Choose up to two target permanent cards in your graveyard that were put there from the battlefield this turn. Return them to the battlefield tapped.
|Have (3)||Morpho-peleides , jecder , DudeMan1031|
Combos Browse all Suggest
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Brought Back Discussion
1 month ago
I saw that you're trying to keep this on a budget, so absolutely ignore as much of this as necessary.
Elenda, the Dusk Rose, Suture Priest, Karlov of the Ghost Council, Phyrexian Tower, Altar of Dementia, Phyrexian Altar, Pawn of Ulamog, Vito, Thorn of the Dusk Rose, Nykthos, Shrine to Nyx, Nether Traitor, Ravenous Chupacabra, Brought Back, Tragic Slip
There's really a lot you can do, so I will leave it here for now.
No matter what you decide to do, I highly recommend cutting Temple of the False God and replacing it with almost any other land, even just another basic. That card is a dead land for the first 4 turns of the game and I personally feel that it's more productive to have something more reliable.
1 month ago
Spell_Slam Sorry I'm late to reply! THANKS for the very thoughtful comment. I appreciate all your recommendations and I think I will add some reanimation spells. In your opinion what would you take out first?
I have never seen Containment Construct before so that's cool, even if it is a creature.
I also agree about the Planeswalkers--the three in already are the best three white ones I own (I think). I would have to see if there are more hiding in some boxes.
Currently, I really love the "plains matter" theme of the deck I've got going on. White has a ton of these ramp spells that bring lands to my hand, so I figure I can discard these for Mageta's ability and bring them back with cards like Scaretiller, Brought Back, Sun Titan, and Second Sunrise. Maybe I should put in Reveillark and/or Vesperlark for some of that creature recursion? Plus a few of your suggestions... hmmm... Definitely willing to hear more feedback.
2 months ago
While white can use a bit more help in the carddraw department I don't understand why people consider white to be bad at ramping. Especially nowadays. In addition to running mana rocks and ramp equipment like Sword of the Animist and Sword of Hearth and Home, white has access to 2 strategies that ramp through lands.
The first one is through a less lands matter ramp package. You can now have ramp cards such as Archaeomancer's Map and Keeper of the Accord and complement those with lands that set you back on land count while not setting you back on mana, like Lotus Field, Guildless Commons and Urza's Saga. Add Weathered Wayfarer to get those lands more often, and include lands that synergize with them, like Flagstones of Trokair and Thespian's Stage. It also makes Path to Exile a little bit better ;).
Another land ramp route you can take is through land recursion cards, such as Brought Back, Sevinne's Reclamation and Second Sunrise to rebuy fetches, although you need to run quite al lot of fetches for that to work.
Both those strategies are white ramping through lands. To my knowledge, black, blue and red cannot do that (apart from some exceptions maybe like Orvar, the All-Form).
2 months 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.
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.
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.
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.
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.
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!
3 months ago
3 months ago
I took a look at a deck i have. Although it is much cheaper and less competitive (aka almost none of the power artifact ramp, no combo ( i took one out recently) and a few other differences)
Cards you may make work here:
Brought Back recursion. the best case t2 2 fetch lands turn into 4 lands for t3.
Blacksmith's Skill protection any permanent
Grasp of Fate hates a little on everyone removal that doesn't feel bad
Skullclamp as previously mentioned its good card draw. creatures die and it can do work. (more for aristocrat or if you have a sac outlet)
Altar of Dementia this is my spice. I have started to focus on grave recursion w/ ways to mill in almost all of my decks. sac a creature mill me or opponent if they are low. I run sun titan + fiend hunter + altar of dementia for inf mill/etb in my deck.
Loyal Warhound ramp ftw. a diffrent knight of the white orchid
Adeline, Resplendent Cathar a different hero of bladehold in practice. makes tokens a plenty in multiplayer
Im not saying these belong in your build but i run them in mine and perhaps are worth considering.
4 months ago
Hey, glad you liked the deck.
I also believe that white is starting to have enough effects that synergizes with destroying your own lands to gain advantage while providing lands style effects. Only time will tell if this is correct.
I thank you for your suggestions because I had completely forgotten these cards. Brought Back and Second Sunrise synergizes especially well with Lotus Field, Lotus Vale and Scorched Ruins and Settle the Wreckage synergizes with the decks idea so well while being really good interaction piece.
4 months ago
I like this style very much. I'm attempting something similar with my Mageta the Lion deck, but more focused on wiping the board. I think white has set pieces to do the sacrificing lands and keeping the board state at equilibrium, it's just a matter of finding those pieces and seeing what works best. In an odd way stuff like Second Sunrise, Brought Back or Settle the Wreckage are bizarro ways to ramp in white. I think it can be done and I've been trying to brew it up--but maybe others have already figured it and i just haven't seen it yet.