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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Choose one —
- Destroy all creatures.
- Destroy all artifacts and enchantments.
1 month ago
Solid start! I would take outCleansing Nova as you can cascade into it and screw yourself pretty hard or take out your 6 drop slivers. I'd also take out Traveler's Amulet for Wayfarer's Bauble and Sliver Construct is just a bad card
1 month ago
Some more cards to consider (as per your request): Old Gnawbone. Read the card. That's a lot of treasure when all your creatures have a ton of power. | Karrthus, Tyrant of Jund. Gives your dragons haste, untaps them, and (in the odd case you are playing a Dragon ditto), steals your opponent's dragons. Forever. | Dragon's Hoard, if you want another mana rock that works well with dragons. I also like Component Pouch, especially in a deck where your commander in all 5 colours, but that's mostly just me. | Rishkar's Expertise. Refill your hand, cast something for free. Genesis Ultimatum allows you to cheat in more stuff, but doesn't allow you to refill your hand, and it costs more to cast. | Farseek, especially if you decide to run the Tri-cycle lands (which I recommend). I'm going to avoid talking about lands, but cards like Spara's Headquarters and Raugrin Triome are really nice, especially for 5-colour decks. And, yes, Farseek can find Spara's Headquarters. Headquarters is both a plains, and an island. Rampant Growth and Nature's Lore can also fill this "2-mana sorcery that ramps" slot, depending on what you can find (if this is paper). Three Visits is just Nature's Lore, but Lore's name communicates the mechanics of the card better. | Swords to Plowshares/Path to Exile. Exile a creature, for 1 mana, at instant speed. I like Swords better for commander because I find that life is less of an advantage than an extra land. Other removal options include - and are not limited to - (and I may have mentioned some of these already, so sorry if I did) Beast Within, Generous Gift, Anguished Unmaking, Assassin's Trophy, Despark, Chaos Warp, Wear / Tear, Hide / Seek, Bedevil, Vindicate, Baleful Mastery, and Vanishing Verse. | Patriarch's Bidding, if you want some mass reanimation. | I didn't see very many board wipes. Granted, you want more pin-point removal than board wipes, but you still might want a few. I'll recommend Farewell (6 mana to get around indestructible, and nuke many different target, AND act as graveyard hate), Merciless Eviction (for planeswalkers), Cleansing Nova (cheaper than Farewll, and probably easier to find, but less flexible), Cyclonic Rift (7 mana to get all of your opponents permanents off the board, and set them back a few turns as they reset), Supreme Verdict (only hits creatures, but uncounterable, and cheap to cast) and/or Vanquish the Horde (for token decks). You do have Ruinous Ultimatum and Descent of the Dragons (or Crux of Fate, if you happen to get it), and I like to run 3-4 total, so choose the ones that most effectively clear the table in your playgroup. Although I have seen and heard some people run as low as 2.
For both the removal and board wipe sections, choose whatever quantities and options are working best at removing the threats you frequently go up against. If you are building this in paper (specially if the deck is sleeved), I'd recommend asking your playgroup if it is OK for you to print out proxy copies of cards for playtesting, then (once you have decided what options you like) buying those cards. Ask your friends first, though, I know not everyone is OK with proxies.
These are all just suggestions to get your mind thinking. You don't have to run all of these, but they are here if you need inspiration or help.
If you want, I can link some of the dragon/tribal decks I've made on tappedout, just as a reference point for what I like.
2 months ago
Last, the cuts. Fellwar Stone was replaced by a more reliable signet. Outpost Siege was just too clunky compared to similar effects. Titan Hunter and Crimson Honor Guard proved too unreliable at triggering for their mana cost. Charging Tuskodon died because my five drops needed trimming and he's too much of a glass cannon. Cleansing Nova has been replaced by more efficient options. It's modal use rarely came up compared to its clunky mana cost. Ruin Raider has proven to be much more effective at killing me than providing card advantage. Curse of Stalked Prey was fun, but often too low value compared to a signet or equipment. A shame, as I really like the card. Finally, Rite of the Raging Storm and Xantcha, Sleeper Agent weren't used well. Giving my opponents creatures does not guarantee they will use them the way I want. Better to give their existing creatures options, to make it seem like it's more their idea.
2 months ago
Why do YOU need to play Teysa Karlov in EDH?
If you have ever wanted to make your opponenets unsleeve and rip up their Damnation's and Cleansing Nova's, once you play Teysa you will never, EVER, cheat on her with such arrogant and overrused commanders such as Narset, Enlightened Master or Atraxa, Praetors' Voice. Overpowered and overplayed decks such as these make your fun MTG-playing friends secretely (or openly) long for the day that your house floods, destroying only your braindead commander decks and sense of self-righteousness. If you want all your friends to rue the day they sat down at a table with you, go netdeck a meta commander. If, however, you enjoy the company of human beings, avoid the pitfalls of noob deck buyers and and opt for fun yet still potentially powerful commanders which irritate your opponents juuust the right amount. Teysa is a great choice for a deck that can be over- and undertuned to just the right amount to suit your audince. She may not be a competetive-level commander, but for slightly more casual groups (anything power level ~7/8 or less) she is a blast to play and not too un-fun to play against!
Originally, I built Teysa as a token-centric budget commander deck (~$75 which you can find an updated version linked HERE) as my first commander deck and thus she holds a special place in my heart. Since then, my play groups have upped their game significantly and in response I have also began to upgrade and fine tune Teysa into a more combo-oriented deck with significantly more ramp, cheaper removal, and a considerably more optimized land base. Without Further ado, lets get into how I like to play my particular brand of Teysa Karlov.
Basic Game Plan
This deck is centered around getting out three basic components which when combined drain our opponentsd life incrementally, namely:
- A Sacrifice Outlet
- Fodder: A Creature/Creatures which we can sacrifice
- Drain: A Blood Artist-type effect (whenever a creture dies, you gain life and an opponent loses life)
Most of our creatures have a triggered ability that occurs when they die. Teysa will cause this ability to trigger twice if she is out, adding a TON of value to otherwise mediocre cards. Once we have our creatures out, we want to kill them, hence our first component is a sac outlet.
Since we want lots and lots of things we can kill to take advantage of our Blood Artist's and other effects, we have creatures that make creature tokens when they die (doubled by Teysa) to let us get 2, 3 or even more triggers off of a single one-drop. Ideally, we want to be doing multiple things at once every time we sac something, whether it be making tokens with Doomed Traveler, ramping up with Blood Pet, or simply triggering ablilities of other cards on our board like Grim Haruspex or taking advantage of our sac outlets themselves like Ashnod's Altar.
95% of games you play, you will win by draining your opponents life through cards like Blood Artist. Even a budget/lower power Teysa should have these three components.
How to Get to your Ideal Board State
Essentially every card we have in this deck which is not one of our 3 essential components listed above falls into the following 4 categories:
- Card Draw
Since the Commander format has become increasingly faster with players looking to win on much earlier turns, we need as much ramp as we can get in a deck without easily accesible ramp like green decks can. If your play group is more casual with a lower power level, consider removing some ramp to give your opponents a better chance to build their boards before you start popping off long turns that leave them waiting for their impending doom one life at a time.
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
2 months ago
3 months ago
5 months ago
amicdeep thanks for you're comment, good insights
Flickerwisp and Reflector Mage are strong cards but Venser, Shaper Savant putting the permanent/spell back into their hand with instant speed is just harder for my opponent to deal with even though it does cost more mana. Will test them anyway though, you never know.
The flip lands could be a very nice combat trick but am trying to avoid enter tapped lands as the 3 and 4 drops are just so important to have on time.
Professor of Symbology would be a great card against slower decks to find everything when you need it but to have mainboard might just be a bit too slow but I will definitely test it mainboard.
Hallowed Respite I really like a flashback blink spell to accelerate ETB value but at sorcery and 2 mana and only non-legendary I'm not sure.
From testing I think just a Rogue's Passage giving unblockable works just as good in the situation you would want a manland and doesn't enter tapped or need snowlands.
5 months ago
Cleansing Nova seems like a really odd choice considering you’re a creature based deck… its not worth destroying all your own stuff. There are easier ways to remove artifacts/enchants also - those these kinds of effects are better as sideboard cards.
You currently have nothing to do turn 1. I’d suggest finding more cards that ensure that first turn isn’t wasted.
Your mana curve is currently super-steep, but also your landbase is super-low. I’d suggest going up to 23ish lands, and getting rid of some of those higher-cmc cards.
There are very, very few situations where Oust is a useful removal card. It’s generally only good when you’re already ahead and want to mess with your opponents draws. I would suggest looking for better options.