20.2k views7 days ago
Commander
Size: 100Salt sum: 79.8
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The-Psynthesist

20.2k views7 days ago
Commander
Size: 100Salt sum: 79.8

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Commander

Qty: 1 Price: $3.49
Teysa, Orzhov Scion
Sacrifice three white creatures: Exile target creature.
Whenever another black creature you control dies, create a 1/1 white Spirit creature token with flying.
Legendary Creature - Human Advisor
Teysa, Orzhov Scion (gk2) 28

Commander

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A. Land

Qty: 27 Price: $2214.43
Agadeem's Awakening
Return from your graveyard to the battlefield any number of target creature cards that each have a different mana value X or less.
Sorcery
Agadeem's Awakening // Agadeem, the Undercrypt (znr) 336Agadeem's Awakening // Agadeem, the Undercrypt (znr) 336
Ancient Tomb
: Add
. This land deals 2 damage to you.
Land
Ancient Tomb (eos) 1
Arid Mesa
, Pay 1 life, Sacrifice this land: Search your library for a Mountain or Plains card, put it onto the battlefield, then shuffle.
Land
Arid Mesa (exp) 24
Bleachbone Verge
: Add
.
: Add
. Activate only if you control a Plains or a Swamp.
Land
Bleachbone Verge (dft) 501
Brightclimb Pathway
: Add
.
Land
Brightclimb Pathway // Grimclimb Pathway (slu) 14Brightclimb Pathway // Grimclimb Pathway (slu) 14
Cavern of Souls
As this land enters, choose a creature type.
: Add
.
: Add one mana of any color. Spend this mana only to cast a creature spell of the chosen type, and that spell can't be countered.
Land
Cavern of Souls (lci) 269
Caves of Koilos
: Add
.
: Add
or
. This land deals 1 damage to you.
Land
Caves of Koilos (m15) 241
City of Brass
Whenever this land becomes tapped, it deals 1 damage to you.
: Add one mana of any color.
Land
City of Brass (mma) 221
Command Tower
: Add one mana of any color in your commander's color identity.
Land
Command Tower (fic) 382
Fetid Heath
: Add
.
,
: Add
,
, or
.
Land
Fetid Heath (a25) 238
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 (ons) 316
Forbidden Orchard
: Add one mana of any color.
Whenever you tap this land for mana, target opponent creates a 1/1 colorless Spirit creature token.
Land
Forbidden Orchard (2x2) 405
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.
Legendary Land
Gemstone Caverns (eos) 16
Glimmervoid
At the beginning of the end step, if you control no artifacts, sacrifice this land.
: Add one mana of any color.
Land
Glimmervoid (mrd) 281
Godless Shrine
(
: Add
or
.)
As this land enters, you may pay 2 life. If you don't, it enters tapped.
Land - Plains Swamp
Godless Shrine (unf) 533
Inkmoth Nexus
: Add
.
: This land becomes a 1/1 Phyrexian Blinkmoth artifact creature with flying and infect until end of turn. It's still a land. (It deals damage to creatures in the form of -1/-1 counters and to players in the form of poison counters.)
Land
Inkmoth Nexus (mbs) 145
Mana Confluence
, Pay 1 life: Add one mana of any color.
Land
Mana Confluence (sld) 1012a
Marsh Flats
, Pay 1 life, Sacrifice this land: Search your library for a Plains or Swamp card, put it onto the battlefield, then shuffle.
Land
Marsh Flats (mh2) 476
Multiversal Passage
As this land enters, choose a basic land type. Then you may pay 2 life. If you don't, it enters tapped.
This land is the chosen type.
Land
Multiversal Passage (spm) 180
Phyrexian Tower
: Add
.
, Sacrifice a creature: Add
.
Legendary Land
Phyrexian Tower (mh3) 355
Plains
(
: Add
.)
Basic Land - Plains
Plains (mrd) 288
Scrubland
(
: Add
or
.)
Land - Plains Swamp
Scrubland (3ed) 286
Silent Clearing
, Pay 1 life: Add
or
.
,
, Sacrifice this land: Draw a card.
Land
Silent Clearing (mh1) 246
Spire of Industry
: Add
.
, Pay 1 life: Add one mana of any color. Activate only if you control an artifact.
Land
Spire of Industry (aer) 184
Urborg, Tomb of Yawgmoth
Each land is a Swamp in addition to its other land types.
Legendary Land
Urborg, Tomb of Yawgmoth (m15) 248
Urza's Saga
(As this Saga enters and after your draw step, add a lore counter. Sacrifice after III.)
I — This Saga gains "
: Add
."
II — This Saga gains "
,
: Create a 0/0 colorless Construct artifact creature token with 'This token gets +1/+1 for each artifact you control.'"
III — Search your library for an artifact card with mana cost
or
, put it onto the battlefield, then shuffle.
Land Enchantment - Saga Urza's
Urza's Saga (mh2) 380
Vault of Champions
This land enters tapped unless you have two or more opponents.
: Add
or
.
Land
Vault of Champions (cmr) 360

A. Land

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C. mana

Qty: 16 Price: $3249.66
Aether Vial
At the beginning of your upkeep, you may put a charge counter on this artifact.
: You may put a creature card with mana value equal to the number of charge counters on this artifact from your hand onto the battlefield.
Artifact
Aether Vial (dst) 91
Blood Pet
Sacrifice this creature: Add
.
Creature - Thrull
Blood Pet (tmp) 109
Chrome Mox
Imprint — When this artifact enters, you may exile a nonartifact, nonland card from your hand.
: Add one mana of any of the exiled card's colors.
Artifact
Chrome Mox (mrd) 152
Culling the Weak
As an additional cost to cast this spell, sacrifice a creature.
Add
.
Instant
Culling the Weak (pmei) 2023-8
Dark Ritual
Add
.
Instant
Dark Ritual (pmei) 2020-4
Greedy Freebooter
When this creature dies, scry 1 and create a Treasure token. (To scry 1, look at the top card of your library. You may put that card on the bottom. A Treasure token is an artifact with "
, Sacrifice this token: Add one mana of any color.")
Creature - Human Pirate
Greedy Freebooter (lci) 109
Lotho, Corrupt Shirriff
Whenever a player casts their second spell each turn, you lose 1 life and create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Legendary Creature - Rogue Halfling
Lotho, Corrupt Shirriff (ltr) 781
Lotus Petal
, Sacrifice this artifact: Add one mana of any color.
Artifact
Lotus Petal (sld) 7034
Mana Vault
This artifact doesn't untap during your untap step.
At the beginning of your upkeep, you may pay
. If you do, untap this artifact.
At the beginning of your draw step, if this artifact is tapped, it deals 1 damage to you.
: Add
.
Artifact
Mana Vault (3ed) 263
Mox Amber
: Add one mana of any color among legendary creatures and planeswalkers you control.
Legendary Artifact
Mox Amber (brr) 98
Mox Diamond
If this artifact would enter, you may discard a land card instead. If you do, put this artifact onto the battlefield. If you don't, put it into its owner's graveyard.
: Add one mana of any color.
Artifact
Mox Diamond (sth) 138
Mox Opal
Metalcraft —
: Add one mana of any color. Activate only if you control three or more artifacts.
Legendary Artifact
Mox Opal (som) 179
Paradise Mantle
Equipped creature has "
: Add one mana of any color."
Equip
Artifact - Equipment
Paradise Mantle (5dn) 142
Sol Ring
: Add
.
Artifact
Sol Ring (pf19) 7
Springleaf Drum
, Tap an untapped creature you control: Add one mana of any color.
Artifact
Springleaf Drum (lrw) 261
Tataru Taru
When Tataru Taru enters, you draw a card and target opponent may draw a card.
Scions' Secretary — Whenever an opponent draws a card, if it isn't that player's turn, create a tapped Treasure token. This ability triggers only once each turn.
Legendary Creature - Advisor Dwarf
Tataru Taru (fic) 466

C. mana

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E. draw

Qty: 6 Price: $228.44
Ad Nauseam
Reveal the top card of your library and put that card into your hand. You lose life equal to its mana value. You may repeat this process any number of times.
Instant
Ad Nauseam (2xm) 76
Archivist of Oghma
Flash
Whenever an opponent searches their library, you gain 1 life and draw a card.
Creature - Cleric Halfling
Archivist of Oghma (clb) 553
Esper Sentinel
Whenever an opponent casts their first noncreature spell each turn, draw a card unless that player pays
, where X is this creature's power.
Creature Artifact - Human Soldier
Esper Sentinel (mh2) 328
Ripples of Undeath
At the beginning of your first main phase, mill three cards. Then you may pay
and 3 life. If you do, put a card from among those cards into your hand.
Enchantment
Ripples of Undeath (mh3) 455
Skullclamp
Equipped creature gets +1/-1.
Whenever equipped creature dies, draw two cards.
Equip
Artifact - Equipment
Skullclamp (moc) 379
The Queen of Dale
Whenever an opponent casts their first noncreature spell each turn, you recruit. (Draw a card, then discard a card. If you discarded a nonland card, create a 1/1 white Human Soldier creature token.)
Legendary Creature - Human Noble
The Queen of Dale (hob) 24

E. draw

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F. Combo A

Qty: 6 Price: $106.44
Animate Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Return enchanted creature card to the battlefield under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets -1/-0.
Enchantment - Aura
Animate Dead (3ed) 93
Dance of the Dead
Enchant creature card in a graveyard
When this Aura enters, if it's on the battlefield, it loses "enchant creature card in a graveyard" and gains "enchant creature put onto the battlefield with this Aura." Put enchanted creature card onto the battlefield tapped under your control and attach this Aura to it. When this Aura leaves the battlefield, that creature's controller sacrifices it.
Enchanted creature gets +1/+1 and doesn't untap during its controller's untap step.
At the beginning of the upkeep of enchanted creature's controller, that player may pay
. If the player does, untap that creature.
Enchantment - Aura
Dance of the Dead (ice) 118
Darkest Hour
All creatures are black.
Enchantment
Darkest Hour (7ed) 128
Necromancy
You may cast this spell as though it had flash. If you cast it any time a sorcery couldn't have been cast, the controller of the permanent it becomes sacrifices it at the beginning of the next cleanup step.
When this enchantment enters, if it's on the battlefield, it becomes an Aura with "enchant creature put onto the battlefield with Necromancy." Put target creature card from a graveyard onto the battlefield under your control and attach this enchantment to it. When this enchantment leaves the battlefield, that creature's controller sacrifices it.
Enchantment
Necromancy (vis) 64
Painter's Servant
As this creature enters, choose a color.
All cards that aren't on the battlefield, spells, and permanents are the chosen color in addition to their other colors.
Creature Artifact - Scarecrow
Painter's Servant (spg) 147
Warehouse Tabby
Whenever an enchantment you control is put into a graveyard from the battlefield, create a 1/1 black Rat creature token with "This token can't block."
: This creature gains deathtouch until end of turn.
Creature - Cat
Warehouse Tabby (woe) 117

F. Combo A

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G. Combo B (sacrifice)

Qty: 8 Price: $70.22
Abdel Adrian, Gorion's Ward
When Abdel Adrian enters, exile any number of other nonland permanents you control until Abdel Adrian leaves the battlefield. Create a 1/1 white Soldier creature token for each permanent exiled this way.
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Human Warrior
Abdel Adrian, Gorion's Ward (clb) 375
Altar of Dementia
Sacrifice a creature: Target player mills cards equal to the sacrificed creature's power.
Artifact
Altar of Dementia (mh1) 218
Blasting Station
, Sacrifice a creature: This artifact deals 1 damage to any target.
Whenever a creature enters, you may untap this artifact.
Artifact
Blasting Station (plst) 5DN-107
Carrion Feeder
This creature can't block.
Sacrifice a creature: Put a +1/+1 counter on this creature.
Creature - Zombie
Carrion Feeder (mh1) 81
Leonin Relic-Warder
When this creature enters, you may exile target artifact or enchantment.
When this creature leaves the battlefield, return the exiled card to the battlefield under its owner's control.
Creature - Cleric Cat
Leonin Relic-Warder (mbs) 10
Screams from Within
Enchant creature
Enchanted creature gets -1/-1.
When enchanted creature dies, return this card from your graveyard to the battlefield.
Enchantment - Aura
Screams from Within (dst) 52
Umbral Collar Zealot
Sacrifice another creature or artifact: Surveil 1. (Look at the top card of your library. You may put it into your graveyard.)
Creature - Human Cleric
Umbral Collar Zealot (eoe) 395
Viscera Seer
Sacrifice a creature: Scry 1. (Look at the top card of your library. You may put that card on the bottom.)
Creature - Wizard Vampire
Viscera Seer (cmr) 658

G. Combo B (sacrifice)

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H. Combo C (Payload)

Qty: 6 Price: $232.24
Altar of the Brood
Whenever another permanent you control enters, each opponent mills a card.
Artifact
Altar of the Brood (slc) 1
Elas il-Kor, Sadistic Pilgrim
Deathtouch
Whenever another creature you control enters, you gain 1 life.
Whenever another creature you control dies, each opponent loses 1 life.
Legendary Creature - Cleric Kor Phyrexian
Elas il-Kor, Sadistic Pilgrim (dmu) 338
Grindstone
,
: Target player mills two cards. If two cards that share a color were milled this way, repeat this process.
Artifact
Grindstone (mps) 39
Marionette Apprentice
Fabricate 1 (When this creature enters, put a +1/+1 counter on it or create a 1/1 colorless Servo artifact creature token.)
Whenever another creature or artifact you control is put into a graveyard from the battlefield, each opponent loses 1 life.
Creature - Human Artificer
Marionette Apprentice (mh3) 100
The Meathook Massacre
When The Meathook Massacre enters, each creature gets -X/-X until end of turn.
Whenever a creature you control dies, each opponent loses 1 life.
Whenever a creature an opponent controls dies, you gain 1 life.
Legendary Enchantment
The Meathook Massacre (mid) 348
Thieves' Guild Enforcer
Flash
Whenever this creature or another Rogue you control enters, each opponent mills two cards.
As long as an opponent has eight or more cards in their graveyard, this creature gets +2/+1 and has deathtouch.
Creature - Human Rogue
Thieves' Guild Enforcer (m21) 125

H. Combo C (Payload)

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I. Combo D token (Starter)

Qty: 3 Price: $87.97
Memnite
Creature Artifact - Construct
Memnite (dci) 61
Orcish Bowmasters
Flash
When this creature enters and whenever an opponent draws a card except the first one they draw in each of their draw steps, this creature deals 1 damage to any target. Then amass Orcs 1.
Creature - Archer Orc
Orcish Bowmasters (ltr) 433
Stonecoil Serpent
Reach, trample, protection from multicolored
This creature enters with X +1/+1 counters on it.
Creature Artifact - Snake
Stonecoil Serpent (peld) 235★

I. Combo D token (Starter)

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J. interaction

Qty: 4 Price: $56.96
Angel's Grace
Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.)
You can't lose the game this turn and your opponents can't win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
Instant
Angel's Grace (mma) 4
Orim's Chant
Kicker
(You may pay an additional
as you cast this spell.)
Target player can't cast spells this turn. If this spell was kicked, creatures can't attack this turn.
Instant
Orim's Chant (mh3) 323
Silence
Your opponents can't cast spells this turn.
Instant
Silence (sld) 7003
Static Prison
When this enchantment enters, exile target nonland permanent an opponent controls until this enchantment leaves the battlefield. You get
(two energy counters).
At the beginning of your first main phase, sacrifice this enchantment unless you pay
.
Enchantment
Static Prison (mh3) 44

J. interaction

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K. saves

Qty: 2 Price: $38.48
Jolted Awake
Choose up to one target artifact or creature card in your graveyard. You get
(two energy counters). Then you may pay an amount of
equal to that card's mana value. If you do, return it from your graveyard to the battlefield.
Cycling
(
, Discard this card: Draw a card.)
Sorcery
Jolted Awake (mh3) 509
Sevinne's Reclamation
Return target permanent card with mana value 3 or less from your graveyard to the battlefield. If this spell was cast from a graveyard, you may copy this spell and may choose a new target for the copy.
Flashback
(You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery
Sevinne's Reclamation (cmm) 472

K. saves

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L. stax

Qty: 5 Price: $146.95
Dauthi Voidwalker
Shadow (This creature can block or be blocked by only creatures with shadow.)
If a card would be put into an opponent's graveyard from anywhere, instead exile it with a void counter on it.
, Sacrifice this creature: Choose an exiled card an opponent owns with a void counter on it. You may play it this turn without paying its mana cost.
Creature - Rogue Dauthi
Dauthi Voidwalker (sld) 1760
Deafening Silence
Each player can't cast more than one noncreature spell each turn.
Enchantment
Deafening Silence (sld) 1219
Grand Abolisher
During your turn, your opponents can't cast spells or activate abilities of artifacts, creatures, or enchantments.
Creature - Human Cleric
Grand Abolisher (cmm) 460
Vexing Bauble
Whenever a player casts a spell, if no mana was spent to cast it, counter that spell.
,
, Sacrifice this artifact: Draw a card.
Artifact
Vexing Bauble (mh3) 212
Voice of Victory
Mobilize 2 (Whenever this creature attacks, create two tapped and attacking 1/1 red Warrior creature tokens. Sacrifice them at the beginning of the next end step.)
Your opponents can't cast spells during your turn.
Creature - Human Bard
Voice of Victory (tdm) 331

L. stax

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Sideboard

Qty: 16 Price: $4175.34
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 (ons) 313
Braids, Arisen Nightmare
At the beginning of your end step, you may sacrifice an artifact, creature, enchantment, land, or planeswalker. If you do, each opponent may sacrifice a permanent of their choice that shares a card type with it. For each opponent who doesn't, that player loses 2 life and you draw a card.
Legendary Creature - Nightmare
Braids, Arisen Nightmare (pwcs) 2023-4
Buried Alive
Search your library for up to three creature cards, put them into your graveyard, then shuffle.
Sorcery
Buried Alive (pd3) 20
Chalice of the Void
This artifact enters with X charge counters on it.
Whenever a player casts a spell with mana value equal to the number of charge counters on this artifact, counter that spell.
Artifact
Chalice of the Void (lcc) 105
Charismatic Conqueror
Vigilance
Whenever an artifact or creature an opponent controls enters untapped, they may tap that permanent. If they don't, you create a 1/1 white Vampire creature token with lifelink.
Creature - Vampire Soldier
Charismatic Conqueror (lcc) 38
Drannith Magistrate
Your opponents can't cast spells from anywhere other than their hands.
Creature - Human Wizard
Drannith Magistrate (iko) 11
Gleaming Splendor
Whenever an opponent draws their second card each turn, you create a Treasure token.
: Two target players each draw a card.
Enchantment
Gleaming Splendor (hob) 15
Lion's Eye Diamond
Discard your hand, Sacrifice this artifact: Add three mana of any one color. Activate only as an instant.
Artifact
Lion's Eye Diamond (mir) 307
Lurrus of the Dream-Den
Companion — Each permanent card in your starting deck has mana value 2 or less. (If this card is your chosen companion, you may put it into your hand from outside the game for
as a sorcery.)
Lifelink
Once during each of your turns, you may cast a permanent spell with mana value 2 or less from your graveyard.
Legendary Creature - Cat Nightmare
Lurrus of the Dream-Den (mul) 181
Path to Exile
Exile target creature. Its controller may search their library for a basic land card, put that card onto the battlefield tapped, then shuffle.
Instant
Path to Exile (pf20) 1
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 (g09) 8
Shambling Ghast
When this creature dies, choose one —
• Target creature an opponent controls gets -1/-1 until end of turn.
• Create a Treasure token. (It's an artifact with "
, Sacrifice this token: Add one mana of any color.")
Creature - Zombie
Shambling Ghast (afr) 119
Spawning Pit
Sacrifice a creature: Put a charge counter on this artifact.
, Remove two charge counters from this artifact: Create a 2/2 colorless Spawn artifact creature token.
Artifact
Spawning Pit (j22) 136
Tarnished Citadel
: Add
.
: Add one mana of any color. This land deals 3 damage to you.
Land
Tarnished Citadel (ody) 329
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.
Enchantment
Touch the Spirit Realm (gdy) 4
Wishclaw Talisman
This artifact enters with three wish counters on it.
,
, Remove a wish counter from this artifact: Search your library for a card, put it into your hand, then shuffle. An opponent gains control of this artifact. Activate only during your turn.
Artifact
Wishclaw Talisman (eld) 110

Sideboard

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Maybeboard

Qty: 8 Price: $626.43
Cynical Loner
This creature can't be blocked by Glimmers.
Survival — At the beginning of your second main phase, if this creature is tapped, you may search your library for a card, put it into your graveyard, then shuffle.
Creature - Human Survivor
Cynical Loner (dsk) 89
Necropotence
Skip your draw step.
Whenever you discard a card, exile that card from your graveyard.
Pay 1 life: Exile the top card of your library face down. Put that card into your hand at the beginning of your next end step.
Enchantment
Necropotence (ice) 154
Patrician's Scorn
If you've cast another white spell this turn, you may cast this spell without paying its mana cost.
Destroy all enchantments.
Instant
Patrician's Scorn (fut) 29
Reanimate
Put target creature card from a graveyard onto the battlefield under your control. You lose life equal to that card's mana value.
Sorcery
Reanimate (pd3) 15
Snow-Covered Plains
(
: Add
.)
Basic Snow Land - Plains
Snow-Covered Plains (sld) 1473★
Starfield Shepherd
Flying
When this creature enters, search your library for a basic Plains card or a creature card with mana value 1 or less, reveal it, put it into your hand, then shuffle.
Warp
(You may cast this card from your hand for its warp cost. Exile this creature at the beginning of the next end step, then you may cast it from exile on a later turn.)
Creature - Angel
Starfield Shepherd (eoe) 393
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 (exp) 23
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 (g09) 9

Maybeboard

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Deck Info

Deck stats

24 pips - 21 cards
28 mana - 26 cards
0 pips - 0 cards
0 mana - 17 cards
43 pips - 37 cards
38 mana - 30 cards
0 pips - 0 cards
0 mana - 17 cards
0 pips - 0 cards
0 mana - 17 cards
0 pips - 0 cards
15 mana - 11 cards
CategoriesQtyOdds
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Deck extras (0)

Description

{"ops":[{"insert":"\n"},{"attributes":{"bold":true},"insert":"Teysa Arti-Kats cEDH Primer"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nLooking for a turbo Orzhov aristocrats game plan in cEDH? Then look no further! Teysa brings a very combo dense package with the removal and protection to back it up to deal with the current meta.\n\n"},{"attributes":{"bold":true},"insert":"If your are interested in Orzhov please feel free to discuss in our ["},{"attributes":{"bold":true,"link":"https://discord.gg/e3YbSgfd7s"},"insert":"discord"},{"attributes":{"bold":true},"insert":"]!"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nLast Updated: 10/08/2024\n\n"},{"attributes":{"bold":true},"insert":"Tourney review: "},{"insert":"\n3 top 16s\n3 sub 25 in 100+ player tourneys\n\nINTRODUCTION"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Teysa Scion in cEDH has a primary goal of setting up light stax and holding minimal interaction in the early game as you build out the board state to combo off. What makes this deck strong is access to the full aristocrats package with many redundant combo pieces, and ability to play through stax players and rebuild board state from reactive decks easily. As a commander she heavily supports this theme by being easy to cast, having built in combo engine with sacrifice, token generation, and creature removal. This variant of Teysa Scion is not a glass cannon like other turbo decks and can pivot to survive through the midrange soup. \n\nSleeve up this deck if: | Strengths"},{"attributes":{"header":3},"insert":"\n"},{"insert":"1. High Combo Density\n2. Great Board/field Interaction\n3. Very low mana curve for Ad Nauseam and explosive starts\n4. Easy to find and protect wins. Orzhov be like that!\n5. Hard to interact with combos once they go off\n6. Plays into players not knowing how deck works\n7.Pivots into Grindy games and can stop a lot of top meta decks from winning too.\n\n Avoid at all costs if:| Weaknesses"},{"attributes":{"header":3},"insert":"\n"},{"insert":"1. No Dockside (RIP), no Thassa, no partners etc... \n2. OMG 2 colors! ewww\n3. Don't like projected wins lines.\n4. Combos don't durdle enough.\n5. Not top tier on cEDH meta data.\n6. For real though Card draw after turn 3 because the deck can run out of cards in hand easily. We welcome all wheels!\nSTRATEGY"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Plan A: Turbo time"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Based on seat order and opening hand. You want to decide if you can out run the other commanders in the pod or if you need to shut off other commanders in the pod. If you are in first seat free rocks are always nice along with 1-2 combo pieces or tutors. but whats nicer is deafening silence, vexing bauble or chalice of the void. This puts you miles ahead of everyone else and usually good bait for their removal and bounce spells. If you are going later in seating order make sure you have interaction or removal in hand along with pieces to set up with. Typically you are looking for 1 combo piece and 1 draw engine or tutor with 1-3 lands or rocks. Most hands you debate to mulligan are relatively playable and easy to figure out what turn will be its first punch for a win with practice.\n\nPlan B: If you can't out pace them shut them down"},{"attributes":{"header":3},"insert":"\n"},{"insert":"Teysa is very good at punching multiple win attempts turn after turn. It doesn't really care if combo pieces are used as bait or end up in grave as long as you are searching for the optimal window to go off. This deck becomes a threat when boards become a grind since it has such good field interaction and field recovery. It can play through most stax and if partial combos exist you can usually manage threats on field. blue combo decks are biggest disadvantage when you haven't proactively played a stax piece.\n\nSINGLE CARD DISCUSSION"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nLands"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Lands make or break your game. This deck is on 26 and its just about impossible to brick with for colors needed. The ramp and rock count in this deck doesn't allow it to go any lower especially with the utility includes I mention below. At this number you should see at least 1-3 lands and or 1-2 rocks by turn 3. The mana curve is super low for a reason so that almost every card is playable on turn 2. *I have an Orzhov land guide if you want to see all possible choices*\n\n**Notable Inclusions**"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"- [[urza's saga]]:"},{"insert":" This is one of the few decks that can find more than mana crypt (RIP) or sol ring. by turn 3 and it actually finds ways to end the game! You are going to want a win con to go with the rest of the pieces you laid out. [[Altar of the brood]] & [[grindstone]] are 2 options pending on your board state for finishers. If you still need to dig get [[skullclamp]]. If you need a creature to start the combo [[memnite]]. And lastly if you don't need the mana but need to protect your game grab [[vexing bauble]] ! Making constructs with your extra colorless mana is not a bad game plan for this deck either. they get big enough to be good blockers and combo out when rest of combo set up.*There is a reason why Artifact is in the deck name *;)\n\n"},{"attributes":{"bold":true},"insert":"- [[InkMoth Nexus]] or [[Blinkmoth Nexus]]:"},{"insert":" This is gas for this deck! A creature that can not be countered or hit by orcish bowmaster until its time to go off. Tapping itself to do that is the plus. players forget its an artifact creature and can fly which makes it versatile if u need to turn on opal for colored mana or block a big creature like Tivit or Ishai. Also a skullclamp target if you need to card draw. I personally like Blinkmoth more for the infect.\n\n"},{"attributes":{"bold":true},"insert":"- [[Phyrexian Tower]]:"},{"insert":" Has a lot of uses besides ramp in this deck. you can toss the [[leonin relic warder]] or [[abdel adrian]] to the grave in order to start animate dead loops. skullclamp helper in case creature is bigger. Also helps [[screams from within]] go off with [[warehouse tabby]] if you don't have a creature with 1 toughness on board. Be surprised how often you want to convert a black creature to a b/w spirit for Teysa to get her engine going too. Works really well with [[shambling ghast]] to get a psuedo dark ritual towards a Ad nauseaum.\n\n"},{"attributes":{"bold":true},"insert":"- [[urborg, tomb of yawgmoth]]"},{"insert":": People can argue that this only helps the table. but this helps you convert all those pain lands late game after [[ad nauseam]] so you have enough life to dig deep and still play what you need. [[Ob Nixilis, captive kingpin]] exists and he is rampant in my local stores. Also a huge pip fixer when you have a full grip late game. late game this allows 3rd/4th fetch to be usable and to shuffle deck when need be.\n\n"},{"attributes":{"bold":true},"insert":"- [[Cavern of souls]]:"},{"insert":" Most likely you always are picking human unless rare occasion to protect [[Painter's Servant]] or [[leonin relic warder]] to win the game.\n\n**Notable Options**"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"- [[Shadowy Backstreet]]:"},{"insert":" If you are not scared about blood or moist moon the replace your basic land with it or a [[tarnished citadel]].\n\n"},{"attributes":{"bold":true},"insert":"- [[Hall of heliod's generosity]]"},{"insert":": This is very optional but it can be a savior if you really need a game winning enchantment that might have been wheeled or countered.\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"- [[exotic orchard]], [[plaza of heroes]], [[city of traitors]], [[forbidden orchard]]:"},{"insert":" Simply said these are all too situational or slow for the deck. most cards are very color specific and this deck cant afford to loose a land it draws. forbidden is plausable due to screams from within. but certain decks will use that spirit for rituals or diabolic intent.\n\nRamp"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Ramp here is lean for a reason. 26 lands and 14 ramp sources. Orzhov's biggest weakness is card draw. Drawing ramp can really hurt your chances of winning after opening hand. The deck can typically be down to 1 to no cards in hand by turn 3-4. Wheels are our best friends!\n\n**Notable Inclusions**"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"- [[Blood Pet]]:"},{"insert":" A combo starter that also gives you a pip!\n\n"},{"attributes":{"bold":true},"insert":"- [[Shambling Ghast]]"},{"insert":": choice to make a treasure or kill something is huge. this is a great [[skullclamp]], [[culling the weak]], or [[phyrexian target]] to ramp you into ad naus or tutors turn 2. The uncertainty of -1/-1 makes it great Breena or Tymna attacker.\n\n"},{"attributes":{"bold":true},"insert":"- [[Springleaf drum]]:"},{"insert":" This is the next lowest cost multi-color rock and this here is a very creature heavy deck.\n\n"},{"attributes":{"bold":true},"insert":"- [[Lotho, corrupt Shirriff]]:"},{"insert":" You don't know? Then Lotho! Best ramp in this deck.\n\n**Notable Options**"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"- [[phyrexian altar]] & [[Warren Soultrader]]:"},{"insert":" Both are combo outlets for reanimator package choices. I may do a sub section to this primer to gear people to running the reanimator lines. this deck version doesn't need the grave recursion which add more cards doing things your commander can already do. reanimator lines are typically good if u run yawgmoth or razaketh in the 99 and buried alive.\n\n**Notable Exclusions**"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"- [[Arcane Signet]] & [[Talisman of Hierarchy]]:"},{"insert":" OK so every win condition in this deck you want to be dropping on turn 1 or turn 2 and hopefully finishing game turn 3 or 4. And if I could visually map out this deck for you on strategy turn by turn: You want all the rocks out for as close to free as possible so you can win with as few cards drawn as possible. ramp gets you no where if you have nothing to feed it into.\n\nDraw"},{"attributes":{"header":2},"insert":"\n"},{"insert":"The crutch of the Orzhov color pie! That's OK we can work around this problem. And luckily Orzhov has been getting more fuel in recent years. Note to yourself all great card draw engines start at 3-4 cmc for white and black in a cEDH meta. If you look at the mana curve of this deck All card draw engines are the most expensive cards in the deck. Meaning you play them last if you haven't found a tutor or combo piece first. Unless super explosive start and drop Trouble or The One Ring super early.\n\n**Notable Inclusions**"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"- [[Skullclamp]]"},{"insert":": Not the best but this is a last resort flex and more importantly a combo starter. Break those orc army and rats into your w/b spirits and clear the board threats. If you know you need to block then be sure to equip it instead of leaving mana open when you have nothing.\n\n"},{"attributes":{"bold":true},"insert":"- [[Esper Sentinel]]:"},{"insert":" No comment the white staple for card draw use it.\n\n"},{"attributes":{"bold":true},"insert":"- [[Breena, The Dem]]"},{"insert":": You are either team Breena or you are not. But either way I like the additional beef she gives to some of the more fragile creature combo pieces. [[Tymna]]'s Sister from a different Mister!\n\n-"},{"attributes":{"bold":true},"insert":" [[Braids, Arisen Nightmare]]"},{"insert":": Yeah one turn one dark ritual away and a worthless Manavault and you have yourself 3 more cards in hand to keep going. Late game if you get to midrange soup state you most likely have extra artifacts, lands and creatures that turn into spirits including itself when you need to win.\n\n"},{"attributes":{"bold":true},"insert":"- [[Archivist of Oghma]] "},{"insert":" Very deck dependent on whether they are tutor or draw heavy. This is purely a meta call and can easily substitute another draw engine with him. He is proving to be more viable in the new meta and now considered a worthy include. flash is great.\n\n**Notable Options**"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"- [[Tymna the weaver]]:"},{"insert":" The meme to cEDH color pie that our best commander in the format is a partner. Well if you dont like Trouble in pairs or Braids or Breena this lady is next in line. Deck philosophy moment is that Teysa becomes the archenemy and punching bag and most of our combos are creature based so typically not attacking. Tymna becomes really good teamed with [[Charismatic Conquerer]] or [[Adeline, Resplendent Cathar]]. Usually when u have most of combo on board and your spirits reappear after dying then you can get aggressive. After keeping spreadsheets of net draw on hundreds of Teysa games. Tymna nets less than the others above with Breena almost tied. Breena though can at least get the job done by herself.\n\n\n"},{"attributes":{"bold":true},"insert":"- [[Trouble in pairs]]:"},{"insert":" Well white chonky rhystic study. if you get it out it will net you plenty. Most players will target a rhystic before this and being an enchantment makes it safer to cast.\n"},{"attributes":{"header":3},"insert":"\n"},{"insert":"**Notable Exclusions**"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"- [[Dark confidant]]"},{"insert":": not enough draw for the drain and being on ad naus you don't want a situation where its not deterministic on life total going into your turn. Fragile too.\n\n"},{"attributes":{"bold":true},"insert":"- [[Black market connections]]:"},{"insert":" Way to much life investment and late on return for the cmc. at 3 cmc this deck is trying to close games not get revved up.\n\n"},{"attributes":{"bold":true},"insert":"- [[Grim haruspex]] & [[Yawgmoth, thran physician]]:"},{"insert":" By the time these hit the table they required too much set up for the draw engine to make them viable. \n\nTutor"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Tutors is where this deck makes up for lack of draw tech! Tutors win games - but this is where the deck gets finicky. The deck is very combo dense for this reason too so you spend less time trying to draw cards and tutor for cards and more time setting up win attempts.\n\n"},{"attributes":{"bold":true},"insert":"***We don't have dockside to cushion our hyper-geometric calculations***"},{"insert":"\n\nI'll Explain this:\n\n"},{"attributes":{"bold":true},"insert":"(Combo density + combo cost + (tutor cost and time)) / (ramp + Land)available per turn "},{"insert":"\n\nWhile factoring starting hand size diminishing per resource used over the span of 3 turns.\n\nEach tutor reduces hand size by 1, and Mana resources for turn\nTop deck tutor reduces our draw rate by 1, hand size by 1, and mana resources\n\nOk you may be thinking \"Why is he stating the obvious?\"\nThis deck is real low on mana curve for this very reason to absorb the additional costs of tutors on turn 1 and 2 so that combo cost is as minimal as possible so the deck can still win turn 3-4 on average.\n\n"},{"attributes":{"bold":true},"insert":"**Learning to do the above math problem will make you really smart at how to mulligan this deck. Based on opening hand you now can deterministically figure out on about what turn you plan to punch your first win attempt and the resources it will take to get there.**"},{"insert":"\n\n**Notable Inclusions**"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"- [[Plunge into darkness]]:"},{"insert":" If Ad naus and tainted Pact had a baby this is the card! Old school tech here but remember that combo density mentioned above. you can value dive 5-15 life and most likely you will find the one combo piece that you are missing to go off next turn. not to mention if you need life and you made a lot of vampire or spirit or soldier babies. get that life back so you can stay in the game or use the real naus.\n\n"},{"attributes":{"bold":true},"insert":"- [[Entomb]]:"},{"insert":" This is to find [[Leonin relic warder]], [[abdel adrian]] if you have animate dead in hand or plan to use another tutor for. [[sevinne's reclamation]] is option if you already lost half the combo from counters or interaction.\n\n"},{"attributes":{"bold":true},"insert":"- [[Lively Dirge]]:"},{"insert":" still debating if this is main boarded or not. simply said late game pay full spree and win by tossing 2 creature combo pieces to the board. most likely tossing [[painter's servant]] and [[Marionette Apprentice]] or [[Viscera seer]] if Teysa is on board.\n\n- All the other tutors are basic includes. just wanted to note that [[Altar of dementia]] or [[shadowy backstreet]] can throw the top deck tutor cards to the grave for you if you need them there. this helps keep card draw advantage.\n\n**Notable Options**"},{"attributes":{"header":3},"insert":"\n"},{"insert":"-[[Deep Gnome Terramancer]]: If you decide to run more plains this guy helps ramp big time in the post ban meta. I would choose to have him in deck over an arcane signet.\n"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"- [[Shred Memory]]:"},{"insert":" Usually this is in the deck. slowest tutor but still able to spring off turn one dark ritual to get your missing combo piece. Transmute **it's an ability too*** for 2 can find almost any combo piece to pair with any other in hand. I personally like this more than wishclaw talisman. With the amount of breach in the format this also can combo kill the breach count. ***Currently testing [[Soul Guide Lantern]] in it's place!**\n\n"},{"attributes":{"bold":true},"insert":"- [[Scheming Symmetry]] & [[Opposition Agent]]: "},{"insert":"These two are glued together. I personally really like Scheming even without the oppo. i like messing with top deck tutors changing up counterbalance if i have to using it as politics. more importantly multiple combos of this deck are mill related. So you make them tutor for what they want then you can draw what you need with breena or something and literally use [[grindstone]], [[altar of the brood]], [[Altar of dementia]] to mill it off. This also baits opponents interaction off of you if someone else looks more close to winning. Oppo agent has its moments of game wrecking. but typically speaking this is a turbo deck and its rare too hold 3 cmc and not use it to try and win. this card slows the deck down and most decks teysa can steal from in the cEDH meta do not contribute to her winning combos. **both of these cards side in and out often**\n\n**Notable Exclusions**"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"- [[Beseech the mirror]]:"},{"insert":" this card costs the more than all combo pieces you would tutor for in this deck. We can get into a long discussion on this card. **It does not work in this deck** but I will agree it works really good in other decks!\n\n"},{"attributes":{"bold":true},"insert":"- [[Razaketh, The FoulBlooded]]:"},{"insert":" This is old school Teysa Cats tech! Other primers have very in depth guides on how to win with this card I'll post links to those primers soon and highly respect those deck authors. We have worked very hard together over past 3+ years to optimize Teysa and share a lot of data and game tech to make sure our primers and deck lists are the best for each route you decide to take.\n\n"},{"attributes":{"bold":true},"insert":"- [[Hoarding broodlord]]:"},{"insert":" I was on this guy for half a year. My hot take if I have to tutor or set up my tutor to find my win con then that is a lot of extra steps to solving the game winning board state. Same for Razaketh I don't like Hoarding broodlord sitting in my graveyard for other players to steal either. I lost more games from Brood theft than win games with him. I will also link other teysa player primers to this package It is a viable choice in current meta. But this version plays hyper lean.\n\nInteraction / Removal"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Interaction in Orzhov is preventative over reactive. We have no counters but to make up for that we have great board control including Teysa herself. \n\n**Notable Inclusions**"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"- [[Orim's Chant]], [[silence]], [[angels grace]], & [[ranger-captain of eos]]"},{"insert":": protect those wins and stop any faster deck. Angels grace is for Ad naus and surviving thassa's oracle *you would be surprised how often this comes in handy*. More important is ranger because he has access too so many win con choices. esper sentinel is always good but warehouse tabby, viscerra and carrion can all win you the game.\n\n"},{"attributes":{"bold":true},"insert":"- [[chalice of the void]]"},{"insert":": I can rant on this card and how many games this has helped me win. simply said if you are player one drop it don't let anyone have rocks. now even you can be light on rocks this deck is so low on mana curve it can still win with just 3 lands and 3 turns with good hands. But here is the kicker. top meta doesn't have artifact removal. and its still free bait for interaction that when you are trying to win since someone might waste a counter on it. So if this gets bounced back to your hand mid game re drop it with 2 counters. This stops almost all win cons from working. luckily this deck has a lot of artifact removal. or just feed it to braids your official stax eater.\n\n"},{"attributes":{"bold":true},"insert":"- [[vexing bauble]], [[deafening silence]], [[doorkeeper thrull]], [[static prison]] & [[Soul partition]]"},{"insert":": Ok i think you can see the point this deck pivots to stacks after it punches for wins. best part is all these stax pieces this deck can play normally and win through. doorkeeper is probably the brickiest of the bunch but luckily we can sac creatures easily.\n\n"},{"attributes":{"bold":true},"insert":"- [[the meathook massacre]]:"},{"insert":" our boardwipe with a built in win con. we dont play other board wipes for this reason and Teysa mid combo if set up right can exile all opponents creatures relatively easily.\n\n"},{"attributes":{"bold":true},"insert":"- [[drannith magistrate]]:"},{"insert":" Format staple! I have cut him in past but he is more relevant than ever now.\n\n**Notable Options**"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"- [[cathar commando]]:"},{"insert":" Currently sitting out because Cursed totem is rampant in my meta.\n\n"},{"attributes":{"bold":true},"insert":"- [[Dauntless dismantler]]: "},{"insert":"It's a meta call over blind obedience.\n\n"},{"attributes":{"bold":true},"insert":"- [[Strict proctor]]: "},{"insert":"This is becoming more meta relevant and can stop a lot of opponent win loops.\n\n"},{"attributes":{"bold":true},"insert":"- [[Blind obedience]] & [[Charismatic Conquerer]]:"},{"insert":" both of these one sided stacks pieces also greatly support our win cons. Chonq sets up teysa with painter for 3 white creatures to exile all creatures on board at will.\n\n**Notable Exclusions**"},{"attributes":{"header":3},"insert":"\n"},{"insert":"- White staples are around for a reason but typically speaking its easier to cast a preventative stax at such low cmc compared to any stack interaction. Flash creatures are Orzhovs best allies.\n\nSupport"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Not much on the Support package just about all cards if they arent trying to stop an opponent or finding a combo piece are in fact a combo piece. so these are basically good stuff staples.\n\n**Notable Inclusions**"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"- [[serra Ascendant]]:"},{"insert":" the most cuttable but not cuttable card. life gain early game is huge. and fuels draw engines and still a white creature for teysa count\n\n-"},{"attributes":{"bold":true},"insert":" [[reanimate]]:"},{"insert":" Lets steal that Dockside while we can or clone after we all got wheeled. its handy but could easily end up the most dead card you draw in a game. has a lot of utility though like sacrificing and bringing back a creature just to build up combo fodder.\n\n"},{"attributes":{"bold":true},"insert":"- [[Stonecoil Serpent]]: "},{"insert":"fastest combo starter but also best blocker in the deck with the protection this can stop kraum and tivit and atraxa with relevant ease.\n\n**Notable Options**"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"- [[Walking Ballista]]"},{"insert":":can do what stonecoil does but weasles its way in if you include a inf mana package into deck.\n\n"},{"attributes":{"bold":true},"insert":"- [[lurrus of the dream-den]]"},{"insert":": actually a powerhouse in this deck. doesn't have the explosive finish like Lively dirge or sevinne's reclamation better in a midrange build of this deck.\n\n**Notable Exclusions**"},{"attributes":{"header":3},"insert":"\n"},{"attributes":{"bold":true},"insert":"- [[Bloodchief ascension]]:"},{"insert":" I tried attrition builds of this deck and the data doesn't prove it viable.\n\n"},{"attributes":{"bold":true},"insert":"- [[Chains of Mephistopheles]]:"},{"insert":" Love this card stops all the other draw engines in the format pretty good. It can brick your game plan.\n\n"},{"attributes":{"bold":true},"insert":"- [[mesmeric orb]]:"},{"insert":" surprisingly this card works very well. when on razaketh and reanimator packages. \n\nCombo Pieces"},{"attributes":{"header":2},"insert":"\n"},{"insert":"Alright this is where the deck shows its density I will try to separate them in the easiest to remember categories. I will also note Orzhov has a lot of choices for these categories at 2-3 cmc. I have thouroughly tested most of these pieces and have eliminated a lot of them due to caveats that make them less optimal. For example [[blood artist]] aka Blartist is very fragile 0/1 and targets specific opponents which means [[The One Ring]] will protect a player from loosing. [[cruel celebrant]] even though 2 color has 2/2 body and hits all opponents, and also counts as a white creature in case you need to use exile ability with Teysa to prevent from loosing. \n\nIf you plan to play at Highpower or more combo dense over tutors then you can place more of each combo piece in deck. The **Noteable exclusions** is [[Warren soultrader]] and [[Phyrexian Altar]] they play better if you have more places to sink mana into for reanimation creatures like [[Forsaken Miner]] or [[Walking ballista]]. Thats a different Package route you can choose to go. I found it less optimal since other combos require less set up.\n\n"},{"attributes":{"bold":true},"insert":"**I will be referring to the letters hear for writing out combo lines in next section.** "},{"insert":"\n\n"},{"attributes":{"bold":true},"insert":"**Also worth noting is they are listed in priority order for tutoring**"},{"insert":"\n\n\n**A: Repeatable Token Engine:** "},{"attributes":{"header":3},"insert":"\n"},{"insert":"\n- [[Teysa, Orzhov Scion]] + [[Painter's Servant]] or [[Darkest hour]] \n- [[Warehouse tabby]] *only with [[Screams from Within]]\n\n**B: Reanimation Looper Engine**"},{"attributes":{"header":3},"insert":"\n"},{"insert":"- [[Abdel Adrian]] or [[Leonin Relic Warder]]\n- +[[Animate Dead]], [[Dance of the Dead]], or [[Necromancy]]\n\n**C: Payload with Sacrifice Ability**"},{"attributes":{"header":3},"insert":"\n"},{"insert":"- [[Carion Feeder]]\n- [[Altar of Dementia]]\n- [[Blasting Station]]\n\n**D: Sacrifice Ability**"},{"attributes":{"header":3},"insert":"\n"},{"insert":"- [[Viscera Seer]]\n- [[Spawning Pit]]\n- [[Screams from Within]]\n\n**E: Payload as standalone**"},{"attributes":{"header":3},"insert":"\n"},{"insert":"- [[Altar of the Brood]]\n- [[Grindstone]] *only with [[Painter's Servant]]\n- [[Marionette Apprentice]]\n- [[Cruel Celebrant]]\n- [[Elas il-kor, Sadistic Pilgrim]]\n- [[The Meathook Massacre]]\n\nCOMBOS / WIN CONS"},{"attributes":{"header":1},"insert":"\n"},{"insert":"Main Combo Lines"},{"attributes":{"header":2},"insert":"\n"},{"attributes":{"bold":true},"insert":"You made it to the important part of this primer! "},{"insert":"\n\nYour opening hand is deterministic to what combo you reach for first. All these combos require set up in order to go off. This deck however is also set up to take the path of least resistance to assemble these combos almost naturally. Most of the tutors in this deck including ranger captain and urza saga can find a piece to close the game. The other important consideration is that a lot of combos can use other other combo pieces as fodder or other creatures you've cast in order to go off. That way you aren't loosing ground if turn 1 you were looking for one piece then you draw another piece of a different combo. \n\nTeysa Scion"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"1. [[Teysa, Orzhov Scion]] + [[Painter's Servant]] + C + Any creature"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"2. [[Teysa, Orzhov Scion]] + [[Painter's Servant]] + D + E + Any creature"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"3. [[Teysa, Orzhov Scion]] + [[Painter's Servant]] + E + 3x [[symbol:w]] creature (not infinite = number of legal targets on board)"},{"insert":"\n\n- Mana minimum: [[symbol:1]][[symbol:w]][[symbol:b]] + [[symbol:2]] + [[symbol:2]] + [[symbol:0]] = 7\n- Other: Teysa + Painter + Altar of dementia + Stonecoil Serpent\nThis is one of the most mana efficient win conditions in the deck using Teysa. the lack of color makes it easy for manavault and sol ring to drop pieces while the color pips can be sunk into the tutors or saved for interaction each turn. Cards like [[Charismatic Conqueror]] and [[Orcish bowmaster]] can help get you the creatures you need to get Teysa semi online. Note that Teysa has a built in sacrifice engine when with painter. this means if there is enough creatures besides the 3 white you keep regenerating you can 3x the paylod E per target that you exile. This adds up fast and keeps board wiped until you have rest of engine online to finish. Also once teysa is paired with painter any creature is block fodder which makes you less targeted by opponents knowing they wont get combat triggers through your creature wall.\n\n"},{"attributes":{"bold":true},"insert":"4. [[Teysa, Orzhov Scion]] + [[Darkest Hour]] + C + Any creature"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"5. [[Teysa, Orzhov Scion]] + [[Darkest Hour]] + D + E + Any creature"},{"insert":"\n\n- Mana minimum: [[symbol:1]][[symbol:w]][[symbol:b]] + [[symbol:B]] + [[symbol:2]] + [[symbol:0]] = 6 \n- Darkest hour should be prioritized based on your pod. Sisay decks hate this card since it ruins what they can tutor for. Enchantments are harder for opponents to remove. And most players will not prioritize to counter this spell if dropped turn 1 or 2 when they don't see any other pieces out. Note that you no longer have [[symbol:w]] creatures yourself. this turns off Teysa Exile ability.\n\n"},{"attributes":{"bold":true},"insert":"**Sequencing**"},{"insert":"\n- You want to prioritize Teysa when you do not have any other combo engines in your opening hand. See A & B in Combo Pieces section.\n- Building towards Teysa combos is setting you up for all your other win cons in deck.\n- If opening hand has a turn 1 tutor you want to aim for darkest hour unless you notice you have more colorless mana to use. Otherwise go for Painter. typically speaking casting window is important since these are king and queen combo pieces in your deck.\n- entomb and sevinne's reclamation is back up plan if they get destroyed. or any animate spell.\n- Prioritize C combo pieces with tutors unless you want to pivot to B engines depending on your hand.\n\n"},{"attributes":{"bold":true},"insert":"**Tips & Tricks**"},{"insert":"\n- [[Viscera Seer]]: scry like hell to find your answer in response to your board state getting messed with or need to find the final combo piece to end the game. Top ranger captain target unless you have [[screams from within]] already in hand.\n- [[Blasting Station]]: this is your cleanest victory and you should weight it heavily if in opening hand since its also hardest piece to cast or tutor for.\n- [[Spawning pit]] even if you can't close the game load this card up with counters when you can. opponents wont mess with it. and being able to generate creatures after a board wipe will win you the game and set you up for combos. \n- [[Altar of the brood]] this card will ruin a lot of decks. and cheapest payload piece. just be aware which decks can breach. This helps destroy a lot of combo and counterspells while setting up rest of board state. you can also flash in a creature to makes someone lose the game with thassa.\n\n"},{"attributes":{"bold":true},"insert":"**Result**"},{"insert":"\n- The combos may seem like a lot of set up. Unlike a 2 card combo though you will naturally draw a lot of the cards to help you set the board state up. This also means that the combo isn't fragile. Usually if it's stopped the very next turn you can try to win again. Most of the cards within the combo are supporting your board state in other ways making partial combos viable for dealing with certain interactions. The Teysa lines are also very mana efficient since you don't need 6-7 mana in one turn to pull it off. you typically need 1-3 mana on each of 2-4 turns with the commander being the most mana intensive piece to cast.\n\nTabby Line"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"1. [[Warehouse Tabby]] + [[Screams from Within]] + any 1/1 (any player) + E"},{"insert":"\n\n- Mana minimum: [[symbol:b]] + [[symbol:1]][[symbol:b]][[symbol:b]] + [[symbol:]] + [[symbol:1]] = 5\n- This is actually a super efficient win condition. enlightened tutor gets the scream. ranger captain gets the tabby. any 1/1 on the field including opponents OBM will start the combo. then screams keeps recurring targeting the rat you make. So that [[cruel celebrant]] you dropped that no one cared about will win the game. But you can stockpile rats first by destroying more opponent creatures. If Teysa is already out those rats now make you a spirit so you can then exile bigger threats. which also means if you don't have a way to win that turn in case of interaction you now can make a million flying army spirits for next turn.\n- Prioritize this if you start with one of the pieces in your opening hand or draw one of the pieces in turn 1 or 2 while you were setting up other combo or protection.\n\nAnimation Loops"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"1. [[Abdel Adrian]] + ([[Animate Dead]], [[Dance of the Dead]], or [[Necromancy]]) + E or (see below)"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"2. [[Leonin Relic Warder]] (LRW) + ([[Animate Dead]], [[Dance of the Dead]], or [[Necromancy]]) + E"},{"insert":"\n\n- Mana minimum: [[symbol:1]][[symbol:b]] + [[symbol:1]] = 3\n- This combo requires a really good starting hand to set up or becomes back up \npivot plan mid game.\n- Prioritize this combo if you see entomb in opening hand and another tutor or combo piece to go with it. you will most likely draw into the \n\n1. You need abdel or LRW to be in graveyard. [[Entomb]] & [[Lively Dirge]] can throw them in. Or you can top deck tutor and [[altar of dementia]],[[Shadowy backstreet]] or [[Grindstone]] them in. The other way is to cast them and use them as they were originally intended. then use any Sacrifice ability to get them to grave after you have the supporting combo piece in hand.\n2. So can be the most mana efficient win con in the deck but also the most convoluted win con. In return its also a very hard win con to stop once it starts.\n3. Abdel can generate infinite mana by targeting your rocks. this might be what you needed in order to finish another win con. Abdel can also keep targeting [[The One Ring]] or [[Orcish Bowmasters]] to draw or ping opponents. Abdel can win with the soldiers you make being fed into a C combo piece which LRW can not.\n4. Worth noting this combo makes an army of creatures making [[necromancy]] before your turn really cool so you can attack with all of them. LRW will make creatures if Teysa combo is partially online.\n5. Also very important to acknowledge [[necromancy]] can essentially win on opponents turns while they are mid combo. or off an [[Ad Nauseam]]. There is Enough flash creatures, soldiers and mana to assemble a win if Abdel is pulled with the necromancy. where as leonin would need to have Combo Piece already out before the necromancy.\n\n**Ad Nauseam Mapping** could be done all at instant speed!"},{"attributes":{"header":3},"insert":"\n"},{"insert":"- entomb or Lively dirge abdel or already be in grave\n- -> cast necromancy if you have colored mana rock on board\n- -> Start abdel loop build up mana and soldiers\n- -> Cast Ad Naus dig till you find [[Tainted Pact]] or [[Plunge into darkness]] or [[Orcish Bowmasters]]\n- -> Cast OBM mid abdel loop and ping all opponents\n- or use tainted pact to find OBM\n- or Sacrifice Entwine Plunge use soldiers to gain a lot of life on your way to find OBM\n\n"},{"attributes":{"bold":true},"insert":"**notes:**"},{"insert":"\n- Hopefully you dig to a silence effect or already have one. \n- you can ad naus first and dig far enough to find all that you need above to set up for dig and abdel. pending on boardstate and whats in grave already.\n- above sequence is mentioned in the case you don't already have a payload combo piece on field. if that is the case LRW off necromancy.\n\n\nPainter's Stone"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"1.[[Painter's Servant]] + [[Grindstone]]"},{"insert":"\n- Mana minimum: [[symbol:2]] + [[symbol:1]] = 3 to cast + [[symbol:3]] to activate = 1 player out\n- People love to hate on grindstone. This is ultimate back up combo to the deck. scary if you have it set up turn 2 and and start plucking players off 1 by 1 each turn. But late game or midrange soup state just dropping grindstone after teysa has been blasted off the board is a great recovery to end a player for minimal mana.\n- Both pieces are very easy to tutor for and cast. [[Urza's saga]] can fish out grind stone too.\n- Grindstone is a great bait piece. and helps get removal out of the way if you have a better combo lining up.\n\n\n"}]}
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