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Creature based TnT (Tymna the Weaver and Thrasios, Triton Hero partner pair) deck that is meant for strong casual play in a meta that decks first game plan to win is punching face, with some two-three card combos for a back up strategy.

This is a non-cedh Tymna the Weaver and Thrasios, Triton Hero list. These two cards where a 1 year anniversary gift from my girlfriend so I am trying to find a home for them. That said, this is a creature based value deck thats main game plan is to out value our opponents and end the game with one big hit from a Craterhoof Behemoth or from the hoard of plant tokens Avenger of Zendikar can produce. To support this there is a large amount of spells to interact or even stop our opponent from doing certain things with cards from the HateBear category. On top of this, a way to grind out value in a game is with the small flicker package seen in this deck that can eventually produce infinite mana through Deadeye Navigator shengagains.
Pretty self explanatory category, these cards either literally draw you cards or are consistent forms of card advantage with Dark Confidant. Much of the cards in the Value category are also card advantage but can be conditional or inconsistent on their own. Something to note is both Thrasios and Tymna give you card advantage early in the game so it's rare to run out of cards without opponents stepping in to stop you.
This category I am unsure of. I would like to see its number of Flickerable creatures to be increased to justify flicker payoff cards like Soulherder. I can easily see cutting many of the cards in this category to switch into a different theme like elves, more hatebears, or something else entirely. Currently though, they are here because they are some of my favorite cards and I feel the inconsistency of not knowing how many times I'll be able to flicker a Mulldrifter helps keep the power level of the deck below a 9.
Personally, I hate tutors in commander. Some people jam as many as they can, even the bad ones like Mystical Tutor, Sylvan Tutor, Enlightened Tutor, etc. Same with people abusing their graveyards with gravy trains like Muldrotha. My belief is decks should be equipped to at least slow down your opponent and hatebears are my favorite way to do so. With many of them in this deck being creatures it is very reasonable for your opponent to be able to deal with but I know theres taboo for both hatebears and TnT. That's why this deck is name Ma and Pop's HateBear Shop even though theres more flicker synergies than hatebears as I would rather my opponents know these cards are in the deck and expect them instead of playing a Drannith Magistrate on t6 and my opponent complain I'm playing a stax cedh TnT deck. In reality I just don't want them to play Tiamat, tutor their 5 best dragons to their hand, and murder the table the following turn.
Interaction is good. Thats all you need to know. Being able to kill or counter the silver bullets I believe every deck should have is a necessity for any deck. Personally, this deck might be a little interaction heavy but when you consider the standard 3 boardwipes and Teferi's Protection is also in this category, I feel a little better with having the 14 spells to deal with my opponents board or protect my own.
It's lands, what more do you want? I guess its a 4 color fetch + fetchable land pile that allows you to minimize the non-games that can happen when you are missing a color. Also, if you're going to complain that I use custom made proxies for the og duals and Gaea's Cradle I suggest you revaluate how powerful you believe the og duals are. Not occasionally paying 2 life to have your Breeding Pool come in untapped does not warrant the extra $600 pricetag Tropical Island holds and is purely because of the mistake that is the reserve list. Cradle can be a strong card but on average taps for 2, maybe 2.5 in this deck and reinforces my belief players should play targeted land destruction like Wasteland.
With this being a creature based deck you'll find many, if not all, of the 1 drop dorks. This is because they work best with the wincon that is craterhoof. They can also turbo out a Tymna on t2 and allow you to draw 2 cards on t3. Other than that, Bloom Tender, Faeburrow Elder, and Priest of Titania can lead to large amounts of mana, especially the former 2 when paired with Concordant Crossroads and Deadeye Navigator.
I don't like excessive tutoring in commander, especially when its just for staples like Cyclonic Rift, Smothering Tithe, or a combo. On the flip side, I absolutely love having a tool box of creatures and using cards like Eldritch Evolution or Neoform to turn a useless dork or Collector Ouphe into something relevant like a Reclamation Sage or Soulherder to start flickering my Muldrifter every turn. The issue I have is these creature based tutors can make it very easy to set up what is supposed to be the back up wincon in Deadeye Navigator + Peregrine Drake. I don't like combing off because I cast a tutor and I hate having the ability to end the game and choosing not to even more (just feels like a rude "playing with your food" style of play to me). This is quite easily the biggest contradiction and thing I hate with this deck. I don't want to lose the power of Eladamri's Call in a toolbox deck and not having the combo finish can lead to games where the deck dominates, completely out valuing the rest of the table but can't end the game with its small creature sizes. Might end up cutting deadeye, might end up cutting the tutors, right now I don't know which is the way I would be happiest with going.
Finally to the heart and soul of this deck and many of my others. Many of the cards here are just good, some of them provide insane amounts of Thrasios activations, and some just provide little extra benefits. Many other cards could be thrown into this category but I wanted this category to primarily be cards that are in the deck because of the value that they provide, but don't fully fit into any other category. Also one thing to note, Smothering Tithe, Oracle of Mul Daya, and Mirari's Wake are all cards that are here to provide extra mana but aren't in the ramp category. This is because I don't normally consider 4+ cmc cards to be ramp as t4 is when I want to be playing ramp payoffs, and I especially don't consider them ramp in a deck with a t2 and a t3 commander.
These cards are here to end the game. Thrasios is a famous cedh commander because he just wins when you have infinite mana because his 4 mana activated ability allows you to place every land in your deck on the battlefield, but more importantly, put every non-land into your hand. This is why the Deadeye Navigator + Peregrine Drake combo is considered a wincon. Same with Concordant Crossroads as Concordant Crossroads + Deadeye Navigator + Faeburrow Elder or Bloom Tender + Concordant Crossroads + Deadeye Navigator + a W or B permanent provides you with infinite non-blue mana. One very important thing to note is even when you have your deck in your hand and access to infinite mana, you will still need the combat step to win the game. There is a very slim chance you can drain the table out with Deathrite Shaman + Concordant Crossroads + Deadeye Navigator but that requires at least 20 instants and sorceries to be in graveyards assuming your opponents are at 40. You might be able to pull it off with 5 if you can figure out someway to get the 15 instants and sorceries from this deck into your graveyard. Either way you are almost always going to be winning the game via the combat step so things like Moat that prevent you from doing so can be the difference of winning or losing a game and is why I strongly believe this can not be a cedh TnT deck.
As I said earlier in the description, the biggest thing I hate is the games I win via combo, especially if I tutored for it. So I can easily see this deck losing Deadeye Navigator but I would need some strong wincons to replace it. Maybe this deck gets an Elesh Norn, Grand Cenobite, maybe I heavily lean into the flicker theme and try my luck killing people with bees via Hornet Queen. I don't know but these commanders being an anniversary gift, I want the deck to be strong, something I play regularly, and am happy to play, but I want to make sure its not a deck that can win when I feel like it shouldn't have deserved the win. So expect many changes to come in the future.

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Casual

100% Competitive

Date added 2 years
Last updated 1 year
Key combos
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

16 - 0 Mythic Rares

61 - 0 Rares

8 - 0 Uncommons

10 - 0 Commons

Cards 100
Avg. CMC 2.78
Tokens Illusion */* U, Plant 0/1 G, Monarch Emblem, Treasure
Folders EDH
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