Teneb, the Harvester

Teneb, the Harvester

Legendary Creature — Dragon

Flying

Whenever Teneb, the Harvester deals combat damage to a player, you may pay . If you do, put target creature card in a graveyard into play under your control.

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Printings View all

Set Rarity
Commander 2017 (C17) Rare
MTG: Commander (CMD) Rare
Planar Chaos (PLC) Rare

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Legality

Format Legality
Highlander Legal
Magic Duels Legal
2019-10-04 Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Commander / EDH Legal
Modern Legal
Penny Dreadful Legal
Canadian Highlander Legal
Vintage Legal
Tiny Leaders Legal
Noble Legal
Oathbreaker Legal
Block Constructed Legal
Casual Legal
Legacy Legal
Leviathan Legal

Teneb, the Harvester occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Teneb, the Harvester Discussion

TypicalTimmy on Split Second #2: Color Cropping ...

2 weeks ago

I've been thinking of building an Abzan Zombie Commander so that I can take full advantage of cards such as Parallel Lives, Doubling Season, Primal Vigor, Anointed Procession, Necromancer's Covenant, Endless Ranks of the Dead and Liliana, the Last Hope. Plus any others I may have missed ;)

I'm thinking my best bet is just Morophon, the Boundless and I just strip off blue and red. That gives me access to Zombie cost reduction.

Anyone have thoughts? Is there a better one? Would Teneb, the Harvester be better since he has built-in reanimation for creatures?

I'm not so much concerned about the tribal aspect. The slew of +1/+1 lords is great and all, but wraths make it pointless. I want to overrun the boardstate, not go super tall. A million 2/2s is better than several 5/5s. ;) Though, Morophon, the Boundless does make the tokens 3/3s, so there is that I suppose.

Might sound extremely weird, but what about Saskia the Unyielding? Then my bagillion 2/2 tokens are dealing both combat damage and noncombat damage whenever they connect.

multimedia on Dragonstorm Rainbow

3 weeks ago

Hey, nice version of Ur-Dragon except the Gates.

I don't think the Gates strategy is worth it unless you're playing a main dedicated strategy of getting Gates and getting more out of them then just lands for Maze's End. What the Gates are doing here is making the manabase terribly slow for not enough benefit. Golos is a good card without Gates.

My advice for a budget manabase is replace the Gates with some Tri lands (Savage Lands), Battle lands (Cinder Glade) and the less expensive Check lands (Sulfur Falls). Add Exotic Orchard in place of Maze and add more basic lands. Of course this would be for a budget manabase. If you can spend more than there's many other better manabase configurations to use.


Temur Ascendancy and Elemental Bond are very good repeatable draw with Dragons because they also trigger when Dragon tokens are created such as from the Sarkhans, Utvara, Lathliss, Dragonmaster Outcast, Skyline Despot. Wasitora will trigger Bond each time a 3/3 Cat Dragon is created. When creature tokens are created they enter the battlefield (ETB). Ascendancy is another haste enabler. Whenever you put a Dragon onto the battlefield it ETB such as with Ur-Dragon, Teneb, the Harvester, Bladewing, Quicksilver Amulet triggers Ascendancy and Bond to draw.

Dark Ritual, Seething Song and Mana Geyser are three of the better rituals in Magic especially Geyser in multiplayer Commander since it looks at all your opponents tapped lands which can equal a lot of red mana on your turn.


Budget manabase example (38 lands with 26 red sources, 20 green, 16 white, 15 black, 15 blue):

Good luck with your deck.

Sultai_Sir on Something budget.

1 month ago

Hi! Sultai_Sir here. From what I can tell, you're only running 3 free sac outlets, which doesn't seem like enough to me. I would cut some of the situational stuff (Teneb, the Harvester), and put in some more sac outlets. Since you're on a budget, I would recommend stuff like Nantuko Husk and Vampiric Rites. One side note: You are running an infinite combo in your deck: Karmic Guide + Reveillark + sac outlet equals infinite etb and ltb triggers: You sacrifice Karmic Guide, then Reveillark, Reveillark gets back Karmic Guide, Karmic Guide gets back Reveillark, etc. You can keep it in, because they're all good cards for the deck, but I'm just letting you know. Hope my suggestions were helpful!

Deadpoo111 on The gravewalker

1 month ago

I think Teneb, the Harvester is Unnecessary

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

DemonDragonJ on Mortify or Mythos of Nethroi?

2 months ago

StopShot, the general of that deck is Teneb, the Harvester, so I can reanimate any creature that I sacrifice to activate the ability of Grim Backwoods.

Also, what if I replaced Bramblecrush with Mythos of Nethroi? Bramblecrush is an excellent card, but it is a sorcery, whereas Mythos of Nethroi is an instant, and, while it is nice to be able to destroy an annoying land, I feel that having a lower converted mana cost and being able to be cast at any time are more important.

DerektheRed on is casual Kess a thing?

3 months ago

DrukenReaps - thanks, this is a good thought that hadn't occurred to me. I'm running kind of a lot of token decks right now but this is going on the maybe list for sure. Seems fun. I dig 'removal tribal' but she'd have to get in line behind Teneb, the Harvester and Shattergang Brothers. I haven't checked out her EDHrec page in a while so I'll look there too.

goodair - appreciate the reply. I've considered cutting consult and emphasizing ramp and storm, but I'm intrigued by this idea of using her as a ramp+burn commander. Aria of Flame, maybe Sphinx-Bone Wand and Flux Channeler? Torment of Hailfire? Could be a lot of fun...

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