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OUT: Rebuff the Wicked, Ranger-Captain, Lapse of Certainty

Welcome to a combo deck where you've had the combo to win a turn ago, and after five minutes of doing other things you go "Oh, I think I win now."

The deck is kind of reminiscent of Modern KCI Eggs style combo decks. Teshar is the real combo engine for this deck's strategy though. The deck is pretty all-in on winning with a combo; it would be really hard to win the game with combat damage (except maybe with Arcbound Ravager).

Please read ahead for more info on how the deck works and other thoughts I have on the deck itself and give a +1 you enjoy it.

BIG SHOUT OUT to tumblr user "edhbrew" for introducing me to a deck like this (https://tappedout.net/mtg-decks/07-11-18-teshar-combo/ is their version for anyone interested).

Assuming you have Teshar, Ancestor's Apostle out, you need a couple things to get the ball rolling: 1) a sac outlet, 2) "free" artifact in hand, 3) a creature with cost 3 or less that can return artifacts from the graveyard to your hand, 4) some way to generate value or win. Here are some examples:

1) Sac Outlets: Altar of Dementia, Ashnod's Altar, Blasting Station

2) Ways to have "free" spells: Helm of Awakening, Semblance Anvil, Krark-Clan Ironworks (also serves as the sac outlet, and works for the combo if your looping artifact is 2 or less mana)

3) Creature that returns artifacts to hand: Junk Diver, Myr Retriever, Treasure Hunter

4) Win the game or generate value: Aetherflux Reservoir, Chromatic Star, Walking Ballista

Luckily, a lot of spells have overlap between roles they can play. Walking Ballista, for example, can be the win condition or can be the free artifact to fuel the engine.

How it works: Have one of your value generating creatures in the graveyard, and cast your "free" artifact. Teshar's ability returns the creature you want to play. Depending on which cards they are, you need to time when you sacrifice them correctly to keep it going. But you can generate a large storm count and get infinite mana, draw your whole deck, etc.

Try your hardest to draw cards, and make your land drops (even if it's less optimal to do it). Getting the combo started can be fairly mana intensive and this isn't cEDH levels of efficient in terms of mana acceleration.

Your interaction in the deck is very limited. Use it sparingly and only when you are under a lot of pressure or trying to win soon.

White lacks good card selection, so be sure to be sure you have everything you need (or are really close) before you make a move. After playing even one good spell, you'll be targeted if your opponents know it's a combo deck.

Cards like Second Sunrise need a lot of very specific pieces to be really amazing. A lot of the time, it's removal protection rather than the combo piece that it was in Modern before it got banned. Salvager of Ruin, believe it or not, is the best version of this in the deck, because it can be a piece of the combo and is loop-able.

Armageddon is very close to the chopping block. The deck can be a bit mana intensive, like I've already said, so destroying your own lands can be rough. That said, also slowing down or punishing your green opponents can be huge to stop the pressure. Armageddon is why I have Flagstones of Trokair in the deck. I've had times where it was amazing, and other times I drew it and it sat in my hand being basically useless.

If you have the opportunity to tutor for any of these cards, consider doing it. For those who are unaware of exactly how the combo works, the following cards seem fine until you see just how awesome they really are:

Cathodion/Myr Moonvessel, these guys are amazing, they generate mana with a single mana reducer and the sac outlet. They can go off really quickly and cut down on the number of pieces you need to assemble.

Emergence Zone, flash in one or more of your high impact cards on your opponent's end step to combo off on your turn. Catches them by surprise almost every time, even when they see the land in play.

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Date added 5 years
Last updated 3 months
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

2 - 0 Mythic Rares

29 - 0 Rares

30 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 1.97
Tokens Construct 0/0 C, Gnome Soldier X/X C, Human 1/1 W, Illusion */* U, Spirit 2/2 C, Thopter 1/1 C, Treasure
Folders My EDH Decks
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