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|Commander 2016 (C16)||Rare|
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Tymna the Weaver
Legendary Creature — Human Cleric
At the beginning of your postcombat main phase, you may pay X life, where X is the number of opponents that were dealt combat damage this turn. If you do, draw X cards.
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Tymna the Weaver Discussion
2 weeks ago
Wow, thanks realsoupersand, appreciate all the work you put into this review and comment. I have lot's to work on here.
I spent about an hour making a reply earlier today, but when I clicked preview forced me to login and it was gone forever. So I decided to make some updates to the deck before responding again, here it is.
I understand and appreciate your comments about Kaalia of the Vast and cEDH, of course, your correct the play analytics certainly support the position. The meta is fairly narrow on cEDH, however, like most formats (eg: Modern), there are non-meta decks that can be competitive in the format, but perhaps not with a high degree of consistency. I feel that the ability to have T1-T4 win-cons can make it competitive in the cEDH format, and with your help if we can get avg turn win under 4 or improve T1/T2 win %, it certainly can play although being mardu, it doesn't have access to the core strengths of the Tier1 decks.
I reduced my lands count a few. I read an article and ran their statistics through a bunch of models I created based on the raw data. Their conclusion, and my analysis verified, there is a co-relation between playing or missing a T3 land drop and your winning % in commander. At my previous lands, I still miss the T3 land about 20% of the time. I'll see how the reduction in lands impacts those statistics. I removed Rugged Prairie , but the other 2 filter lands, provide additional conversion avenues for a Turn 1 win, so although not the best lands, the higher T1 win % benefits from their inclusion.
I also hate any land that ETB tapped like Hall of the Bandit Lord . The way I was thinking about it was, Dragon Tempest is CMC2 (but active that turn if I have mana to play something), if I play Hall of the Bandit Lord tapped on T2, it is only CMC1 because I still have my T1 land available (although it doesn't do anything that turn). Haste is important for utility, I didn't include it for a long time, then added it back to see if it brought my avg win turn down, will do some testing with it in and out.
Yawgmoth's Will mostly has been beneficial. Although its CMC3 (terrible), assuming I have a Fetch land in the graveyard, and don't have a land drop in hand, it can play the fetch, so in some cases it's a modular ramp. Also, it can cast a Karmic Guide (we'll get to her) to start the Infinite Combo, also, it can cast a Reanimate or Animate Dead to do the same, or be a Demonic Tutor /modular tutor/removal, etc. Also, with the inclusion of Worldgorger Dragon Infinte Mana, going to allow me to play my entire graveyard in a single turn. It helps with improving the T3 and T4 land drops % and provides as good a ramp as mardu is going to get.
Mox Diamond unfortunately I don't have one, I have several decks including this one that need it, but it's not budget friendly either, so going to be a future add whenever I can get my hands on some. I'll see what I can do with artifacts to get to a reasonable consistency on Mox Opal going to take a while to make all the updates and buy some cards. Arcane Signet still shows as Illegal in commander, I assume the Brawl decks will be released soon or else tapped out will update their system. It's the best CMC2 rock, it will be in there whenever legal.
Diabolic Intent has only screwed me once so far, outside of Grand Abolisher there isn't anyone (including Kaalia of the Vast ) that I won't sacrifice to pull my combo piece and go for the win. It usually finds the last piece. Mausoleum Secrets works nicely with Buried Alive and Entomb to pull the Reanimate card. They are not the best, they were includes for testing purposes, I just find I need more tutoring to be consistent so having CMC1 and CMC2 tutors with conditions is still useful, I wish there was better options for mardu. I'll keep evaluating them, if they are unplayable when drawn in too high a % of circumstances they do not add value to the deck.
To replace the Swiftfoot Boots I added Idyllic Tutor , I know you didn't suggest, but with Worldgorger Dragon in, any way to pull Dragon Tempest for haste or Infinite damage or Animate Dead feels right? Steelshaper's Gift with just Lightning Greaves does feel weird. I'm wondering on the Swiftfoot Boots though, the Equip 0 is key certainly on Lightning Greaves , but usually just throw it on Kaalia of the Vast maybe a Grand Abolisher so Steelshaper's Gift + Lightning Greaves is similar CMC to Swiftfoot Boots and equip () but of course not playable on T1 (boo). I'll try with boots out and keep the tutors in, see how consistently I get to haste when I need it to drop a Razaketh, the Foulblooded , would never want to be waiting for haste when I have a win-con in hand.
As you mentioned Sensei's Divining Top works well with Dark Confidant , but mostly I use it to enable same turn Vampiric Tutor / Imperial Seal or to ensure I get the lands I need or try and find an ADD to resolve if Kaalia of the Vast is available and don't really need the mana. Also, if I have nothing else, it's a good random draw chance to stop a win-con or pull a tutor (and shuffle it away! happens so often).
I'm thinking on Tymna the Weaver seems not bad, I don't play to her strengths but still viable as mardu can't draw properly.
About 40% of my wins are my primary win-con of Buried Alive + Reanimate , Karmic Guide is the enabler. Even when I draw her to hand, CMC5 is still playable, or cheat-able with Kaalia of the Vast . She did combo with Reveillark but that wasn't working, Reveillark was too high CMC. She re-pops a Razaketh, the Foulblooded then he sac's her, outside of the primary win-con, its never a dead draw usually. I put Dance of the Dead in, but now, I'm thinking Necromancy is better, because it also works with Kiki-Jiki, Mirror Breaker as well. Might swap the Dance of the Dead to Necromancy if I have one, I'll check tomorrow.
Dismember I like, play it in Modern even, Fire Covenant makes sense, but feel I would rather just Tutor Toxic Deluge which can remove indestructible and not have the duplication. Usually, I just try and win instead of disrupting, just let the Counterspell players stop the others, that opens a windows sometimes for me to try going for combo. I hate how Red Elemental Blast and Pyroblast are potential dead draws, but realistically always of value. Similar to a more generic Silence (wish it had Split Second), probably need them, need to review for more cuts. Path to Exile is a CMC1 exile, so it's good for decks that rely on commander (understanding they often don't care if they are removed because that is too late), I also use it as a modular ramp card, CMC1 to pull a land into play. I haven't found it hurts me most of the time, it's usually stopping a go for the win (like a Laboratory Maniac or something), usually wouldn't play it to enable a win.
Thoughtseize and the like, one of my favorite cards BTW, I found just hurts me and 1 player. Gives a wide opening to the other 2 players to go for the win, and now I'm short on card advantage, draw poorly, and disabled a player potentially that could have stopped the win. If it's pre-emptive (like Silence ) before going for the win, do I really want to increase my Win-Con by CMC1 or wait that extra turn to have the mana, or just go for it now, and maybe win? Tough to tell. Again too, wherever I can would rather go for my win than stop others win.
I'll have to go over creatures responses tomorrow as I'm out of time tonight, my earlier message addressed everything plus a bunch of cards I'm considering putting in and your opinion on those. For another night!
Thanks again for the fantastic input, I'm really working on making the changes. I ordered a bunch more cards on Card Kingdom today, so in 7 days free shipping, should see some more changes coming down the pipe. Also going to continue reviewing your recommendations and deciding on cuts tomorrow and over the upcoming weekend.
2 weeks ago
If you're playing in a cEDH-esque meta then you typically want to be using a heavy creature base for a deck sporting Tymna the Weaver as one of its commanders. Esepcially since you're sans blue.
Yes, creatures die to boardwipes/single target removal however I would recommend avoid the logic of "dies to removal" as a justification not to run something. At the end of the day, short of running something like a Kiki-Jiki, Mirror Breaker package in the deck, your primary win conditin is "turn sideways". That's why you want to leverage creature based ramp - those dorks will form part of your win condition.
My recommendation here would be to use dorks where possible (in combination with a few of the better mana rocks) and see how the deck goes being able to play through your own Blood Moon with that configuration. But at The end of the day, if your budget can't support it, well...
As a side note, I do think that you can make an exception for Chromatic Lantern here. No, you don't want to be paying 3 mana for a rock ideally, but you're talking budget cEDH, so the phrase "beggars can't be choosers" comes to mind somewhat.
2 weeks ago
You've correctly identified some methods already used (signets, dorks) which are extremely common in decks. This is because they 1) ramp 2) color fix 3) spread mana across permanent types to avoid getting wiped. You should DEFINITELY run the signets/talismans and available dorks, they are so incredibly efficient at what they do and at very low real dollar cost, and are diversified to avoid getting totally wiped. I know you want more lands but also consider Armageddon only costs $4 and has already had so many printings and you will see it in competitive decks and other low-tuner competitive decks. If you run Blood Moon on a budget, absolutely run the talismans and signets I can't stress that enough.
However, being a budget boy who wants to go fast myself, I've stumbled across similar questions before, so I'm more than willing to share what I've gleaned. You pretty much want cards that WILL come down turn 1 or 2, cards that give free stuff for cheap $$$, or or pump up those basic land #'s. You may also notice that in typical Blood Pod lists, there aren't that many red cards or red mana sources, and that many of my recommendations are green. You're going to want to weight your colors so red is a smaller part and to run very few red lands because all your nonbasics become Mountains, so run your nonbasics to include a red splash and then run more forests.
It is a Rampant Growth on legs that can block-then-sac on annoying early creatures like Tymna the Weaver . Brings you to a basic so works with BM, it can swing to get Tymna triggers. It spiked a while ago but its still decently cheap to buy.
Nature's Lore is the best of these three, as the forest enters untapped and it can grab shocklands with a Forest type if you dont have BM out. Growth gives the most utility by giving you any basic land for BM. Farseek gives any but a forest, but you have to make a green to cast it so you've got at least one green somehow. These are extremely playable fixer/ramp cards on a budget and are really going to help you with a budget Blood Moon land base. I recommend these over the 3 CMC counterparts Cultivate Kodama's Reach because they come out a turn faster so far lower chance you're going to get staxed out. They curve extremely well into having 4 mana on turn 3 (Tana on turn 3?), as opposed to using all your turn 3 mana for a big turn 4. They also raise the amount of keepable hands you will have, as 2 mana + growth gets you to Tymna, while 2 mana + Cultivate is a mulligan more times. They're even enjoyable to see sometimes late game after MLD.
Insane color fixing and it cantrips, the only problem is you have to run snow-basics instead. If you happen to have enough snow basics laying around, this is a very solid bet for color fixing.
One of these is much cheaper to purchase, so I highly recommend that one. Fixes and cantrips, you really don't mind drawing them late at all.
Color fixer and ramper, works real well with BM. Just add creatures.
If you have them, they will deck thin + get you to the correct basic land. I know fetchlands are expensive, so also consider that there is a lesser known cycle of mirage ETB tapped fetchlands, while definitely worse, are much cheaper. Sleeper cards tagged for your convenience Flood Plain Bad River Rocky Tar Pit Mountain Valley Grasslands . Also DEFINITELY run Evolving Wilds and Terramorphic Expanse if you don't already. More sleeper fetches that might interest you Krosan Verge Thawing Glaciers
Nice replacements for Mox Opal and Mox Diamond . They let you hit signets/talismans/growths/big dorks on turn 1. They help you escape from underneath Trinisphere or Sphere of Resistance . They are slot intensive, but with Tymna in command zone to guarantee draws I would also highly recommend these. These will be invaluable in helping you get a stronger start than more expensive opposing stax decks. They're a small hit to the wallet but once again, fraction of the price of Opal/Diamond.
I didn't see these listed in the OP or in comments, so I definitely wanted to bring them up. Work extremely well to accelerate and color fix, they also work with Blood Moon . They're enchantments so it gives extra diversity from creatures/artifacts against wipes. Works extremely well with Arbor Elf and Voyaging Satyr
Tutors basic land of your choice to your hand. There are a couple downsides though 1) Doesn't ramp you at all 2) Most cards with landcycling aren't very good for the actual spell. Landcycling does have a few big perks though 1) its an activated ability, which makes it MUCH harder to interact with and mostly immune to stax effects 2) minor bonus utility of actually playing the card 3) it will become a land eventually so it dodges more hate than other permanent types. This would be effective if you had other strong stax decks in your meta, or a crazy amount of counterspells, but otherwise I'd try one of the other ones I listed first.
2 weeks ago
Deck variant: reanimator aristocrats
Card in question: Blood Moon
Question: How tf do you run that card outside of cEDH mana bases?
Further explanation: Running few non-basic lands is difficult in four colors. I don't run the usual cEDH mana rocks or fetch lands because my decks are only, at most, what people might call "budget cEDH" (not fully up to the "c" in "cEDH", but definitely based on cEDH counterparts). There exists Chromatic Lantern and Gilded Lotus , but to be perfectly honest, I'm not fond of either. I dislike almost any mana rock with over CMC 2 that only produces one mana per tap, and while Lotus might produce three mana, having a CMC of 5 kills it for me.
Play cheaper (money-wise) mana rocks in place (signets, talismans, etc.).
- One of the more viable circumventions. My only objection lies in how lands are more viable strictly in the sense that there are more ways to blow up a rock than there are for lands. Since green is involved, land ramp tutors are a thing.
"Just play x," where x =/= $100+
- Real wallet murderers, these ones. But also super helpful; might be worth it.
- Creatures are easily killed, and although I already planned on needing these, there's no way they can support the mana base that well.
- Playing extra land is amazing... when there's land to play. I generally dislike playing more than 32-33 land in a deck outside of landfall (max 28- 30 colored land + fetch lands, 1-3 utility lands), so odds are moderate, but not super high. Also, again, creatures are easily killed.
- The only thing on the list that might actually work consistently, is below 3 CMC, and below even $10. Bonus: explicit Enchantment removal is still barely a thing. Let's just hope a boardwipe doesn't occur.
Don't run Blood Moon
- I cooould, but nah. I pulled one in a pack I got myself for an early birthday present. It's up there with wanting an excuse to use the Doubling Season I pulled a few months back (that nobody wants to buy off me), as well as wanting to use the foil Loyal Retainers and prerelease copies of Sun Titan , Teysa Karlov , Vivien's Arkbow , and Sheoldred, Whispering One I have. All of those might not happen, but I can try, right?
So yeah, any and all thoughts welcome.
1 month ago
Hi, I play in a non-cedh environment, with decks at power level 6-8.
I'm thinking of making an Abzan (GWB) lifegain / hatebears deck aiming to tempo and last extended games. The target commander is either Anafenza, the Foremost or Tymna the Weaver / Ikra Shidiqi, the Usurper , using utility creatures like Vona, Butcher of Magan and Ayli, Eternal Pilgrim .
What constitutes as the 'core' of a blood pod deck? If I remove Red, does this still achieve the same intended purpose as bloodpod, sans- Blood Moon ?
What boardwipes would you recommend for this type of deck? And how many would you run?
1 month ago
Other good choices for competitive decks could be:
- Thrasios, Triton Hero + Tymna the Weaver partners for straight out value and infinite mana combos, draw your deck and stuff like Laboratory Maniac .
- Godo, Bandit Warlord combo with Helm of the Host for infinite combat steps. Needs a lot of expensive artifact ramp (i.e. Mana Vault ) to really perform.
- Zur the Enchanter necropotence deck, super control and fast.
- Jhoira, Weatherlight Captain eggs (0 mana artifacts) combo with Retract effects, tutors and finisher with Aetherflux Reservoir / Laboratory Maniac .
- Naru Meha, Master Wizard full instant speed combo deck with infinite turns combo, usually wins in response to your opponent trying to win.
1 month ago
drunksementhrowr take as much time as you need with replies! Real life takes priority
Labman is an extremely safe card for this deck specifically, because it aims to exploit creature based combos to fill the graveyard and the commander can act as a duplicate. That's why I preferred Lazav over another UB commander for this build. Being able to Dread Return your lab man after you copy it with Lazav adds in some serious redundancy to your win, which is a nice feeling with 3 hostile players staring you down. The move away from labman will simply need testing to see if it will work. This build with or without labman is correct either way, because I think you can make a strong case for or against it. The Doomsday brew I have (on private still sry lol) uses labman as well as Jace, Wielder of Mysteries with Demonic Consultation Tainted Pact and the unbelievably spicy Divining Witch for more direct A+B combos, and honestly they may have a place in this build.
I would definitely say this is an Ad Nauseam deck. With a single tutor in hand, it becomes a race for as a strong line to winning. Any combo piece + any tutor and you've guaranteed your winning line, and it lets you refill your hand with control and removal. Our curve is super low to fit the Ad Naus, which causes us to make sacrifices in other spots. We are primarily a layered Ad Naus list, with a value generator from the command zone. We can't guarantee advantage like Tymna the Weaver with 2-3 extra cards every turn, we don't have free tutors like Yisan, the Wanderer Bard , and we don't threaten wins with our commander alone like Najeela, the Blade-Blossom . What we DO have is both a combo enabler AND a combo finisher in the command zone. Ad Naus gives us a reachable goal at 5 mana to find a way to exploit the one card our deck always has available to play.
I really like the inclusion of the small sacrifice creatures. With infinite mana, they guarantee a win. They are pretty much the cards that replaced labman.
Cathartic adept is a spicy tech to shit on top-of-deck tutors. Vampiric Tutor Worldly Tutor Mystical Tutor Enlightened Tutor are played in almost every competitive deck that runs those colors. It hates on Sensei's Divining Top . Arguably Codex Shredder could be better here, as its online turn 1, but being a creature gives us more flexibility with Lazav. Pretty easy card to let go of for draw cards, especially if topdeck tutors aren't in your meta.
Dread Return loves Narcomoeba . The mill combos pretty much require a creature (unless you do Mesmeric + basalt monolith), so lazav + mill creature + narcomoeba would guarantee the flashback cost. Must have missed this when I removed Narcomoeba. Sorcery speed does make this a bummer, but we can always have Lazav in play before we flip so we can instant speed make a copy of labman if someone forces us to draw.
Scepter combo is extremely helpful against Cursed Totem and other creature based hate strategies. It gives us a discrete way to end the game, while being made from two cards with EXTREMELY high utility outside the winning combo, you can definitely value imprint something on Isochron early to help with favorable board state. I wouldn't recommend removing it. Any creature with the word "sacrifice" in your graveyard also means you will mill through your deck with Lazav to an outlet for a win.
I think one of the best ways to layer this deck further will be labman + pact lines. I would recommend giving those a serious consideration if you want to drop isochron + reversal. I also think adding more draw and removal is wise,
I enjoyed the anecdote! Glad to see my deck made it into the wild hahahaha! I look forward to your brewing and testing results!
1 month ago
Chucknorris13: The reason Goblin Bombardment is strictly better is because it is useful outside of the combo. You can use Goblin Bombardment to machine gun down creatures you don't like. Most of the time I use the card to kill mana dorks or things like Tymna the Weaver or Dark Confidant .
Tymna the Weaver occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%