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My attempt to make the most competitive version of Tatyova

Strengths: a lot of land based ramp, which usually is safe to removal. Low curve, lots of draw, decent amount of removal & counter magic.

Weakness: very dependent on commander, weak against no search/no draw effects. Not super fast.

Combos: Most consistent combo line is ghostly flicker with mystic sanctuary. Needs tatyova, and either a land that produces 2+ Mana or lotus cobra. Draw your deck and possibly infinite Mana. Very easy to tutor mystic sanctuary. A few ways to tutor flicker, but could use more.

Quickest line if you get lucky is sakura tribe scout (or skyshroud ranger or walking atlas) with retreat to coralhelm and a way to bounce lands (oboro, simic growth chamber, trade routes) and tatty. Draw your deck, possibly infinite Mana.

Two extra land drops (easiest with azusa), walk the aeons, and crucible/ramunap give you infinite turns and is relatively easy to gather the pieces for.

A slow but reliable combo is ley weaver + maze of ith for infinite Mana, draw your deck with lore weaver and force opponents to deck themselves.

There's other combos you can stumble into, usually with mystic sanctuary and/or crucible effects. Zuran Orb used to be a part of a win con, but I cut it because I rarely need that effect; sylvan safekeeper can't happen forever (except maybe with dryad arbor) but has similar combo lines and has an upside. The earlier four are my most common win cons (in that order).

Ramp cards: This deck is all about ramp, most of it is trying to get lands in play. Older versions had much more effects like rampant growth and cultivate, but I've taken them out since they are slower. There's definitely some real strength in those effects, but I've kept it to effects that allow lands to enter untapped whenever possible and free ramp. Have considered cutting the one shot ramp effects (lotus petal, elf spirit) but they can help you be more explosive. This is probably were more tweaking should be checked out- I've had better success with how I've tweaked it, but slower ramp is more powerful and more consistent. This version is faster but needs a bit more luck (or good mulligans). Sword is super strong, but needs to swing and hit, and costs 5 Mana down. Turnabout can be super helpful after a scapeshift and/or splendid reclamation, and even fairly can net a lot of Mana. Also has the upside of being able to be used defensively to tap your opponents Mana or creatures.

Control effects: Classic force of will, new hit fierce guardianship, and pact of will are strong, free(ish) counters. Mana drain, swan song, and arcane denial fill out the costed counters. These seem fine, but could be tweaked. Foil always looks good but has too high of a cost to cast it for free.

Oko just wins games, especially on turn two. Absolutely kills so many fast decks that rely on their commanders or key artifacts/creatures. Gilded drake is a newer but strong addition. Beast within can kill anything, but does have a highish cost. Kenrith's transformation replaces itself, but feels a bit worse than drake. Turnabout can stop an opponent from winning or swinging in, but is usually for ramp. Strip mine is a great way to win in 1v1, but can still really mess with an opponent's land base. Ghost quarter has the same upside, but can also be used to get another tatyova trigger- it's basically also a fetch where you need to sac two lands. Sylvan safekeeper can keep your pieces safe at a relatively low investment. Winds of rebuke can be a great two for one, bouncing a creature and undoing a tutor/noxious revival.

Card draw/selection: Does this deck want rhystic study? I really don't know. It had it at one point, and I miss it when other people play theirs. Remora feels like enough, but doesn't stick around for long. Sylvan library is super strong, 8 life feels like nothing. Tatyova and aesi do most of the heavy lifitng. Trade routes can really help when flooding, and often draws a ton of cards. Lore weaver can technically draw cards, but is really high costed.

GSZ, merchant scroll, and mystical tutor are all no brainers. Drift of phantasms and tolaria west can both get key combo pieces or control pieces. Sylvan scrying is great, but doesn't always feel 100% necessary because of fetches, drift, scapeshift, and crop rotation- realms uncharted might be an upgrade for sylvan (or it could just be cut).

I'm sure this could use some changes, but I love this version and it's probably my strongest, most reliable deck.

Edits: December 2020: cut rude awakening, farseek and Zuran Orb for nylea's intervention, arcane denial, and Mana drain

March 2021: cut chrome mox, amulet of vigor, and nylea's intervention for winds of rebuke, elvish spirit guide, and gilded drake

Strixhaven cuts: Cut carpet of flowers for solve the equation, skyshroud claim for eternal witness, wasteland for ghost quarter, harrow for bear umbra

June 8th 2021: Thinking about cutting thassa's oracle and/or mystic remora. Could use eternal witness for more possibilities of ghostly flicker lines. Brain storm might do more for the mana than mystic remora. Spirit guide (and kinda lotus petal) feels a little weak...

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Date added 4 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

9 - 1 Mythic Rares

39 - 1 Rares

24 - 2 Uncommons

13 - 1 Commons

Cards 100
Avg. CMC 2.25
Tokens Beast 3/3 G, Bird 2/2 U, City's Blessing, Elk 3/3 G, Food
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