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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 |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Blight Mound
Enchantment
Attacking Pests you control get +1/+0 and have menace.
Whenever a nontoken creature you control dies (is put into the graveyard from the battlefield), create a 1/1 black and green Pest creature token with "When this creature dies, you gain 1 life."
TannerP1997 on Ygra Consumes All
3 months ago
Just a few more suggestions I've found while brewing:
Night of the Sweets' Revenge: turns all your creatures into mana dorks and is a good finisher if you've generated enough tokens.
Blight Mound, Golgari Germination, and Ogre Slumlord: other enablers for the Cauldron Familiar combo, and Ogre Slumlord explodes when you wipe the board.
Feasting Troll King: worse version of Cauldron Familiar, but can be a second line if you have three of the enablers like Camellia, the Seedmiser, Experimental Confectioner, Peregrin Took, or the others listed before.
Cybermen Squadron: because you should always have an unnecessary card that does cool stuff.
Basshunter on Kill, Kill and Kill some more.
7 months ago
its a really nice deck idea, but in my opinion, you got
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too much stuff in your deck that doesnt fit to the theme like Squelching Leeches, Skithiryx, the Blight Dragon, Paragon of Open Graves, Infernal Scarring, Grasping Shadows Flip, Hero's Blade and maybe some others..
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you are really high cmc for a sac-deck. maybe upgrade to a lower cmc and faster deck..i.e. change Diabolic Tutor with Diabolic Intent, Death-Priest of Myrkul, Stir the Sands or Palace Siege is expensive too - and they dont even fit very well to the theme. You can change your reanimation-spells to low cmc like Reanimate or Animate Dead aswell
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To get rid of the fuel-problem, get some cards like Black Market Connections (awesome here), Blight Mound, Ophiomancer, Grave Titan ...
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Upgrade sac-outlets: Phyrexian Altar, Priest of Forgotten Gods, Viscera Seer, Skullclamp
So all together you should fit the theme more, search for cheaper cmc cards that do the same and get some more token-stuff
HahaStax on Ball Lightning EDH
10 months ago
I learned with Ball Lightning Tribal you run out of gas and blockers very quick and changing the commander to a clunky Sek'kuar is not an option. I see you already got Feldon in there - another good option to have a blocker in instant speed is MImic Vat. If you decide to add it - switch out your Grim Haruspex for a Morbid Opportunist to keep the card draw flowing. There's also Golgari Germination and Blight Mound which are harder to remove than your usual Pawn of Ulamog. I see you are missing Kresh the Bloodbraided and also a very good wincon in every Oreo deck which is Chandra's Ignition. All hail to the great Mr. Oreo!
king-saproling on The Newspaper
1 year ago
Sure thing Benjimain! I think you picked a great partner pair. They offer the late-game resilence that Orzhov (WB) decks are known for while also enabling big combat damage which is rare in WB.
Here are some other swaps I would make:
Quag Sickness -> Plaguecrafter
Underworld Dreams -> Bitterblossom
Forever Young -> Black Market
Pick the Brain -> Grand Crescendo
Artificer's Hex -> Lightning Coils
Duress -> Rootborn Defenses
Pit Keeper -> Captain's Claws
Triad of Fates -> Haunted Library
Deathpact Angel -> Mardu Strike Leader
Mark of the Vampire -> Blight Mound
Confront the Assault -> Veteran Soldier
Primevals' Glorious Rebirth -> Spirit Bonds
Soul Salvage -> Militia's Pride
Alchemist's Gift -> Oketra's Monument
Lash of Thorns -> Wand of Orcus
Village Rites -> Grim Haruspex
DaringApprentice on Every Rose Has Its Thorns V2
2 years ago
Here are some suggestions:
Utility Lands: Bojuka Bog, Hagra Mauling Flip
Ramp: Arcane Signet, Sword of the Animist, Burnished Hart, Canoptek Wraith, Neheb, Dreadhorde Champion, Sifter of Skulls, Solemn Simulacrum
Card Draw: Laelia, the Blade Reforged, Morbid Opportunist, Keep Watch, Breya's Apprentice, Moonveil Regent, Smothering Abomination, Reconnaissance Mission, Necrologia, Future Sight, Kothophed, Soul Hoarder, Will Kenrith, Harvester of Souls, Ruin Grinder, Deepfathom Skulker, Sandstone Oracle
Targeted Removal: Rapid Hybridization, Wild Magic Surge, Terminate, Resculpt, Reality Shift, Forbid, Daring Apprentice, Transmogrifying Wand, Ravenous Chupacabra, Chaos Defiler, Glorybringer, Mystic Confluence, Necron Deathmark, Reaper from the Abyss, Rowan Kenrith, Curtains' Call, Duplicant, Meteor Golem
Board Wipes: Nevinyrral's Disk, The Phasing of Zhalfir, Whelming Wave, Ixidron, Blood on the Snow, Deathbringer Regent, Necromantic Selection
Synergy: Ghoulish Procession, Jadar, Ghoulcaller of Nephalia, Drana, Liberator of Malakir, Blight Mound, Braids, Arisen Nightmare, Fleshbag Marauder, Gravelighter, Irenicus's Vile Duplication, Magus of the Abyss, Anowon, the Ruin Sage, Ruthless Winnower, Ogre Slumlord
Threats: Quietus Spike, Elturel Survivors, Relentless Assault, Gratuitous Violence, Sarkhan the Masterless, Westgate Regent, Precursor Golem, Necropolis Regent, Walk the Aeons, Combustible Gearhulk, Embercleave, Sharding Sphinx, Angrath's Marauders
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!
kirbysan on Necronomicon | Teysa Karlov | Primer
2 years ago
Masterful, I suppose my situation is more specific since my pod runs a Jhoira, Weatherlight Captain Storm & a Yuriko, the Tiger's Shadow. No green, plenty of control. I'm going to keep a sideboard for these guys, and normie pods who run green. I've already sideboarded Archaeomancer's Map for Chrome Mox and Blight Mound for Opposition Agent. I'm typically running up against pieces like Winter Orb, Tangle Wire, Null Rod, Cursed Totem, Grafdigger's Cage which I think we can get around by running a bit more removal. Thinking of swapping out Knight of the White Orchid & Loyal Warhound for more rocks but that'll drop our creature count. Also, while I loved Razaketh, the Foulblooded before, it's really difficult getting him out through hardcasting. I had him twice in hand and would've much rather had a cheaper sac outlet, ramp or fodder. Last night I lost to Thassa's Oracle, Demonic Consultation 3x which can be pretty infuriating once you've built up a board state and have no answers. I'm thinking Grand Abolisher to protect our pieces when we're going to combo off. Hushbringer since we don't have many etb effects and she's fetchable. Angel's Grace similar to our Teferi's Protection so we don't insta lose. I don't want to run too many off flavor hate pieces but it seems like they are towards me, thoughts?
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