Spirit creature token with flying onto the battlefield.
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Teysa, Orzhov Scion Discussion
1 week ago
Mostly just looking for a place to use my foil Anguished Unmaking, haha.
1 week ago
My deck: http://tappedout.net/mtg-decks/alesha-who-smites-death/
I've been having trouble lately landing infinite combos with Alesha who Smiles at Death. The combos I like pulling off involve the graveyard and work very well to my liking, but heavily fall apart to cards like Leyline of the Void, Rest in Peace, etc.
To counteract this I'm trying to go infinite with cards that don't use the graveyard, but many of those combos I've been finding very highly unsatisfactory. Instead I've came up with a new approach. If I can generate an infinite combo the produces infinite red or colored mana and I have either Blasting Station or Goblin Bombardment I can cast and sacrifice my commander, Alesha, Who Smiles at Death, infinite times killing my opponents. I'm just unfamiliar with infinite mana-combos in my colors that also don't use the graveyard. Any ideas? (Skip past the break below if you aren't going to ask whether I've tried a speific non-infinite mana combo.)
Extra: List of Non-Graveyard combos that I've already tried and won't reconsider. (Please don't recommend I try these. I've used many of them before already, and they're not reliable enough to my liking.)
Splinter Twin + Village Bell-Ringer Cons: I have to wait a round of turns after drawing Bell-Ringer after drawing it to mitigate summoning sickness before going infinite. I'd rather have something more instantaneous so I have more options to choose from when deciding to go off.
Ad Nauseam + Angel's Grace + Sickening Dreams OR Mana Geyser + Reiterate OR Dualcaster Mage + Heat Shimmer Cons: You have to cast all combo pieces at once rather than set up over a few turns in advance which requires usually completely tapping out. Also if the combo is thwarted it's too much trouble in Mardu colors to recur instants and sorceries from graveyard back to hand just to reset it.
Teysa, Orzhov Scion + Darkest Hour + Goblin Bombardment Cons: I've tried pretty hard to make this combo work, but for some reason having an extra creature to sacrifice makes this combo a little too unreliable for my liking.
[Any combo that involves milling] Cons: My playgroup runs the Eldrazi Titans meaning they're impossible to mill. Adding graveyard-hate interferes with my other combos and adds another piece to the mill-combo.
Parallax Wave + Opalescence + Impact Tremors Cons: Half the time this works. You can preset up Opalescence and follow up with Parallax Wave some turn later once you draw into it, but not the other way around since Parallax Wave has fading which becomes an unreliable clock to get Opalescence if you preset the combo in that order.
Sword of Feast and Famine + Aggravated Assault Cons: With the exception to Nether Traitor there are no other cheap CMC creatures with a form of reliable evasion and haste. Etched Champion and Mogis's Marauder are nice, but aren't as reliable as I'd like.
Eldrazi Displacer + Emrakul's Hatcher + Impact Tremors OR Restoration Angel + Impact Tremors + Felidar Guardian//Conspiracy Cons: Requires too much mana to set up at once or similar to the problems with Kiki-Jiki + Bell-Ringer in that you may have to preset the combo with a creature and hope it doesn't get removed by a board-wipe.
Mindcrank + Bloodchief Ascension Cons: Despite it being a multiplayer game getting three quest counters on Bloodchief Ascension is awkward and situational considering it gives my opponents extra time and turns to react.
Near-Death Experience + Plunge into Darkness//Fire Covenant Cons: Near-Death Experience has to sit on the field for a whole round of turns at the very least. An opponent removing Near-Death Experience after I've brought myself down to 1 life before my upkeep is also too high of a risk to take as well.
Anafenza, Kin-Tree Spirit + Murderous Redcap + Goblin Bombardment Cons: This combo already uses the graveyard, so its not a non-graveyard combo. Also I'm fine not using this one since the other graveyard combos I use I feel work better than this one.
As you can see I've covered a long range of different non-graveyard combos, but each one is too unsatisfactory for me. Unless I have missed a non-graveyard infinite damage combo I would like to know what infinite colored-mana or infinite red-colored-mana combos exist in my colors if anyone knows of any that don't use the graveyard. Thank you for your help.
1 week ago
ohmless: I never thought about the archetypes, both are good and worthwhile, but what should I remove? Totem armor sounds good too. Thank you for the +1!
griz024: Flickering Ward looks ridiculous! I will definitely look into it. Planar Collapse looks good, but would bite me in the ass if I'm not smart about it. I'll playtest it. I agree on the suggested removals, the only reason Proper Burial is around is to gain life off of the drawing I will be doing, is there a better option?
dlamars: Illusionist's Bracers is a card I need to grab multiple of, but have been stalling. I think the time draws near where I will get it. Anthems used to be meh in the deck, but with 4x more wipes than initially, having my creatures enter as fatties may be worth. Bitterblossom is currently in my Teysa, Orzhov Scion deck, Replenish is beast, as is Land Tax, but its a bit outta budget atm.
chapman.luke27: I really enjoy the deck, but I really like B/W enchants. I think its meh to run, having so many wipes turns dull sometimes. My playgroup asks for it by having hexproof and shroud. Starfield of Nyx looks like a good risk to take. Initially I thought it was kinda crappy, but with more wipes its a good play. Nykthos is a good land, I need more of them.
Thank you all for commenting! Sorry it took a while to respond, I wanted to comment on all your decks first! Looks like I got a lotta cuts to make!
2 weeks ago
Thx benelas16 and subzero719 for your inputs, took some of it to the maybe's, the ones who are not there were already in the deck when I first constructed it, but fell off when I had to cut it to 60. Teysa, Orzhov Scion looks very interessting, but is making me wonder about the ruling: "When a black creature is put into graveyard from play" -> Let's assume Dutiful Attendant gets saced by myself for example with Altar's Reap: First I can get me a creature back from my graveyard, independent from if my opponent pays the 3 life or not, so far so clear. My opponent decides to NOT pay the 3 life, so Dutiful Attendant died, but not went into a graveyard because of Athreos, God of Passage: does Teysa, Orzhov Scion trigger now? Hopefully you get what I mean :D
2 weeks ago
Yes Liege is a bit high for the curve of this deck but esentially you would be removing wrath of god for it. im not saying you need to remove it but it would be the best card to swap. liege would be 1 extra mana but half of your creatures would gain 2/2 which can be a win con with enough bodies on the field.
i have a handful of cards you may want to consider
Unburial Rites not the best card for this deck but flashback makes it effective for recovering field presence especially after wrath.
Castigate this is a very effective card especially early on. see your opponents hand and know what to expect. plus you can remove their strongest card and set back their strategy.
Sin Collector basicaally a weaker castigate but it has a human body for sacrifice fodder.
Teysa, Orzhov Scion this card gives you some nice removal with replacement for every black card sacrificed. 3 white creatures may be difficult though with the number of black creatures you run but you can sac the tokens it makes.
Kambal, Consul of Allocation this card is pretty new but it really hurts your opponent depending on their build. consider for your sideboard.
Ayli, Eternal Pilgrim might not be that great of a card for the deck as its not a human but deathtouch and emergency life gain can be useful as a sideboard option against large creatures and aggro builds.
Lingering Souls this card is simply great. you get 4 1/1 flyers for 5 mana. good for sacrifice fodder for nantuko, blocking opponents flyers, swinging over larger creatures. at 3 mana and 2 for flashback it should fit in quite easily in the deck
2 weeks ago
Looks awesome man! Thanks for the great reference! I just got into Tiny Leaders and I like Teysa, Orzhov Scion a lot.
3 weeks ago
Hey everyone! I have a Teysa, Orzhov Scion deck that I want to add cards to, but I can't figure out what to remove. I was hoping some outside eyes would help with that.
Commander / EDH*
SCORE: 2 | 6 COMMENTS | 350 VIEWS | IN 1 FOLDER
3 weeks ago
EDH deck building is harder than modern because of your card count and limitations to 1 of that card. Plus you could play 10 games and never even draw some cards. I don't consider myself "good" but I prefer EDH because it doesn't require a large investment and provides a great social time, so I'll chime in. I play casual only because of time restraints and budget. I like to sit down at night with some friends, have some drinks and hash out a couple quick games (1 hour?) or a long game (2-3 hours). . For me, first it comes down to this.
Build around a concept/color or Build around a Commander.
Commander / EDH*
SCORE: 374 | 4779 COMMENTS | 326036 VIEWS | IN 341 FOLDERS
As you can see for the top competitive tiers, lots of tutors or combo/win enablers. They tend to rely on their Commander to run their decks effectively or beat face with their commander by enabling the 21 damage rule....and some degenerates will use Infect (filthy filthy filthy). Ahem, anyways. Concept or Commander, it's really your choice. Sometimes you run across a legendary creature that you'd think would make a neat commander, and build a deck around it. In this case you'll typically try exploiting some aspect of that Commander. As for Concept Design, you build the deck first and then add in a commander to aid the deck, these decks tend to work well without the commander ever hitting the field, in which case they're there simply for the color, example Teysa, Orzhov Scion: Is she going to win the game alone? Typically no, but she would work great as support in a sac-reanimate deck as an optional low cost sac engine and creature removal. But, if you use Nin, the Pain Artist then you are likely building the deck with use of her activated ability as a key component, so she would be a Commander first, deck build second type.
As for me, I've done both and both can work just fine. But in competitive realms (I'm casual mind you) you're going to be building with the commander in mind since you can utilize them at any time you wish and they usually implement ways to hit infinite combos.
So, first pick what kind of deck you are going to run and then you have to decide how you plan on winning: Beat down, Commander Damage, Poison (evil glare), Mill, Life-drain, Infinite Combo or Card Conditional Win (like Mechanized Production and Laboratory Maniac). It's usually a good idea to have several win conditions in a deck since you only get 1 of the card (with a couple exceptions), so make use of your options. And Tutors....utilize Tutors (hence strong tendency of tutoring abilities in the top tiers).
Generally speaking, I try to have at least 33 lands, maybe more depending on the other cards in my deck and mana costs. I then look at how the mechanics of my deck are going to work and what colors I'm utilizing. When I went out to build my mono-white Bruna, the Fading Light deck, I saw the obvious Angel/Human tribal pattern and then decided to focus on ETB effects (of which is very strong in Angels and white in general, I know that Bruna is on cast though) which led to adding Panharmonicon and lots of Blinking spells. Then the obvious issue of white, card draw. So I added artifacts for card draw and that was essentially the make-up of the deck. Then I made of list of desired cards in a budget range, included some board wipes, some "fun" surprises from Time Spiral and BAM...EDH deck. Fun deck, gets some crazy combos going.
Board Wipes/Control: Unless you're investing heavily in card mechanics it's a good idea to have several board wipes available because EDH games can get a bit crazy in terms of board states.
Removal: You have no side board, so adding ways for spot removal of creatures, Planeswalkers, lands, Enchantments, Artifacts is a good idea, but also dependent on your color selection.
Mana Costs: You're coming from Modern, so don't expect the game to be decided by turn 4. You can afford to have higher cost spells, even in RED! Yes, red has spells that cost more than 3, go figure...I'm just being a smart ass now. Anyways, keeping cost down isn't a bad idea though, but keep in mind that getting to 8 or 12 mana isn't hard to do in commander so those high cost spells in the realm of 5-8 are definitely use-able. You might have all kinds of 2-3 drop cards but you'll quickly be top-decking in no time flat while everyone else is just biding time as you burn out and then just board wipe you. A vanilla 3/3 in EDH is simply a speed bump. Ramp is always viable, but typically just more inconsistent in EDH. Typically keeping your total cost to around 3.5-4CMC is a good idea unless you're running lots of ramp (in which case your board state is going to be weak anyways because of spells used on mana rocks and mana dorks early on). Also, Sol Ring. Get one.
Card advantage is huge is EDH, can't state that enough. You'll be dead without sufficient means to cast more spells. Hence again the tutoring commanders. It took my friend who plays Modern G/W Elves, Modern Red burn, and Modern Green Infect (all of which stomp our casual modern home brews in 3-4 turns) nearly a year of getting stomped by our EDH decks to realize that maintaining card advantage is maybe the biggest factor involved in EDH games. He'd always managed 20-30 damage on someone and then quickly lose ground because he wasn't replacing the cards in his hand. Graveyard utilization is also important for colors that can utilize it.
Politics: Now, head to head, there isn't any. Just go after each other until someone wins. But when it's 3 or more players, this is important. Your deck might be able to beat someone head to head, but if it's 2 versus 1 will you survive? This is where deck balance is important. If you are an aggressive player you're going to quickly draw a target on your self.
Time Spiral!!! No matter what color you focus on, you look through this block. Do it! Nothing is more fun than doing the unexpected.
Synergy is important though to be competitive, without it decks really don't flow and sometimes you're sitting there with a dead card you can't use. But don't discount the fun factor either. Warp World doesn't really synergize with much but damn it's fun to use. Or get a group, find random decent cards, throw them together and see what happens, this leads to some great games actually. Ensuring that each card benefits really comes down to trial and error. I used Talent of the Telepath in my Lazav semi-mill deck that utilizes the opponent's deck against them. Does it synergize with my deck and commander: hell ya it does. But my group doesn't utilize many game changing Instant/Sorcery spells so it more times than not fizzles.
Anyways, that's some advice from a long winded filthy casual >;)