Phyrexian Tower

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Legality

Format Legality
1v1 Commander Legal
Arena Legal
Canadian Highlander Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Phyrexian Tower

Legendary Land

: Add .

, Sacrifice a creature: Add .

kstherland27 on wilhelt zombie swarm

6 days ago

swamp out Phyrexian Tower added

Gidgetimer on Questions about Dargo, the Shipwrecker's …

1 month ago

Additional costs are paid during the casting of a spell and no player has priority while a spell is being cast. Triggered abilities can trigger while you are casting a spell, but they wait to go on the stack until a player would receive priority and then they must resolve.

This means that if you are sacrificing the Mogg War Marshal as an additional cost to cast Dargo, the Shipwrecker you will not have the LTB token to sacrifice while casting him. If you use something else, such as Phyrexian Tower, to sacrifice Mogg War Marshal and are counting on the second part of the ability to reduce the cost then yes you will be able to do as you decribed.

Massacar on A Teysa-tiful Death

2 months 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.

freezerboy on Agents of Darkness

2 months ago

Spirits, Hatred comes in play quite often to take someone out and is used as a check for our playgroup since so many of them know I run it. Makes them sweat when they have less life than me.

Phyrexian Tower is usually used as a save against exile as well as a second black mana when absolutely needed. Mainly as a fallback. Same to save Yuriko, the Tiger's Shadow if I want to drop her back into the command zone, though it isn't an abuseable mechanic.

For the higher cost infect options, as you know, these decks really need a low cmc for most spells to stay flexible. Glistening Oil seems interesting though since I get return to hand option. I'll check that one out since I'm always looking to get more infect options.

Spirits on Agents of Darkness

2 months ago

How often do you Hatred for 20 life with Yuriko, the Tiger's Shadow? Or is it too dangerous a venture with no life gain?

Phyrexian Tower seems good, has the hurt you a lot, or has it paid dividends to get Yuriko, the Tiger's Shadow back into the command zone?

Grafted Exoskeleton can infect as a permanent. It's a bit high CMC and your opponents will see it, but like the Inkmoth Nexus can help get you over the hump? Or maybe a Glistening Oil? Both have some staying power if you get a player to 8. Neither are instant equip though like the Tainted Strike.

Masterful on Necronomicon | Teysa Karlov | Primer

2 months ago

Foster_I_Am We can pretty consistently have a sac outlet. With Viscera Seer, Carrion Feeder, Yawgmoth, Thran Physician, Phyrexian Altar, and Ashnod's Altar, we have 5 repeatable sac outlets. We have 6 tutors that can fetch these as well, bringing our sources for repeatable sac up to 11. In addition to our many non-repeatable outlets like Phyrexian Tower or Village Rites, I find I usually have adequate outlet sources for sacking an Ophiomancer snake every turn.

cac1212 on Teysa Karlov

3 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.

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!

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