11.3k views11 days ago
Commander
Size: 100Salt sum: 71.75
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Shaan-Imagination

11.3k views11 days ago
Commander
Size: 100Salt sum: 71.75

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{"ops":[{"attributes":{"underline":true},"insert":"Thanks for the 10k views !! <3"},{"attributes":{"header":1},"insert":"\n\n"},{"attributes":{"underline":true,"italic":true,"color":"#66b966","bold":true},"insert":"Deck Description"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis is not a traditional lands deck.\nIt is my interpretation of "},{"attributes":{"bold":true},"insert":"Teval, the Balanced Scale"},{"insert":": a Sultai lands-control deck built around recursion, resource conversion, selective attrition, and the ability to keep functioning through increasingly hostile game states.\n\nLands are still the central structure of the deck, but the goal is not simply to trigger landfall as many times as possible or generate overwhelming value through a conventional lands shell.\nHere, lands do much more than produce mana.\nThey become:\nacceleration;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"recursion targets;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"sacrifice resources;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"defensive tools;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"card advantage;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"utility spells;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"interaction;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"and eventually part of the deck's endgame infrastructure."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe deck is designed to develop its mana aggressively through actual lands, establish recursive engines, and gradually turn the graveyard and mana base into extensions of the hand.\n\nAt the same time, a compact prison and attrition package interferes with opposing development without forcing the entire deck to revolve around stax.\n\nThe result is a deck that does not simply try to survive longer than the table.\n\nIt tries to "},{"attributes":{"bold":true},"insert":"build inevitability while making it increasingly difficult for the table to keep pace"},{"insert":".\n\n"},{"attributes":{"underline":true,"italic":true,"color":"#66b966","bold":true},"insert":"How the deck actually plays"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThe early game is about development.\n\nPrevious versions of this deck could spend too much time assembling engines without actually moving far enough ahead on mana. This version is deliberately more proactive.\n\nCards such as "},{"attributes":{"bold":true},"insert":"Birds of Paradise, Exploration, Farseek, Nature's Lore, Three Visits, Wood Elves and Skyshroud Claim"},{"insert":" help the deck reach its important mana thresholds quickly while continuing to develop the resource that matters most: lands.\n\nThis distinction is important.\n\nThe deck is not interested in acceleration simply for the sake of producing generic mana.\nIt wants "},{"attributes":{"bold":true},"insert":"lands on the battlefield"},{"insert":", because nearly every other engine in the deck becomes stronger once that happens.\n\nMore lands mean better extra-land-drop effects.\nThey mean stronger draw engines.\nThey mean more material for sacrifice effects.\nThey improve land recursion.\nThey support utility lands.\nAnd eventually, they provide the infrastructure behind the deck's closing lines.\n\nOnce that foundation is established, Teval shifts naturally into a controlling role.\nCheap interaction protects the engine or prevents opponents from getting too far ahead, while cards such as "},{"attributes":{"bold":true},"insert":"Overburden, Tangle Wire, Opposition and Braids, Cabal Minion"},{"insert":" begin changing the texture of the game.\n\nThe goal is not to lock everyone out immediately.\nThe goal is to make normal development increasingly awkward while continuing to progress myself.\nThat asymmetry is where the deck becomes dangerous.\n\n"},{"attributes":{"underline":true,"color":"#f06666","bold":true},"insert":"Power Level"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nI consider this list a "},{"attributes":{"underline":true,"color":"#f06666","bold":true},"insert":"high-power non-cEDH"},{"insert":" deck, clearly "},{"attributes":{"bold":true},"insert":"positioned "},{"insert":" "},{"attributes":{"underline":true,"color":"#f06666","bold":true},"insert":"Bracket 4 optimized"},{"insert":".\nIt is not built around cEDH pacing.\n\nThere is no attempt to maximize fast mana density or assemble the smallest possible deterministic combo as quickly as possible.\nHowever, the deck is also no longer intentionally slow.\n\nIt actively accelerates into its engines, runs efficient interaction, plays multiple tutors, and has clearly defined routes toward its endgame.\n\nIts power comes from a combination of:\nstrong land development;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"recursive resource engines;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"efficient interaction;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"tutor density;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"parity-breaking effects;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"and the ability to convert a developed mana base into inevitability."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nIt can create oppressive game states, but the prison elements are part of a broader lands-control strategy rather than the entire identity of the deck.\n\n"},{"attributes":{"underline":true,"color":"#66a3e0","bold":true},"insert":"The 4 Main Axes of the Deck"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#66b966","bold":true},"insert":"🌿Axis I : Lands are the engine🌿"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe mana base is not a technical requirement underneath the deck.\nIt is part of the deck itself.\n\nThe list currently plays a very high density of lands because drawing, playing, sacrificing and replaying them is central to nearly every major engine.\nLand-based acceleration is particularly important.\n\n"},{"attributes":{"bold":true},"insert":"Farseek, Nature's Lore, Three Visits, Wood Elves and Skyshroud Claim"},{"insert":" do more than ramp: they permanently increase the number of lands available to the deck.\n\nThat matters because cards such as "},{"attributes":{"bold":true},"insert":"Aesi, Tyrant of Gyre Strait, Tatyova, Benthic Druid, The Gitrog Monster, Oracle of Mul Daya, Azusa, Lost but Seeking, Dryad of the Ilysian Grove and Icetill Explorer"},{"insert":" all reward having more lands available or playing them more frequently.\n\nThe lands themselves also carry a large amount of functionality:\n"},{"attributes":{"bold":true},"insert":"Bojuka Bog"},{"insert":" provides graveyard interaction.\n"},{"attributes":{"bold":true},"insert":"Boseiju, Who Endures"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Otawara, Soaring City"},{"insert":" provide interaction from the mana base.\n"},{"attributes":{"bold":true},"insert":"Maze of Ith"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Glacial Chasm"},{"insert":" can reshape combat.\n"},{"attributes":{"bold":true},"insert":"Strip Mine"},{"insert":" becomes repeatable pressure once land recursion is established.\n"},{"attributes":{"bold":true},"insert":"Cephalid Coliseum"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Waterlogged Grove"},{"insert":" can turn excess lands into cards.\n"},{"attributes":{"bold":true},"insert":"Field of the Dead"},{"insert":" converts continued land development into board presence.\n"},{"attributes":{"bold":true},"insert":"Cabal Coffers, Urborg, Tomb of Yawgmoth, Lake of the Dead and Squandered Resources"},{"insert":" help transform the mana base into explosive mana later in the game.\n\nThat is the fundamental principle of the deck:\nA land is rarely only a land.\n\n"},{"attributes":{"color":"#66b966","bold":true},"insert":"🌿Axis II : The graveyard is a second resource zone🌿"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nTeval naturally puts cards into the graveyard, and the deck is built to treat that as an advantage rather than a cost.\nThe first layer is land recursion.\n\n"},{"attributes":{"bold":true},"insert":"Crucible of Worlds, Ramunap Excavator, Icetill Explorer and Mole Man, Moloid Master"},{"insert":" allow lands to be reused directly from the graveyard, while "},{"attributes":{"bold":true},"insert":"Life from the Loam"},{"insert":" continuously reloads the hand with lands.\nThis makes sacrifice effects much easier to absorb.\n\nA land sacrificed to "},{"attributes":{"bold":true},"insert":"Zuran Orb, Squandered Resources, Sylvan Safekeeper, Lake of the Dead"},{"insert":" or another engine may remain useful long after it leaves the battlefield.\nThat is one of the key ways the deck breaks parity.\n\nOther decks often treat sacrificed resources as permanently lost.\nTeval frequently does not.\n\nThe addition of "},{"attributes":{"bold":true},"insert":"Emeritus of Abundance"},{"insert":" expands this philosophy beyond lands.\n\nThe graveyard can now become a reserve for important nonland cards as well.\nInteraction, draw engines, tutors, prison pieces or other high-value cards that naturally reach the graveyard can potentially become resources again.\nThat matters enormously in a deck containing cards such as "},{"attributes":{"bold":true},"insert":"Tangle Wire, The One Ring, Opposition, Crucible of Worlds, Pernicious Deed"},{"insert":" and a dense interaction package.\n\nThe graveyard is therefore not simply a recursion theme.\nIt is effectively another resource zone that the deck is designed to exploit.\nAnd every time cards leave the graveyard, Teval rewards that process by creating additional bodies.\n\n"},{"attributes":{"color":"#66b966","bold":true},"insert":"🌿Axis III : Attrition and parity breaking🌿"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe prison element still matters.\nIt is simply much more focused than before.\n\nThe deck does not need a large collection of stax pieces to establish control.\nInstead, it uses a small number of effects that naturally interact with the rest of the strategy:\n"},{"attributes":{"bold":true},"insert":"Overburden"},{"insert":" punishes conventional creature development while Teval's token production does not rely on casting creatures.\n"},{"attributes":{"bold":true},"insert":"Tangle Wire"},{"insert":" creates immediate tempo pressure and can buy critical turns for the deck to develop.\n"},{"attributes":{"bold":true},"insert":"Opposition"},{"insert":" converts otherwise expendable creatures into resource denial.\nTeval's Zombies, Mole Man's tokens and Field of the Dead tokens can all become tools for controlling opposing permanents rather than merely attacking.\n"},{"attributes":{"bold":true},"insert":"Braids, Cabal Minion"},{"insert":" pressures resources while the deck's land recursion and token production help absorb that pressure more effectively.\n"},{"attributes":{"bold":true},"insert":"Strip Mine"},{"insert":" serves the same philosophy from the mana base itself.\n\nThe important distinction is that these effects are not the final objective.\nThey create "},{"attributes":{"bold":true},"insert":"time and asymmetry"},{"insert":".\nThey slow opponents down while Teval continues building mana, cards and recursion.\n\nThat is the prison identity of the current version:\nnot a hard lock,\nbut a game where opponents increasingly have to work harder simply to maintain normal development.\n\n"},{"attributes":{"color":"#66b966","bold":true},"insert":"🌿Axis IV : Build toward inevitability🌿"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis is probably the biggest philosophical change from earlier versions of the deck.\nThe endgame is no longer something Teval simply waits for.\nThe deck actively builds toward it.\nTwo cards represent the clearest endgame directions:\n"},{"attributes":{"bold":true},"insert":"Torment of Hailfire "},{"insert":"and "},{"attributes":{"bold":true},"insert":"Walk the Aeons"},{"insert":".\n\nTorment gives the deck a natural way to convert its enormous mana potential into a game-ending effect.\nThe deck contains multiple ways to reach large amounts of mana through land development, "},{"attributes":{"bold":true},"insert":"Cabal Coffers"},{"insert":", "},{"attributes":{"bold":true},"insert":"Urborg"},{"insert":", "},{"attributes":{"bold":true},"insert":"Lake of the Dead"},{"insert":", "},{"attributes":{"bold":true},"insert":"Squandered Resources"},{"insert":", and other land-based engines.\n\nAt the same time, "},{"attributes":{"bold":true},"insert":"Mystical Tutor, Vampiric Tutor and Diabolic Intent"},{"insert":" provide direct access to important spells and endgame pieces rather than forcing the deck to simply wait until they appear naturally.\n\nWalk the Aeons approaches the endgame from another direction.\nThe deck already wants:\nrepeatable access to lands from the graveyard;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"multiple land drops per turn;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"a large developed mana base;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"and strong land recursion."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Those same systems can turn Walk into a repeatable extra-turn engine once the necessary infrastructure is assembled.\n\nThis is what inevitability means in the current build.\nThe deck is not waiting for the table to collapse by itself.\nIt develops toward positions from which its engines become extremely difficult to overcome.\n\n"},{"attributes":{"underline":true,"color":"#c285ff","bold":true},"insert":"Conclusion"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis version of "},{"attributes":{"bold":true},"insert":"Teval, the Balanced Scale"},{"insert":" is a recursive Sultai lands-control deck built around development, inevitability and selective oppression.\n\nIt is not a traditional landfall deck.\nIt is not a hard stax deck.\nIt is not pure control.\nAnd it is not simply a graveyard deck.\n\nIt sits somewhere between all of them.\n\nThe deck develops its mana aggressively through lands, turns those lands into reusable resources, uses the graveyard as an extension of the hand, and applies enough attrition to prevent opponents from developing comfortably.\n\nThe prison elements buy time, the recursion creates resilience, the tutors create consistency and the lands eventually become the infrastructure behind the deck's endgame.\nThe deck does not ask:\n\n"},{"attributes":{"bold":true},"insert":"“How long can I survive?”"},{"insert":"\nIt asks:\n"},{"attributes":{"bold":true},"insert":"“How much inevitability can I build before the table can stop me?”"},{"insert":"\n\nThat is what Teval has become.\n\nShaan-Imagination"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n_________________________________________________________________________________________________________\n\n"},{"attributes":{"color":"#66b966","bold":true},"insert":"Description du deck"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nCe n'est pas un deck lands traditionnel.\n\nC'est mon interprétation de "},{"attributes":{"bold":true},"insert":"Teval, the Balanced Scale"},{"insert":" : un deck Sultaï lands-control construit autour de la récursion, de la conversion de ressources, d'une attrition ciblée et de sa capacité à continuer à fonctionner dans des états de jeu de plus en plus hostiles.\n\nLes terrains restent la structure centrale du deck, mais le but n'est pas simplement de déclencher landfall autant de fois que possible ou de générer une quantité absurde de value comme le ferait un shell lands classique.\n\nIci, les terrains font beaucoup plus que produire du mana.\nIls deviennent :\nde l'accélération ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"des cibles de récursion ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"des ressources sacrifiables ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"des outils défensifs ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"de la pioche ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"des sorts utilitaires ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"de l'interaction ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"et finalement une partie de l'infrastructure permettant au deck de terminer la partie."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nLe deck cherche à développer rapidement sa manabase avec de vrais terrains, à installer ses moteurs récursifs, puis à transformer progressivement le cimetière et les terrains en extensions de la main.\nEn parallèle, un package compact de prison et d'attrition gêne le développement adverse sans obliger tout le deck à tourner autour du stax.\n\nLe résultat n'est donc plus simplement un deck qui cherche à survivre plus longtemps que la table.\nIl cherche à "},{"attributes":{"bold":true},"insert":"construire son inévitabilité tout en rendant de plus en plus difficile pour la table de suivre son rythme"},{"insert":".\n\n"},{"attributes":{"underline":true,"color":"#66b966","bold":true},"insert":"Comment le deck joue réellement"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nLe début de partie est consacré au développement.\nLes anciennes versions du deck pouvaient parfois consacrer trop de temps à installer des moteurs sans réellement progresser assez vite en mana.\n\nCette version est volontairement plus proactive.\nDes cartes comme "},{"attributes":{"bold":true},"insert":"Birds of Paradise, Exploration, Farseek, Nature's Lore, Three Visits, Wood Elves et Skyshroud Claim"},{"insert":" permettent d'atteindre rapidement les paliers de mana importants tout en développant la ressource qui compte le plus pour Teval : les terrains.\nCette nuance est essentielle.\nLe deck ne cherche pas simplement à accélérer pour produire du mana générique.\nIl veut "},{"attributes":{"bold":true},"insert":"mettre des terrains sur le champ de bataille"},{"insert":", parce que presque tous les autres moteurs du deck deviennent meilleurs à partir de là.\n\nPlus de terrains signifie :\ndavantage de land drops ;\ndes moteurs de pioche plus puissants ;\nplus de matière à sacrifier ;\nune meilleure récursion ;\ndes terrains utilitaires plus faciles à exploiter ;\net finalement l'infrastructure nécessaire aux lignes de fin de partie.\n\nUne fois cette base installée, Teval glisse naturellement vers un rôle de contrôle.\nL'interaction peu coûteuse protège le moteur ou empêche les adversaires de prendre trop d'avance, tandis que "},{"attributes":{"bold":true},"insert":"Overburden, Tangle Wire, Opposition et Braids, Cabal Minion"},{"insert":" commencent progressivement à modifier la texture de la partie.\n\nLe but n'est pas de verrouiller immédiatement toute la table.\nLe but est de rendre le développement normal de plus en plus inconfortable tout en continuant à progresser soi-même.\nC'est cette asymétrie qui rend le deck dangereux.\n\n"},{"attributes":{"underline":true,"color":"#f06666","bold":true},"insert":"Power Level"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nJe considère cette liste comme un deck "},{"attributes":{"bold":true},"insert":"high-power non-cEDH, clairement positionné en Bracket 4 optimisé"},{"insert":".\nElle n'est pas construite pour le rythme du cEDH.\n\nLe deck ne cherche pas à maximiser la densité de fast mana ou à assembler le plus rapidement possible la plus petite combo déterministe imaginable.\nEn revanche, il n'est plus volontairement lent.\n\nIl accélère activement vers ses moteurs, joue beaucoup d'interactions efficaces, possède plusieurs tutors et dispose de chemins clairement identifiés vers son endgame.\nSa puissance vient de la combinaison de :\nson développement de terrains ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"ses moteurs récursifs ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"son interaction efficace ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"sa densité de tutors ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"ses effets qui cassent la parité ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"et sa capacité à transformer une manabase développée en inévitabilité."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nIl peut créer des états de jeu très oppressants, mais ses éléments de prison s'inscrivent dans une stratégie lands-control plus large plutôt que d'en constituer toute l'identité.\n\n"},{"attributes":{"underline":true,"color":"#66a3e0","bold":true},"insert":"Les 4 axes du deck"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#66b966","bold":true},"insert":"🌿Axe I : Les terrains sont le moteur du deck🌿"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nLa manabase n'est pas une simple contrainte technique placée sous le deck.\nElle fait partie du deck.\n\nLa liste joue une très forte densité de terrains parce que les piocher, les jouer, les sacrifier puis les rejouer est au centre de presque tous les moteurs importants.\nL'accélération basée sur les terrains est particulièrement importante.\n"},{"attributes":{"bold":true},"insert":"Farseek, Nature's Lore, Three Visits, Wood Elves et Skyshroud Claim"},{"insert":" font plus que ramper : elles augmentent réellement et durablement le nombre de terrains dont dispose le deck.\n\nC'est important parce que "},{"attributes":{"bold":true},"insert":"Aesi, Tyrant of Gyre Strait, Tatyova, Benthic Druid, The Gitrog Monster, Oracle of Mul Daya, Azusa, Lost but Seeking, Dryad of the Ilysian Grove et Icetill Explorer"},{"insert":" récompensent tous le fait d'avoir plus de terrains ou de pouvoir en jouer davantage.\n\nLes terrains eux-mêmes assurent aussi énormément de fonctions.\n"},{"attributes":{"bold":true},"insert":"Bojuka Bog"},{"insert":" apporte de l'interaction avec les cimetières.\n"},{"attributes":{"bold":true},"insert":"Boseiju, Who Endures"},{"insert":" et "},{"attributes":{"bold":true},"insert":"Otawara, Soaring City"},{"insert":" donnent de l'interaction directement depuis la manabase.\n"},{"attributes":{"bold":true},"insert":"Maze of Ith"},{"insert":" et "},{"attributes":{"bold":true},"insert":"Glacial Chasm"},{"insert":" peuvent complètement modifier le combat.\n"},{"attributes":{"bold":true},"insert":"Strip Mine"},{"insert":" devient une source de pression répétable lorsque la récursion est installée.\n"},{"attributes":{"bold":true},"insert":"Cephalid Coliseum"},{"insert":" et "},{"attributes":{"bold":true},"insert":"Waterlogged Grove"},{"insert":" permettent de convertir certains terrains en cartes.\n"},{"attributes":{"bold":true},"insert":"Field of the Dead"},{"insert":" transforme progressivement le développement de la manabase en présence sur le board.\nEnfin, "},{"attributes":{"bold":true},"insert":"Cabal Coffers, Urborg, Tomb of Yawgmoth, Lake of the Dead et Squandered Resources"},{"insert":" permettent de transformer les terrains en énormes pics de mana plus tard dans la partie.\n\nC'est le principe fondamental du deck :\nun terrain est rarement simplement un terrain.\n\n"},{"attributes":{"color":"#66b966","bold":true},"insert":"🌿Axe II — "},{"insert":"Le cimetière est une seconde zone de ressources"},{"attributes":{"color":"#66b966","bold":true},"insert":"🌿"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nTeval envoie naturellement des cartes au cimetière, et le deck est construit pour considérer cela comme un avantage plutôt que comme un coût.\nLa première couche est la récursion des terrains.\n"},{"attributes":{"bold":true},"insert":"Crucible of Worlds, Ramunap Excavator, Icetill Explorer et Mole Man, Moloid Master"},{"insert":" permettent de réutiliser directement les terrains depuis le cimetière, tandis que "},{"attributes":{"bold":true},"insert":"Life from the Loam"},{"insert":" permet d'en récupérer régulièrement.\n\nLes sacrifices deviennent donc beaucoup moins coûteux.\nUn terrain sacrifié à "},{"attributes":{"bold":true},"insert":"Zuran Orb, Squandered Resources, Sylvan Safekeeper, Lake of the Dead"},{"insert":" ou à un autre moteur peut continuer à être utile longtemps après avoir quitté le champ de bataille.\nC'est l'une des principales manières dont le deck casse la parité.\n\nDans beaucoup de decks, une ressource sacrifiée est perdue.\nChez Teval, souvent, elle ne l'est pas.\n\nL'ajout d'"},{"attributes":{"bold":true},"insert":"Emeritus of Abundance"},{"insert":" étend maintenant cette philosophie au-delà des terrains.\nLe cimetière peut également devenir une réserve de cartes non-land importantes.\nUne interaction, un moteur de pioche, un tutor, une pièce de prison ou une autre carte à forte valeur qui finit naturellement au cimetière peut potentiellement redevenir une ressource.\nC'est particulièrement important dans un deck qui joue des cartes comme "},{"attributes":{"bold":true},"insert":"Tangle Wire, The One Ring, Opposition, Crucible of Worlds, Pernicious Deed"},{"insert":" ainsi qu'un package d'interaction très dense.\nLe cimetière n'est donc pas simplement un thème de récursion.\n\nIl fonctionne presque comme une autre zone de ressources que le deck est construit pour exploiter.\nEt chaque fois que des cartes quittent le cimetière, Teval récompense cette activité en générant davantage de bodies.\n\n"},{"attributes":{"color":"#66b966","bold":true},"insert":"🌿Axe III : L’attrition et le cassage de parité🌿"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nLa dimension prison reste importante.\nElle est simplement beaucoup plus concentrée qu'avant.\n\nLe deck n'a pas besoin d'une énorme quantité de pièces de stax pour exercer du contrôle.\n\nÀ la place, il utilise quelques effets particulièrement efficaces qui s'intègrent naturellement au reste de la stratégie.\n"},{"attributes":{"bold":true},"insert":"Overburden"},{"insert":" pénalise le développement classique basé sur les créatures alors que les tokens de Teval ne nécessitent pas de lancer des créatures.\n"},{"attributes":{"bold":true},"insert":"Tangle Wire"},{"insert":" crée une pression de tempo immédiate et peut acheter plusieurs tours essentiels au développement du deck.\n"},{"attributes":{"bold":true},"insert":"Opposition"},{"insert":" transforme des créatures normalement consommables en véritables outils de déni de ressources.\nLes Zombies de Teval, les tokens produits par Mole Man et ceux de Field of the Dead peuvent ainsi servir à contrôler les permanents adverses plutôt qu'à simplement attaquer.\n"},{"attributes":{"bold":true},"insert":"Braids, Cabal Minion"},{"insert":" met la pression sur les ressources alors que la récursion des terrains et la production de tokens permettent au deck d'absorber plus facilement cette contrainte.\n"},{"attributes":{"bold":true},"insert":"Strip Mine"},{"insert":" applique la même philosophie directement depuis la manabase.\n\nLa nuance importante est que ces effets ne sont pas la finalité du deck.\nIls créent "},{"attributes":{"bold":true},"insert":"du temps et de l'asymétrie"},{"insert":".\nIls ralentissent les adversaires pendant que Teval continue de développer son mana, ses cartes et ses moteurs récursifs.\n\nVoilà l'identité prison de cette version :\npas un hard lock,\nmais une partie où les adversaires doivent progressivement fournir davantage d'efforts simplement pour maintenir un développement normal.\n\n"},{"attributes":{"color":"#66b966","bold":true},"insert":"🌿Axe IV : "},{"insert":"Construire l'inévitabilité"},{"attributes":{"color":"#66b966","bold":true},"insert":"🌿"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nC'est probablement le plus grand changement philosophique par rapport aux anciennes versions du deck.\nL'endgame n'est plus quelque chose que Teval attend simplement de voir arriver.\nLe deck le construit activement.\n\nDeux cartes représentent les directions de fin de partie les plus évidentes :\n"},{"attributes":{"bold":true},"insert":"Torment of Hailfire "},{"insert":"et "},{"attributes":{"bold":true},"insert":"Walk the Aeons"},{"insert":".\n\nTorment donne au deck une manière naturelle de convertir son énorme potentiel de mana en effet capable de terminer la partie.\nLe deck possède plusieurs manières de produire beaucoup de mana grâce au développement de ses terrains, à "},{"attributes":{"bold":true},"insert":"Cabal Coffers"},{"insert":", "},{"attributes":{"bold":true},"insert":"Urborg"},{"insert":", "},{"attributes":{"bold":true},"insert":"Lake of the Dead"},{"insert":", "},{"attributes":{"bold":true},"insert":"Squandered Resources"},{"insert":" et aux autres moteurs liés aux lands.\n\nEn parallèle, "},{"attributes":{"bold":true},"insert":"Mystical Tutor, Vampiric Tutor et Diabolic Intent"},{"insert":" permettent de chercher directement des sorts importants et des cartes d'endgame au lieu de simplement attendre de les piocher naturellement.\n\nWalk the Aeons approche la fin de partie sous un autre angle.\nLe deck veut déjà :\npouvoir rejouer ses terrains depuis le cimetière ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"jouer plusieurs terrains par tour ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"disposer d'une manabase très développée ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"et maintenir des moteurs de récursion puissants."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nCes mêmes systèmes peuvent permettre à Walk de devenir un moteur de tours supplémentaires répétable une fois l'infrastructure nécessaire assemblée.\nC'est cela, l'inévitabilité dans la version actuelle.\n\nLe deck n'attend plus que la table s'effondre naturellement.\nIl se développe volontairement vers des positions à partir desquelles ses moteurs deviennent extrêmement difficiles à dépasser.\n"},{"attributes":{"color":"#c285ff","bold":true},"insert":"Conclusion"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nCette version de "},{"attributes":{"bold":true},"insert":"Teval, the Balanced Scale"},{"insert":" est un deck Sultaï lands-control récursif construit autour du développement, de l'inévitabilité et d'une oppression sélective.\n\nCe n'est pas un deck landfall traditionnel.\nCe n'est pas un deck hard stax.\nCe n'est pas du contrôle pur.\nEt ce n'est pas simplement un deck cimetière.\n\nIl se situe quelque part entre tous ces archétypes.\nLe deck développe agressivement son mana à travers ses terrains, transforme ces terrains en ressources réutilisables, utilise le cimetière comme une extension de la main et applique suffisamment d'attrition pour empêcher les adversaires de se développer confortablement.\n\nLa prison achète du temps.\nLa récursion apporte la résilience.\nLes tutors apportent la régularité.\nEt les terrains finissent par devenir l'infrastructure permettant au deck de terminer la partie.\n\nLe deck ne demande plus :\n"},{"attributes":{"bold":true},"insert":"« Combien de temps puis-je survivre ? »"},{"insert":"\n\nIl demande :\n"},{"attributes":{"bold":true},"insert":"« Jusqu'où puis-je construire mon inévitabilité avant que la table puisse réellement m'arrêter ? »"},{"insert":"\nEt ça, là, je trouve que c'est "},{"attributes":{"bold":true},"insert":"beaucoup plus fidèle au Teval actuel"},{"insert":".\n\nShaan-Imagination"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"}]}

Commander

Qty: 1 Price: $4.49
Teval, the Balanced Scale
Flying
Whenever Teval attacks, mill three cards. Then you may return a land card from your graveyard to the battlefield tapped.
Whenever one or more cards leave your graveyard, create a 2/2 black Zombie Druid creature token.
Legendary Creature - Dragon Spirit
Teval, the Balanced Scale (tdc) 8

Commander

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Defensive Locks & Survival

Qty: 5 Price: $189.95
Constant Mists
Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.)
Prevent all combat damage that would be dealt this turn.
Instant
Constant Mists (sth) 104
Maze of Ith
: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.
Land
Maze of Ith (dmr) 456
Opposition
Tap an untapped creature you control: Tap target artifact, creature, or land.
Enchantment
Opposition (uds) 40
Sylvan Safekeeper
Sacrifice a land: Target creature you control gains shroud until end of turn. (It can't be the target of spells or abilities.)
Creature - Human Wizard
Sylvan Safekeeper (sld) 2109
The One Ring
Indestructible
When The One Ring enters, if you cast it, you gain protection from everything until your next turn.
At the beginning of your upkeep, you lose 1 life for each burden counter on The One Ring.
: Put a burden counter on The One Ring, then draw a card for each burden counter on The One Ring.
Legendary Artifact
The One Ring (ltr) 451

Defensive Locks & Survival

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Draw

Qty: 4 Price: $143.96
Mystic Remora
Cumulative upkeep
(At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
Whenever an opponent casts a noncreature spell, you may draw a card unless that player pays
.
Enchantment
Mystic Remora (ice) 87
Rhystic Study
Whenever an opponent casts a spell, you may draw a card unless that player pays
.
Enchantment
Rhystic Study (pcy) 45
Skullclamp
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
Artifact - Equipment
Skullclamp (sld) 1663
Sylvan Library
At the beginning of your draw step, you may draw two additional cards. If you do, choose two cards in your hand drawn this turn. For each of those cards, pay 4 life or put the card on top of your library.
Enchantment
Sylvan Library (cc1) 5

Draw

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Endgames & Closers

Qty: 2 Price: $51.98
Torment of Hailfire
Repeat the following process X times. Each opponent loses 3 life unless that player sacrifices a nonland permanent of their choice or discards a card.
Sorcery
Torment of Hailfire (hou) 77
Walk the Aeons
Buyback—Sacrifice three Islands. (You may sacrifice three Islands in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.)
Target player takes an extra turn after this one.
Sorcery
Walk the Aeons (tsr) 98

Endgames & Closers

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Interaction & Attrition

Qty: 16 Price: $358.14
Abrupt Decay
This spell can't be countered.
Destroy target nonland permanent with mana value 3 or less.
Instant
Abrupt Decay (mb2) 78
An Offer You Can't Refuse
Counter target noncreature spell. Its controller creates two Treasure tokens. (They're artifacts with "
, Sacrifice this token: Add one mana of any color.")
Instant
An Offer You Can't Refuse (fdn) 311
Arcane Denial
Counter target spell. Its controller may draw up to two cards at the beginning of the next turn's upkeep.
You draw a card at the beginning of the next turn's upkeep.
Instant
Arcane Denial (all) 22b
Assassin's Trophy
Destroy target permanent an opponent controls. Its controller may search their library for a basic land card, put it onto the battlefield, then shuffle.
Instant
Assassin's Trophy (sld) 139
Braids, Cabal Minion
At the beginning of each player's upkeep, that player sacrifices an artifact, creature, or land of their choice.
Legendary Creature - Human Minion
Braids, Cabal Minion (mh2) 273
Counterspell
Counter target spell.
Instant
Counterspell (sld) 331
Cyclonic Rift
Return target nonland permanent you don't control to its owner's hand.
Overload
(You may cast this spell for its overload cost. If you do, change "target" in its text to "each.")
Instant
Cyclonic Rift (c14) 104
Damnation
Destroy all creatures. They can't be regenerated.
Sorcery
Damnation (sld) 121
Deadly Rollick
If you control a commander, you may cast this spell without paying its mana cost.
Exile target creature.
Instant
Deadly Rollick (sld) 1754
Fierce Guardianship
If you control a commander, you may cast this spell without paying its mana cost.
Counter target noncreature spell.
Instant
Fierce Guardianship (sld) 1823
Nature's Claim
Destroy target artifact or enchantment. Its controller gains 4 life.
Instant
Nature's Claim (mb2) 69
Overburden
Whenever a player puts a nontoken creature onto the battlefield, that player returns a land they control to its owner's hand.
Enchantment
Overburden (pcy) 39
Pernicious Deed
, Sacrifice this enchantment: Destroy each artifact, creature, and enchantment with mana value X or less.
Enchantment
Pernicious Deed (apc) 114
Stifle
Counter target activated or triggered ability. (Mana abilities can't be targeted.)
Instant
Stifle (mb2) 173
Swan Song
Counter target enchantment, instant, or sorcery spell. Its controller creates a 2/2 blue Bird creature token with flying.
Instant
Swan Song (ths) 65
Tangle Wire
Fading 4 (This artifact enters with four fade counters on it. At the beginning of your upkeep, remove a fade counter from it. If you can't, sacrifice it.)
At the beginning of each player's upkeep, that player taps an untapped artifact, creature, or land they control for each fade counter on this artifact.
Artifact
Tangle Wire (nem) 139

Interaction & Attrition

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Land

Qty: 39 Price: $3942.41
Bayou
(
: Add
or
.)
Land - Swamp Forest
Bayou (3ed) 283
Bloodstained Mire
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Mountain card, put it onto the battlefield, then shuffle.
Land
Bloodstained Mire (mh3) 216
Bojuka Bog
This land enters tapped.
When this land enters, exile target player's graveyard.
: Add
.
Land
Bojuka Bog (ltc) 358
Boseiju, Who Endures
: Add
.
Channel —
, Discard this card: Destroy target artifact, enchantment, or nonbasic land an opponent controls. That player may search their library for a land card with a basic land type, put it onto the battlefield, then shuffle. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Boseiju, Who Endures (neo) 266
Breeding Pool
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Forest
Breeding Pool (sld) 132
Cabal Coffers
,
: Add
for each Swamp you control.
Land
Cabal Coffers (f07) 10
Cabal Pit
: Add
. This land deals 1 damage to you.
Threshold —
,
, Sacrifice this land: Target creature gets -2/-2 until end of turn. Activate only if there are seven or more cards in your graveyard.
Land
Cabal Pit (ody) 315
Cephalid Coliseum
: Add
. This land deals 1 damage to you.
Threshold —
,
, Sacrifice this land: Target player draws three cards, then discards three cards. Activate only if there are seven or more cards in your graveyard.
Land
Cephalid Coliseum (mh3) 300
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (sld) 792
Dryad Arbor
(This land isn't a spell, it's affected by summoning sickness, and it has "
: Add
.")
Creature Land - Dryad Forest
Dryad Arbor (sld) 2281
Field of the Dead
This land enters tapped.
: Add
.
Whenever this land or another land you control enters, if you control seven or more lands with different names, create a 2/2 black Zombie creature token.
Land
Field of the Dead (m20) 247
Flooded Strand
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Island card, put it onto the battlefield, then shuffle.
Land
Flooded Strand (mh3) 353
Forest
(
: Add
.)
Basic Land - Forest
Forest (sld) 1482
Glacial Chasm
Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.)
When this land enters, sacrifice a land.
Creatures you control can't attack.
Prevent all damage that would be dealt to you.
Land
Glacial Chasm (ice) 353
Hedge Maze
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Island Forest
Hedge Maze (mkm) 262
Island
(
: Add
.)
Basic Land - Island
Island (sld) 1479
Lake of the Dead
If this land would enter, sacrifice a Swamp instead. If you do, put this land onto the battlefield. If you don't, put it into its owner's graveyard.
: Add
.
, Sacrifice a Swamp: Add
.
Land
Lake of the Dead (all) 140
Misty Rainforest
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Island card, put it onto the battlefield, then shuffle.
Land
Misty Rainforest (mh2) 250
Otawara, Soaring City
: Add
.
Channel —
, Discard this card: Return target artifact, creature, enchantment, or planeswalker to its owner's hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Otawara, Soaring City (neo) 414
Overgrown Tomb
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Swamp Forest
Overgrown Tomb (sld) 130
Polluted Delta
, Pay 1 life, Sacrifice this land: Search your library for an Island or Swamp card, put it onto the battlefield, then shuffle.
Land
Polluted Delta (mh3) 356
Strip Mine
: Add
.
, Sacrifice this land: Destroy target land.
Land
Strip Mine (eos) 40
Swamp
(
: Add
.)
Basic Land - Swamp
Swamp (sld) 1480
Takenuma, Abandoned Mire
: Add
.
Channel —
, Discard this card: Mill three cards, then return a creature or planeswalker card from your graveyard to your hand. This ability costs
less to activate for each legendary creature you control.
Legendary Land
Takenuma, Abandoned Mire (neo) 278
Tropical Island
(
: Add
or
.)
Land - Island Forest
Tropical Island (3ed) 288
Undercity Sewers
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Island Swamp
Undercity Sewers (mkm) 270
Underground Mortuary
(
: Add
or
.)
This land enters tapped.
When this land enters, surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Land - Swamp Forest
Underground Mortuary (mkm) 271
Underground Sea
(
: Add
or
.)
Land - Island Swamp
Underground Sea (3ed) 290
Urborg, Tomb of Yawgmoth
Each land is a Swamp in addition to its other land types.
Legendary Land
Urborg, Tomb of Yawgmoth (tsr) 287
Verdant Catacombs
, Pay 1 life, Sacrifice this land: Search your library for a Swamp or Forest card, put it onto the battlefield, then shuffle.
Land
Verdant Catacombs (mh2) 440
Waterlogged Grove
, Pay 1 life: Add
or
.
,
, Sacrifice this land: Draw a card.
Land
Waterlogged Grove (who) 331
Watery Grave
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Island Swamp
Watery Grave (sld) 124
Windswept Heath
, Pay 1 life, Sacrifice this land: Search your library for a Forest or Plains card, put it onto the battlefield, then shuffle.
Land
Windswept Heath (mh3) 466
Wooded Foothills
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Forest card, put it onto the battlefield, then shuffle.
Land
Wooded Foothills (mh3) 236
Yavimaya, Cradle of Growth
Each land is a Forest in addition to its other land types.
Legendary Land
Yavimaya, Cradle of Growth (m3c) 409
Zagoth Triome
(
: Add
,
, or
.)
This land enters tapped.
Cycling
(
, Discard this card: Draw a card.)
Land - Island Swamp Forest
Zagoth Triome (iko) 259

Land

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Land Engine

Qty: 15 Price: $379.65
Aesi, Tyrant of Gyre Strait
You may play an additional land on each of your turns.
Landfall — Whenever a land you control enters, you may draw a card.
Legendary Creature - Serpent
Aesi, Tyrant of Gyre Strait (sld) 1873
Azusa, Lost but Seeking
You may play two additional lands on each of your turns.
Legendary Creature - Human Monk
Azusa, Lost but Seeking (chk) 201
Crop Rotation
As an additional cost to cast this spell, sacrifice a land.
Search your library for a land card, put that card onto the battlefield, then shuffle.
Instant
Crop Rotation (ulg) 98
Dryad of the Ilysian Grove
You may play an additional land on each of your turns.
Lands you control are every basic land type in addition to their other types.
Creature Enchantment - Dryad Nymph
Dryad of the Ilysian Grove (m3c) 225
Elvish Reclaimer
This creature gets +2/+2 as long as there are three or more land cards in your graveyard.
,
, Sacrifice a land: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
Creature - Warrior Elf
Elvish Reclaimer (m20) 169
Exploration
You may play an additional land on each of your turns.
Enchantment
Exploration (dmr) 159
Icetill Explorer
You may play an additional land on each of your turns.
You may play lands from your graveyard.
Landfall — Whenever a land you control enters, mill a card.
Creature - Scout Insect
Icetill Explorer (eoe) 362
Oracle of Mul Daya
You may play an additional land on each of your turns.
Play with the top card of your library revealed.
You may play lands from the top of your library.
Creature - Elf Shaman
Oracle of Mul Daya (2x2) 154
Realms Uncharted
Search your library for up to four land cards with different names and reveal them. An opponent chooses two of those cards. Put the chosen cards into your graveyard and the rest into your hand. Then shuffle.
Instant
Realms Uncharted (roe) 206
Squandered Resources
Sacrifice a land: Add one mana of any type the sacrificed land could produce.
Enchantment
Squandered Resources (vis) 137
Sylvan Scrying
Search your library for a land card, reveal it, put it into your hand, then shuffle.
Sorcery
Sylvan Scrying (f16) 6
Tatyova, Benthic Druid
Landfall — Whenever a land you control enters, you gain 1 life and draw a card.
Legendary Creature - Druid Merfolk
Tatyova, Benthic Druid (cmm) 687
The Gitrog Monster
Deathtouch
At the beginning of your upkeep, sacrifice The Gitrog Monster unless you sacrifice a land.
You may play an additional land on each of your turns.
Whenever one or more land cards are put into your graveyard from anywhere, draw a card.
Legendary Creature - Horror Frog
The Gitrog Monster (inr) 489
Wight of the Reliquary
Vigilance
This creature gets +1/+1 for each creature card in your graveyard.
, Sacrifice another creature: Search your library for a land card, put it onto the battlefield tapped, then shuffle.
Creature - Knight Zombie
Wight of the Reliquary (mh3) 460
Zuran Orb
Sacrifice a land: You gain 2 life.
Artifact
Zuran Orb (sld) 2111

Land Engine

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Ramp

Qty: 9 Price: $182.92
Birds of Paradise
Flying
: Add one mana of any color.
Creature - Bird
Birds of Paradise (7ed) 231
Deathrite Shaman
: Exile target land card from a graveyard. Add one mana of any color. (Activate only as an instant.)
,
: Exile target instant or sorcery card from a graveyard. Each opponent loses 2 life.
,
: Exile target creature card from a graveyard. You gain 2 life.
Creature - Elf Shaman
Deathrite Shaman (mb2) 81
Farseek
Search your library for a Plains, Island, Swamp, or Mountain card, put it onto the battlefield tapped, then shuffle.
Sorcery
Farseek (sld) 2222
Nature's Lore
Search your library for a Forest card, put that card onto the battlefield, then shuffle.
Sorcery
Nature's Lore (sld) 2278
Scapeshift
Sacrifice any number of lands. Search your library for up to that many land cards, put them onto the battlefield tapped, then shuffle.
Sorcery
Scapeshift (mor) 136
Skyshroud Claim
Search your library for up to two Forest cards, put them onto the battlefield, then shuffle.
Sorcery
Skyshroud Claim (sld) 2279
Three Visits
Search your library for a Forest card, put it onto the battlefield, then shuffle.
Sorcery
Three Visits (otc) 209
Tireless Provisioner
Landfall — Whenever a land you control enters, create a Food token or a Treasure token. (Food is an artifact with "
,
, Sacrifice this token: You gain 3 life." Treasure is an artifact with "
, Sacrifice this token: Add one mana of any color.")
Creature - Elf Scout
Tireless Provisioner (sld) 2057
Wood Elves
When this creature enters, search your library for a Forest card, put that card onto the battlefield, then shuffle.
Creature - Elf Scout
Wood Elves (sld) 2280

Ramp

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Recursion Engine

Qty: 5 Price: $70.45
Crucible of Worlds
You may play lands from your graveyard.
Artifact
Crucible of Worlds (sld) 2110
Emeritus of Abundance
Vigilance
This creature enters prepared.
Whenever this creature attacks, if you control eight or more lands, this creature becomes prepared.
Creature - Elf Druid
Emeritus of Abundance // Regrowth (sos) 145
Life from the Loam
Return up to three target land cards from your graveyard to your hand.
Dredge 3 (If you would draw a card, you may mill three cards instead. If you do, return this card from your graveyard to your hand.)
Sorcery
Life from the Loam (sld) 8
Mole Man, Moloid Master
You may play lands from your graveyard.
Landfall — Whenever a land you control enters, create a 1/1 green Minion creature token named Moloid with "Whenever this token attacks, you may mill a card."
Legendary Creature - Human Villain
Mole Man, Moloid Master (msh) 415
Ramunap Excavator
You may play lands from your graveyard.
Creature - Cleric Snake
Ramunap Excavator (m3c) 241

Recursion Engine

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Tutor

Qty: 4 Price: $156.96
Diabolic Intent
As an additional cost to cast this spell, sacrifice a creature.
Search your library for a card, put that card into your hand, then shuffle.
Sorcery
Diabolic Intent (bbd) 141
Entomb
Search your library for a card, put that card into your graveyard, then shuffle.
Instant
Entomb (dmr) 426
Mystical Tutor
Search your library for an instant or sorcery card, reveal it, then shuffle and put that card on top.
Instant
Mystical Tutor (mir) 80
Vampiric Tutor
Search your library for a card, then shuffle and put that card on top. You lose 2 life.
Instant
Vampiric Tutor (vis) 72

Tutor

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Tokens & Extras

Qty: 6 Price: $7.64
Bird
Flying
Creature Token - Bird
Bird (tths) 4
Food
,
, Sacrifice this token: You gain 3 life.
Artifact Token - Food
Food (tltr) 9
Moloid
Whenever this token attacks, you may mill a card.
Creature Token - Minion
Moloid (tmsh) 13
Treasure
, Sacrifice this token: Add one mana of any color.
Artifact Token - Treasure
Treasure (sld) 1507
Zombie
Creature Token - Zombie
Zombie (tdft) 3
Zombie Druid
Creature Token - Druid Zombie
Zombie Druid (ttdm) 10

Tokens & Extras

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 6 cards
19 pips - 16 cards
18 mana - 18 cards
18 pips - 15 cards
23 mana - 19 cards
0 pips - 0 cards
0 mana - 6 cards
38 pips - 35 cards
19 mana - 19 cards
0 pips - 0 cards
2 mana - 2 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"attributes":{"underline":true},"insert":"Thanks for the 10k views !! <3"},{"attributes":{"header":1},"insert":"\n\n"},{"attributes":{"underline":true,"italic":true,"color":"#66b966","bold":true},"insert":"Deck Description"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis is not a traditional lands deck.\nIt is my interpretation of "},{"attributes":{"bold":true},"insert":"Teval, the Balanced Scale"},{"insert":": a Sultai lands-control deck built around recursion, resource conversion, selective attrition, and the ability to keep functioning through increasingly hostile game states.\n\nLands are still the central structure of the deck, but the goal is not simply to trigger landfall as many times as possible or generate overwhelming value through a conventional lands shell.\nHere, lands do much more than produce mana.\nThey become:\nacceleration;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"recursion targets;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"sacrifice resources;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"defensive tools;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"card advantage;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"utility spells;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"interaction;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"and eventually part of the deck's endgame infrastructure."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe deck is designed to develop its mana aggressively through actual lands, establish recursive engines, and gradually turn the graveyard and mana base into extensions of the hand.\n\nAt the same time, a compact prison and attrition package interferes with opposing development without forcing the entire deck to revolve around stax.\n\nThe result is a deck that does not simply try to survive longer than the table.\n\nIt tries to "},{"attributes":{"bold":true},"insert":"build inevitability while making it increasingly difficult for the table to keep pace"},{"insert":".\n\n"},{"attributes":{"underline":true,"italic":true,"color":"#66b966","bold":true},"insert":"How the deck actually plays"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThe early game is about development.\n\nPrevious versions of this deck could spend too much time assembling engines without actually moving far enough ahead on mana. This version is deliberately more proactive.\n\nCards such as "},{"attributes":{"bold":true},"insert":"Birds of Paradise, Exploration, Farseek, Nature's Lore, Three Visits, Wood Elves and Skyshroud Claim"},{"insert":" help the deck reach its important mana thresholds quickly while continuing to develop the resource that matters most: lands.\n\nThis distinction is important.\n\nThe deck is not interested in acceleration simply for the sake of producing generic mana.\nIt wants "},{"attributes":{"bold":true},"insert":"lands on the battlefield"},{"insert":", because nearly every other engine in the deck becomes stronger once that happens.\n\nMore lands mean better extra-land-drop effects.\nThey mean stronger draw engines.\nThey mean more material for sacrifice effects.\nThey improve land recursion.\nThey support utility lands.\nAnd eventually, they provide the infrastructure behind the deck's closing lines.\n\nOnce that foundation is established, Teval shifts naturally into a controlling role.\nCheap interaction protects the engine or prevents opponents from getting too far ahead, while cards such as "},{"attributes":{"bold":true},"insert":"Overburden, Tangle Wire, Opposition and Braids, Cabal Minion"},{"insert":" begin changing the texture of the game.\n\nThe goal is not to lock everyone out immediately.\nThe goal is to make normal development increasingly awkward while continuing to progress myself.\nThat asymmetry is where the deck becomes dangerous.\n\n"},{"attributes":{"underline":true,"color":"#f06666","bold":true},"insert":"Power Level"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nI consider this list a "},{"attributes":{"underline":true,"color":"#f06666","bold":true},"insert":"high-power non-cEDH"},{"insert":" deck, clearly "},{"attributes":{"bold":true},"insert":"positioned "},{"insert":" "},{"attributes":{"underline":true,"color":"#f06666","bold":true},"insert":"Bracket 4 optimized"},{"insert":".\nIt is not built around cEDH pacing.\n\nThere is no attempt to maximize fast mana density or assemble the smallest possible deterministic combo as quickly as possible.\nHowever, the deck is also no longer intentionally slow.\n\nIt actively accelerates into its engines, runs efficient interaction, plays multiple tutors, and has clearly defined routes toward its endgame.\n\nIts power comes from a combination of:\nstrong land development;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"recursive resource engines;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"efficient interaction;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"tutor density;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"parity-breaking effects;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"and the ability to convert a developed mana base into inevitability."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nIt can create oppressive game states, but the prison elements are part of a broader lands-control strategy rather than the entire identity of the deck.\n\n"},{"attributes":{"underline":true,"color":"#66a3e0","bold":true},"insert":"The 4 Main Axes of the Deck"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#66b966","bold":true},"insert":"🌿Axis I : Lands are the engine🌿"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe mana base is not a technical requirement underneath the deck.\nIt is part of the deck itself.\n\nThe list currently plays a very high density of lands because drawing, playing, sacrificing and replaying them is central to nearly every major engine.\nLand-based acceleration is particularly important.\n\n"},{"attributes":{"bold":true},"insert":"Farseek, Nature's Lore, Three Visits, Wood Elves and Skyshroud Claim"},{"insert":" do more than ramp: they permanently increase the number of lands available to the deck.\n\nThat matters because cards such as "},{"attributes":{"bold":true},"insert":"Aesi, Tyrant of Gyre Strait, Tatyova, Benthic Druid, The Gitrog Monster, Oracle of Mul Daya, Azusa, Lost but Seeking, Dryad of the Ilysian Grove and Icetill Explorer"},{"insert":" all reward having more lands available or playing them more frequently.\n\nThe lands themselves also carry a large amount of functionality:\n"},{"attributes":{"bold":true},"insert":"Bojuka Bog"},{"insert":" provides graveyard interaction.\n"},{"attributes":{"bold":true},"insert":"Boseiju, Who Endures"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Otawara, Soaring City"},{"insert":" provide interaction from the mana base.\n"},{"attributes":{"bold":true},"insert":"Maze of Ith"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Glacial Chasm"},{"insert":" can reshape combat.\n"},{"attributes":{"bold":true},"insert":"Strip Mine"},{"insert":" becomes repeatable pressure once land recursion is established.\n"},{"attributes":{"bold":true},"insert":"Cephalid Coliseum"},{"insert":" and "},{"attributes":{"bold":true},"insert":"Waterlogged Grove"},{"insert":" can turn excess lands into cards.\n"},{"attributes":{"bold":true},"insert":"Field of the Dead"},{"insert":" converts continued land development into board presence.\n"},{"attributes":{"bold":true},"insert":"Cabal Coffers, Urborg, Tomb of Yawgmoth, Lake of the Dead and Squandered Resources"},{"insert":" help transform the mana base into explosive mana later in the game.\n\nThat is the fundamental principle of the deck:\nA land is rarely only a land.\n\n"},{"attributes":{"color":"#66b966","bold":true},"insert":"🌿Axis II : The graveyard is a second resource zone🌿"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nTeval naturally puts cards into the graveyard, and the deck is built to treat that as an advantage rather than a cost.\nThe first layer is land recursion.\n\n"},{"attributes":{"bold":true},"insert":"Crucible of Worlds, Ramunap Excavator, Icetill Explorer and Mole Man, Moloid Master"},{"insert":" allow lands to be reused directly from the graveyard, while "},{"attributes":{"bold":true},"insert":"Life from the Loam"},{"insert":" continuously reloads the hand with lands.\nThis makes sacrifice effects much easier to absorb.\n\nA land sacrificed to "},{"attributes":{"bold":true},"insert":"Zuran Orb, Squandered Resources, Sylvan Safekeeper, Lake of the Dead"},{"insert":" or another engine may remain useful long after it leaves the battlefield.\nThat is one of the key ways the deck breaks parity.\n\nOther decks often treat sacrificed resources as permanently lost.\nTeval frequently does not.\n\nThe addition of "},{"attributes":{"bold":true},"insert":"Emeritus of Abundance"},{"insert":" expands this philosophy beyond lands.\n\nThe graveyard can now become a reserve for important nonland cards as well.\nInteraction, draw engines, tutors, prison pieces or other high-value cards that naturally reach the graveyard can potentially become resources again.\nThat matters enormously in a deck containing cards such as "},{"attributes":{"bold":true},"insert":"Tangle Wire, The One Ring, Opposition, Crucible of Worlds, Pernicious Deed"},{"insert":" and a dense interaction package.\n\nThe graveyard is therefore not simply a recursion theme.\nIt is effectively another resource zone that the deck is designed to exploit.\nAnd every time cards leave the graveyard, Teval rewards that process by creating additional bodies.\n\n"},{"attributes":{"color":"#66b966","bold":true},"insert":"🌿Axis III : Attrition and parity breaking🌿"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe prison element still matters.\nIt is simply much more focused than before.\n\nThe deck does not need a large collection of stax pieces to establish control.\nInstead, it uses a small number of effects that naturally interact with the rest of the strategy:\n"},{"attributes":{"bold":true},"insert":"Overburden"},{"insert":" punishes conventional creature development while Teval's token production does not rely on casting creatures.\n"},{"attributes":{"bold":true},"insert":"Tangle Wire"},{"insert":" creates immediate tempo pressure and can buy critical turns for the deck to develop.\n"},{"attributes":{"bold":true},"insert":"Opposition"},{"insert":" converts otherwise expendable creatures into resource denial.\nTeval's Zombies, Mole Man's tokens and Field of the Dead tokens can all become tools for controlling opposing permanents rather than merely attacking.\n"},{"attributes":{"bold":true},"insert":"Braids, Cabal Minion"},{"insert":" pressures resources while the deck's land recursion and token production help absorb that pressure more effectively.\n"},{"attributes":{"bold":true},"insert":"Strip Mine"},{"insert":" serves the same philosophy from the mana base itself.\n\nThe important distinction is that these effects are not the final objective.\nThey create "},{"attributes":{"bold":true},"insert":"time and asymmetry"},{"insert":".\nThey slow opponents down while Teval continues building mana, cards and recursion.\n\nThat is the prison identity of the current version:\nnot a hard lock,\nbut a game where opponents increasingly have to work harder simply to maintain normal development.\n\n"},{"attributes":{"color":"#66b966","bold":true},"insert":"🌿Axis IV : Build toward inevitability🌿"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis is probably the biggest philosophical change from earlier versions of the deck.\nThe endgame is no longer something Teval simply waits for.\nThe deck actively builds toward it.\nTwo cards represent the clearest endgame directions:\n"},{"attributes":{"bold":true},"insert":"Torment of Hailfire "},{"insert":"and "},{"attributes":{"bold":true},"insert":"Walk the Aeons"},{"insert":".\n\nTorment gives the deck a natural way to convert its enormous mana potential into a game-ending effect.\nThe deck contains multiple ways to reach large amounts of mana through land development, "},{"attributes":{"bold":true},"insert":"Cabal Coffers"},{"insert":", "},{"attributes":{"bold":true},"insert":"Urborg"},{"insert":", "},{"attributes":{"bold":true},"insert":"Lake of the Dead"},{"insert":", "},{"attributes":{"bold":true},"insert":"Squandered Resources"},{"insert":", and other land-based engines.\n\nAt the same time, "},{"attributes":{"bold":true},"insert":"Mystical Tutor, Vampiric Tutor and Diabolic Intent"},{"insert":" provide direct access to important spells and endgame pieces rather than forcing the deck to simply wait until they appear naturally.\n\nWalk the Aeons approaches the endgame from another direction.\nThe deck already wants:\nrepeatable access to lands from the graveyard;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"multiple land drops per turn;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"a large developed mana base;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"and strong land recursion."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Those same systems can turn Walk into a repeatable extra-turn engine once the necessary infrastructure is assembled.\n\nThis is what inevitability means in the current build.\nThe deck is not waiting for the table to collapse by itself.\nIt develops toward positions from which its engines become extremely difficult to overcome.\n\n"},{"attributes":{"underline":true,"color":"#c285ff","bold":true},"insert":"Conclusion"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis version of "},{"attributes":{"bold":true},"insert":"Teval, the Balanced Scale"},{"insert":" is a recursive Sultai lands-control deck built around development, inevitability and selective oppression.\n\nIt is not a traditional landfall deck.\nIt is not a hard stax deck.\nIt is not pure control.\nAnd it is not simply a graveyard deck.\n\nIt sits somewhere between all of them.\n\nThe deck develops its mana aggressively through lands, turns those lands into reusable resources, uses the graveyard as an extension of the hand, and applies enough attrition to prevent opponents from developing comfortably.\n\nThe prison elements buy time, the recursion creates resilience, the tutors create consistency and the lands eventually become the infrastructure behind the deck's endgame.\nThe deck does not ask:\n\n"},{"attributes":{"bold":true},"insert":"“How long can I survive?”"},{"insert":"\nIt asks:\n"},{"attributes":{"bold":true},"insert":"“How much inevitability can I build before the table can stop me?”"},{"insert":"\n\nThat is what Teval has become.\n\nShaan-Imagination"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n_________________________________________________________________________________________________________\n\n"},{"attributes":{"color":"#66b966","bold":true},"insert":"Description du deck"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nCe n'est pas un deck lands traditionnel.\n\nC'est mon interprétation de "},{"attributes":{"bold":true},"insert":"Teval, the Balanced Scale"},{"insert":" : un deck Sultaï lands-control construit autour de la récursion, de la conversion de ressources, d'une attrition ciblée et de sa capacité à continuer à fonctionner dans des états de jeu de plus en plus hostiles.\n\nLes terrains restent la structure centrale du deck, mais le but n'est pas simplement de déclencher landfall autant de fois que possible ou de générer une quantité absurde de value comme le ferait un shell lands classique.\n\nIci, les terrains font beaucoup plus que produire du mana.\nIls deviennent :\nde l'accélération ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"des cibles de récursion ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"des ressources sacrifiables ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"des outils défensifs ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"de la pioche ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"des sorts utilitaires ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"de l'interaction ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"et finalement une partie de l'infrastructure permettant au deck de terminer la partie."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nLe deck cherche à développer rapidement sa manabase avec de vrais terrains, à installer ses moteurs récursifs, puis à transformer progressivement le cimetière et les terrains en extensions de la main.\nEn parallèle, un package compact de prison et d'attrition gêne le développement adverse sans obliger tout le deck à tourner autour du stax.\n\nLe résultat n'est donc plus simplement un deck qui cherche à survivre plus longtemps que la table.\nIl cherche à "},{"attributes":{"bold":true},"insert":"construire son inévitabilité tout en rendant de plus en plus difficile pour la table de suivre son rythme"},{"insert":".\n\n"},{"attributes":{"underline":true,"color":"#66b966","bold":true},"insert":"Comment le deck joue réellement"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nLe début de partie est consacré au développement.\nLes anciennes versions du deck pouvaient parfois consacrer trop de temps à installer des moteurs sans réellement progresser assez vite en mana.\n\nCette version est volontairement plus proactive.\nDes cartes comme "},{"attributes":{"bold":true},"insert":"Birds of Paradise, Exploration, Farseek, Nature's Lore, Three Visits, Wood Elves et Skyshroud Claim"},{"insert":" permettent d'atteindre rapidement les paliers de mana importants tout en développant la ressource qui compte le plus pour Teval : les terrains.\nCette nuance est essentielle.\nLe deck ne cherche pas simplement à accélérer pour produire du mana générique.\nIl veut "},{"attributes":{"bold":true},"insert":"mettre des terrains sur le champ de bataille"},{"insert":", parce que presque tous les autres moteurs du deck deviennent meilleurs à partir de là.\n\nPlus de terrains signifie :\ndavantage de land drops ;\ndes moteurs de pioche plus puissants ;\nplus de matière à sacrifier ;\nune meilleure récursion ;\ndes terrains utilitaires plus faciles à exploiter ;\net finalement l'infrastructure nécessaire aux lignes de fin de partie.\n\nUne fois cette base installée, Teval glisse naturellement vers un rôle de contrôle.\nL'interaction peu coûteuse protège le moteur ou empêche les adversaires de prendre trop d'avance, tandis que "},{"attributes":{"bold":true},"insert":"Overburden, Tangle Wire, Opposition et Braids, Cabal Minion"},{"insert":" commencent progressivement à modifier la texture de la partie.\n\nLe but n'est pas de verrouiller immédiatement toute la table.\nLe but est de rendre le développement normal de plus en plus inconfortable tout en continuant à progresser soi-même.\nC'est cette asymétrie qui rend le deck dangereux.\n\n"},{"attributes":{"underline":true,"color":"#f06666","bold":true},"insert":"Power Level"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nJe considère cette liste comme un deck "},{"attributes":{"bold":true},"insert":"high-power non-cEDH, clairement positionné en Bracket 4 optimisé"},{"insert":".\nElle n'est pas construite pour le rythme du cEDH.\n\nLe deck ne cherche pas à maximiser la densité de fast mana ou à assembler le plus rapidement possible la plus petite combo déterministe imaginable.\nEn revanche, il n'est plus volontairement lent.\n\nIl accélère activement vers ses moteurs, joue beaucoup d'interactions efficaces, possède plusieurs tutors et dispose de chemins clairement identifiés vers son endgame.\nSa puissance vient de la combinaison de :\nson développement de terrains ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"ses moteurs récursifs ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"son interaction efficace ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"sa densité de tutors ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"ses effets qui cassent la parité ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"et sa capacité à transformer une manabase développée en inévitabilité."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nIl peut créer des états de jeu très oppressants, mais ses éléments de prison s'inscrivent dans une stratégie lands-control plus large plutôt que d'en constituer toute l'identité.\n\n"},{"attributes":{"underline":true,"color":"#66a3e0","bold":true},"insert":"Les 4 axes du deck"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\n"},{"attributes":{"color":"#66b966","bold":true},"insert":"🌿Axe I : Les terrains sont le moteur du deck🌿"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nLa manabase n'est pas une simple contrainte technique placée sous le deck.\nElle fait partie du deck.\n\nLa liste joue une très forte densité de terrains parce que les piocher, les jouer, les sacrifier puis les rejouer est au centre de presque tous les moteurs importants.\nL'accélération basée sur les terrains est particulièrement importante.\n"},{"attributes":{"bold":true},"insert":"Farseek, Nature's Lore, Three Visits, Wood Elves et Skyshroud Claim"},{"insert":" font plus que ramper : elles augmentent réellement et durablement le nombre de terrains dont dispose le deck.\n\nC'est important parce que "},{"attributes":{"bold":true},"insert":"Aesi, Tyrant of Gyre Strait, Tatyova, Benthic Druid, The Gitrog Monster, Oracle of Mul Daya, Azusa, Lost but Seeking, Dryad of the Ilysian Grove et Icetill Explorer"},{"insert":" récompensent tous le fait d'avoir plus de terrains ou de pouvoir en jouer davantage.\n\nLes terrains eux-mêmes assurent aussi énormément de fonctions.\n"},{"attributes":{"bold":true},"insert":"Bojuka Bog"},{"insert":" apporte de l'interaction avec les cimetières.\n"},{"attributes":{"bold":true},"insert":"Boseiju, Who Endures"},{"insert":" et "},{"attributes":{"bold":true},"insert":"Otawara, Soaring City"},{"insert":" donnent de l'interaction directement depuis la manabase.\n"},{"attributes":{"bold":true},"insert":"Maze of Ith"},{"insert":" et "},{"attributes":{"bold":true},"insert":"Glacial Chasm"},{"insert":" peuvent complètement modifier le combat.\n"},{"attributes":{"bold":true},"insert":"Strip Mine"},{"insert":" devient une source de pression répétable lorsque la récursion est installée.\n"},{"attributes":{"bold":true},"insert":"Cephalid Coliseum"},{"insert":" et "},{"attributes":{"bold":true},"insert":"Waterlogged Grove"},{"insert":" permettent de convertir certains terrains en cartes.\n"},{"attributes":{"bold":true},"insert":"Field of the Dead"},{"insert":" transforme progressivement le développement de la manabase en présence sur le board.\nEnfin, "},{"attributes":{"bold":true},"insert":"Cabal Coffers, Urborg, Tomb of Yawgmoth, Lake of the Dead et Squandered Resources"},{"insert":" permettent de transformer les terrains en énormes pics de mana plus tard dans la partie.\n\nC'est le principe fondamental du deck :\nun terrain est rarement simplement un terrain.\n\n"},{"attributes":{"color":"#66b966","bold":true},"insert":"🌿Axe II — "},{"insert":"Le cimetière est une seconde zone de ressources"},{"attributes":{"color":"#66b966","bold":true},"insert":"🌿"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nTeval envoie naturellement des cartes au cimetière, et le deck est construit pour considérer cela comme un avantage plutôt que comme un coût.\nLa première couche est la récursion des terrains.\n"},{"attributes":{"bold":true},"insert":"Crucible of Worlds, Ramunap Excavator, Icetill Explorer et Mole Man, Moloid Master"},{"insert":" permettent de réutiliser directement les terrains depuis le cimetière, tandis que "},{"attributes":{"bold":true},"insert":"Life from the Loam"},{"insert":" permet d'en récupérer régulièrement.\n\nLes sacrifices deviennent donc beaucoup moins coûteux.\nUn terrain sacrifié à "},{"attributes":{"bold":true},"insert":"Zuran Orb, Squandered Resources, Sylvan Safekeeper, Lake of the Dead"},{"insert":" ou à un autre moteur peut continuer à être utile longtemps après avoir quitté le champ de bataille.\nC'est l'une des principales manières dont le deck casse la parité.\n\nDans beaucoup de decks, une ressource sacrifiée est perdue.\nChez Teval, souvent, elle ne l'est pas.\n\nL'ajout d'"},{"attributes":{"bold":true},"insert":"Emeritus of Abundance"},{"insert":" étend maintenant cette philosophie au-delà des terrains.\nLe cimetière peut également devenir une réserve de cartes non-land importantes.\nUne interaction, un moteur de pioche, un tutor, une pièce de prison ou une autre carte à forte valeur qui finit naturellement au cimetière peut potentiellement redevenir une ressource.\nC'est particulièrement important dans un deck qui joue des cartes comme "},{"attributes":{"bold":true},"insert":"Tangle Wire, The One Ring, Opposition, Crucible of Worlds, Pernicious Deed"},{"insert":" ainsi qu'un package d'interaction très dense.\nLe cimetière n'est donc pas simplement un thème de récursion.\n\nIl fonctionne presque comme une autre zone de ressources que le deck est construit pour exploiter.\nEt chaque fois que des cartes quittent le cimetière, Teval récompense cette activité en générant davantage de bodies.\n\n"},{"attributes":{"color":"#66b966","bold":true},"insert":"🌿Axe III : L’attrition et le cassage de parité🌿"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nLa dimension prison reste importante.\nElle est simplement beaucoup plus concentrée qu'avant.\n\nLe deck n'a pas besoin d'une énorme quantité de pièces de stax pour exercer du contrôle.\n\nÀ la place, il utilise quelques effets particulièrement efficaces qui s'intègrent naturellement au reste de la stratégie.\n"},{"attributes":{"bold":true},"insert":"Overburden"},{"insert":" pénalise le développement classique basé sur les créatures alors que les tokens de Teval ne nécessitent pas de lancer des créatures.\n"},{"attributes":{"bold":true},"insert":"Tangle Wire"},{"insert":" crée une pression de tempo immédiate et peut acheter plusieurs tours essentiels au développement du deck.\n"},{"attributes":{"bold":true},"insert":"Opposition"},{"insert":" transforme des créatures normalement consommables en véritables outils de déni de ressources.\nLes Zombies de Teval, les tokens produits par Mole Man et ceux de Field of the Dead peuvent ainsi servir à contrôler les permanents adverses plutôt qu'à simplement attaquer.\n"},{"attributes":{"bold":true},"insert":"Braids, Cabal Minion"},{"insert":" met la pression sur les ressources alors que la récursion des terrains et la production de tokens permettent au deck d'absorber plus facilement cette contrainte.\n"},{"attributes":{"bold":true},"insert":"Strip Mine"},{"insert":" applique la même philosophie directement depuis la manabase.\n\nLa nuance importante est que ces effets ne sont pas la finalité du deck.\nIls créent "},{"attributes":{"bold":true},"insert":"du temps et de l'asymétrie"},{"insert":".\nIls ralentissent les adversaires pendant que Teval continue de développer son mana, ses cartes et ses moteurs récursifs.\n\nVoilà l'identité prison de cette version :\npas un hard lock,\nmais une partie où les adversaires doivent progressivement fournir davantage d'efforts simplement pour maintenir un développement normal.\n\n"},{"attributes":{"color":"#66b966","bold":true},"insert":"🌿Axe IV : "},{"insert":"Construire l'inévitabilité"},{"attributes":{"color":"#66b966","bold":true},"insert":"🌿"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nC'est probablement le plus grand changement philosophique par rapport aux anciennes versions du deck.\nL'endgame n'est plus quelque chose que Teval attend simplement de voir arriver.\nLe deck le construit activement.\n\nDeux cartes représentent les directions de fin de partie les plus évidentes :\n"},{"attributes":{"bold":true},"insert":"Torment of Hailfire "},{"insert":"et "},{"attributes":{"bold":true},"insert":"Walk the Aeons"},{"insert":".\n\nTorment donne au deck une manière naturelle de convertir son énorme potentiel de mana en effet capable de terminer la partie.\nLe deck possède plusieurs manières de produire beaucoup de mana grâce au développement de ses terrains, à "},{"attributes":{"bold":true},"insert":"Cabal Coffers"},{"insert":", "},{"attributes":{"bold":true},"insert":"Urborg"},{"insert":", "},{"attributes":{"bold":true},"insert":"Lake of the Dead"},{"insert":", "},{"attributes":{"bold":true},"insert":"Squandered Resources"},{"insert":" et aux autres moteurs liés aux lands.\n\nEn parallèle, "},{"attributes":{"bold":true},"insert":"Mystical Tutor, Vampiric Tutor et Diabolic Intent"},{"insert":" permettent de chercher directement des sorts importants et des cartes d'endgame au lieu de simplement attendre de les piocher naturellement.\n\nWalk the Aeons approche la fin de partie sous un autre angle.\nLe deck veut déjà :\npouvoir rejouer ses terrains depuis le cimetière ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"jouer plusieurs terrains par tour ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"disposer d'une manabase très développée ;"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"et maintenir des moteurs de récursion puissants."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nCes mêmes systèmes peuvent permettre à Walk de devenir un moteur de tours supplémentaires répétable une fois l'infrastructure nécessaire assemblée.\nC'est cela, l'inévitabilité dans la version actuelle.\n\nLe deck n'attend plus que la table s'effondre naturellement.\nIl se développe volontairement vers des positions à partir desquelles ses moteurs deviennent extrêmement difficiles à dépasser.\n"},{"attributes":{"color":"#c285ff","bold":true},"insert":"Conclusion"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nCette version de "},{"attributes":{"bold":true},"insert":"Teval, the Balanced Scale"},{"insert":" est un deck Sultaï lands-control récursif construit autour du développement, de l'inévitabilité et d'une oppression sélective.\n\nCe n'est pas un deck landfall traditionnel.\nCe n'est pas un deck hard stax.\nCe n'est pas du contrôle pur.\nEt ce n'est pas simplement un deck cimetière.\n\nIl se situe quelque part entre tous ces archétypes.\nLe deck développe agressivement son mana à travers ses terrains, transforme ces terrains en ressources réutilisables, utilise le cimetière comme une extension de la main et applique suffisamment d'attrition pour empêcher les adversaires de se développer confortablement.\n\nLa prison achète du temps.\nLa récursion apporte la résilience.\nLes tutors apportent la régularité.\nEt les terrains finissent par devenir l'infrastructure permettant au deck de terminer la partie.\n\nLe deck ne demande plus :\n"},{"attributes":{"bold":true},"insert":"« Combien de temps puis-je survivre ? »"},{"insert":"\n\nIl demande :\n"},{"attributes":{"bold":true},"insert":"« Jusqu'où puis-je construire mon inévitabilité avant que la table puisse réellement m'arrêter ? »"},{"insert":"\nEt ça, là, je trouve que c'est "},{"attributes":{"bold":true},"insert":"beaucoup plus fidèle au Teval actuel"},{"insert":".\n\nShaan-Imagination"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"}]}
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