1)Her colors: Black and White the colors of both Destruction and Reanimation! 2)With a converted mana cost of 3 you will be able to cast and recast Teysa a few times throughout the game with little problem (provided you don’t use her colors reanimation effects) 3)Sacrifice three White creatures to remove target creature from the game. This ability is not only a removal ability but also a Sacrifice outlet. On top of that it is worded and ruled that she can be one of the sacrifices! 4)Whenever another black creature is put into the graveyard from play put a 1/1 white spirit creature token with flying into play. This ability does means you’re not left hanging to cast and produce white creatures only to sacrifice them to Teysa latter. She will over time produce her own white tokens that you can use to block AND remove threats from the game with. 5)She is part of a few combos included in this deck. Making those combos easier to play and harder to get rid of permanently.
Why Shouldn't I play Teysa as my Commander?
1)No blue…as an overall adding blue to a deck helps more in the long run then it hurts. If you want to run blue on top of black white I suggest looking into “Sharuum the Hegemon” or the “Sen Triplets” both of those generals will allow for the combo feel Teysa has. 2)Small numbers, at 2/3 Teysa is not strong enough for combat. It is extremely rare for her to kill with commander damage and she is blown away by most of red’s burn spells. 3) You don’t Like a confusing board state, this deck is very picky about how you activate abilities and if you do it in the wrong order it won’t work right. 4)You like a causal game, this deck does like to break the game state multiple, times per game. This will cause any causal to avoid playing games with you.
Deck History:
The original build of this deck was combo and lifegain back in June of 2011. However after a while of playing it I discovered that while lifegain nets you a good saving net it often won’t win you the game. As I played it more and more the players around me realized that they would be in an acquired position with my life total if they didn’t deal with me early and I ended up getting hated out of most games before I had a real chance to amount anything.
This is when I started increasing the amount of board wipes in the deal to cause disruption. This often slowed the early game hate but often caused me to lose my life gain combos. Thus it caused me into increasing the reanimation in the deck, after a few games of this I realized the deck was spread WAY to thin and would never win because it was trying to do too much. I ended up laying the deck out and deciding that a black white deck has enough combos in it that win the game that it doesn’t need the combos that don’t cause you to win directly or leave the board in a state you can win the game from.
The deck went through another version of spread too thin until a day I lost 5 games in arrow due to commander damage that made me realize that despite how much life you gain at 21 commander damage your still dead. This caused me to cut the lifegain package entirely, turning the deck into a destruction re-animator build. After playing this build for a while I realized most of the reanimation effects in this deck do not need to target your own grave. This gives you access to some of the largest staples of other colors. Along with the ability to destroy part of a combo and then take it so that your opponents’ can’t use it while you build up your combos.
So in Short:
Version 1 (Combo/Lifegain)
Version 2 (Combo/Lifegain/Board Destruction)
Version 3(Combo/Lifegain/Board Destruction/Re-animator)
Version 4 Current Version (Combo/Board Destruction/Re-animator)
Other Cards that Could Be Included that fit the Theme(s):
Cards that have been proven that fit into the theme of this deck that I have chosen not to use:
Coming soon...
Cards that i intend to fit into future versions of the deck:
Over All Summery of the Strategy I Play:
Under Work deck has changed drastically since this was written last...
Match ups!
(Adding them as I find common commanders’ and the strategies that slow them down) Riku of Two Reflections: Will be faster than you every time!!! Most of these decks (in North Eastern Wisconsin) are cookie cutter Infinite turn decks. They need Riku + 1 time spell + 2 recursion spells. If you have a Riku deck at the table focus on wiping the board while the riku is on it. This will drive up is cost to play (I have found they will cast him for 17+ but once 25 rolls around they have better options for their mana investment). So make those board wipes and spot removals count. As for non-infinite turn combos in Riku, infinite mana is the next most common, to curb this start by removing the Palinchon from the game when he is out of mana to bounce it (this will need extremely good timing).
Combos: Teysa, Orzhov Scion + Reveilark + Karmic Guild = This combo results in instant speed removal of any creature. (However dies during your upkeep if there is not a 4th creature on the field to remove or if you fail to pay the Echo Cost on Karmic Guild during your next upkeep.)
Teysa, Orzhov Scion + Reveilark + Karmic Guild + Tidehollow Sculler = This combo results in instant speed removal of any creature and the permanent remove of all opponents hands. (This combo does not have the same weakness as the first because you should have 1/1 white spirits from Teysa’s ability as Tidehollow Sculler hits the graveyard.)
Sun Titan + Angelic Renewal + Sacrifice outlet = Infinite entrances of Sun titan. Productive Sacrifice Outlets:
Tidehollow Sculler + any Sacrifice Outlet = The permanent removal of one card out of an opponent’s hand.
Mikaeus, the Unhollowed + Triskelion = I think we have all seen this combo enough times so it doesn't need a whole lot of explanation except that it causes Infinite Damage.
Solemn Simulacrum = fetch all Basic lands into play tapped Angel of Despair = Destroy any number of permanents Puppeteer Clique = put all creatures from all Opponent’s graveyards into play under your control with haste, and the remove them from the game at end of turn. Rune-Scarred Demon = Tutor for any number of cards you want Tidehollow Sculler = As long as you sacrifice him before his ETB resolves from the stack you can remove all none land cards from your opponent’s hands this way. Sun Titan = Return all three CMC cost or less permanents from your grave to play. Skeletal Vampire = Infinite 1/1 Flaying Black Bats
Change Log:
Saddly I don’t have notes from older versions; however I will be adding to this category as cards get suggested, tested, added, and removed
Personal Bio:
I have played magic on and off since 2003 (first pre-release I remember was Darksteel) however I was playing for a while before that. Most of my play has been causal but that has been due to my lack of a budget. About 3 years ago I was finally able to work out a budget that included competitive level cards however it’s not enough to allow me to keep up with standards rotation. So I have found my home in modern and commander.
My normal group of players is about a pool of 10 while our usual game is 4-5 players (at 6 were playing emperor or making two games of 3). We will often play Planar Chaos however, I have found myself not enjoying that format due to losing as collateral damage more than losing to a well-played deck.
Thanks to Gnome Games Commander league tonight, i was able to acquire both an Entomb and a Kokusho, the Evening Star and the appropriate changes have been made.
At this point I would like some ideas on where to go next. My main goal is to make this deck last longer in the early game if it is drawing hate, and to make the deck more potent (quicker to get its combos out and running).
Well league at another local north eastern Wisconsin shop proved to be worth the 30 minute drive today.
I picked up the Copy of Dusk Urchins i was looking for, and was then pointed toward Disciple of Bolas as an additional draw engine that also allows me a sacrifice. I however do not think that his ability to sacrifice creatures will be effective enough to count him under the sacrifice outlets.
Last thing for this post, is there really nothing to comment about for this deck that it has 200+ reads and no-one has said anything?
Happy Aaron Rogers Day everyone! (It's an official holiday here in Wisconsin)
Today I deciced that the results of Friday justified Disciple of Bolas as an incorrect choice for this deck, and my choice to replace it is Skullclamp.
Well about a week ago my Computer decided to die on me, so i have not been able to update the deck due to not having my Cards in front of me while being logged in.
I think getting rid of your removal was a bad idea. Necrotic sliver and your white 1cmc's. You need a little defense with the high cmc and lack of card draw. Might want to put skull clamp back and/or add necropotence.
Ive had a teysa combo deck for about a year now and having a high average cmc was my worst version. Easy combos makes stale games and draws group hate. Have wraths and defense ready.
I have found that Skullclamp Doesn't Pull its wait in this build of Teysa, as for Necropotence the group i play with regularly has ruled that if Griselbrand is worth banning due to his play life and draw cards ability then Necropotence should be banned to, this was on top of the fact that a large amounts of the top teir decks in the area running it so we banned it as a play group to slow the combo decks down.
EDIT: As for low Cost spot removal this is also dependent on play groups if you find your self in an aggro meta then yes those are key, in the Northeastern Wisconsin area its all combo, this is why Oblation and Vindicate have made it in. I can use those to destroy a permanent why not revealing my intentions to do so, like Necrotic Sliver does (despite my ability to reanimate him and reuse him).
On Tuesday Next Week i will be attending a somewhat competitive EDH tournament put on by Steven Ferry at the UWGB campus. The posted list is what i intend to be running unless you guys suggest any Changes prior to my leaving.
The fallowing is the last two weeks worth of changes and playtesting.
Whole post got updated around lunch today, last night was just a deck update!
Erixx: Glad to see there are other from the area watching the forums! I have been the driver of the group from Appleton going to the east side gnome for the last few weeks.
Schondetta: I do really like your build for Teysa! However i can see a large play difference in our decks that i know would be hurting here in the North Eastern Wisconsin area. first of all that build relies on Teysa too much for the area meta almost every deck has tuck and those that don't (mine here) run enough kill to raise the cost of your general to an unbearable CMC. Second token aggro/control is not fast enough (in this area) to stop multiple players from combo-ing round after round, i would say the average 4 player game in the area last till about till 8 with one combo/control deck present (without that combo/control deck the games end on average round 6). I do however really like Nether traitor.
Whole post got updated around lunch today, last night was just a deck update!
Erixx: Glad to see there are other from the area watching the forums! I have been the driver of the group from Appleton going to the east side gnome for the last few weeks.
Schondetta: I do really like your build for Teysa! However i can see a large play difference in our decks that i know would be hurting here in the North Eastern Wisconsin area. first of all that build relies on Teysa too much for the area meta almost every deck has tuck and those that don't (mine here) run enough kill to raise the cost of your general to an unbearable CMC. Second token aggro/control is not fast enough (in this area) to stop multiple players from combo-ing round after round, i would say the average 4 player game in the area last till about till 8 with one combo/control deck present (without that combo/control deck the games end on average round 6). I do however really like Nether traitor.
appreciate the feedback! i understand its totally different and general reliant thats my favorite part about it
Sorry for the gap in updates as of recently, about 5 weeks ago i started a 2nd job and have been pushing about 50 hours of work a week and haven't had a chance to work out a steady time for deck editing. but my shifts have calmed down and i think i have worked out a time.
Here is an update on the EDH tournament i attended on 1/29.
It's over all attenance was 19 (4 pods of 4 and 1 pod of 3).
I got placed in by far the most power filled round one. I won the die roll at the start and got to go first. To my left was a Child of Alara Combo Control Deck (this deck is from my usual play group and the games 1v1 between these two decks are a combo race with a 50-50 result). A crossed from me was a top notch Scion of the Ur-Dragon and to my right was a Damia, Sage of Stone that was a complete unknown.
My turn one I dropped a Godless Shrine and passed turn. Child dropped a tundra and passed. Scion played a Bayou and then an Imperial Seal. With a big head he revealed that it was indeed a hermit druid. Damia took her turn with a tapped land and passed.
My turn 2 I top decked entomb, played my Scrubland and Entombed my Iona, Shield of Emeria. I then reanimated her lost 9 life and called green. This was a mistake, I should have called black, because if he can't play black there is no reason for him to play Hermit Druid because he can't cast Dread Return from his graveyard. None the less Scion is pissed because I managed a turn 2 Iona, Shield of Emeria and stopped him. Child dropped a mystical tutor on the end of my turn and fetched a Mana Drain. Then added a Tropical Island to his board and passed.
The game stalled here until my 4 turn when I tried a buried alive (to set up Mikaeus, the Unhollowed + Triskelion + Karmic Guild) and got Mana drained. Damia then did the same thing putting the full Necrotic Ooze combo into his grave yard and then cast Reanimate from his hand. Ending the game on turn 4.
Why are you running Beseech the Queen? It would seem that it's worth paying one extra mana for the luxury of not having to show your opponents what you tutored for.
The choice for playing Beseech the Queen over another 4 cost tutor is a matter of speed over a matter of being secret about my plan. Even with an X value of three on Beseech the Queen this deck has a total of 32 targets (including a tucked Teysa). These targets range from Combo pieces to 1 cost tutors to draw engines.
You seem to be pretty low on mana with 35 land and 2 non-land mana sources and a sad robot for mana. For you to start with 4 mana in hand you would have to mulligan a lot.
In addition dusk urchins seems lackluster
What does Blind obedience do for you?
I removed bloodghast he always was underwhelming in my personal experience
Reito latern seems to somewhere between secret tech and too cute
I have not had much of an issue with my mana base. if you refer up a post you can see the start of the CMC brake down:
0 CMC: 1 1%
1 CMC: 8 9%
2 CMC: 12 21%
3 CMC: 13 34%
4 CMC: 7 41%
5 CMC: 6 47%
6 CMC: 8 55%
7 CMC: 5 60%
8 CMC: 1 61%
X CMC: 3 64%
Land: 35 99%
So Hitting 4 land in my opening hand isn't needed. If you look at what 3 mana producing lands if falls as fallows: (Some cards fall in multiple categories)
Tutors: 5
Removal: 4
Burial: 2
Draw: 7
Mana: 3
Sacrifice Outlets: 4
Combo Pieces: 6
Reanimation: 4
Control: 1
Using that information i can so that i can set myself up for a few more lands or the combo pieces i need.
Blind Obedience is pure control, the Meta game in my area is heavy aggro, and when its not taping cards and dealing damage its a pure combo race. forcing Tops, mana rocks, and creatures into play tapped give me an extra turn! and i know combo decks that pay 5 mana for that!
Bloodghast has his days, he interacts well is sacrifice outlets and cards that have a cost to sacrifice a creature. other wise i wish he could just block.
Reito Lantern is not only grave-hate but grave-protection. I can remove a problem card from a combo decks grave, i can also save cards from being removed from my grave yard. As much as i like cards in graveyards i have to chose carefully what i let stay and what i get rid of.
Private Mod Note
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Why should I play Teysa, Orzhov Scion as my Commander?
Why Shouldn't I play Teysa as my Commander?
This is when I started increasing the amount of board wipes in the deal to cause disruption. This often slowed the early game hate but often caused me to lose my life gain combos. Thus it caused me into increasing the reanimation in the deck, after a few games of this I realized the deck was spread WAY to thin and would never win because it was trying to do too much. I ended up laying the deck out and deciding that a black white deck has enough combos in it that win the game that it doesn’t need the combos that don’t cause you to win directly or leave the board in a state you can win the game from.
The deck went through another version of spread too thin until a day I lost 5 games in arrow due to commander damage that made me realize that despite how much life you gain at 21 commander damage your still dead. This caused me to cut the lifegain package entirely, turning the deck into a destruction re-animator build. After playing this build for a while I realized most of the reanimation effects in this deck do not need to target your own grave. This gives you access to some of the largest staples of other colors. Along with the ability to destroy part of a combo and then take it so that your opponents’ can’t use it while you build up your combos.
So in Short:
Deck List:
1x Barren Moor
1x Bojuka Bog
1x Boseiju, Who Shelters All
1x Cabal Coffers
1x Caves of Koilos
1x Command Tower
1x Fetid Heath
1x Flagstones of Trokair
1x Godless Shrine
1x High Market
1x Isolated Chapel
1x Kor Haven
1x Marsh Flats
1x Maze of Ith
1x Mirrodin's Core
1x Mistveil Plains
1x Orzhov Basilica
1x Phyrexian Tower
4x Plains
1x Reflecting Pool
1x Scrubland
1x Secluded Steppe
4x Swamp
1x Thespian's Stage
1x Urborg, Tomb of Yawgmoth
1x Vault of the Archangel
1x Vesuva
1x Volrath's Stronghold
1x Angelic Renewal
1x Animate Dead
1x Blind Obedience
1x Debtors' Knell
1x Enduring Renewal
1x Necromancy
1x Necropotence
1x Phyrexian Arena
1x Entomb
1x Oblation
1x Return to Dust
1x Skeletal Scrying
1x Swords to Plowshares
1x Vampiric Tutor
1x Ashes to Ashes
1x Austere Command
1x Beacon of Unrest
1x Beseech the Queen
1x Bitter Ordeal
1x Black Sun's Zenith
1x Buried Alive
1x Damnation
1x Death or Glory
1x Demonic Tutor
1x Diabolic Intent
1x Diabolic Revelation
1x Merciless Eviction
1x Night's Whisper
1x Obzedat's Aid
1x Reanimate
1x Sign in Blood
1x Terminus
1x Victimize
1x Vindicate
1x Wrath of God
1x Academy Rector
1x Angel of Despair
1x Avacyn, Angel of Hope
1x Bloodghast
1x Bloodthrone Vampire
1x Dusk Urchins
1x Elesh Norn, Grand Cenobite
1x Karmic Guide
1x Kokusho, the Evening Star
1x Mikaeus, the Unhallowed
1x Nether Traitor
1x Puppeteer Clique
1x Reveillark
1x Rune-Scarred Demon
1x Solemn Simulacrum
1x Sun Titan
1x Tidehollow Sculler
1x Triskelion
1x Viscera Seer
1x Vish Kal, Blood Arbiter
1x Yosei, the Morning Star
1x Blasting Station
1x Deathrender
1x Mana Crypt
1x Reito Lantern
1x Sensei's Divining Top
1x Sol Ring
Card Options:
Draw Engines (3)
Other Cards that Could Be Included that fit the Theme(s):
Over All Summery of the Strategy I Play:
Under Work deck has changed drastically since this was written last...
Match ups!
(Adding them as I find common commanders’ and the strategies that slow them down)
Riku of Two Reflections: Will be faster than you every time!!! Most of these decks (in North Eastern Wisconsin) are cookie cutter Infinite turn decks. They need Riku + 1 time spell + 2 recursion spells. If you have a Riku deck at the table focus on wiping the board while the riku is on it. This will drive up is cost to play (I have found they will cast him for 17+ but once 25 rolls around they have better options for their mana investment). So make those board wipes and spot removals count. As for non-infinite turn combos in Riku, infinite mana is the next most common, to curb this start by removing the Palinchon from the game when he is out of mana to bounce it (this will need extremely good timing).
Combos:
Teysa, Orzhov Scion + Reveilark + Karmic Guild = This combo results in instant speed removal of any creature. (However dies during your upkeep if there is not a 4th creature on the field to remove or if you fail to pay the Echo Cost on Karmic Guild during your next upkeep.)
Teysa, Orzhov Scion + Reveilark + Karmic Guild + Tidehollow Sculler = This combo results in instant speed removal of any creature and the permanent remove of all opponents hands. (This combo does not have the same weakness as the first because you should have 1/1 white spirits from Teysa’s ability as Tidehollow Sculler hits the graveyard.)
Sun Titan + Angelic Renewal + Sacrifice outlet = Infinite entrances of Sun titan.
Productive Sacrifice Outlets:
Tidehollow Sculler + any Sacrifice Outlet = The permanent removal of one card out of an opponent’s hand.
Mikaeus, the Unhollowed + Triskelion = I think we have all seen this combo enough times so it doesn't need a whole lot of explanation except that it causes Infinite Damage.
Exquisite Blood + Sanguine Bond + 1 point of damage = Loop of all opponents losing all there life and you gaining it.
Enduring Renewal + Deathrender + Sacoutlet that is free to use = Infinite ETB triggers of a creature.
Change Log:
Saddly I don’t have notes from older versions; however I will be adding to this category as cards get suggested, tested, added, and removed
Personal Bio:
I have played magic on and off since 2003 (first pre-release I remember was Darksteel) however I was playing for a while before that. Most of my play has been causal but that has been due to my lack of a budget. About 3 years ago I was finally able to work out a budget that included competitive level cards however it’s not enough to allow me to keep up with standards rotation. So I have found my home in modern and commander.
My normal group of players is about a pool of 10 while our usual game is 4-5 players (at 6 were playing emperor or making two games of 3). We will often play Planar Chaos however, I have found myself not enjoying that format due to losing as collateral damage more than losing to a well-played deck.
At this point I would like some ideas on where to go next. My main goal is to make this deck last longer in the early game if it is drawing hate, and to make the deck more potent (quicker to get its combos out and running).
I picked up the Copy of Dusk Urchins i was looking for, and was then pointed toward Disciple of Bolas as an additional draw engine that also allows me a sacrifice. I however do not think that his ability to sacrifice creatures will be effective enough to count him under the sacrifice outlets.
Last thing for this post, is there really nothing to comment about for this deck that it has 200+ reads and no-one has said anything?
Happy Aaron Rogers Day everyone! (It's an official holiday here in Wisconsin)
Added on Friday: Eternal Dragon In --- Artisan of Kozilek Out.
Today I deciced that the results of Friday justified Disciple of Bolas as an incorrect choice for this deck, and my choice to replace it is Skullclamp.
Ive had a teysa combo deck for about a year now and having a high average cmc was my worst version. Easy combos makes stale games and draws group hate. Have wraths and defense ready.
EDIT: As for low Cost spot removal this is also dependent on play groups if you find your self in an aggro meta then yes those are key, in the Northeastern Wisconsin area its all combo, this is why Oblation and Vindicate have made it in. I can use those to destroy a permanent why not revealing my intentions to do so, like Necrotic Sliver does (despite my ability to reanimate him and reuse him).
The fallowing is the last two weeks worth of changes and playtesting.
Erixx: Glad to see there are other from the area watching the forums! I have been the driver of the group from Appleton going to the east side gnome for the last few weeks.
Schondetta: I do really like your build for Teysa! However i can see a large play difference in our decks that i know would be hurting here in the North Eastern Wisconsin area. first of all that build relies on Teysa too much for the area meta almost every deck has tuck and those that don't (mine here) run enough kill to raise the cost of your general to an unbearable CMC. Second token aggro/control is not fast enough (in this area) to stop multiple players from combo-ing round after round, i would say the average 4 player game in the area last till about till 8 with one combo/control deck present (without that combo/control deck the games end on average round 6). I do however really like Nether traitor.
appreciate the feedback! i understand its totally different and general reliant thats my favorite part about it
Here is an update on the EDH tournament i attended on 1/29.
It's over all attenance was 19 (4 pods of 4 and 1 pod of 3).
I got placed in by far the most power filled round one. I won the die roll at the start and got to go first. To my left was a Child of Alara Combo Control Deck (this deck is from my usual play group and the games 1v1 between these two decks are a combo race with a 50-50 result). A crossed from me was a top notch Scion of the Ur-Dragon and to my right was a Damia, Sage of Stone that was a complete unknown.
My turn one I dropped a Godless Shrine and passed turn. Child dropped a tundra and passed. Scion played a Bayou and then an Imperial Seal. With a big head he revealed that it was indeed a hermit druid. Damia took her turn with a tapped land and passed.
My turn 2 I top decked entomb, played my Scrubland and Entombed my Iona, Shield of Emeria. I then reanimated her lost 9 life and called green. This was a mistake, I should have called black, because if he can't play black there is no reason for him to play Hermit Druid because he can't cast Dread Return from his graveyard. None the less Scion is pissed because I managed a turn 2 Iona, Shield of Emeria and stopped him. Child dropped a mystical tutor on the end of my turn and fetched a Mana Drain. Then added a Tropical Island to his board and passed.
The game stalled here until my 4 turn when I tried a buried alive (to set up Mikaeus, the Unhollowed + Triskelion + Karmic Guild) and got Mana drained. Damia then did the same thing putting the full Necrotic Ooze combo into his grave yard and then cast Reanimate from his hand. Ending the game on turn 4.
Misc. EDH Stuff: Commander Cube | Zombies (Horde)
Resources:Commander Rulings FAQ | Commander Deckbuilding Guide
Follow me on Twitter! @cryogen_mtg
1CMC Targets
Entomb
Reanimate
Vampiric Tutor
Sol Ring
Sensei's Divining Top
Enlightened Tutor
Swords to Plowshares
Visera Seer
2CMC Targets
Black Sun's Zenith
Bloodghast
Diabolic Intent
Demonic Tutor
Reito Lantern
Animate Dead
Blind Obedience
Angelic Renewal
Tidehollow Sculler
3CMC Targets
Dusk Urchins
Phyrexian Arena
Victimize
Vindicate
Bitter Ordeal
Buried Alive
Oblation
Necropotence
Necromancy
Ashnod's Alter
Blasting Station
In addition dusk urchins seems lackluster
What does Blind obedience do for you?
I removed bloodghast he always was underwhelming in my personal experience
Reito latern seems to somewhere between secret tech and too cute
0 CMC: 1 1%
1 CMC: 8 9%
2 CMC: 12 21%
3 CMC: 13 34%
4 CMC: 7 41%
5 CMC: 6 47%
6 CMC: 8 55%
7 CMC: 5 60%
8 CMC: 1 61%
X CMC: 3 64%
Land: 35 99%
So Hitting 4 land in my opening hand isn't needed. If you look at what 3 mana producing lands if falls as fallows: (Some cards fall in multiple categories)
Tutors: 5
Removal: 4
Burial: 2
Draw: 7
Mana: 3
Sacrifice Outlets: 4
Combo Pieces: 6
Reanimation: 4
Control: 1
Using that information i can so that i can set myself up for a few more lands or the combo pieces i need.
-----------------------------------------------------------------------
Blind Obedience is pure control, the Meta game in my area is heavy aggro, and when its not taping cards and dealing damage its a pure combo race. forcing Tops, mana rocks, and creatures into play tapped give me an extra turn! and i know combo decks that pay 5 mana for that!
-----------------------------------------------------------------------
Bloodghast has his days, he interacts well is sacrifice outlets and cards that have a cost to sacrifice a creature. other wise i wish he could just block.
-----------------------------------------------------------------------
Reito Lantern is not only grave-hate but grave-protection. I can remove a problem card from a combo decks grave, i can also save cards from being removed from my grave yard. As much as i like cards in graveyards i have to chose carefully what i let stay and what i get rid of.