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Frosted Flake Loops is a mono-white combo/hatebears deck. This list uses the most potent of hate-bears (a list that is constantly changing) to disrupt and slow down enemy win-cons while relentlessly pursuing our own artifact-based wins. While some of these hate-bears can actually hinder the deck on the turn we are hoping to go off, we overcome that wall with sac-outlets. A large portion of Teshar's combo lines requires a way to sacrifice creatures so they can be resurrected with our commander. On the turn of our approaching win, sacrifice what hate-bears are holding back the deck and proceed to victory. Even if the combo is interrupted on that turn, by whatever means an opponent may have, Teshar's ability allows you to cast a handful of historic spells, rebuild the wall of Hate-bears, and safely pass the turn to attempt another win later on. This idealogy breaks parity on the term "nonbo", allowing the pilot to maintain an active combo deck while not having to worry about getting out-sped by faster decks like Turbo-naus.

The first thing I wanted to do in this primer was to better explain the ideology of intentionally swapping slots that could be dedicated to speed and redundancy for hatebears.

"All-in Teshar", such as the list holds a special place in my heart for its potency and speed. However, I can only praise its quickness so much when there are new decks like iRoger threatening to regularly go off on turn one and still have access to protection. The impact of our early game, especially in mono-white, needs to be heavy and crushing. There is no worse feeling than watching someone else win the game while you doddled with your handful of Teshar-specific-playables. I have found, over time, that if I drop an early debilitating hatebear, those games almost always swing in my favor. The board is delayed enough for the rest of the players or yourself to prepare to take out the Turbo opponents while Teshar already sports lines that are near impossible to interrupt without the help of exile effects.

With the downsides of trying to race turbo decks aside, my second reasoning comes from the nature of Teshar's abilities. Hatebears, especially the hard-stopping ones, have to be removed for most decks to continue playing optimally or for a win attempt. Removing a hate-bear, however, usually also opens the rest of the table to their own win-cons and interaction, making it a risky decision to undertake. This list maintains a "home-field" advantage in that we are not playing a single hate-bear that Teshar can't resurrect. If a hatebear is removed, we can just as easily bring it back by casting a single artifact or legendary creature (some of our hatebears trigger Teshar). With Teshar in play, any single hate-bear feels like a soft-lock on the state of the game. Without graveyard interraction, most games can be brought to a grinding halt to the point that there is no amount of counter-magic or removal that can stop Teshar from going off.

Teshar is very much much a pilot-driven deck. The skill of the pilot determines how potent and competitive the list will be. An inexperienced player behind this list would make it no better than a "mid" deck. I'm sure the same could be said for many cEDH decks, but even memorizing a handful of Teshar's combos or the infamous Kralk-Clan Ironworks combo will not make this deck feel any more competitive than a casual mono-white deck with a nice bird at the helm.

With that looming warning aside, my goal with this section of the primer is to attempt to explain Teshar's combos as simply as possible, hoping to close that gap and allow the deck to be better understood by both the pilot and even your opponents.

Teshar+

Teshar+ is the term I'll use for describing the most basic of Teshar's "build-your-own-combo-lines", specifically those that follow the 4-part equation:

Sac + Retriever + MPA/MNA + Outlet

Sac - Any piece that allows you to sacrifice artifacts or creatures.

Retriever - Any creature that moves artifacts between zones. For example: graveyard->hand, graveyard->field, field->hand.

MPA/MNA - Mana-Positive or Mana-Neutral Artifacts.

Outlet - Any artifact/creature that can be looped or cast a single time with infinite mana or infinite mill to enter a game-winning state. This list also includes tutors that will get you one of these cards.

Now, I wish I could say that any combinations of these cards all satisfy the above equation, but that is not the case. Memorizing the equation above is a great starting point, but you will have to mentally go through each step of your combo to make sure you have the correlating pieces. The number of different Teshar combinations could fill a decently-sized database or small book.

Special Exceptions

It is entirely possible that a piece makes up more than one of the slots in this equation.

Skullclamp can double as both a sac-outlet, in special cases, as well as your outlet, allowing you to draw your library once the loop has been established.

If you take a look at these two (three) cards, you'll notice something unique. They both have the ability to sacrifice themselves. This specialty eliminates the need for a sac-outlet to be in play and the loop is created with fewer pieces, netting you infinite mana. I hope all pilots will continue to look for special exceptions to these equations. Seeing how your own wins can be built with all these different pieces makes the difference between a competitive Teshar pilot and a casual one.

This section will go over the reasoning behind each hatebear and its inclusion. This list will have to be constantly updated to adapt to the current cEDH meta. I will also include reasons that this hatebear could be cut or mark them accordingly.

Archon is a recent addition to our list of hatebears. It sits several steps above Eidolon of Rhetoric as a Rule of Law effect in addition to a "slower" of non-basic lands. While the slowing down of our opponents fetch lands and cradles and other important lands is great, the real value of this bear comes from Rule of Law . Most decks in the format lack one-card win-cons and need to either cast two cards for their win or need interaction up to protect themselves. RoL effects hit those decks like a truck.

I'll avoid ranting about how Opposition Agent should have been a white card and just say that this not only stops tutors but is also a great answer to an Opposition Agent that is not being directed at you.

A great answer to any deck that relies on their commander as an outlet.

Eidolon is a strictly worse Archon of Emeria and is on the chopping block for that reason. I have yet to decide whether or not RoL redundancy is worth it. On the downside, this card contributes to dockside counts.

We absolutely cannot play Deafening Silence in our list, but Ethersworn Canonist is a great stand-in. Not only can our list win through a Canonist, but Canonist itself is an artifact and can trigger Teshar. On the downside, the card contributes to Dockside counts.

Hushbringer is also on the chopping block and there's a good story behind it. Teshar's trigger ability is NOT A MAY. You have to resurrect something. I was in the process of trying to grind a ton of value off of Skullclamp when I accidentally flipped Hushbringer off the top of my library and locked myself under it. The main reason for Hushbringer in the first place was Thassa's Oracle and Dockside Extortionist . I am now thinking that Hushwing Gryff is serving this slot better as on-death effects are not too prevalent in cEDH.

Kataki is an interesting card. It effectively works as a Null Rod or Collector Ouphe in white, forcing opponents to tap-down their artifacts for the sole purpose of keeping them in place. In the case of Treasure tokens, Kataki basically turns those off and they'll have to be used the rotation they come into play. Now, the big reason why I included Kataki in my own list is that he is a pseudo-sac-outlet. Null Rod effects really do hit our deck hard. Every one of our sac-outlets is the activated ability of an artifact. However, Kataki makes it so you can intentionally sac artifacts to their upkeep cost. This'll allow you to get Myr Retriever triggers and regain some control of the game. On top of this, he's a Legendary Creature and triggers Teshar on cast. Despite this paragraph, Kataki is not a key player in the deck but instead contributes to the grind game.

SotL servers as our answer to things like Rhystic Study and Mystic Remora . It also extends to certain win conditions like Thrasios, Triton Hero and The Gitrog Monster . Turns off Tymna the Weaver as well. A downside is that this card contributes to Dockside counts and, to be honest, holds little leverage over strategies like Underworld Breach , Ad Nauseam , or Consult.

Thalia is another hatebear that we can successfully win through, albeit with a little more set up. To our opponents, however, Thalia is a huge stick in the mud for players attempting large stormy ramp turns, Ad Nauseam plans, and even trying to interact with board state can become quite taxing.

WOTC still seems interested in printing more hatebears for white...even though Black and Blue recently got the best ones ever...we will have to wait and see what table scraps are thrown our way.

Of all the hate-bears, I'd say the ones that could be flexible in their removal or for meta reasons are: Kataki, War's Wage , Eidolon of Rhetoric , Hushbringer , and maybe Spirit of the Labyrinth .

  • Spawning Pit - Of all your sac outlets this one might hurt the most. It is one of the cheapest at 2 mana but that doesn't change the fact that it makes a ton of tokens that can't actually attack that turn and unless you're looping something that nets you mana on its own, drawing this might be painful. Let's hope for something better to get printed.

  • Curse Totem - CT has not been pulling its weight. It prevents a few of our win conditions (like Arcbound Ravager ) while being a stax piece that we can neither recur nor really workaround in all cases.

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Revision 12 See all

(2 years ago)

+1 Archon of Emeria main
-1 Board the Weatherlight main
-1 Cursed Totem main
+1 Esper Sentinel main
+1 Fragmentize main
-1 Hushbringer main
+1 Hushwing Gryff main
+1 Jeweled Lotus main
-1 Mentor of the Meek main
-1 Phyrexian Revoker main
+1 Portable Hole main
+1 Skyclave Apparition main
-1 Snow-Covered Plains main
-1 Springjaw Trap main
-1 Tireless Tribe main
+1 Urza's Saga main
Date added 4 years
Last updated 2 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

7 - 0 Mythic Rares

40 - 0 Rares

25 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 1.64
Tokens 2/2 C Artifact Creature Spawn, Construct 0/0 C, Illusion */* U
Folders Yeet EDH, Cool decks
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