Tayam, Luminous Enigma
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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
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Tayam, Luminous Enigma

Legendary Creature — Nightmare Beast

Each other creature you control enters the battlefield with an additional vigilance counter on it.

, Remove three counters from among creatures you control: Put the top three cards of your library into your graveyard, then return a permanent card with converted mana cost 3 or less from your graveyard to the battlefield.

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trippy_mcfly on Cumly Cube

1 week ago

Introducing Cumly Cube 1.4! Two months ago, Cumly Cube was updated to Cumly Cube 1.3, which was touted as balanced and without any notable flaws. There is no more insidious poison than hubris! Many cards remained that were too strong, or close to unplayable. Many archetypes existed in the cube but had too little support to ever be worth drafting. Many cards failed to fit the ethos of Cumly Cube. With 89 more cuts and adds, I am now pleased to announce that, this time, Cumly Cube has reached a final form! Perhaps a few cards are still too strong, too weak, or out of place, but the vast majority of the draft pool is now in an acceptable state. Any further changes to Cumly Cube 1 will exist as minor updates, swapping out only a few cards at a time. This means that there will never be a Cumly Cube 1.5, only 1.4.1, 1.4.2, etc.

Here are the changes, provided with brief justifications:

REMOVED:

ARTIFACT

  1. Basilisk Collar: equipment is not part of Cumly Cube 1
  2. Hedron Archivefoil: cut to weaken the artifact archetype
  3. Mox Diamond: cut to weaken the artifact archetype
  4. Mox Opal: cut to weaken the artifact archetype
  5. Mox Tantalite: cut to weaken the artifact archetype
  6. Sensei's Divining Top:cut to weaken the artifact archetype

CREATURE

  1. Academy Manufactor: cut to weaken the artifact archetype
  2. Archfiend of Spite: madness is not part of Cumly Cube 1
  3. Arsenal Thresher: too weak
  4. Augmenting Automaton: too weak
  5. Autonomous Assembler: Assembly-Workers have been cut from Cumly Cube 1
  6. Baleful Force: too weak
  7. Battleground Geist: cut for a better Spirit card
  8. Belligerent Hatchling: too weak
  9. Bloodpyre Elemental: too generic of a red card
  10. Bloom Hulk: there are better proliferate engines available in Cumly Cube
  11. Copperhorn Scout: cut to weaken the Elf creature type
  12. Crosis, the Purger: too annoying to play against
  13. Deathrite Shaman: cut to weaken the Elf creature type
  14. Deus of Calamity: too weak
  15. Dutiful Replicator: Assembly-Workers have been cut from Cumly Cube 1
  16. Dwynen's Elite: cut to weaken the Elf creature type
  17. Emperor's Vanguard: cut to weaken green
  18. Farhaven Elf: cut to weaken the Elf creature type
  19. Fear of Exposure: cut to weaken green
  20. Fertilid: cut to weaken green
  21. Galazeth Prismari: cut to weaken the artifact archetype
  22. Geyserfield Stalker: too weak
  23. Greater Gargadon: suspend is not part of Cumly Cube 1
  24. Hallowed Priest: cut for an identical card to support the Cat creature type
  25. Heedless One: cut for a similar card to better support the Elf creature type
  26. Hematite Golem: too weak
  27. Hunted Horror: too weak
  28. Impetuous Devils: too generic of a red card
  29. Jeskai Student: too weak
  30. Junktroller: too weak
  31. Lashweed Lurker: emerge is not part of Cumly Cube 1
  32. Llanowar Visionary: cut to weaken the Elf creature type
  33. Lodestone Golem: we have seen enough of this card in other formats
  34. Lunar Avenger: too weak
  35. Maze Behemoth: cut to weaken green
  36. Mishra's Self-Replicator: Assembly-Workers have been cut from Cumly Cube 1
  37. Morselhoarder: too weak
  38. Night Incarnate: too generic of a black card
  39. Omnath, Locus of the Roil: cut to weaken the Elemental creature type
  40. Phantom Nishoba: too weak
  41. Quirion Ranger: cut to weaken the Elf creature type
  42. Scalding Devil: cut to make room for more interesting Devil creatures
  43. Self-Assembler: Assembly-Workers have been cut from Cumly Cube 1
  44. Seton, Krosan Protector: cut to weaken green
  45. Soul of Zendikar: cut to weaken green
  46. Teferi's Sentinel: too weak
  47. Thought Monitor: cut to weaken the artifact archetype
  48. Torbran, Thane of Red Fell: too generic of a red card
  49. Ulamog, the Infinite Gyre: cut to make room for more balanced Eldrazi creatures
  50. Walking Ballista: cut to remove an infinite combo payoff accessible from the Cumly Zone

ENCHANTMENT

  1. Aura Shards: too powerful
  2. Blood Moon: we have seen enough of this card in other formats
  3. Impending Disaster: too weak
  4. In Bolas's Clutches: cut for a similar but more expensive version of this effect
  5. Night Soil: cut due to the presence of two other very similar cards
  6. Revel in Riches: too powerful
  7. Urban Utopia: cut to weaken green

LAND

  1. Ancient Tomb: too powerful
  2. Flagstones of Trokair: too weak
  3. Mishra's Workshop: too powerful
  4. Urza's Saga: too powerful

INSTANT

  1. Accelerate: too generic of a red card
  2. Bedevil: spot removal has been removed in favor of removal found in commands, charms, and confluences
  3. Fading Hope: too generic of a blue card
  4. Fissure: spot removal has been removed in favor of removal found in commands, charms, and confluences
  5. Fracture: spot removal has been removed in favor of removal found in commands, charms, and confluences
  6. Frazzle: too generic of a blue card
  7. Inside Out: too weak
  8. Lens Flare: spot removal has been removed in favor of removal found in commands, charms, and confluences
  9. Schismotivate: too weak
  10. Seize the Initiative: too weak
  11. Volt Charge: spot removal has been removed in favor of removal found in commands, charms, and confluences

PLANESWALKER

  1. Karn Liberated: too generic and powerful of a draft pick
  2. Nissa of Shadowed Boughs: animating lands is not part of Cumly Cube 1

SORCERY

  1. Broken Bond: spot removal has been removed in favor of removal found in commands, charms, and confluences
  2. Chain Reaction: too generic of a red card
  3. False Dawn: too weak
  4. Grim Tutor: too powerful
  5. Ice Storm: spot removal has been removed in favor of removal found in commands, charms, and confluences
  6. Lava Flow: spot removal has been removed in favor of removal found in commands, charms, and confluences
  7. Sinkhole: spot removal has been removed in favor of removal found in commands, charms, and confluences
  8. Tezzeret's Gambit: too powerful
  9. Wildfire: too generic of a red card

ADDED:

ARTIFACT

  1. Banner of Kinship: encourages building around creature types
  2. Conduit of Worlds: supports graveyard synergies
  3. Pillar of Origins: encourages building around creature types

CREATURE

  1. Aetherjacket: supports the Thopter creature type
  2. Ajani's Pridemate: replaces Hallowed Priest to support the Cat creature type and lifegain synergies
  3. Akroan Conscriptor: supports spellslinger synergies
  4. Alibou, Ancient Witness: supports the Golem creature type and other artifact decks
  5. Ancient Cellarspawn: supports the Demon, Horror, and Nightmare creature types
  6. Angelic Aberration: supports the Angel and Eldrazi creature types
  7. Axgard Artisan: supports the Dwarf creature type
  8. Bloodwater Entity: supports spellslinger synergies
  9. Brass Herald: supports the Golem creature type and encourages building around creature types
  10. Campus Guide: supports the Golem creature type
  11. Chief of the Foundry: supports the Construct creature type and other artifact decks
  12. Chrome Courier: supports the Thopter creature type
  13. Cursed Wombat: supports the Nightmare creature type and +1/+1 counter decks
  14. Darksteel Colossus: supports the Golem creature type
  15. Duergar Hedge-Mage: supports the Dwarf creature type
  16. Eidolon of Blossoms: supports the enchantment archetype
  17. Endbringer: supports the Eldrazi creature type
  18. Essence Depleter: supports the Eldrazi creature type
  19. Gimli, Mournful Avenger: supports the Dwarf creature type
  20. Gishath, Sun's Avatar: supports the Dinosaur creature type
  21. Herald of Slaanesh: supports the Demon creature type
  22. Hunting Velociraptor: supports the Dinosaur creature type
  23. Immaculate Magistrate: replaces Heedless One to support the Elf creature type
  24. It That Heralds the End: supports the Eldrazi creature type
  25. Kozilek's Channeler: supports the Eldrazi creature type
  26. Mayhem Devil: supports the Devil creature type
  27. Patrician Geist: replaces Battleground Geist to support the Spirit creature type
  28. Petravark: supports the Beast creature type
  29. Pillardrop Warden: supports the Dwarf and Spirit creature types
  30. Precursor Golem: supports the Golem creature type
  31. Prosperous Pirates: supports the Pirate creature type
  32. Quandrix Pledgemage: supports the Merfolk creature type and spellslinger synergies
  33. Roaming Throne: supports the Golem creature type and encourages building around creature types
  34. Rootwater Hunter: supports the Merfolk creature type
  35. Shambling Suit: supports the Construct creature type and other artifact decks as well as enchantment decks
  36. Shantotto, Tactician Magician: supports the Dwarf creature type and spellslinger synergies
  37. Smokebraider: supports the Elemental creature type
  38. Solarion: supports the Construct creature type
  39. Species Specialist: encourages building around creature types
  40. Squealing Devil: supports the Devil creature type
  41. Tayam, Luminous Enigma: supports the Beast and Nightmare creature types
  42. The Balrog of Moria: supports the Demon creature type
  43. The Lady of Otaria: supports the Dwarf creature type
  44. Three Tree Mascot: adds mana fixing and encourages building around creature types
  45. Titans' Vanguard: supports the Eldrazi creature type
  46. Torch Fiend: supports the Devil creature type
  47. Ulamog's Dreadsire: supports the Eldrazi creature type
  48. Vengeful Devil: supports the Devil creature type
  49. Venomcrawler: supports the Demon creature type
  50. Wavecrash Triton: supports the Merfolk creature type and spellslinger synergies
  51. Zara, Renegade Recruiter: supports the Pirate creature type

ENCHANTMENT

  1. Destructive Flow: offers a land destruction engine that can provide a large advantage in some decks
  2. Efficient Construction: supports the Thopter creature type
  3. Keldon Twilight: offers a creature destruction engine for aggressive decks
  4. Lay Claim: replaces In Bolas's Clutches as a more expensive control spell
  5. Might Makes Right: encourages large creatures and can be used in conjunction with sacrifice synergies as a creature destruction engine
  6. Porphyry Nodes: offers a creature destruction engine for slower decks
  7. Retreat to Kazandu: supports landfall synergies
  8. Shivan Harvest: offers a land destruction engine and supports sacrifice synergies
  9. Sunken Hope: offers a creature bounce engine for slower decks
  10. Whirlwind of Thought: supports spellslinger synergies

LAND

  1. Foundry of the Consuls: supports the Thopter creature type

INSTANT

  1. Atarka's Command: commands have been added to Cumly Cube to provide interaction and versatility
  2. Aura Mutation: quite similar to Artifact Mutation
  3. Brokers Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
  4. Cabaretti Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
  5. Dromoka's Command: commands have been added to Cumly Cube to provide interaction and versatility
  6. Kolaghan's Command: commands have been added to Cumly Cube to provide interaction and versatility
  7. Lorehold Command: commands have been added to Cumly Cube to provide interaction and versatility
  8. Maestros Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
  9. Maestros Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
  10. Obscura Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
  11. Obscura Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
  12. Ojutai's Command: commands have been added to Cumly Cube to provide interaction and versatility
  13. Pulse of the Fields: supports lifegain synergies
  14. Quandrix Command: commands have been added to Cumly Cube to provide interaction and versatility
  15. Riveteers Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
  16. Silumgar's Command: commands have been added to Cumly Cube to provide interaction and versatility
  17. Silverquill Command: commands have been added to Cumly Cube to provide interaction and versatility
  18. Siren's Ruse: supports the Pirate creature type and blink synergies

PLANESWALKER

  1. Saheeli, Filigree Master: supports the Thopter creature type
  2. Vraska, Golgari Queen: supports sacrifice synergies

SORCERY

  1. Renegade Tactics: replaces Accelerate as a less typical red card
  2. Roar of the Crowd: encourages building around creature types
  3. Temporary Insanity: stealing creatures is a small but important part of Cumly Cube
  4. Witherbloom Command: commands have been added to Cumly Cube to provide interaction and versatility

RufusTheGrufus on Anikthea's Enchanting Recycling Plant [Primer]

7 months ago

Zorbalord, thank you for checking out the deck and leaving a comment; apologies for the late response!

I've gone back and forth in my head regarding a more 'turbo' Anikthea build and ultimately decided against it. You could definitely build a more turbo-reanimator deck while also leaning into enchantments to try and get a turn 3 Anikthea trigger; and if you're wanting to play Anikthea in a faster meta then I totally understand the interest.

That being said, I primarily hesitate with including a critical mass of non-enchantment fast mana or mill cards because it waters down Anikthea's synergies (I already feel like I may be running too many); and I believe you can better utilize Anikthea within a slower, more grindy, 'snowball' gameplan.

Anikthea is also just really resource hungry and mana intensive, not to mention her lines of play are pretty fragile since they're telegraphed in the graveyard and the enchantments get exiled by her ability. You'll likely have to jump through way more hoops to try and achieve an early-game winning boardstate with her. I think you'll likely be better off with a stronger commander committed to reanimator strategies (e.g., Karador, Ghost Chieftain, Tayam, Luminous Enigma) to be able to more easily capitalize off of fast mana to threaten early wins. There's a lot of really awesome, compact wincons in Abzan colors, but in my opinion many of them don't really synergize or aren't on theme for Anikthea. Swapping white for blue (Abzan to Sultai) would also give you a whole different flavor of strong, fast reanimator options too!

TL;DR, I would highly recommend satisfying your turbo Abzan needs with a different commander such as Karador, Ghost Chieftain! He was my first Abzan commander, and I don't think you'll be disappointed.

(Also Ripples of Undeath is a great card in Anikthea, so definitely play it if you're interested! I had it in the list at one point but swapped it for something or other at one point and haven't found the time to swap it back in.)

Nicolbolas1990 on Commander think tank

1 year ago

Just want to bounce some ideas around to help with some deck building dilemma i been having.

Namely trying to pick between a few commanders that share identity ( The Gitrog Monster,Slimefoot, the Stowaway, Beledros Witherbloom ) and the others will probably be in the 99 anyway, or deciding between 2x alternate commanders that'll add a 3rd color ( muldratha, the grave tide or Tayam, Luminous Enigma ) or going ballz deep and settling for Atraxa, Grand Unifier. of course adding colors adds more combo/pieces and they all overlap for synergy but adds a complexity of mana base and filtering support/staple cards more strictly.

overall I do intend for Competitive so the aim has to be consistent and fast paced for board control, but naturally budget side since i cant go out and drop $2Gs on top end cards. granted i do have a handful of combo pieces, solid staples, and "good stuffs" to work with and can probably spring for a couple new cards.

joaka on Can you activate abilities before …

1 year ago
  1. Cast Twinflame targeting Etali, Primal Conqueror  Flip.
  2. Make token copy of Etali, trigger Etali ETB.

Q: Can I sac one of the Etali's with Food Chain before game state action makes me remove one.

  1. Put -1/-1 counter on Devoted Druid to untap itself.
  2. Tap for Green mana, repeat step 1.

Q: Can I activate Tayam, Luminous Enigma's ability and remove Devoted Druid's 2 -1/-1 counters before it dies to game state action?

Gidgetimer on How Many EDH Decks Do …

2 years ago

I answered early and want to get in on some of the extra info that people were sharing. Decks in order from strongest to weakest are

Tayam, Luminous Enigma Rube Goldberg Combo

Chulane, Teller of Tales Mana dork tribal/"Honest" Thoracle

Hapatra, Vizier of Poisons -1/-1 Synergies

Minsc and Boo, Timeless Heroes Fast combat damage (used to be Xenagos, God of Revels big dumb beaters. My son took over the deck and then wanted to switch the commanders so I retooled it)

Ghave, Guru of Spores Tokens

Sythis, Harvest's Hand Enchantress

Miirym, Sentinel Wyrm Dragon tribal

Jodah, the Unifier Legendaries

Alela, Artful Provocateur Vehicles

First three are pretty hard combo and I would play them at cEDH tables despite missing some pieces that would make them truly over the top. Next three are for what I find the average playgroup to be. Playing impactful cards but nothing that people can't deal with. Last three are for when there are new players with out of the box or slightly upgraded precons or when I am throwing games. They do stuff but it is slow.

Pip count:

White 7

Blue 4

Black 5

Red 3

Green 8

Unsurprising to me red is my least played color. The fact that green and white are so close is interesting to me. The "strongest" and "weakest" colors in commander are only 1 apart and first and second in how much I play them. Though there are 6 decks that have both so maybe I am just a Selesnya player.

DrukenReaps on Song of the Dryads - …

3 years ago

griffstick It's been great in my Tayam, Luminous Enigma deck for that reason honestly. Tayam's ability being at instant speed is dumb rofl.

DrukenReaps on Deckbuilding Necessities?

3 years ago

RambIe I very much disagree with "Selfmill/reanimater doesn't need card draw. A tuned deck with average 2cmc or less doesn't need ramp. Pillowfort/hug doesn't need removal"

I'll point to my own Tayam, Luminous Enigma for a moment, far from competitive I'll note. The deck however matches up quite nicely with Selfmill/reanimater and has an average cmc of 3. I can say without a doubt if there was no draw or ramp it wouldn't perform nearly as well as it currently does. Taking a look at your decks I'm not convinced you believe what you typed either. All of your decks I looked at have each of those basic categories I mentioned.

I would be interested in seeing a deck that performs roughly the same when 1 or more of card draw, ramp, or removal are eliminated from it. I'm happy to be wrong in this. I will say my definitions of these things are not particularly strict and would agree that having self mill lessens the need for card draw. Low CMC decks don't want as much ramp. I'll stand by every deck should run more removal forever though, maybe that's just me lol.

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