The-Psynthesist
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Commander
Size: 100Salt sum: 79.8
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A. Land
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

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.
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

A. Land
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C. mana
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.
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

C. mana
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D. search
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

Plunge into Darkness
Choose one —
• Sacrifice any number of creatures. You gain 3 life for each creature sacrificed this way.
• Pay any amount of life, then look at that many cards from the top of your library. Put one of those cards into your hand and exile the rest.
Entwine (Choose both if you pay the entwine cost.)
• Sacrifice any number of creatures. You gain 3 life for each creature sacrificed this way.
• Pay any amount of life, then look at that many cards from the top of your library. Put one of those cards into your hand and exile the rest.
Entwine (Choose both if you pay the entwine cost.)
Instant

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

D. search
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E. draw
E. draw
(CTRL to add secondary)
F. Combo A
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.
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

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.
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

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.
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

F. Combo A
(CTRL to add secondary)
G. Combo B (sacrifice)
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.)
Choose a Background (You can have a Background as a second commander.)
Legendary Creature - Human Warrior

G. Combo B (sacrifice)
(CTRL to add secondary)
H. Combo C (Payload)
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.
Whenever another creature or artifact you control is put into a graveyard from the battlefield, each opponent loses 1 life.
Creature - Human Artificer

H. Combo C (Payload)
(CTRL to add secondary)
I. Combo D token (Starter)
I. Combo D token (Starter)
(CTRL to add secondary)
J. interaction
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.
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

J. interaction
(CTRL to add secondary)
K. saves
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.)
Cycling (, Discard this card: Draw a card.)
Sorcery

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.)
Flashback (You may cast this card from your graveyard for its flashback cost. Then exile it.)
Sorcery

K. saves
(CTRL to add secondary)
L. stax
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.
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

L. stax
(CTRL to add secondary)
Sideboard
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

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.
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

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

Sideboard
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Maybeboard
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.)
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

Maybeboard
(CTRL to add secondary)
Deck Info
Deck stats
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"}]}










































































































