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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Teyo, the Shieldmage
Legendary Planeswalker — Teyo
You have hexproof. (You can't be the target of spells or abilities your opponents control.)
-2: Create a 0/3 white Wall create token with defender.
1 month ago
March of Otherworldly Light is probably not great in mono white.
Rebuff the Wicked although it sounds great, people pretty much only deal with walkers through combat damage so fog effects are better
Teyo, the Shieldmage although he has good effects he is the weakest walker so idk how many more you need to cut
You are currently at 14 ramp, not sure if that was the plan or not
Wanderer's Strike this one pains me because of the flavor, but 5 mana AND sorcery speed is too much
4 months ago
On its own its okay, but making marginal cards good is all about maximising upside.
For poppet to make it to playable, that 'loses abilites and becomes 3/3' needs to be a massive upside, ideally also using zombie subtype for effect.
There might be something to build with eldrazi spawn or similar 0 power creature tokens (who would get +3 power from the flip) with +1/+1 counters on them. Tokens with defender/sacrifice printed on them are another option.
Armies are good because of that, with Dreadhorde Invasion pointing to a 'you're meant to sacrifice the tokens' value/midrange zombie list.
Kher Keep & Springjack Pasture aren't gonna rock the world, Hard Evidence and Teyo, the Shieldmage are also just fine, and a lot of the 'sacrifice at end of turn' have that printed on the card, not the tokens. It'll make build around tricky. Satyr's Cunning looks good, but its just one card.
I feel like there is something there, but its gonna take some weird interactions with something like Kasmina, Enigma Sage's -x to get it playable.
5 months ago
8 months ago
Thanks for the recommendations, Kazierts. Glad you enjoyed the decklist!
Dovin, Hand of Control is probably a good idea in the right match ups like vs combo decks, but I mostly play with my brother and we don't use any. Otherwise, it would be a solid 2-3-of sideboard card ASAP. Teyo, the Shieldmage is too situational and Saheeli, Sublime Artificer kind of seems like win-more even if you have the best synergy pieces. Lastly Rustvale Bridge might be an OK budget option for lands since it Galvanic Blast and Toolcraft Exemplar are so good when Metalcraft is triggered. However, in my experience entering tapped is too slow in an aggressive list like this one and the deck has no shortage of ways to produce artifacts.
Again, thanks for checking out my list!
8 months ago
Really nice deck!
I don't have any really strong suggestion in mind. The only thing I could possibly think was Dovin, Hand of Control in case this deck ends up playing against a sort of combo deck. Teyo, the Shieldmage could be ok if discard is something this deck struggles with. Saheeli, Sublime Artificer has the potential to turn something into vehicles, maybe her own constructs or Magda's treasure, but maybe she's too much of a stretch. All of them can be used as the alternative cost for the Heart of Kiran crew cost and Weatherlight can help find them. However, I can understand if they don't seem all that appealing.
For the lands, I'd just consider Rustvale Bridge since it's an artifact and that could help with synergies, but that's really not necessary.
This list seems pretty tight and well built. Well done!
11 months ago
VayraTheGatherer Hey, feel free! I posted the deck and primer for a reason! :D For Arcane Artisan, in my own personal experience playing Group Hug Decks, I'm not a huge fan of effects that let my opponents cheat things into play such as Braids, Conjurer Adept, Hypergenesis, or Tempting Wurm. When I used to play these sorts of cards in my Phelddagrif Group Hug deck, what happens is you usually just end up randomly Kingmaking whichever opponent happened to be playing the biggest scariest thing in the hand like an Eldrazi or something. Its never as symmetrical as it seems it should be, you know? That's why I like focusing on card draw for my Group Hugging, you still speed up the game by making sure people hit their land drops and ramp and have action to play, but they still have to put in the work to cast those cards, they don't just get to cheat them for free.
Dimensional Breach feels like an absolutely miserable card to play against, because this will hit every single permanent including lands. Tokens are just gone forever, and players are now forced to slowly get back 1 land or creature or whatever at a time to rebuild their boards. Its like starting the entire game over, and nobody is going to want to sit through that. A much better option I think would be Out of Time, which phases out only creatures as a sort of pseudo-board wipe for a number of turns but then safely returns them all back into play without removing tokens or retriggering any ETB, and most importantly, its ONLY creatures, so no need to replay absolutely everything. Its also why I prefer cards like AEtherize as opposed to Wrath of God because you can be a bit more precise with what to remove, and you're only temporarily bouncing it back to hand to be replayed later, rather than just removing it forever.
Having Hexproof for yourself is nice, but kind of unnecessary I think. Ideally no one should really be targeting you with very many spells since you're far from being the biggest threat at the table. Anything they DO target you with you should most likely have a counterspell for if its a big enough deal, or otherwise if its not actively about to kill you, let it slide. The great thing about Kwain is that we're playing him on Turn 2 every single game, and he should hopefully stick around the whole game, so when we're gaining a life every single turn our life total should be pretty stacked. If there's some sort of infinite damage combo or repeatable trigger that keeps threatening your life total, than that's what we have counterspells and removal for. I like to take a more reactive approach to things, rather than trying to construct an untouchable pillowfort. Its why I don't play Solitary Confinement or Island Sanctuary or Blazing Archon. And if you're worried about burn, cards like Aegis of the Gods or Teyo, the Shieldmage won't actually do much besides eat the first burn spell.
Spiritual Focus is... a weird card. I guess if you want to run it as a metagame decision if someone in your playgroup plays Nath of the Gilt-Leaf, Tinybones, Trinket Thief or some other discard focused deck or a lot of wheels like Nekusar, the Mindrazer. But honestly, with the sheer amount of card draw that this deck will provide the entire table, discard decks are going to have a much harder time keeping up, and they're just going to have a bad time. You'll have enough cards in hand that you won't really care to ditch one or two.
As for Nekusar, the Mindrazer and other similar strategies looking to punish card draw... well that's sort of a sticky situation for us since all of our extra card draw is actively hurting everyone except the Nekusar player and helping them a LOT. This is the sort of matchup you really just want to discuss and avoid in Rule 0 conversations, because someone is going to have a miserable time, and its probably the Nekusar player as every single card they play in their deck is a threat that you simply can't allow to resolve to stick around on the board for more than a turn.
I hope this helps :)
1 year ago
Some other stuff I'm thinking of: Dimensional Breach... the longer I look at it... :P Aegis of the Gods and Spiritual Focus in case the table got smarter or you're facing burn. Similarly, Teyo, the Shieldmage could do a trick or two alongside limiting your opponents' attackers.
1 year ago
The biggest weakness I see to your deck is if someone plays something like Teyo, the Shieldmage or Shalai, Voice of Plenty , the hexproof will effectively shut your deck down. May I suggest cards that don't target opponents including, but not limited to, Maddening Cacophony and Ruin Crab ?