Teysa, Orzhov Scion
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Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Tiny Leaders Legal
Vintage Legal

Teysa, Orzhov Scion

Legendary Creature — Human Advisor

Sacrifice three white creatures: Exile target creature.

Whenever another black creature you control dies, create a 1/1 white Spirit creature token with flying.

ThePianist on Teysa, Ozrhov Scion Combo

2 months ago

Especially when I have other back up combos, for example with Teysa, Orzhov Scion, Pitiless Plunderer, a sac outlet and one of my recursive creature (Bloodsoaked Champion or Reassembling Skeleton) I have infinite death trigger, It also works with Teysa Karlov or Pawn of Ulamog instead of Teysa, Orzhov Scion, and even if it's not infinite without Pitiless Plunderer it is still 2 death triggers for each black mana I have

ThePianist on Teysa, Ozrhov Scion Combo

2 months ago

Yes correct, You go for Darkest Hour + Teysa, Orzhov Scion and a free sac outlet + payoff and it's infinite, the classic version is with Blasting Station But a Viscera Seer + Blood Artist also does the job, with the infinite black spirit from Teysa

AlistarFiend on Beauty and The Beast

3 months ago

Housegheist, I was finally able to pick up a Teysa, Orzhov Scion to replace Jerren, Corrupted Bishop  Flip. Thank you for the great suggestion!

Guerric on Deck Archetypes in EDH

4 months ago

Hi all! There's an interesting question I've been pondering lately, and I thought I'd share some of my reflections on it and get input from all of you. In sixty card magic we have deck archetypes, namely aggro, control, midrange, combo, and tempo. In commander obviously things look pretty different, and several years ago on the Command Zone podcast they said that like in limited, there aren't really deck archetypes this way, just different flavors of midrange.

As the format has developed and changed a lot over the years I do think something like these archetypes exists in commander, they're just different. For those familiar with sixty card formats some of the hard and fast rules for those archetypes in sixty card magic do not apply, and there certainly is more fluidity on commander and other unique multiplayer strategies as well (ex. Group Hug). Nonetheless, I think the outline of most of these archetypes is still relevant. Here is how I think it plays out-

1) Aggro- I think something more like classic aggro has only become viable in commander in the past couple of years, but I think it is definitely a thing now. In sixty card magic, most creatures are in the one to three drop range, there is often no focus on card draw, and everything in the deck serves to get a single player to zero as quickly as possible. Obviously in commander we need raw engines, some ramp, and are going to play more powerful cards. That being said, I think strategies built around attacking with high value, low cmc creatures from the early game onwards characterizes aggro in commander. This wasn't viable a few years ago due to the lack of board state protection, and really only token pump decks and creature cheat decks tended to do well. But the printing of many premium white board state protection spells like Flawless Maneuver, Teferi's Protection, and Semester's End has changed up the formula a bit. Attacking low to the ground and early is a keystone of aggro strategies, but so are on attack triggers. We have so many of these now, and they incentivize keeping our force swinging every turn. Commanders like Akiri, Fearless Voyager and Trynn, Champion of Freedom incentivize attacking in order to draw cards, make tokens, or do other things the deck is going to want to do. Unlike sixty card magic, we will need to be able to draw cards, and play some removal and interaction, though we'll play fewer pieces of the latter here than in other decks since they compete with resources to keep up the attack. We also need to play one-sided board wipes wherever we have the option, because we can't afford to lose our own board state. We'll also need a way to get through for damage once our opponents' defenses are up, and as such things that give our creatures menace, landwalk, flying, deathtouch or indestructible are key as they help us keep up the assault. We're also very in favor of a few key pump spells to help us finish out the game like Jazal Goldmane or Coat of Arms.

2) Midrange- In sixty card magic midrange is characterized by playing some of the most powerful cards on every point in the curve, and play more removal than aggro decks. Oftentimes they are characterized as "the growing threat." A classic and famous example was the classic Modern Jund deck that Reid Duke piloted several years ago. One of its touchstones was playing Tarmogoyf on turn 2. The goyfs could attack or block where necessary, but they would grow more unstoppable as the game went on, until they were dropping haymakers like Liliana of the Veil. They would use cards like Dark Confidant to keep their hand full till they could inevitably win. In a way, these sorts of decks mirror something of what we see in all commander decks in that they play removal, draw, and powerful cards. Yet what I think sets them apart is this idea of the growing threat, and that they play more removal than aggro decks. One way in which I think some midrange commanders work is to have abilities that allow them to turn other cards into Tarmogoyf like threats. Ezuri, Claw of Progress and Giada, Font of Hope use +1/+1 counters to turn small evasive threates into significant ones. In this sense, I think a lot of counter decks fit well in the midrange categories. These decks will attack, but they don't have to like aggro decks, and are more willing to conserve resources and work on developing board state where feasible. They often have engines that benefit their board passively from the passage of time, and as such they can play more removal and let their board build itself. They still want to protect their board state, and some of the cards from aggro decks that do this or simply counterspells can help with this, and one-sided board wipes are usually th best kind for midrange decks as well.

3) Control- Control decks in sixty card magic are built on trying to shut down almost everything an opponent is trying to do via counterspells and removal until you can work towards a win con. This obviously is not possible in commander where you can not shut down three other players with just counterspells and removal alone, and isn't always necessary since opponents can also shut down each other. As such, controlling strategies fit into two categories: stax and regular control. With stax pieces that shut off lands and mana rocks, eEDH controlling strategies indeed can effectively shut down three other players, usually finding a way to work through it themselves in order to build towards a win con. In standard EDH, heavy land-based stax like that is frowned upon, but cards that disrupt play in other ways (ex. Blind Obedience as well as counterspells and removal are fair game. These decks are still building towards a win con by slowing opponents down, and will devote far more slots to disruption and removal than aggro and midrange decks. They may win with an infinite combo, a planeswalker, a few premium attacking creatures, or in other ways, but most of the deck is devoted to protecting themselves and disrupting opponents. Controlling decks are more likely to play reciprocal board wipes, and generally benefit from keeping the board clear of threats at most times.

4) Combo- Combo decks also exist along a spectrum in EDH, though this archetype is most similar to sixty card magic. The formula is almost unchanged for cEDH, where most of a deck is devoted to playing and protecting a single combo. Outside of cEDH, it is worth mentioning that infinite combos can be included in almost any archetype in the format as a backup win con when other plans go sideways. What makes it a combo deck is that the entire deck is focused on pulling out one of a variety of sometimes elaborate combos, and these decks are generally geared more towards Johnnies than Spikes. A good example would be combo decks built around Teysa, Orzhov Scion that can put together the Darkest Hour in a variety of ways, as well as play Reveillark + Karmic Guide and/or Sanguine Bond + Exquisite Blood in order to win. These decks play out as trying to put together a combo while fending off opponents with removal and interaction.

5) Tempo- Some might argue that there is no such thing as tempo decks in commander, but it's worth mentioning that they're pretty rare even in sixty card magic across formats. In sixty card magic tempo decks adopt a "disruptive aggro" philosophy, where they slowly chip away at an opponent's life total with small, cheap, evasive creatures, while always holding mana open to protect their board and disrupt threats. While "chipping away" life totals isn't much of a strategy in a multiplayer strategy, I do think there are decks that play out along the lines of this disruptive aggro strategy. As an example, Ranar the Ever-Watchful and Alela, Artful Provocateur can be played this way, where the flying tokens they generate are the main win con, and the rest of the deck is devoted to holding mana open to protect this main game plan and stop others from winning. Unlike in sixty card decks these may win all at once with token pump effects or other affects, but this is the main way.

What do you all think? Do you think there are deck archetypes like this in EDH? Why or why not? What qualifications would you add or take away about them if you do?

Guerric on [Primer] Helming the Host of Heaven: A Giada Guide

4 months ago


Thanks for the encouragement I am glad you like the deck! I tried to be disciplined while making it. Splashy cards that spam out a lot of angel tokens are powerful, but low cmc angels seem to be the way to go wide fast.

All of those are good suggestions, so I can add them to the maybe-board. I'd certainly love to have a copy of Moat if for no other reason than it is fun and iconic! I certainly wouldn't question Mana Crypt either. I personally agree with you about paywalls in magic, and I think the reserve list in particular is a great evil because it locks people out of playing some fun old cards. I want as many people to play magic as want to, and I think these people keep certain demographics out of the format, which is sad. I don't personally have any issue with proxies as such for especially expensive cards, especially those on the reserve list, and would allow those in a group I am playing in. The reason I don't do it myself is simply because I want to play my decks anywhere, and someone could definitely object, resulting in me either not playing the deck or having to switch cards out on the fly, which is inconvenient. As such I don't even proxy cards I own to have more copies just because I don't want to hassle with it, but I have no issue with anyone I play with doing so!

As for Smothering Tithe, I actually own three copies of that card which I purchased when it was under five dollars, so my exclusion of that card is a bit more intentional, though I wouldn't question anyone else who wanted to play it! My theory on tithe is that it is best in slower, more controlling decks that amass value and win with big splashy plays or combos. I've tried it in other aggressive decks like this and found it was just too slow for the playstyle. With Giada being the optimal turn two play most of the time the earliest we could play tither here is turn four, which is when we want to begin gold-fishing and playing key draw or support pieces. Tapping out to play tithe would slow that process down quite a bit, and we don't really need the amount of mana it provides in this deck. I also like tithe in blue decks with counterspells to protect key pieces, because it can be removal bait, and if someone removes it before we've made at least four tokens we come out at a loss. It's amazing in my Teysa, Orzhov Scion and Aminatou, the Fateshifter decks but I'm not sure if it fits ideally in Giada, but I could be wrong!

Guerric on Experience with Aetherflux Reservoir

4 months ago

While I would echo much of what is said here about it being a win con, I feel like it is best in certain strategies that are able to use it for value and bargaining as well as part of a win con. My Teysa, Orzhov Scion deck has a lifegain theme, but I do not play reservoir because I would take unneccessary heat in a control-combo deck, don't get that much value out of the life gain, and it doesn't synergize with Teysa's gameplan. I do put it in storm style decks like Feather, the Redeemed, where it performs really well. Since I'm constantly getting mana our of 1cmc cantrip I'll gain tons of life even in one turn around the table, and if all I get is value it will have been worth the cost. In the meantime, my opponents have to play carefully around it, and I rarely lack for blockers or interaction in the deck. If I do take out a single player with it that's a plus, but I don't need to. I've also thought about putting it in my Mizzix of the Izmagnus deck which employs a similar storm style, and is super controlling so as to keep heat off of me. Lifegain is great in that deck since I don't have lots of blockers, so this could be a good call. I definitely wouldn't bother playing it in a goodstuff deck, as a salt card, or as a value piece where you are regularly paying more than one mana to cast your spells.

Guerric on Convoluted Combos

5 months ago

My favorite somewhat elaborate, but also fairly competitive combo is Teysa, Orzhov Scion + Darkest Hour. It feels more fair than other two card combos because it is technically a 4-5 card combo, but other than the above two cards you only need a free sac outlet, something to sacrifice, and a kill card to win, so there are so many ways you can put it together. Also, Darkest Hour only costs , which is the height of efficiency. It is the heart of my Teysa deck, which is probably my favorite one, referenced below. One of these days soon I'll write one of my elaborate primers for it, but it's just so fun, and we're never out on the combo unless Darkest Hour is removed from play, which is why I have other ways to win.

All you Need is Greed (Under Construction)

Commander / EDH Guerric


Guerric on Teysa Karlov, Double Death Budget

6 months ago

Hi Zaromin This looks like a fun deck! Just some ideas- I've run Teysa, Orzhov Scion for many years and there are some similarities. Have you though about Nether Traitor, Reassembling Skeleton, or Bloodghast? The latter might push your budget a little bit, but these are all great because they are self-recycling in and out of the graveyard for more and more death triggers. Also, Teysa, Orzhov Scion herself will give you two spirits for every death trigger for a black creature. She can also be one half of a win con with Darkest Hour with a free sac outlet and one of your many aristocrats out. Also, with all of your small creatures the fabulous new card Welcoming Vampire would be an amazing card draw addition.

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