Yosei, the Morning Star
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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed 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
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Yosei, the Morning Star

Legendary Creature — Dragon Spirit

Flying

When Yosei, the Morning Star is put into a graveyard from play, target player skips his or her next untap step. Tap up to five target permanents that player controls.

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r3spawnftw on Preston, White Rabbit

1 month ago

Have you thought about including Ao, the Dawn Sky or Yosei, the Morning Star? Preston can force their death triggers via legendary rule

fluffyeel on F*** Kevin

9 months ago

I don't see the problem with this deck. Not at all. However, I have some suggestions to make it even more "fun" for Kevin:

Steve_MTG on Oyobi, Who Makes Lots of Spirits (Spirit Tribal)

1 year ago

I like tribal decks; so this caught my attention.

For a mono-W deck, I'd definitely add Emeria, The Sky Ruin to create at least some sort of recursion, and I'd trade one basic Plains for a Mistveil Plains (can serve as both, method to not deck out and hide some valuable creature from a greedy opponent trying to steal it off your graveyard).

Since your strategy is creature based, I would also think of Dictate of Heliod and Karmic Guide to get somethign valuable back eventually.

With Yosei, the Morning Star (which you have already included) you can also create a lockdown for one opponent: Emeria, The Sky Ruin + Miren, the Moaning Well + Yosei, the Morning Star (+7 Plains).

To fix your land draws, you may put a thought towards Land Tax

cac1212 on Teysa Karlov

2 years ago

Ok I messed up and can't edit my comment so I'll continue from where I left off:

...Of course all commander decks need some good card draw, and black gives us plenty of options. We have plenty of access to cards like Night's Whisper which is always good, but since we want to kill our creatures we generally prefer to opt for things like Village Rites or repeatable triggers (which Teysa doubles for extra value) like Midnight Reaper or Dark Prophecy. These will help us get to the pieces we need to win. If you start off a combo such as Reveillark + Karmic Guide (a well-known combo that many player will try to stop very quickly. Consider removing this if your opponents tell you that your degenerate deck is only played by beta cucks) with repeatable card draw on board, you'll run into what you need to win eventually.

I personally like to (or maybe need to) run LOTS of removal to make sure our opponents don't trample all over us before we can set up our finishing turns. Targeted removal is my drink of choice, but good board clears like Merciless Eviction (which unfortunately doesn't let our creatures die if we cant sac them all first) and Austere Command can be easily subbed in if you find yourself going against lots of wide boards.

We love our recursion in this deck. All of our petty fodder and nasty big-hitters like Kokusho, the Evening Star (a card that can be subbed out for a tutor for a more combo/high power deck. I decided to leave him to help cope with the loss of Yosei, the Morning Star . I just think they're neat!) and Vindictive Lich are practically begging to be brought back to life to once again experience the sweet touch of death. Killing our creatures once is good, killing them twice is better. Also, if one of your three essential components gets hit by removal early, your opponents with audibly moan when they come back later. Thus, take out some recursion if you become the one at the table who inspires fear and loating.

Combos

Our main combo that will win us the game every time it's out (even without Teysa) is Reveillark combined with Karmic Guide. If Reveillark is in your graveyard, put in karmic guide and bring it back, sac karmic guide, then sac reveilllark to bring back karmic guide, rinse and repeat. Of course, we need a sac outlet to kill our combo pieces and our Blood Artist-type cards or card draw death-triggers to get one out to make the most of this. Best of all, we have a tutor card, Final Parting, which tutors out BOTH of our combo pieces! Simply put reveillark in the grave and bring in karmic guide on the next turn, or the same turn if you have 10+ mana from all of our juicy ramp. As I said above, infinite combos are mean and unfun to play against, so be careful. This one at least needs 4 cards, none of which are our commander, to win the game so it's not nearly as bad as others, but if you need to take it out, don't worry! Teysa will still eek out massive value from all of our other cards and get you plenty of wins without tilting your playgroup. Other infinite combos not included in this deck include Nim Deathmantle + a token generator such as Ministrant of Obligation + Ashnod's Altar or alternatively Reassembling Skeleton + Phyrexian Altar + token death-trigger like Blight Mound. There are many variations of these which I won't go into depth here.

Early Game Strategy

In your opening hand, you ideally want to have a ramp spell or two (preferably a creature to be used as fodder later like Loyal Warhound), one or maybe two removal spells, some fodder, some card draw, and lands. We don't want too many basic plains in our hand or we'll stifle our creature ramp cards like Boreas Charger (keep in mind Knight of the White Orchid can tutor our double land Godless Shrine). We won't worry about board clears or heavy hitters until later. Hangarback Walker may not seem like a good opening card at first, but he can quickly become a big threat in the midgame if played on turn 2 (or turn one with sol ring) and used as a mana sink with his tap ability which adds a counter to him for one mana on future turns. Recursion we don't want at all until we start killing our creatures. Tutors can be good, but the tutors I have included in this deck (with the exception of Ranger of Eos who is great in our first hand) are more useful in the mid/late game since they either put things in our graveyard (Unmarked Grave) which requires we have recursion, give our opponents a tutor as well (Scheming Symmetry or Wishclaw Talisman), or scale off of how many lands we have (Beseech the Queen). We won't be needing a sac outlet until later and we can be reasonably sure well run into one eventually if we have card draw; if not we can always use our small sacs like Phyrexian Tower to suffice in the mean time. Our protection spells can come in handy, but only keep these if we have our other good early game cards in hand.

Mid Game

In the mid game phases (~turns 4-6), don't get too hasty and play Teysa early if you have something else that is part of our 3 essential components (fodder, sac outlet, blood artist-type) which you don't already have on the board. It's often advantageous to instead opt for more card draw or removal on these turns to prolong our window of opportunity to pop off our game winning turns instead of playing Teysa before she is needed. Even though she does double the value of nearly everything we do, we dont necessarily need her on board to win, and we really only need her on the turn or two before our winning turn.

Late Game

All that's left to do once we have our three basic components is to start getting out as many token makers as we can to start reaping what we have sewn. Ideally we want repeatable card draw and recursion to draw into more and more creatures that we can sac on every turn. Even without our infinite combo we can do massive damage just with our tokens and by bringing back our creatures. Graveyard hate from our opponents can really hurt us, but with any luck we can out-pace our opponents with our ramp/card draw.

Miscellaneous Mechanics

If you're about to have something exiled, sac it! Let no fodder go to waste. You can also sac a creature as it is about to take combat damage after blockers are assigned without having any damage go through to you.

Brought Back can be used on our fetch land Marsh Flats for extra ramp. Consider adding more fetch lands to up the power level a bit.

Closing Notes

Have fun with Teysa! Add your own spin to things and let me know what card you love/hate. This deck is still in developement and will be changing bit by bit in the future. If you have any questions, let me know in the comments and I'll do my best to get to them. This is my first deck that I've posted on any platform and I'm excited to see what y'all think!

FalconForce on Staring Contest: A List of Blink-Effect Cards

2 years ago

Nightmare Shepherd is one of the best as it adds a lot of functionality with no upfront cost and allows you to exploit sacrifice mechanics like evoke. Creating token clones with etb/ltb can easily become overpowered, especially when combined with populate. In fact I built a great ETB Roon EDH deck around it using cards like Yosei, the Morning Star, Protean Hulk and Wayfaring Temples that clone themselves. Token clone generation is amazing because it's essentially ETB blinking as a side effect. You have some cards that do it already listed under abuse but I think the mechanic is good enough and has enough viable cards that it might be worth making a new category for it.

Token clone makers

Stolen Identity Blade of Selves Mirror Mockery Zndrsplt's Judgment Repudiate / Replicate Hour of Eternity Supplant Form Dance of Many Minion Reflector Bramble Sovereign Progenitor Mimic Anointed Procession Quasiduplicate Rhys the Redeemed Back from the Brink Dual Nature Mimic Vat Rite of Replication Song of the Worldsoul Helm of the Host Doubling Season Parallel Lives Battle for Bretagard Mechanized Production Orvar, the All-Form Prototype Portal Saheeli, the Gifted Saheeli's Artistry Seance Second Harvest Soul Foundry Spitting Image Splinter Twin Replication Technique Saheeli Rai Mirror March Mirrorworks Molten Echoes Mythos of Illuna Sublime Epiphany Flamerush Rider Felhide Spiritbinder Littjara Mirrorlake God-Pharaoh's Gift Hofri Ghostforge Kiki-Jiki, Mirror Breaker Followed Footsteps Nightmare Shepherd Osgir, the Reconstructor Echo Storm Cackling Counterpart Esika's Chariot Feldon of the Third Path Flameshadow Conjuring Trickster's Talisman & of course anything with populate.

Also some other blink type cards:

Blink-Yorion, Sky Nomad Conditional bounce- Cunning Evasion ETB clone- Wall of Stolen Identity Graveyard blink- Cauldron of Souls, Twilight Shepherd, Adarkar Valkyrie ETB Abuse- Jalira, Master Polymorphist, Proteus Staff, Master Transmuter. Listing the ones that specifically clone or blink artifacts in their own group might be helpful too.

Masterful on Necronomicon | Teysa Karlov | Primer

2 years ago

cfost827 I played Kokusho, the Evening Star for a while, and he was strong when he hit the board, just slow. I ended up taking him out cause I wanted a faster curve. Yosei, the Morning Star was always too stax-ey for my liking. He would slow down games a lot, and it didn't seem fun, but he's definitely powerful. For power level, I'd add Yosei, but for fun, I'd add Kokusho. However, I find that the deck runs much smoother when we don't have 6 mana creatures.

I like Carrion Feeder mostly because its a creature. It can be tutored for with Ranger of Eos and Recruiter of the Guard and can be recurred. Spawning Pit is a good sac oulet though. It's only 2 mana and can provide tokens as we sac things. Victimize is probably what I'd replace since its not a great sac outlet, and I recently put in more recursion in the form of Brought Back and Second Sunrise .

cfost827 on Necronomicon | Teysa Karlov | Primer

2 years ago

Awesome, thanks!

Lastly, have you ever tried running Kokusho, the Evening Star or Yosei, the Morning Star ? I feel like they are even better than Vilis, Broker of Blood in this deck (I know you just cut him already). With Teysa on the field and getting their death trigger, it makes these two quite powerful. Recurring them would also be great great. I'm thinking of testing adding in one of them. Which of the two would you add if you wanted to/could ?

Additionally, what are your thoughts on Spawning Pit as a sac outlet? I feel like it could actually do pretty well in this deck, maybe in place of Carrion Feeder ? Would like to hear your thoughts on this card as it could just make us more tokens.

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