Treva, the Renewer
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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
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Treva, the Renewer

Legendary Creature — Dragon

Flying

Whenever Treva, the Renewer deals combat damage to a player, you may pay {2}{W}. If you do, choose a color. You gain 1 life for each permanent of that color.

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enpc on Utopian Prosperity

1 year ago

So as a bit of a follow up from your forum post about tapped lands, I thought I would leave a comment here which will hopefuilly give you some insights into what I was talking about.

Looking at your list, your average CMC is (at the time of writing this) 3.85, which is rather high. But on top of that, if you look at hte shaper of the curve, you'll see that the deck is very light on before 3 CMC. This means that the deck doesn't really have much to do in the first few turns of the game which then means it's slower when you're trying to play bigger threats late game. Not to mention you're running a bunch of counterspells which in turn slows down your plays. Additionally, you have cards like Seedborn Muse and Murkfiend Liege which both thrive on playing as many sources that you can tap for mana as possible.

Then on top of that, you're running enough anthem effects (as well effects that put +1/+1 counters on creatures), meaning that lat game you can actually turn things like mana dorks into quite substantially threatening creatures. Combine this with the fact that you're running 38 lands, you could cut some of the more 'bait cards' from your deck as well as one or two lands (36 will be enough if you can pull your mana curve down) and add a few additional dorks. On top of that, you're using cards like Aura Shards which heavily rely on having lots of creatures to play. With only 25 creatures in your deck (which is not a high number), aura shards wil ldo less work overall than something like Return to Nature as Shards has more chance of being blown up before you even get to use it. Or you sit on it until you draw an additional creature which undermines its function.

Adding cards like Birds of Paradise, Avacyn's Pilgrim, Llanowar Elves and Noble Hierarch will help provide you with turn 1 plays which will in turn give you access to bigger creatures faster, meaning less reliance on playing stall cards while you establish a foothold. Additionally, cards like Rishkar, Peema Renegade will synergise nicely with both untap effects and +1/+1 counter effects. Cards like Thran Dynamo here are a trap - you have a lot of very hard costed cards and honestly this would do much more work as either something like Cultivate or Nature's Lore / Farseek. No, it's not as much mana but it's not colourless mana and again, it's ramp that's not competing with beaters for the same CMC.

Teferi is basically a better Vedalken Orrery as he has flash himself. Replacing Orrery with something like Eladamri's Call will add much more value to the deck, as you can get Teferi if you want flash but can get you a beater if you want something else.

Cards like Bow of Nylea will also do more work here than Elixir of Immortality. It gives you the same life triggers, but also leans into the theme of the deck much more. And unlike Elixir, bow can be used over and over. Don't get me wrong, I really like Elixir, but I find it's much more relevant in decks that want to play combo draw loops (think infinite mana Thrasios, Triton Hero).

If it's within your price range, cards like Dragonlord Dromoka are straight up going to do much more work than Treva, the Renewer. Treva's ability gains life, yes, but it constantly requires mana input and then requires you to have a boardstate, which puts it in the win-more category. Dromoka is just a really hard to stop beater and defends you on your turns. Additionally, if you're going to add non-lifelink lifegain effects, you probably want something you can activate over and over for small chunks of life rather than one big hit, as this synergises better with Archangel of Thune. Remember, lifegain for the sake of ligefain is usually not that good - you want to do something with said life so leaning into synergistic effects will help make the deck stronger overall.

Anyway, that's some thoughts on it. I can talk to the points more if you have questions however this should be a good starting point. As with all this advice as well, you have to build your deck how you want to, however there are some defininte things you can do to amke your deck a lot faster while still holding onto the same spirit of the deck.

AstroAA on Should I Keep Luminarch Ascension …

1 year ago

Luminarch Ascension is just slow. I used to run it in my Sythis, Harvest's Hand enchantress prison deck as a backup method to get beaters out, and most of the time I'd play it and it'd just sit there as I'd use my mana for other things. It's not worth it most of the time.

I do not know why you aren't already running Esper Sentinel. In your deck you're running a bunch of anthems, and Esper Sentinel can easily draw you a ridiculous amount of cards rather quickly if his tax gets up to 4~5 mana. He's easily one of the best white cards in Magic, and your deck seems likely to support him. Plus he's only one mana, and you have an absolutely ridiculous CMC of 3.87 with only seven mana rocks - two of which are 4+ CMC.

My advice? Fuck Smothering Tithe. I personally think the card is overrated and is one of the most "kill on sight" cards in Magic. A quarter of the time you play it and it's countered. Another quarter of the time you play it and it gets blown up immediately. Another quarter of the time you play it and it does nothing. The last quarter of the time it does something. If you wanted to play some cheaper "kill on sight" cards to bait out counter magic and kill spells, Food Chain, Survival of the Fittest, and even something like Grafdigger's Cage against certain decks. But, take what I say here with a grain of salt - I just don't like Smothering Tithe, and I think the CMC of it won't help you that much since you don't run a lot of ramp. I'd honestly rather run Yasharn, Implacable Earth over Smothering Tithe in your deck right now.

Now, you asked for feedback and suggestions, so here are my main suggestions. I'm not sure your budget, but considering you're asking us to decide between two $20~$30 cards, I'll assume it's higher than the average Magic player's. Here is a basic list of things you can do to improve your deck:

  • Go through your deck and individually look at every card in it. Think to yourself "How often do I play this card? Does this card make an impact whenever I play it? Is it just immediately answered? How does this fit into my game plan?" etc. Cut cards that you think aren't up to par or properly fit into your deck.
  • Your deck seems to lack a proper direction. You say you want to pillowfort and focus on building up an army. Cards like Windborn Muse and Ghostly Prison can help you prevent people from swinging at you. If you wanted to prevent people from swinging at all, Crawlspace and Dueling Grounds can work, and you can just pop them with a Nature's Claim or something before you want to start attacking. If you wanted to focus more on the army aspect, you could go with stuff like Avenger of Zendikar, Rhys the Redeemed, or Tendershoot Dryad.
  • Lower your Converted Mana Cost. You currently have a CMC of 3.87, which is rather high. In addition, you are only running seven pieces of ramp - all mana rocks - and two of them are four or more CMC, which does not help you much. Cut cards that don't do much and replace them with either cheaper mana rocks or mana dorks. A few that I immediately see that I would cut are cards like Treva, the Renewer, Skyward Eye Prophets, Empyrial Archangel, and Archon of the Triumvirate. Cards you should add are like Avacyn's Pilgrim, Birds of Paradise, Sylvan Caryatid, and Noble Hierarch. This will lower your CMC and provide additional mana ramp.
  • Lands. You are currently running 38 lands, which is definitely on the high end. However, I think this is a product of having a CMC of 3.87. I think should you end up reducing your CMC to around 2.75 to 3.00 while adding in at least ~7 sources of mana acceleration you can go down to 32~33 lands, which is much more reasonable. However, I also want to talk about your land choices. You aren't running any fetches and many of your lands have a chance to enter tapped. I would look at adding in more fetches such as Prismatic Vista, Windswept Heath, Misty Rainforest, and Flooded Strand at least. In addition, I'd also look at lands such as City of Brass, Mystic Confluence, and the Battlebond lands such as Bountiful Promenade, Rejuvenating Springs, and Sea of Clouds should you reliably play with 3+ people pods. Cut cards like Seaside Citadel and the check lands, as they're kind of feelsbad turn one plays.
  • Removal. You aren't running much removal to deal with threats. Cheap removal such as Nature's Claim, Swords to Plowshares, Path to Exile, Return to Nature, and On Thin Ice are all super good in EDH. I would definitely look at improving your removal suite outside of 3+ mana counterspells. Also, look at cheaper counterspells. Cards like Mana Drain would be super good here as it provides you mana acceleration while stopping your opponents.

There is more I would like to add, such as talking more about card advantage, but I've spent damn near close to an hour typing this so I'm gonna call it here. Now, take what I've said with a grain of salt. I'm a high-powered player; I like to optimize my decks, and with optimization comes homogenization. I.e; your decks become less unique. You've got a pretty unique deck here, and if you like it then you like it. Ultimately it's up to you on making that call of whether or not you want to optimize and change everything. If you need more help, feel free to ask. Good luck, and sorry for the wall of text.

Idoneity on Idoneity

2 years ago

Omniscience_is_life - Good day to you, and I thank you! I am currently building a Lord of Tresserhorn planeswalker list, whereupon I also intend on a Ghen, Arcanum Weaver deck based around Barren Glory. Bant will likely be an old-bordered tribal deck around Treva, but Jeskai is wide open. I shall consider the Birb Dino!

DemonDragonJ on Commander 2019 early hopes and …

4 years ago

LittleBlueHero, what about the promo artwork for Treva, the Renewer ? Is that not awesome?

hkhssweiss on Mi Casa Tuvasa

5 years ago

Oh man Octrate we have similar deck history haha, I used to have Treva, the Renewer as my commander as well.

Feel free to check out my brew of her over here!


Tuvasa of the Eternal Aeon | Primer

Commander / EDH hkhssweiss

SCORE: 28 | 4 COMMENTS | 1286 VIEWS | IN 8 FOLDERS


golgarigirl on

5 years ago

You mentioned wanting to go for life gain as the deck's theme. If I were doing mono-white, I'd probably go with Evra, Halcyon Witness just because I like living dangerously! Otherwise, green/white or white/black are probably your strongest options, though now just about all colors have potential. Some I would consider, depending on which colors you want to play, include Trostani, Selesnya's Voice, Karlov of the Ghost Council, Licia, Sanguine Tribune, and Treva, the Renewer.

clayperce on Dominaria release notes posted

5 years ago

Thanks much, Hi_diddly_ho_neighbor!

OH WOW OH WOW OH WOW!

Yeah, that's definitely them ... from left to right it's Treva, the Renewer, Rith, the Awakener, Darigaaz, the Igniter/Darigaaz Reincarnated, Crosis, the Purger, and Dromar, the Banisher.

High-def of Primeval's Glorious Rebirth Show


I'm SOOOOOOOO looking forward to more Rith EDH!

Caerwyn on Commander of Angels

6 years ago
  • Derevi, Empyrial Tactician is a nifty commander that allows you to bypass the command tax. Since you have a large number of evasive flying creatures, you can probably make good use of her ability.

  • Jenara, Asura of War is the only legendary Bant Angel, but I find her ability a tad dull.

  • Rubinia Soulsinger looks like a pretty fun commander to run. Having a sacrifice outlet with her would be a must, so when you want to untap her and trade up to a bigger target, you can eliminate the old.

  • Treva, the Renewer looks like an angelic dragon, so it has that going for it. I am not overly enchanted by its ability, but it is not terrible. The converted mana cost is a bit oppressively high though.

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