Maybeboard


Golden Control

Link to New Primer on Moxfield

Golden Control is a Tasigur Control cEDH deck that is heavily inspired by Consultation Scepter Thrasios (CST) and Curious Control (also known as 4C Rashmi). This deck seeks to control the game with early game card advantage and disruption until the late game, where it can safely land a combo in the form of either IsoRev or Tainted Jace. Tasigur is an important asset to the deck that can greatly help us in the late game by acting either as a political resource to recur disruption or as a source of card advantage.

Before I begin, I would like to give a huge shout out to asm for inspiring me with the idea of Consultation in Tasigur and helping me fine tune the deck since the beginning. Also big thanks to ShaperSavant for helping me test out the deck, offering great advice, and establishing a baseline for Tasigur. I would also highly suggest listening to Into The North's Podcasts as their general ideas have heavily inspired many of the decisions for this deck (and so their relevant videos will be linked in corresponding sections). And finally I would highly encourage joining the Tasigur discord server, where we can all brew together!

Disruption Control: Aims to first establish card advantage and ramp, then answer opponents threats with a diversity of disruption that can be recurred via Tasigur, and eventually use that same disruption to protect our win conditions. Ultimately we aim to generate card advantage and slow down the game until we can find a favorable opportunity to go for the win. Tasigur is a great political asset to help slow down the game, allowing us to make deals with opponents’ so that we can recursively use disruption to stop other opponent’s from winning.

Golden Control is strong against less resilient decks (like glass cannons) and generally favorable in the long game against most decks. Tasigur is in the best colors in the format and thus has access to the best staples within the cEDH format and gives us access to very strong 2-card combos (Tainted Jace and IsoRev). Another strong positive about Tasigur is that his activated ability allows him to act as an outlet to win after generating infinite mana from IsoRev. Unlike Thrasios, Tasigur can utilize this infinite mana from IsoRev to go through stax pieces such as Eidolon of Rhetoric, Notion Thief, and Narset, Parter of Veils. Perhaps Tasigur’s greatest strength is his recursive element of control. When an opponent is threatening a win, Tasigur's activated ability allows us to play politics with our other opponents to stop that person from winning. This allows us to reuse disruption endlessly without losing any kind of card advantage. For this reason, Tasigur is notoriously known to be very strong at staying alive in cEDH games. When finally attempting to win, Tasigur also has a generally easy time at securing a win condition because of our high density of counterspells and our deck’s emphasis on card advantage. Compared to many other decks, Tasigur’s easy casting cost (thanks to delve) and relevant activated ability gives us a very solid and non-committal back up plan for each game. Something quite powerful about Tasigur's activated ability and his delve keyword is that utilizing his activated ability helps fuel his recasts, making it very difficult to effectively keep him off boards for too long.

Because Golden Control is so heavy on counterspells, naturally any deck that is very resilient against counterspells proves to be very annoying (such as Yisan). In addition, many of the counterspells included within our deck do not counter creature spells-- making us weaker to resilient creature based decks that aim to threaten our game plans with cards like Collector Ouphe or Scavenging Ooze. The IsoRev combo can be stopped by any of these three stax effects: null rod, cursed totem, and rest in peace. In addition to preventing us from winning the game, each of these stax effects proves to be quite annoying for our deck. Null rod prevents us from using our many mana rocks and eventually our scepter. Cursed Totem prevents us from utilizing our dorks, from utilizing Tasigur as a political aspect or card advantage, and from winning with Tasigur’s activated ability. Rest in Peace also prevents us from utilizing Tasigur’s activated ability for value or for winning the game. Although this deck has a great back-up plan (Tainted Jace) that wins through each of these stax effects, each of them proves to be quite annoying to play through during the early and mid game. One of Tasigur’s greatest weaknesses emerges when pulling drastically ahead of your opponents with Tasigur as your only source of card advantage (without Seedborn Muse or Training grounds). Tasigur’s slow activated ability and reliance on your opponent’s choice will begin to show their shortcomings at this point of the game. Your opponents will work together to determine your worst card in your graveyard to consistently give you back the worst possible value. One weakness specifically oriented towards Consultation builds is the fact that we cannot run many basic lands due to our restriction from Tainted Pact. This makes our land manabase particularly weak to both Blood Moon and Back to Basics. However, this weakness can be overcome by fetching out basics early and relying on mana from dorks / mana rocks.

### Traditionally I think a decent hand would have: (1) 1-2 sources of ramp, (2) a source of card advantage or a way to find it, (3) 1-2 sources of disruption, and (4) 2-3 lands. This helps us to best execute our primary game plan of Control. Playing Control means having a special emphasis on incremental card advantage throughout the game. Whereas some decks seek to find win conditions in the early game, Control decks usually seek to find card advantage while simultaneously denying risky, early attempts to win with efficient disruption. Essentially every deck in cEDH and actually even EDH has a high emphasis on ramp. Tasigur is no different. Tasigur seeks to ramp so that we have enough mana for both card advantage and to hold up disruption throughout the game. Having mana acceleration early in the game (turn 1 or turn 2) is important because swing turns start happening from turn 3 onwards and so ideally you want to have the ability to have access to card advantage and disruption by then. As a control deck, disruption is obviously pretty important. Having access to 1-2 disruption spells can greatly improve our odds at slowing down the game by either denying early win attempts or denying card advantage engines / mana acceleration that might outpace us. Although disruption is a very core part of our gameplan, it is not essential to have multiple pieces of disruption early on in the game. Instead, we would like to be able to draw into them mid-game / late game with our card advantage engines. So in the early game, Tasigur is primarily concerned with ramping (like any other deck). Our second concern should be card advantage. Because Tasigur is his own pseudo-card advantage outlet, finding incremental card advantage in the early game is generally less important than ramp. However as I mentioned before in the deck weaknesses portion of the guide, Tasigur’s activated ability struggles in many cases due to its large mana consumption and reliance on opponent’s choices. Thus, finding early card advantage outlets are still very important for the deck, even if they are less important than ramp. Although I have outlined the general hand for control, there are other strategies listed in the "General Strategies" tab that are also worth considering. Being able to rush out early Necropotence, Ad Naus, or Seedborn Muse can be quite useful for us and so hands that allow these strategies should be considered to be worth keeping.

### Control is not the ONLY strategy _Although this is our main plan for many games, it is important to remember that this is not the only way to play this deck._ **Control**
As many of you probably have guessed it, our primary plan is control. So it means looking to establish ramp and card advantage as early as possible and then disrupt our opponents. Eventually when the coast is clear, we aim to establish our win conditions usually backed with counterspell support. Something to be incredibly wary of is the fact that people may try to leverage the fact that we are a control deck by expecting us to counter or interact with win conditions instead of themselves. For this reason, it is important to be very cautious of what you counter and try not to counter something when you can pressure someone else to do so. Remember to insist on passing priority so that the burden of countering a wincon falls by turn order, not just by you all the time. Ideally you want to save counterspells to stop spells that harm you much more than anyone else or to protect your game plan. I will expand further upon how and when to use counterspells in the next section, "Counterspells". For further discussion on how to play control in cEDH, I strongly advise listening to this podcast from Into the North: **Accelerated Ad Naus**
While control is our main strategy, this deck does have the potential to rush a mid game strategy with Ad Nauseum. With a sub 2 converted mana cost curve (which gets even lower when we remove ad naus and Tasigur from the equation) we can reasonably expect to draw a lot of cards from Ad Naus. Going for Ad Nauseum in lieu of control can be favorable if we have have a hand that can accelerate out a very early ad naus (turns 2-3), if it looks like nobody can prevent it, or if we believe we have to rush for a win condition because there are others look to outpace us in the late game. Just keep in mind that without many rituals or mana positive rocks, this deck most likely cannot win the same turn it casts Ad Naus. This particular strategy can be quite useful against stax decks like Yisan who seem to be able to outplay us in the late game with stax, but have no way to interact with an instant speed win condition. **Necropotence Domination**
_“Life for cards is not fair trade when it’s one-for-one and costs zero mana” - LSV_
Similar to Ad Naus, Necropotence is a card that can heavily turn the table in our favor. Landing an early Necropotence can have a very similar effect as Ad Naus as we drown our opponents in card advantage and sculpt a game winning hand. Just remember that Necropotence will not give us the cards until our end phase so if we attempt to win from it, we will have to be prepared to survive until our next turn when we try to combo. Although we can attempt to rush for a win with Necropotence, we can also utilize it as a powerful card advantage engine to drown our opponents with attrition. **Seedborn Muse Attrition**
Perhaps the most uncanny inclusion on compared to other lists, Seedborn Muse is one of the best cards to grind for attrition with Tasigur. Each rotation, Seedborn Muse is most likely able to generate at least 3-4 cards from Tasigur activated abilities. Although I did mention that Tasigur’s activated ability does have its shortcomings when trying to pull ahead, these shortcomings are mitigated when you activate him multiple times per round and force your opponents to eventually give you many cards in your graveyard that they would prefer you didn’t have. Giving you back ramp leads to being able to activate Tasigur for more cards each round, giving you back counterspells leads to being able to protect seedborn muse or your win conditions better, and giving you card advantage outlets leads to being able to re-establish attrition should Seedborn Muse leave. Overall a much slower and less deterministic strategy than Necropotence and Ad Naus, but a powerful one nonetheless. One strong recommendation is that I would highly advise coordinating to play Tasigur before landing Seedborn Muse. Passing with Seedborn muse in play without Tasigur is essentially useless in many scenarios. **Notion Thief / Narset + Wheel**
Similar to a lot of other U/B/x decks, Notion Wheel is a strong strategy that can really help in the late game and circumvent against most stax effects. Notion Thief in particular can be a great asset either to deny card advantage engines against our opponents or to be a surprise win condition when someone else attempts to wheel for value.

Be Selfish and Prudent with Counterspells

A large portion of our deck is dedicated to counterspells and as such it is very important to discuss their importance within the deck and how to best utilize them.

First of all, I would like to address why we have so many counterspells. Our primary source of denial and protection is counterspells and as such we run a very large number of them. Perhaps I will consider dropping to a lower number if heavily creature-reliant decks such as Yisan or Blood Pod become more popular. But with the popularity of Flash and other consultation builds currently, I think this is the correct spot for counterspells.

Next, I would like to discuss how to best utilize these counterspells. Ideally we would like to save counterspells to counter threats that hurt us way more than anyone else or to protect our win conditions. So it is very important to try to save counterspells whenever we can. People may try to leverage the fact that you are a control deck to pressure you into countering any attempt to win, but remember to insist on passing priority so that the burden of countering a win falls by turn order, not just by you. Disrupting win conditions is a must for the entire table so you should try to pressure other opponents to interact with win conditions when possible. Don’t try to counter something when you can pressure another opponent to answer it instead.

By conserving our counterspells, we can utilize them best to our benefit. Say something like Rest in Peace is about to hit the table and nobody else is running a graveyard based deck. Well that is a good opportunity to use a counterspell because nobody else on the table cares about it being there or not, and it harms our attrition game plan with Tasigur quite a bit. Now if say Gitrog Monster is also at the same table with Rest in Peace, perhaps you can choose not to use a counterspell and pressure the Gitrog Monster player to remove it instead.

The general idea is when something threatening is being cast, pay special attention to the turn order and observe how other people are going to be affected by that theat. If you are first in priority or if you guys is affected equally (say you guys would all lose the game simultaneously), there is no real pressure for you to immediately answer the threat. The reason being is because you can pressure other people to answer the threat and because you want to conserve your counterspells whenever possible, whether it would be to secure a win or to prevent a threat to disproportionately targets you.

I highly recommend listening to Into the North's Podcast for further discussion about the topic:

The wincon you should attempt to go for greatly depends on your hand and the board state. Because our deck is very thin on win conditions, I would highly advise against using many of these cards for value (with the exception of Tainted Pact) until you are ready to secure a win.

Isochron Scepter + Dramatic Reversal The first win condition of this deck is assembling Isochron Scepter + Dramatic Reversal with at three mana from dorks or rocks, one of which must be either green or blue. This combo is very efficient (only takes up 2 card slots) and not very mana intensive at all (4 colorless mana to start the combo). This combo allows us to infinitely activate Isochron scepter to generate infinite mana and utilize this infinite mana into Tasigur’s activated ability to put our entire deck into the graveyard, put our entire graveyard into our hand, and then allows us to recursively loop as many spells as we want. There are multiple ways to win the game when we reach this point that I will talk about in the next section.

These are the following spells you can loop in order to win with Tasigur once you have IsoRev established. It's important to know multiple lines in the worst case scenario where you end up exiling a lot of your deck to Tainted Pact / Demonic Consultation. If your wincon is going to be creature beats (via Rapid Hybridization, Swan Song, or Tasigur), you're going to need either noxious revival or necropotence so you don't deck yourself on your next turn. In addition, I would recommend constraining the opponents as much as possible by trying to remove as much as possible with Assassin's Trophy, Nature's Claim, Rapid Hybridization, Gilded Drake (for all your opponents creatures), etc and setting up as many stax pieces as possible such as Narset and Ashiok before passing to your opponents turns. Also remember to keep as many counterspells in your hand as possible before passing to your opponents turns as well. 1. Jace: Jace, Wielder of Mysteries +1 after you milled your deck with Tasigur 2. Infinite Ashiok Mill: Ashiok, Dream Render + Abrupt Decay = Infinite Mill 3. Infinite Birds: Spell + Swan Song + Noxious Revival / Necropotence 4. Infinite Apes: Rapid Hybridization on your own Tasigur -> Recast Tasigur -> Repeat + Noxious Revival / Necropotence 5. Tasigur Beatdown: If you only have removal spells and Noxious Revival / Necropotence, you are going to have to resort to beating your opponents face with Tasigur.

The other win condition is one adopted from a similar suite of CST, Consultation Kess, and 4C Rashmi following the banning of Paradox Engine-- Tainted Pact / Demonic Consultation + Jace, Wielder of Mysteries. This package is very tight knit, efficient, and resilient win condition. This particular win condition is powerful because it wins through three of the most annoying stax pieces that typically stops Tasigur-- Null Rod, Cursed Totem, and Rest in Peace. A common line of play may be to use either Tainted Pact or Demonic Consultation naming Jace, Wielder of Mysteries at the end of your opponents' turn. When it comes around to your turn, cast Jace, Wielder of Mysteries, then get the Tainted Pact or Demonic consultation you used to find Jace back with Noxious Revival, Regrowth, or Yawgmoth's Will, cast it to exile your library, and then finally use Jace's +1 to win the game. Tainted Pact and Demonic Consultation have usages outside of this win condition as they can be used to grab the other half of your scepter combo or grab interaction to protect your scepter. For more information about Consultation and its place in the metagame, I would highly recommend listening to Into the North's podcast about the manner linked here:

Before I get into ANYTHING, I should probably mention that Control is probably the most meta-dependent deck out there. A control deck should tune their answers to best suite their threats. For me, I've been tuning this deck to play in random blind metas across local game stores and online via Cockatrice. Therefore, this deck isn't actually catered towards any specific regular play group. If you do know your meta and you know what to expect, I would highly suggest tuning your deck accordingly.

Choosing which dorks and mana rocks are very important for Tasigur. I would discuss their pros and cons and then review the best of each of them, but there is already an incredible resource that does this.

I would highly recommend checking out AlwaysSleepy and Shaper's discussion on Dorks vs Rocks in their primer here: Consult Scepter Thrasios. The two thing I would like to note are that 1) dorks do not have the added benefit of being able to swing to draw cards like in Tymna and 2) we cannot utilize colorless ramp as well as Thrasios since Tasigur really needs colored mana to go infinite.

There are hundreds of counterspells out there and obviously playing a control deck means orienting your answers to best match your meta's threats. Instead of going through each and every counterspell, I will link to Sigi's counterspell lexicon here.

One thing I would add is that you probably shouldn't run any counterspell over 2cmc unless you can somehow cast it for free.

Being in Sultai, we have access to the best staples in the cEDH format. As such, we actually have a very strong core for the deck. Although we do have a lot of staples, here is what I would consider to be flex slots within the deck. I’ve added a lot of cards that I think are reasonable includes in my maybe-board if you want to check that out.

If you're curious on individual card evaluations, please refer to the notable card inclusions section. These cards are what I consider to be flex slots because I think they can easily be swapped out for more specific meta choices.

  • Instant Flexes: Force of Negation, Negate, Pact of Negation, Rapid Hybridization, Stubborn Denial
  • Enchantment Flexes: Training Grounds
  • Planeswalker Flexes: Ashiok, Dream Render
  • Artifact Flexes: None, probably will only be updated when there are better rocks printed. If anyone is curious, the Talisman is coming out for Arcane Signet. You can take out some rocks for dorks if you prefer that though.
  • Sorcery Flexes: Yahenni's Expertise
  • Creature flexes: Same as the artifact flexes. Will only be updated if there are better dorks / rocks released. Can swap some of the dorks for rocks if you prefer that. I personally think Seedborn Muse is core in my list, but I can see rationale for cutting her for being too slow.

Because this deck is sultai filled with primarily the best staples in the cEDH format, I personally don’t think there’s too much to discuss in this section. I will discuss some odd includes that people may have questions on though **15 counterspells**: That’s right we have 15 counterspells-- a much higher density than Curious Control. Our primary source of denial and protection is counterspells and as such we run a very large number of them. Perhaps I will consider dropping to a lower number if heavily creature-reliant decks such as Yisan or Blood Pod become more popular. But with the popularity of Flash and other consultation builds currently, I think this is the correct spot for counterspells. I have already discussed on how to utilize counterspells in cEDH under the “Counterspells" section. Force of Negation: Traditionally a more defensive card because it is only free on our opponents turns. As such, this isn’t the worst for our deck because our deck is already mostly defensive. However, I’m not a fan of cards that only have defensive capabilities within the deck. What pushes this card over the edge to include is its ability to protect our Ad Nauseum. Currently unsure if Ad Nauseum alone is worth including Force of Negation, but that’s where I am now. Veil of Summer: Not all of our counterspells are defensive, this one is a pretty proactive one. This is a green counterspell (which is pretty important because sometimes our blue mana is pretty demanding for other counterspells) that also draws a card. You can also use this card to bait out counterspells and if nobody does, you can cast Ad Naus after it resolves. It can also help protect our wincons from normally impossible answers such as Dovin’s Veto or Abrupt Decay. Training Grounds: I’ve personally found great success with this card and it’s definitely been able to gather a lot of card advantage for me. I dub it the “mini-seedborn muse” because it essentially doubles our Tasigur activations. The colored mana necessity is still an issue, but I’ve worked with my mana base to help circumvent this issue (as almost all of our mana taps for green or blue). In a more predictable or known meta, I can easily see running Verity Circle, Runic Armasaur, or Compost instead. Demonic Consultation: I’ve had a lot of people ask me about Demonic Consultation lately. Most people can understand the value from Tainted Pact, but they think that Consultation is too risky. While utilizing Demonic Consultation for value is risky and honestly not recommended, this card acting as a win condition stays. Being able to execute the consultation effect for only one black mana as opposed to two from tainted pact matters a lot sometimes. My current deck runs a very slim number of win conditions already and so running this small bit of redundancy I found helps a lot. Plus it helps make utilizing Tainted Pact for value feel much better. Ad Nauseam / Necropotence: I suppose I should probably write about this because 4C Rashmi had previously opted not to run either of these cards for a while. I will agree that these cards do seem to be at odds with the idea of control. For example if you go into the late game as you intended and find yourself low on life, these cards feel pretty bad. But these cards are such powerful cards in a vacuum it is hard to ignore. I will talk about this later in the Match-ups portion of the guide and the Philosophy of Control, but Tasigur actually isn’t the slowest deck in the format. It is important to understand when you are the beatdown deck and when you need to be the one playing aggressively. These cards really help us do that in those situations. Sometimes the opportunity arises when everyone is expecting you to play a grindy control game and tries setting up value engines-- and you sweep them off their feet by throwing out Ad Nauseum all of a sudden. Drawing into these cards and landing them when people aren’t expecting them or prepared for them is game changing. Damnation: This is a card I honestly don't feel too strongly about. This card could be Yahenni's Expertise, Massacre, or Languish easily. I'm honestly not a huge fan of Massacre lately because it just doesn't hit enough relevant threats (especially with Curious Control being so common recently). I'm most likely going to experimenting with other board wipes though. I do feel strongly that we should have a second board wipe, just haven't felt very compelled about which one to pick. I chose the safest path and chose the most universal one though. Toxic Deluge is obviously never going to be considered for something else.

Bolas's Citadel: People from the Tasigur Discord server will know that I am very against Bolas’ Citadel-- but I will be very brief. 6 mana for a card advantage engine is too much mana. At least within my deck, it has a 45% chance of whiffing on value (since the value fizzles when there are multiple lands in a row or counterspells). As a win condition, it requires Aetherflux Reservoir-- which I am also not a big fan of because I feel like it doesn’t do much for the deck. Additionally, as a win condition it requires 3 cards to fully function. If you are in a much grindier meta and can normally find yourself successfully landing Bolas’ Citadel and grinding people out with value-- fine. However, I firmly believe that Bolas’ Citadel is simply too slow and too clunky in the current meta of cEDH. Seasons Past: This section is probably more addressed to my older self than the reader, but I’ll make a quick mention nonetheless. The reason for the exclusion of Seasons Past is simply that it just simply doesn’t do enough for 6cmc. Usually when you’re grabbing something from the graveyard, you are primarily concerned with just getting one or two spells. As our deck’s average cmc becomes more slim, our targets for Seasons Past becomes much smaller. At 6cmc, we are looking for spells to win the game and rarely do we want to tap that much mana on our main phase unless we are winning or rebuilding our board. Laboratory Maniac: Although I talked about wanting redundancy for win conditions when mentioning Demonic Consultation in the notable includes, I feel like Laboratory Maniac doesn't quite make the cut. Demonic Consultation can at the very least find Jace and then we can use a graveyard recursion effect to get the consultation back into our hand again. Laboratory maniac is definitely the weaker one of the two card combo. In addition, Tasigur actually does not run too many cant trips-- making winning with Laboratory maniac even more difficult. Ancient Tomb: I’ve really been back and forth about adding this card or not. Currently I do not think we have enough colorless rocks to warrant its addition, but I could change my mind on that very soon. I wouldn’t blame you for trying to run this and am decently sure you’ll be able to find some good success with it. Runic Armasaur / Compost / Verity Circle: I really want to like these cards and slot them into my deck, but they’ve always felt very hit or miss for me. Out of any of the cards listed here, these are the cards I would strongly recommend if you know what to expect in your meta. Personally I’ve been playing in a lot of random metas via online or at different local game stores and so I’ve never quite found myself to find a time where they would be a hit more often than not. But if you know your meta or you know what to expect, any of these card advantage engines can be great. Dark Ritual / Plunge into Darkness / Gemstone Caverns: I should probably be on these cards, I've more considering what I should cut for each of them. I personally think Plunge is probably the closest card to coming in and something I've wanted to be on for a really long time. It's the 3rd forbidden tutor that would be excellent here. Gemstone Caverns would really help us get off to a faster start so we can establish ramp / card advantage earlier. Dark Ritual is the one I'm least sure about, but I feel like it can help with early necropotence / ad naus and help us on combo turns.

Know when to be the Aggressor and know when to sit back and grind

There are hundreds of match ups in cEDH so it’s pretty pointless to talk about every specific match up. Instead of going into specific match-ups, I will bring up an important idea that will greatly help assist how to think about match-ups: knowing when to be the aggressor and knowing when to sit back and grind. I strongly feel that knowing when to be the aggressor and knowing when to sit back and grind is very essential to mastering this deck.

Being a control deck, many people may fall under the false premise that we always just want to sit back and grind until everyone has exhausted their resources. Unfortunately for the control purist inside me, it is pretty much impossible to control three other players for a very long time. So knowing when to be aggressive and go for the win is extremely important. A good time to become aggressive is when shields are down or when people aren’t expecting it. The current meta for cEDH is adaptive combo, so it pays to be able to go fast when you need to be. Even though this is a control deck, it is extremely important to understand that there are decks out there that may plan on going even slower than you like OG Rashmi or Niv Mizzet, Parun. It’s important to eventually start playing aggressively against those kinds of decks because you will inevitably lose the late game against those decks. Their game plan is simply slower than yours because they aim to draw more cards and have more interaction than our usual gameplan in the late game. Thus, knowing when to play aggressive against those kinds of decks is very important.

There are certain match ups like Blood Pod or Yisan that are difficult because they look resilient against much of your disruption, so they prove very difficult for us to stop effectively without board wipes. Thankfully in those same match ups, they don’t have much disruption to stop your own win conditions. There is almost nothing they can to stop an Ad Nauseum. So learning when to play aggressively against those decks are also very valuable.

Speaking of Blood Pod and Yisan, stax is also a very important match up to understand. Instead of looking at how each individual stax piece slows you down, stop to consider how much it slows you down compared to everyone else. If something more specifically targets you like Rest in Peace or Null Rod, you can look to try to get rid of that or even better try to pressure another opponent who would also be greatly affected by the stax piece to do it instead. If something doesn’t really affect you at all, like Grafdigger’s cage-- you certainly shouldn’t care about removing it as it will most likely only benefit you. If something slows you down equally as everyone else, that is also most likely good for you as this stax piece will help encourage everyone to go into the late game (where we typically excel). One other note about playing against stax-- be conscious of blood moon and so be sure to fetch out basics first if you are afraid a deck will be running blood moon.

So one question I've been receiving quite a lot is what would I use as a budget replacement for Timetwister. Although Timetwister has great synergy with Notion Thief and Narset in our deck, it's most in this deck because it's a great card by itself. It just so happens to have great synergy with Notion Thief and Narset. Honestly I think that Windfall by itself is fine enough to combo with both Notion Thief and Narset. With that out of the way, I would suggest playing the very next best card that you like in place of Timetwister. I've put together a maybelist which could all be great suggestions on what cards you might like to try out. Personally, I use Muddle the mixture for my own paper list.

One other note is that Jayton and Timmy1000 have put together a budget list based on this list. I do not personally update the list myself, but I've looked reviewed it and I hope to keep in touch with the curators in order to keep the list up to date. The list is built on a $500 budget basis. I hope this list will be more accessible to players on a budget basis. Thanks for the list guys!

Jaytron and Timmy's List: http://tappedout.net/mtg-decks/20-09-19-budget-tasigur/


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Updates Add

Hi guys!

Boy have we gotten a ton of tools since Crimson Vow! I haven't felt this great about playing Tasigur since Flash Hulk-- it's been amazing. WOTC has been printing so many absolute power houses at 7 cmc, which gives Tasigur so many options lately. I'm honestly still juggling between testing Toxrill, Hullbreaker Horror, and Koma-- and they release Jin Gitaxias in NEON!

I think Crimson Vow has changed Tasigur forever and I am currently trying to still smooth out the edges from the big changes in Crimson Vow. Nevertheless, NEON has been released and I just wanted to give you guys an update on what I am planning on trying out myself.

Please keep into consideration that while I am playtesting Tasigur a lot lately, I am still in the process of fine tuning him from Crimson Vow and now also will be adding some of the new NEON cards.


Jin-Gitaxias Brief Overview

First and foremost, I actually just wanted to talk about Jin Gitaxias-- the most recent 7 drop with potential in Tasigur. I think its fine and worth trying out, I just dont like the idea that my pay off spell requires more additional pieces to work out. Being able to start with an artifact I think is pretty easy before going for a win attempt. And a lot of time if people read interaction, they start with a bait (Veil of summer, silence, grand abolisher, ranger captain) instead of the actual pay off / combo. And if people do jam first, sometimes its more or less testing if someone has interaction or not-- not whether they have 1 or 2 pieces of interaction.

Jin does let you combo with like consult / tainted pact / demonic tutor easily though. So I think its interesting that he has like defensive and offensive capabilities, but I personally think his defensive capabilities are just okay and his offensive capabilities want very specific cards in your hand. I'd want more for my 7-drop pay off because a lot of the time I'm using my tutors FOR neoform / birthing pod. I've noticed that with both Koma and Toxrill I was initially not confident enough to main deck the card, only to later get convinced and put it in the main deck. Maybe I am too harsh on 7 drops on release, so take my opinion with a grain of salt.


Brief Review of Past Changes

Hullbreaker Horror has changed the deck forever and it honestly really gives Tasigur such a strong purpose nowadays. Hullbreaker Horror has made our neoform cards become a real kill condition. Obviously that helps with a neoform bas game plan-- but I have noticed that it also helps ad nauseam hands because you only need to naus into fast mana and a neoform essentially.

Urza's Saga has been very useful lately. I have been able to utilize it with Seedborn Muse in order to create multiple Karnstructs and beat down my opponents. But more importantly, it's really been able to find the necessary artifact I need to go off with Hullbreaker Horror like I have wanted. Overall, I've been pretty happy with its addition.

Astral Cornucopia has been decent, but honestly needs more testing from my side. It does everything I want it to do in the situation of Hullbreaker Horror-- but sometimes the question is if it's too narrow for other applications. I have had it in hand when it has been necessary (or at least enable metalcraft easily) and I have heard some very positive reviews from other Tasigur players-- but it definitely still needs more testing. I think it's a bit too soon to come to a conclusion on it, so I'm keeping it in longer to give it more of a shot.

Kinnan has been like an insane mana producer. I think I have been lucky with my draws, because I usually draw him in scenarios where he starts making a ton of mana for me. I can see hands where you just want to mulligan him away because he makes no mana by himself-- but he's been able to enable some really explosive plays and enable Hullbreaker Horror for me. He probably needs more testing, but I have been pretty happy with him lately.

Ad Nauseam, believe it or not, has felt better than ever recently because of Hullbreaker Horror. Like I mentioned before, being able to naus into fast mana and neoform has given us more easy ways of winning with an ad nauseam.


Changes

OUT:

IN:


Reasoning for Changes

Prismatic Vista & Swamp -> Otawara & Boseiju

Honestly I don't think I need to write much here at all. There is just so much utility in Boseiju and Otawara and unfortunately Prismatic Vista and Swamp were just our worst lands. These channel lands have the ability to be an UNTAPPED land drop when needed or uncounterable removal in the late game.

I'm just a little sad because I found prismatic vista pretty useful to help getting Tasigur out asap-- which has been more and more important lately when we have such a wide range of 7-drops. But in terms of our mana base, cutting prismatic vista and a basic swamp is the right call. It does make me question just how many utility lands I can run in a 3C mana base though. With Urza's Saga, Phyrexian Tower, and now a bunch of one color producing lands-- I will probably need to do some hypergeometric stuff to figure out if my mana base does what I want it to do.

Praetor's Grasp, Mnemonic Betrayal, & Dauthi Voidwalker -> Oko, Assassin's Trophy, & Gilded Drake

First and foremost, I'm simply making these changes because I'm anticipating less turbo naus nowadays and more midrange and stax. Cards like Praetor's Grasp, Mnemonic Betrayal, and Dauthi were very strong into turbo-- but I personally think they feel a little more weak into midrange and stax. This is a disclaimer: none of these cards are actually bad and I plan on putting them back in if I see more turbo naus again, but I'm making these changes to tech against what I anticipate to be the meta lately.

Oko and Assassin's Trophy is brought in against both stax and midrange. People who have been following my updates know that I talk about Oko constantly and I have tried him a good amount in the past, and I think it's finally time for him again. A planeswalker that is able to blank your opponent's commanders per turn or shut down an opponent's artifact / creature stax piece is absurd-- especially given the fact that it's repeatable and we have a 4/5 blocker easily accessible to us. A word of advice is that if you turn your opponent's commander into an elk, sometimes you should actually let them deal damage instead of blocking it because you want them without their commander as long as possible.

Gilded Drake is one that I am less certain about, but I figured it would be a good time to try once again. With the emergence of stax also comes the emergence of midrange to combat stax. And so stealing their most valuable commanders that midrange grinds with is very beneficial. Another big thing is that I have noticed people actually want to steal our huge grindy 7-drop creature and so Gilded Drake can be a great way to get it back.

Dauthi is one card I am honestly unsure about cutting, but he has felt not up to par into stax or midrange personally. He's still great against things like reanimator and breach stuff-- but he has been feeling awkward lately and not coming down at the right time for me. I will most likely revisit him again by next update.

Koma -> Toxrill

Toxrill has been an absolute house against stax and midrange for me. Almost no commander centric deck can get off the ground with Toxrill controlling the board and you create a very fast clock because you start punching people with all your slugs. It's honestly to the point where opponents have begun trying to think of anti-Toxrill tech because it just shuts down so much of their deck. I have actually even utilized sacrifice and culling ritual to funnel mana into Toxrill and been able to win games like that.

I think Koma feels great against stax & turbo because you play Koma and have a huge threat under all the stax, Toxrill feels great against midrange & stax because you wipe all the stax creatures and destroy all creature value engines, and Nezahal has felt decent against midrange & turbo because you draw a ton of cards from your opponents.

I feel somewhat strongly that it's best to simply choose 2 of the 3 flex 7-drops and tech against your meta (to clarify, I think Koma / Nezahal / Toxrill are the flex 7-drops while Hullbreaker Horror is always in the list). I think rarely will you want all 3 flex options and I think Ad Nauseam is still too strong of a card for us to ignore. Even if we aren't nearly as strong of an ad nauseam deck compared to R/B/X/X variants-- end step naus still single handedly wins games. But in any case, I have decided to cut Koma because I have felt that the combination of stax and turbo hasn't been super common to me lately. I think Toxrill and Nezahal will cover bases nicely as you can play Toxrill into midrange / stax wheraes you can play Nezahal into midrange / turbo. If I run into stax / turbo, I feel confident that I can play either Toxrill or Nezahal (given which I think will be more helpful on the board) and still have a good shot of winning. If it becomes a lot more common, I will consider swapping one out for Koma again, but currently I am not feeling that. This again is a meta choice and so I wanted people to be aware of my reasoning for my own personal changes-- I would encourage you guys to make your choices of 7-drops from your own perceived idea of the meta in your play group.


Final Notes

Please remember that a lot of these changes are simply meta changes rather than like objective 1 for 1 changes. It's one reason why I feel strongly about including my reasoning with each of my changes and I really hope you guys start to tech against your perceived metas.

This time I did a review of the new 7-drops and a review of my past changes. I hope to do that kind of thing going forward, but unfortunately I can't always promise it. I'm certainly going to try my best though.

As always, I talk about each of my planned changes MUCH earlier than these things get released. If you'd like to bounce ideas off of me, please come say hi in the Tasigur discord: Tasigur Discord

I also have a new twitter designated specifically for MTG and so if you'd like to keep up with that, here's my link: MTG Twitter

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Top Ranked
  • Achieved #1 position overall 4 years ago
Date added 5 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

15 - 0 Mythic Rares

61 - 0 Rares

14 - 0 Uncommons

9 - 0 Commons

Cards 100
Avg. CMC 2.17
Tokens Bird 2/2 U, Construct 0/0 C, Elk 3/3 G, Food, Slug 1-1 B
Folders cEDH, Tasigur, Ideas/Primers, cEDH, cEDH Cube, cEDH, CEDH, z. EDH: Tasigur, insperation decks, cEDH
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