THRASIOS AND TYMNA LOOPS CEDH [PRIMER]

   

This deck is not only fun to pilot but is extremely powerful and can easily win out of nowhere. It can win as early as turn 2, but generally is easier to win turns 3-4. We don't play any stax elements so relying on speed and a well timed counterspell can go a long way to victory. Proper mulligans are extremely important in this deck. A good hand will either have a combo piece and a tutor, some fast mana and most importantly at least 2-3 lands. We don't need a ton of lands to operate but getting to three or four lands makes a huge difference in the long run.

This deck has a lot of staying power and is not a "glass cannon" despite the ease you can win with it has plenty of power and backup plans.

You may enjoy this deck if you like :

  • ending the game on the spot
  • playing reactivly with lots of answers
  • tutoring and drawing lots of cards
  • like figuring out 'how to win' with many resources on the board

You may not like this deck if you

  • like playing "fairly"
  • don't like taking very long turns
  • don't like solving 'puzzle' turns

deck strengths : redundant combos and a ton of tutors allow us to usually find a solution to winning quickly deck weaknesses : stax pieces that make our lands or artifacts tap or come into play tapped, board wipes that kill our mana dorks, getting thrasios stolen

fast combo : we are generally faster and have more redundancy. Disrupt one of their early plays and combo off.

other thrasios decks : most people play some variation of hatebears or breakfast hulk. be careful to time your spells appropriately as the only thing you can respond to with hulk is countering the flash or reanimation spell. Once hulk hits the board its tough to stop their combo so don't let them get to that point.

stax : this is our worst matchup. Try to counter or remove lock pieces with instants at opponents end step. Back to nature is really strong here to just wipe all their staxy enchantments in one shot.

aggro : try to outrace them. if you're getting ganged up on and spending your own life as a resource you can find yourself in a bad spot quickly. make sure to avoid or counter strong threats like purphoros before they get out of control.

Why Play Thrasios and Tymna ??

There are many advantages to playing partners in general, especially this combination. Having 2 commanders allows us to always have two "extra cards" to play with. Since they are both extremely low mana cost they can usually hit the board early or in addition to other spells during your turn. Having only 98 cards maindeck gives a slightly higher percentage chance to get the 'good cards' you need faster as well.

Tymna the Weaver is more advantageous to play than Thrasios, Triton Hero early as she allows us to draw extra cards with any unused mana dorks or other creatures we may have. In the first few turns of edh there is generally one or two players that don't have any creatures out so this can be beneficial if we aren't comboing off right away. Tymna also allows us to play the important colors of white and black which highly benefit this list in particular. Another advantage play with tymna is to cast a 'top tutor' such as Vampiric Tutor 1st main phase, then attack and draw the card with tymna's ability. You can also use this trick to retrieve a Sensei's Divining Top from the top of your library if you used it.

Thrasios, Triton Hero is an insane general because he is a colorless mana dump that allows us to draw our whole deck with infinite mana of any color. Having him in the command zone means we usually don't have to tutor for a 'third' combo piece as is usually necessary in other combo decks. We are always ready to 'go off' as long as we can generate infinite mana. Of course, you don't need infinite mana to use Thrasios' ability. If you have extra untapped mana at the end of an opponents turn, when digging for an answer/combo piece or just trying to get some extra lands into play, Thrasios' ability is stellar. Having 3 toughness is also very important as it can dodge many smaller sweepers ( Pyroclasm , Infest , Elesh Norn, Grand Cenobite ).

Avacyn's Pilgrim, Birds of Paradise, Deathrite Shaman, Elves of Deep Shadow, Noble Hierarch : These one mana 'dorks' are super efficient ramp. We can drop each for one green mana turn one and it allows us to play some higher cost spells turn two. The one feature all of these share is diversyfying our mana pool ; they cost a green each but produce a different color. This is important as we run a 4 color deck so being able to cast all our spells at a moment's notice is super important. Additionally, these dorks can be sacrifice fodder later to Diabolic Intent , we can discard them to Survival of the Fittest when not needed to get a combo piece creature. They make for good blockers in case someone decides to have a one shot kill early or something. Overall they are the best and most efficient creatures for this deck. Deathrite Shaman pulls his weight as well as being a nice ramp guy he can remove trouble cards from opposing players graveyards. Another benefit of these mana dorks is they can be used later on with Paradox Engine to fuel playing strings of spells, and can also be used with the Dramatic Reversal + Isochron Scepter combo as part of the 3+ mana needed to fuel that combo.

Bloom Tender : This elf is the best 2 drop mana dork in the game. It counts the colored mana symbols in permanents you control to see what it will tap for. By playing our general Tymna the Weaver , the bloom tender will tap for green , white, and black. If we have Thrasios, Triton Hero it will also tap for blue. This card is great as it allows you to 'jump' turns by having a preponderance of extra mana available earlier in the game. It is also great fuel for both Paradox Engine and the Dramatic Reversal + Isochron Scepter combo.

Chrome Mox , Mox Diamond : Since both of these cost zero and can produce colored mana, they are extremely useful when we combo off, or for gaining that one extra mana you may need at some point in the game. They are also great to fuel the Dramatic Reversal + Isochron Scepter combo. Generally, they aren't a very good card to have in your opening hand unless you have two parts of a combo and some other ramp as well.

Mana Crypt , Sol Ring, Mana Vault : excellent artifact mana 'rocks' , and some of the 'auto-include' edh cards for a ramp deck. These help fuel all sorts of early game shenanigans, especially helping you play some of the more expensive spells earlier. Turn one play one of these and a secondary mana rock as well and you'll be on your way to winning quickly ( or becoming a huge target! ).

Simic Signet , Talisman of Progress , Talisman of Dominance : These 2 mana rocks are very efficient as they can be tapped and used the same turn they come down. They all produce blue mana which is relevant. We only run the simic signet as it can be used to cast Thrasios, Triton Hero the turn we go off if there isn't enough colored mana available otherwise. The two talismans both tap for blue but can also be used for the colorless portion to save a bit on the life loss. They can all help fuel the Dramatic Reversal + Isochron Scepter combo.

Lightning Greaves : This may seem like an odd addition in a combo deck, but it really helps in a lot of scenarios. We can easily tutor it up with Transmute Artifact. It allows us to use our mana dorks immediately, and with the zero equip it can be passed around between multiple creatures. It gives our generals a way to avoid removal after passsing the turn, and to use Tymna the Weaver ability the turn it comes down. We can also use greaves on an opposing creature that was brought back with Reanimate.

Reanimate : One mana and the creature will stick around ( as opposed to enchantment based reanimation). Great card to get back a creature that died , especially a combo piece, or to bring back an opponent's creature that was wheeled away or board wiped.

Walking Ballista : The 'concise' win in the deck. Make infinite mana and cast this with x = your opponenets combined life total or higher, shoot them all for the win. We can also use a smaller non-infinite ballista to kill opposing creatures that are preventing us from advancing like Gaddock Teeg , Linvala, Keeper of Silence and other nasty stax creatures.

Vampiric Tutor : Instant speed, play before drawing a card or in response to a draw trigger and get the exact card you want for one mana and two life. Doesn't get better than this!

Demonic Tutor : The OG tutor. Any card for 2 mana. Enough said. Auto-include when playing black.

Diabolic Intent : The little brother to demonic tutor. Just as powerful , but we must sacrifice a creature in order to resolve the spell. Usually a mana dork must go, but in a pinch we can sacrifice one of our generals, especially Tymna the Weaver which may not be necessary during a turn that we combo off.

Enlightened Tutor : Just like vampiric tutor but only for enchantments and artifacts. Use it to get the other half of a combo, some mana rocks, or perhaps a utility card. Amazing potential for one white mana and instant speed.

Mystical Tutor : See above. Same as enlightened tutor but for instants and sorceries. Useful for pulling up a counterspell , removal card, or draw spell. The best use of this is to grab Insidious Dreams.

Worldly Tutor : Get a mana dork or the other half of a combo. Useful to retrieving Auriok Salvagers , Vizier of Remedies or Devoted Druid.

Eladamri's Call : Great card beacuse the creature goes directly into your hand so you don't have to rely on drawing off the top. An instant-speed demonic tutor but for creatures only.

Imperial Seal : A slower vampiric tutor. Use either general's ability or a draw card to fetch it.

Fabricate : Simple search for any artifact. Grab whatever you need at the time.

Transmute Artifact : Turn any artifact into any other artifact! You must pay the difference in mana cost between the sacrificed artifact and the target artifact. This is great to tutor up one mana rock into a better one, to get a utility card, or it's main target Paradox Engine or Isochron Scepter.

Birthing Pod : Sacrifice Tymna the Weaver or Spellseeker with this to get Auriok Salvagers. Sacrifice any one mana dork to get Vizier of Remedies , Devoted Druid , or Bloom Tender. The beauty of this card is that it's incredibly difficult to stop the creatures from coming into play unless an opponent has Stifle or anothe similar effect.

card draw

removal

loop enablers

Game Play

There are basically two game plans in this deck initially : fast combos and advantage grinding. If Plan A fails, we will have to resort to plan B which invovles tymna and drawing extra cards into late game paradox engine combos.

Plan A

Step One : tutor or draw into these cards and make infinite mana with one of these combos

Dramatic Scepter Combo :: Dramatic Reversal + Isochron Scepter + 3 mana from non-land sources = infinite mana of whatever colors your non-land permanents are tapping for

Vizier Combo :: Devoted Druid + Vizier of Remedies = infinite green mana (lightning greaves is available to use on the spot)

Bomberman Combo :: Auriok Salvagers + Lion's Eye Diamond = infinite mana of any color . While this falls out of the 2 cmc party, both pieces are still easily tutorable.


Step two : Cast Thrasios, Triton Hero. Draw deck with Thrasios's ability and the infinite mana we just generated.

concise win : find Walking Ballista and cast for infinite mana and shoot opponents to death.

alternate win : After drawing your library, use your infinite mana to play out all the artifacts. Now you can play any spell, and loop your graveyard and library back together with Memory's Journey and Noxious Revival or Elixir of Immortality. Once you've looped your graveyard back into your library, you can draw the whole deck with thrasios again. Play Beast Within on an opponents land to give them a 3/3, then cast Reality Shift to exile it and manifest the top card of their library. Now you can cast reality shit infinite times to exile all opponent's libraries. You can also loop Windfall to make opponent's draw out to death.

Plan B

Value Plays

:: Casting Ad Nauseam at end of turn on the player before you usually allows you to draw into enough combo pieces to go off the following turn. This is useful because you get to untap with all the cards you just drew.

:: Birthing Pod is extremely useful and can help you to flip from a mana dork into a combo piece creature. In a pinch you can sac thrasios to get trinket mage which gets Lion's Eye Diamond for the Auriok Salvagers combo. You can also upgrade from a regular mana dork to Bloom Tender. Use Lightning Greaves for best effect here.

:: Bloom Tender taps for W B G with Tymna the Weaver in play

:: Noxious Revival is an AMAZING Card that can do so many things. You can spoil an opponent's top of deck tutor by replacing it with some junk in their graveyard. You can use to to play a spell twice on your turn. Play your spell, then attack with Tymna the Weaver out. In response to tymnas draw trigger, cast Noxious Revival on the card you want to play again. This is super strong with tutors and a lot of mana out as you can double tutor in a turn to get both halves of a combo.

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Casual

96% Competitive

Date added 6 years
Last updated 3 years
Exclude colors R
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

11 - 0 Mythic Rares

49 - 0 Rares

23 - 0 Uncommons

13 - 0 Commons

Cards 100
Avg. CMC 1.79
Tokens Beast 3/3 G, Bird 2/2 U, Manifest 2/2 C, Treasure
Folders To look at, ideas, cEDH Decks, Thrasios/Tymna, cEDH, Might play this, Thrasios/Tymna Deck ideas, Commander, CMDR Wishlist
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