FACETHYMAKER
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Commander
Size: 100Salt sum: 62.21
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Tayam, Luminous Enigma
Each other creature you control enters with an additional vigilance counter on it.
, Remove three counters from among creatures you control: Mill three cards, then return a permanent card with mana value 3 or less from your graveyard to the battlefield.
, Remove three counters from among creatures you control: Mill three cards, then return a permanent card with mana value 3 or less from your graveyard to the battlefield.
Legendary Creature - Beast Nightmare

Commander
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Emperor of Bones
At the beginning of combat on your turn, exile up to one target card from a graveyard.
: Adapt 2.
Whenever one or more +1/+1 counters are put on this creature, put a creature card exiled with this creature onto the battlefield under your control with a finality counter on it. It gains haste. Sacrifice it at the beginning of the next end step.
: Adapt 2.
Whenever one or more +1/+1 counters are put on this creature, put a creature card exiled with this creature onto the battlefield under your control with a finality counter on it. It gains haste. Sacrifice it at the beginning of the next end step.
Creature - Skeleton Noble

Icatian Moneychanger
This creature enters with three credit counters on it.
When this creature enters, it deals 3 damage to you.
At the beginning of your upkeep, put a credit counter on this creature.
Sacrifice this creature: You gain 1 life for each credit counter on this creature. Activate only during your upkeep.
When this creature enters, it deals 3 damage to you.
At the beginning of your upkeep, put a credit counter on this creature.
Sacrifice this creature: You gain 1 life for each credit counter on this creature. Activate only during your upkeep.
Creature - Human

Warden of the Grove
At the beginning of your end step, put a +1/+1 counter on this creature.
Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Whenever another nontoken creature you control enters, it endures X, where X is the number of counters on this creature. (Put X +1/+1 counters on the creature that entered or create an X/X white Spirit creature token.)
Creature - Hydra

Combo/counters/value
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Tyvar, Jubilant Brawler
You may activate abilities of creatures you control as though those creatures had haste.
+1: Untap up to one target creature.
−2: Mill three cards, then you may return a creature card with mana value 2 or less from your graveyard to the battlefield.
+1: Untap up to one target creature.
−2: Mill three cards, then you may return a creature card with mana value 2 or less from your graveyard to the battlefield.
Legendary Planeswalker - Tyvar

Haste enabler
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Land
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Legolas's Quick Reflexes
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
Untap target creature. Until end of turn, it gains reach, hexproof, and "Whenever this creature becomes tapped, it deals damage equal to its power to up to one target creature."
Untap target creature. Until end of turn, it gains reach, hexproof, and "Whenever this creature becomes tapped, it deals damage equal to its power to up to one target creature."
Instant

Teyo, Lightshield Expert
Flash
When Teyo enters, target permanent you control gains hexproof until end of turn. Put a +1/+1 counter on it if it's a creature. Put a loyalty counter on it if it's a planeswalker. (It can't be the target of spells or abilities your opponents control.)
When Teyo enters, target permanent you control gains hexproof until end of turn. Put a +1/+1 counter on it if it's a creature. Put a loyalty counter on it if it's a planeswalker. (It can't be the target of spells or abilities your opponents control.)
Legendary Creature - Human Cleric

Protection
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Badgermole Cub
When this creature enters, earthbend 1. (Target land you control becomes a 0/0 creature with haste that's still a land. Put a +1/+1 counter on it. When it dies or is exiled, return it to the battlefield tapped.)
Whenever you tap a creature for mana, add an additional .
Whenever you tap a creature for mana, add an additional .
Creature - Mole Badger

Nature's Chosen
Enchant creature you control
: Untap enchanted creature. Activate only during your turn and only once each turn.
Tap enchanted creature: Untap target artifact, creature, or land. Activate only if enchanted creature is white and untapped and only once each turn.
: Untap enchanted creature. Activate only during your turn and only once each turn.
Tap enchanted creature: Untap target artifact, creature, or land. Activate only if enchanted creature is white and untapped and only once each turn.
Enchantment - Aura

Ramp
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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.
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

Skyclave Apparition
When this creature enters, exile up to one target nonland, nontoken permanent you don't control with mana value 4 or less.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
When this creature leaves the battlefield, the exiled card's owner creates an X/X blue Illusion creature token, where X is the mana value of the exiled card.
Creature - Spirit Kor

Summon: Ixion
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — Aerospark — Exile target creature an opponent controls until this Saga leaves the battlefield.
II, III — Put a +1/+1 counter on each of up to two target creatures you control. You gain 2 life.
First strike
I — Aerospark — Exile target creature an opponent controls until this Saga leaves the battlefield.
II, III — Put a +1/+1 counter on each of up to two target creatures you control. You gain 2 life.
First strike
Creature Enchantment - Saga Unicorn

Touch the Spirit Realm
When this enchantment enters, exile up to one target artifact or creature until this enchantment leaves the battlefield.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Channel — , Discard this card: Exile target artifact or creature. Return it to the battlefield under its owner's control at the beginning of the next end step.
Enchantment

Removal
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Sac outlet
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Opposition Agent
Flash
You control your opponents while they're searching their libraries.
While an opponent is searching their library, they exile each card they find. You may play those cards for as long as they remain exiled, and you may spend mana as though it were mana of any color to cast them.
You control your opponents while they're searching their libraries.
While an opponent is searching their library, they exile each card they find. You may play those cards for as long as they remain exiled, and you may spend mana as though it were mana of any color to cast them.
Creature - Human Rogue

Ranger-Captain of Eos
When this creature enters, you may search your library for a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Sacrifice this creature: Your opponents can't cast noncreature spells this turn.
Creature - Human Soldier Ranger

Stax
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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.
, : 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

Gemstone Caverns
If this card is in your opening hand and you're not the starting player, you may begin the game with Gemstone Caverns on the battlefield with a luck counter on it. If you do, exile a card from your hand.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
: Add . If Gemstone Caverns has a luck counter on it, instead add one mana of any color.
Legendary Land

Turn 1/0 ramp
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Nature's Rhythm
Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Harmonize (You may cast this card from your graveyard for its harmonize cost. You may tap a creature you control to reduce that cost by an amount of generic mana equal to its power. Then exile this spell.)
Sorcery

Tutor
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Deck Info
Deck stats
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Deck extras (0)
Description
{"ops":[{"insert":"So you want to play Tayam, huh? \n\nWho hurt you? For me, it all goes back to 6th grade where mean kids would make fun of my Afro and Tie-Dye shirt. Since then, I have had violence in my heart, and while years of therapy have helped, I still need to let out some of that hurt in some other ways. Joking (Am I?) aside, this deck is a passion project for me. I'm not a great cedh player by any means, but I have been obsessing over this deck, tinkering, and playing this deck for about a year now. \n\nTayam is very different than most meta cedh decks in many ways, and if you are new to Tayam you will be very confused at first glance of the deck list. Its a lot of fun, but it's unique and requires some dedication and focus to master. Big shoutout to other Tayam players out there as I have built this list from net decking other lists. Notably, Josh Zuckerman from Critical EDH as he has inspired a lot of this deck and the recent Tayam buzz. \n\nTayam is a control deck that uses stax pieces to slow the game down to your pace. From there, Tayam accumulates on board value, primarily in the form of creatures, which eventually hits a critical mass that becomes very difficult to interact with/stop. There are similarities to many Thrasios decks in Tayam's value accumulation gameplay and commander dependance, but Tayam is not as quick as Thrasios decks, and has no blue cards. You cannot afford to have a strictly proactive gameplan; you have to slow down the table in the way that Abzan can: Stax.\n\n"},{"attributes":{"bold":true},"insert":"The Tayam Play Pattern"},{"insert":"\nYou are not winning on turn 1 or 2. If that is something you want, find another commander. You are not commonly going to win on turn 3, or even turn 4. This is a turn 5+ win deck. \n\nThe ideal play pattern is:\n\nTurn 1. Ramp OR stax\nTurn 2. High value stax piece OR ramp\nTurn 3. Tayam\nTurn 4. Counter generation +/- first activation OR second stax piece. \nTurn 5. Assemble a win \n\nSometimes you can move quicker than that, but you are happy if you are hitting this formula. While you could go faster by not playing stax pieces, especially on turn 2, it is rarely right to adopt a purely progressive game plan as most decks, even other control decks, can go faster than you. \n\n"},{"attributes":{"bold":true},"insert":"How you win:"},{"insert":"\n\nOnce you have Tayam on board, a sacrifice outlet, and infinite potential Tayam activations (essentially infinite mana and infinite counters: We talk at length about how to get here), you can win the game at instant speed even OVER other wins or attempts to stop you. \n\nThe primary 2 ways are to recur OBM or White Plume Adventurer over and over by sacrificing them and bringing them back with Tayam activations. OBM will ping your opponents down. White Plume with progress through a dungeon which has an effect \"TRAP\" which deals 5 damage to an opponent. Notably, one of the rooms of the dungeon will also draw you a card (losing you the game since you have no cards in your library) and you have to respond TO that trigger and never let it resolve. \n\nDeathrite Shaman can also win you the game, notably through the one ring, if you have a haste enabler on board AND you have infinite colored (black) mana, AND, there are enough instants and sorceries in graveyards. \n\nTechnically you can also win by making your creatures big and swinging out (sac outlets that get +1/+1 counters, finale of devastation) but don't count on that ever happening.\n\n"},{"attributes":{"bold":true},"insert":"How to get to infinite Tayam activations: "},{"insert":"\n\nThis is the real difficulty of this deck. This deck is designed to get you to this state a million different ways, but you have to be creative and trust in the heart of the cards. Each game is likely to be different as to how specifically you get here. While I can write out some of the common pathways, please note that this list is NOT complete. Once you have achieved this state you can put your whole library into the graveyard and win as described above. \n\nDevoted druid (DD): \nSo this card gives us mana AND counters that we can use for Tayam. Huge. Even without a combo, it makes Tayam easier to activate. What if we made it bigger so that it could untap and survive at least 3 -1/-1 counters for 3 mana, well then it can activate Tayam infinite times and win you the game. \n\nSpecifically this card combos with lands like centaur gardens, Hashep Oasis, and Lazotep Quarry which can make DD bigger. Other cards exist in magic that can make Devoted druid bigger (Allosaurus Shepherd, Shield Mate, etc...) if you want to focus your deck on these combos more than me. \n\nThis is the most efficient way to get infinite Tayam activations, BUT this is the most telegraphed easy to understand way for you to win. Devoted druid combos with a wet paper towel and is a kill-on-sight card in cedh. YOU WILL be stopped if your opponents have interaction dropping a devoted druid. For this reason, I like to focus on other ways to get to infinite Tayam activations.\n\nBasking Broodscale (BB)\nAlso a card that combos easily and creates some fear in opponents, but is generically valuable in tayam in that you can give it counters and mana. \n\nThis card combos directly with Long Feng which is otherwise a decent counter generating card given the high frequency of sac effects and fetch lands. \n\n"},{"attributes":{"bold":true},"insert":"The floating loop:"},{"insert":"\n\nThis is it. This is where Tayam feel like Tayam IMO. This is a complicated multifaceted combo, but each component of it otherwise gives huge value. This is a combo that is very hard for your opponents to recognize when you are unstoppable, and I consider this our primary win condition. You are typically assembling this combo over multiple turns/ tayam activations.\n\nSpecifically you need\n\nTayam on board"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"A sacrifice outlet that generates counters (Carrion feeder, Bart, Hammerhead)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"A way to tap creatures for mana (Cryptolith rite, Enduring vitality, Rishkar, earthcraft)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"An undying creature (young wolf, stangleroot geist)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"A haste enabler (earthcraft, Tvyar, thousand year elixar, Shang Chi, Strangleroot geist) "},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"1 floating mana of any color"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nNote the overlap of cards like strangleroot geist and earthcraft. \n\nBy having all these components, you essentially have infinite tayam activations and infinitely accruing counters on the sac outlet. Once you have infinite counters and tayam activations you can bring back either a badgermole cub or squandered resources/ sylvan safekeeper and cradle to go mana positive on each tayam activation. With infinite counters and mana, win as described above. \n\nThis is convoluted and takes practice. You can find examples of the floating loop on youtube. \n\n\n"},{"attributes":{"bold":true},"insert":"STAX/ interaction:"},{"insert":"\n\nMy list runs ~12 stax pieces depending on your definition of stax. I consider all on board pieces that change the game and restrict other players game actions to be stax, thereby making cards like OBM and seal of primordium stax pieces in their own right.\n\nThe most powerful and consistent stax pieces are the rule of law effects and the null rod effects. These tend to lock out the most decks from moving too quickly. There is redundancy within the deck for these effects to make them more consistent. Other unique and powerful (and creature tutorable) stax pieces exist such as drannith magistrate and opposition agent and others\n\nWhile we don't have blue, there are powerful things this deck can do at instant speed. Tayam activations can essentially be used to give your creatures with removal ETB triggers and stax effects flash. Chord of calling can similarly be powerful. Notable interactions include\n\nKnight of the reliquary: Can be used to find cradle and lands that combo with devoted druid, but also can find lands like talon gates to remove a key creature from an explosive opponent turn or ghost quarter to remove an opponent's cradle. \n\nTouch of the spirit realm: can be discarded to temporarily exile a creature or artifact that can also be returned with a tayam activation for lasting removal\n\nAbigale: ruin lives of kinnan, thrasios, and other tayam players. \n\nSummon ixion: exile a creature per turn cycle by removing the lore counters with tayam. \n\nAven interrupter: stop the win at flash speed, but it can essentially stops the game for other players if players are under a rule of law effect and you can sac aven interrupter and bring it back with a tayam activations. \n\nRanger captain of eos: this freaking card. Sac it and bring it back to essentially silence you opponents multiple times per turn cycle. \n\nOne of the most powerful tayam interaction is using a tayam activation to bring back a rule of law effect ONCE a player has revealed they are trying to win. (e.g cast breach, cast and jam necro, silence on their turn, etc...). Sometimes having a stax piece in the graveyard and having a tayam activation on standby is more powerful than having the stax piece on board. \n\n\nPOLITICING \n\nIt can be difficult to politic with this deck. Stax garners a lot of hate (some right, some wrong) from the magic community as a whole because nobody likes not being able to do the thing they planned to do. \n\nA few things are very important in regards to politicing with Tayam that I have realized\n\n1) Be friendly\n\nHave fun, meet people, make friends. This is a social format after all. \n\n2) Don't lie\n\nYou don't need to lie to win. In fact, honesty about how slow your deck is or how far you are from winning are powerful tools. Obviously you can be deceptive, as all magic players are, but outright lying is negative EV in the long run imo. \n\n3) Learn to politely redirect the attention and hate\n\n recognize and acknowledge that people are complaining about stax and your deck BECAUSE they want to go fast and they want OTHER players to use resources to remove your on-board effects. Oftentimes you become the dam that holds back the flood of multiple players putting a win on the stack. Use this perspective to become the good guy at the table. The ultimate Tayam politicing achievement is having another player counter removal against your stax piece because you have successfully convinced the table of its importance. \n\nAt the start of the game, a good turbo player is going to bitch and moan about Tayam to get the midrange player to counter your null rod. A good Tayam player is going to ask the table to keep a responsible opening hand to prevent the turbo win because I can't keep them from winning alone. Language is power in influencing others decisions. You have to ability to change the narrative about what your deck is to the pod and that starts when you first sit down. \n\n4) Deflect attention away from your commander\n\nYou need the commander the win. The secret sauce of beating Tayam? Removal Tayam. Again and again. Often, however, this is a net loss for the player removing Tayam. Using a card to remove something threatening piece puts the other 2 players (who didn't have to use resources) in a more favorable position SO cedh players typically will only remove spells that accumulate obscene value (rhystics study, smothering tithe) or win the game. Deflect by stating the obvious. Tayam is not winning the game this turn, Tayam is not the most threatening card on the table, why are you looking at me, look at this kinnan player with 15 cards in hand, look at this thrasios player with 3 activations, look at this sisay with an activation, look at this rogsi with mana. In a way, your stax pieces also protect your commander as they bait targeted removal. Use this perspective as a last resort. \n\n5) resolve your spells. \n\nOh you don't like me casting cord of calling for x= 3? What's the card you don't want? Oh no enduring vitality? Yeah I can do that. \n\nYour flexibility in your win lines AND your ability to become stronger in the late game means you don't need to rush or focus on one outcome. Try your hardest to resolve all your spells which is most important for the tutors. Even if you don't get exactly what you need, there is always another option to build your board. You don't need to squeeze through a tiny window of opportunity like a rogsilas, take a breath and make some deals. Any on board value let's you get closer to critical mass\n\n\n\n\n\n\n\n\n\n\n\n\n\n"}]}

















































































