I played this last night and did pretty well with it. I made one major play mistake that cost me the game though.I was playing against new Vaevictus, Muldrotha, and Ishai & Thrasios.
I got down Midnight Reaper early just to have it killed. I then got out Burnished Hart and kept looping that for a few turns with Volrath's Stronghold. Muldroth had a strip mine in their graveyard so I was trying to get to some gravehate but didn't get to it soon enough so they blew up my Stronghold. Muldrotha died and I got gravehate a couple turns later. I had to decide whether I wanted to go after them (strictly for Strip Mine) or the partners since their graveyard had a lot of good stuff. I went after Strip Mine which may or may not have been the right choice.
The main issue I had was with Tajuru Preserver against the partners. That protected then for way too long. I ended up getting a Recruiter of the Guard to get something. I wanted False Prophet, but I already cut it. I ended up getting a Ravenous Chupacabra. I blew up the Shalai Ishai had so I could work towards killing the Preserver.
A turn or two later I cast E Tutor to get Noxious Gearhulk to kill the Preserver. I was finally able to keep them in check (sort of). A few turns later I cast Living Death to get all my stuff back. It would have given Ishai theirs too but I felt it was worth it. I then spent removal on Preserver again and Recruiter entered with 2 Fleshbags and Butcher of Malakir. I ordered the triggers so Preserver died first so they had to sac stuff. I then tutored for Hallowed Spiritkeeper with the intention of getting a bunch of tokens to gain life since I was at 13. However, this was the big misplay. Ishai had 4 creatures left but they were big. They dropped in Kamahl and swung at me. Muldrotha, also blew up my Butcher. That really didn't matter much though. Had I gotten Viscera Seer or Carrion Feeder, I could have made Ishai sac their board. With the way things were going, I could have likely won from that position (though Muldrotha had Pernicious Deed in the grave so it would have been tough).
Overall, I feel the deck played well and was only hamstrung by my major misplay towards the end. I didn't miss Yosei though I kind of missed False Prophet based on the early situation with Preserver but, even then, it was only 3 creatures that would have been exiled so I don't know. I had a good chance to win without it anyway.
Greetings. I'm also working on a Teysa deck, and while I haven't read everything above, I did skim for comments on mana/ramp. Since you like to run as much land-based ramp as possible (something I agree with in any deck that allows it), I wanted to suggest some cards that I didn't notice being mentioned. Tithe and Land Tax have been staples of white ramp for years. Tithe will even find typed duals for you. I'm very much looking forward to testing out the new Smothering Tithe, which I know is going to work well for me in my meta. And while you did correctly point out that Teysa will not double the effects of any of the altars, there is a ramp-y card that she *will* contribute to: Black Market.
One other comment I'd like to make. I did catch somewhere that you mentioned Blood Artist and his ilk may be cut because their effect is minor (if you subsequently changed that opinion, I apologize). I would like to point out that with Teysa on the field, that whole crew, except Blood Artist himself actually, behave like an Orzhov Purphoros, God of the Forge, a card that everyone recognizes as a threat. And if you wanted to add in some Extort cards you could work in a whole "slow bleed" style of play. But that, of course, is all up to your play style.
As a proud Orzhov supporter since the original Ravnica block, I'm thrilled to see such an awesome legend be printed for them, and am glad I'm not the only one excited to put her at the helm of a deck.
Tithe ends up having the same problem as Oreskos Explorer: it doesn't actually ramp. It does help ensure I get lands so it is not a total loss. I am more open to Land Tax due to not being a one-shot effect. My main issue with these types of cards is that they all rely on being behind your opponents. Yes, they help you catch up, but if you are already at parity or ahead, they are dead cards. And I don't like having cards that can be dead in my deck. I actually had a game the other day (either this deck or Queen Marchesa) where I had Oreskos Explorer in my hand since around turn 6-7 and it never got a chance to get me a land.
You are probably right that Smothering Tithe is a good inclusion. Black Market actually was in my initial list. A 5 mana Enchantment seems tough to ensure it sticks around but the interaction with Teysa shouldn't be totally discounted. In the end I didn't feel it was necessary.
On the note of ramp, I want to comment that I don't really think the deck needs a lot of it. Getting cards to ensure I hit land drops are good, and ramp when I can get it is good, but I don't want to go overboard on this aspect. Having too much can be problematic as well.
I think the Blood Artist-type cards are good for a slightly different playstyle. I did cut them but I don't think the build needs to change a lot for them to be viable to be honest, but it is a slow grind that is not something I want to do. The deck already does employ a slow grind to keep the board clear, but then gets in with big attacks. Extort cards are likely pretty good as well especially with Blood Artist-esque cards. Crypt Ghast is ramp and Extort so it might not be the worst.
The reason I'm inclined to play cards like Tithe/Explorer in this deck is that hitting your land drops is very important, probably more than ramping. The deck's pretty efficient and so just hitting your drops will mostly let you do what you want.
In general I think people mostly neglect how important consistently hitting your land drops is in EDH especially if you're likely to have a long game, and this deck seems to really promote long games.
The reason I'm inclined to play cards like Tithe/Explorer in this deck is that hitting your land drops is very important, probably more than ramping. The deck's pretty efficient and so just hitting your drops will mostly let you do what you want.
I agree that hitting land drops is important. The main takeaway is whether Oreskos Explorer, Boreas Charger, and Land Tax consistently do that. That is, how well are my ramp cards working to the point where these 3 cards don't do anything.
Tithe is one I have thought more about since EbonRose mentioned it. The main difference there is that it always finds me a land whereas the others don't. And it can then find me an additional land if I am behind. Since it is a 1 drop Instant, it is a lot easier to have fewer lands than target opponent, especially early.
In reality, I am finding Sword of the Animist, Solemn (though it is a little slow), Burnished Hart, and Kor Cartographer cover the bases pretty well. Knight of the White Orchid has the same issue as the other cards above, but being a creature and actual ramp means I am more willing to try it out.
I still have Oreskos Explorer and Boreas Charger for now so I am certainly not looking to immediately replace them until I play more with them. But, I am starting to think Tithe over one of those (probably the Explorer since the Charger can be controlled a little more and works better with Teysa) might be the right call.
Yes, Martyr's Bond is another Grave Pact effect and works well with Teysa. I chose to skip over it for now due to being 6 mana (and I know Butcher is 7 but he has other benefits) and because there is a limit to the number of those effects I really want. Grave Pact is 4 mana and Dictate can be flashed in so they both make the cut first. Butcher being a creature, which means he can also win when the board is clear, makes him a better option too. Bond is certainly not bad but I do think it is a bit of overkill.
Of the other 3 cards you mentioned, I did have Pawn and Sifter in the list at one point when brainstorming. In the end, I just didn't have room for them. Pitiless Plunderer is basically the same except for one key difference: it doesn't make creatures. In this build, that is a con since it wants creatures. The other 2 being able to create creature tokens to go well with Sac effects I think would be the better options. If I had to choose 1, I would end up going with Sifter over Pawn based mostly on the fact that the tokens can be win conditions and actually work with Teysa since they have 1 power. Sifter being colorless can be relevant against something like Animar, Soul of Elements as well.
The interesting thing about Teysa is how flexible she truly is in allowing for multiple playstyles. There are a lot of good cards depending on playstyle and build and a few suggestions above are still good. They just happen to not be where *I* want the deck to be which is the reason for their exclusion.
Teysa's ability reads that if the "creature dying" (e.g. creature going to the graveyard from the battlefield) triggered the ability it triggers twice.
Boreas Charger works this way; if it's exiled you get one trigger if it dies you get two. What's relevant is what event triggered it with Teysa not that the card says "when this card dies."
Attrition is probably good because if the creature has a LTB trigger it goes off twice (e.g. if you sac Ashen Rider it gets two exiles and the attrition target).
Edit: Sorry for the brainfart of hidden stockpile. I believe it is a Phase change trigger not a ltb or dies trigger, so it doesn't trigger because of the death therefore it does nothing new.
Really hilarious that the forum went down into read only the moment I realized I had written an incorrect rules explanation, lol
"when <creature> leaves the battlefield" (as long as it goes to the graveyard) - This is where Boreas Charger and Reveillark fall under.
"when <creature> goes to the graveyard from anywhere" (as long as it goes there from the battlefield) - This is where something like Bloodchief Ascension falls under. The caveat here is that Teysa cannot go to the graveyard at the same time as the object triggering whereas she can with the other two scenarios.
She does not work with Attrition because that is an activated ability. She does not work with Sidisi, Undead Vizier because that cares specifically about the card being sacrificed; it doesn't care where it ends up. And it does not care about Hidden Stockpile for the same reason Panharmonicon doesn't interact with Ephara, God of the Polis: the thing causing the trigger is the game moving to the end step (for Hidden Stockpile) which means the game's natural progression is the cause of the trigger. The trigger is *conditional* on a creature dying, but the creature dying is not what is causing the trigger to occur.
Correct. Hidden Stockpile's Revolt ability triggers at the beginning of the end step. It does check if something has left the battlefield, but that is not what causes the trigger to happen. It's still useful as a sac outlet to make other death triggers happen, but revolt does not interact with Teysa's ability.
Just to make sure I haven't propagated any information I wanted to confirm that this is right. I misread stockpile and then my bad answer got stuck up all day while the forum was off
A game I had with this other day resulted in a loss. I was playing against Omnath, Locus of Rage and Ishai, Ojutai Dragonspeaker/Thrasios, Triton Hero Partners. Sen Triplets was also in the game but they did literally nothing. They kept trying to land Sen Triplets and it always went away. I don't think they ever actually impacted the board in a meaningful way.
The game was very much in my favor for a long time, but I lacked a good sac outlet for most of it. Eventually, Omnath destroyed my Grave Pact that was keeping everyone in check and it left me with no real way to control the board. I had Krav, the Unredeemed as my only sac outlet and the fact that it cost mana was a bit of a detriment.
On one turn, Omnath attempted to exile a couple of my things (one being Archon of Justice) so I sacrificed them to Krav. My intent before that was to sac my board in response to any sort of kill spell and then bring everything back with the Thrilling Encore I had in my hand. Since they tried to exile just a couple, I decided to wait as I felt I could still survive and I would have tapped myself out to bring everything back anyway (Jet Medallion was key as it actually let me cast the Encore with 4 mana). In the end, I should have done it because Ishai/Thrasios had just enough to get rid of my blockers so they could swing in for lethal.
Had I had a free sac outlet, I likely would have brought the cards back that I sacrificed due to being able to sac the Archon again. I have enough free sac outlets in the deck so I just ended up being on the wrong side of variance regarding not getting to any other sac outlets besides Krav.
In the end, I don't think I majorly misplayed or anything that was egregious (I am sure there was some small thing I could have done better); I was ganged up on (rightfully so) and I was still almost able to get out of it, but not quite.
Corpse Augur was pretty good as it allowed be to draw 6 cards once (with Teysa around) and I could have drawn 8 but I didn't want to spend the life. I did end up cutting Oreskos Explorer for Tithe and it ended up being very good. Due to being an Instant, I was able to get a Scrubland and Godless Shrine early on to ensure I kept hitting land drops. Not being a creature (like Oreskos Explorer is) is a con, but I was able to time things just right to ensure I got both lands. And, as mentioned above, it is guaranteed to give me at least 1 land anyway so I am really warming up to the card in this build.
Other cards that don't quite seem to be pulling their weight are:
Disciple of Bolas - I have tried this card out in a lot of builds over the years and, for whatever reason, it just never pans out as well as I would like. It has explosive plays every so often, but it is never consistent. And, in this build, it rarely seems worth it since my creatures tend to be smaller and I have plenty of other card draw.
Reveillark - I think I mentioned this one earlier but I don't think I have ever gotten anything off of Reveillark. Most of the stuff I actually want is 3 power anyway. There are some good things at 2 power and less but I have just never gotten anything off of it.
Spirit Bonds - This card should work well, but I never find that I want it. I had a play yesterday where I could have gotten it but I scried it away because I needed something more relevant to the game. I really want it to be good, but it does take a bit of mana to do stuff (both to pay for the trigger and the activated ability) and thus far, I have not found a spot where having it would have make a huge difference since. The big thing I like it for is that it spits out tokens I can then sac, but anytime I have something set up where I can sacrifice creatures to clear the board, I generally have enough anyway since Teysa herself makes those effects work better.
I am keeping an eye on Lost Auramancers based on earlier discussions and Knight of the White Orchid and Boreas Charger may need to be re-evaluated. With Sword of the Animist (and Enlightened Tutor to get to it) these cards become less useful. The situation where I don't have the Sword is obviously the time these cards shine which is why I am keeping any eye on them to determine if those situations really come up that often. Or, if these cards ended up being dead cards in hand more often than not. Other decks have shown that Knight has been inconsistent due to the rest of ramp the deck has so it is possible this is the same.
Nice list! I’m watching this thread with interest.....
My build of Teysa is more treasure orientated but I’m am liking reliquary monk as a removal slot. Just wondered people’s thoughts on this card for Teysa?
Do you run Revel in Riches in your build? I am not big on alt-win conditions but this seems like it would work fairly well in Teysa if you are going with a more treasure oriented build since you get 2 tokens every time a creature dies. The Alt-Win is just icing on the cake.
As to the Monk, it can be good. I think the main issue with something like that is that it becomes tougher to control when you need to actually blow something up. For example, if you don't have a sac outlet at the ready it becomes tough to try to get it to die. And, depending on your build, if you have a lot of enchantments yourself, it could backfire on you since the ability is not a "may". I generally prefer my Enchantment/Artifact removal to be Instants to make sure I can remove what I need to or a mass wipe with Cleansing Nova as the nuclear option.
If you do end up trying out the Monk I would be curious to know your results. I may end up giving it a try as well. Being a creature is a big deal in this deck just for the synergy with everything else and getting two things to blow up can be good. Even if it does trigger twice and there is only 1 other target (besides your own stuff) you can just target the same thing with both triggers so accidentally destroying your own things may not be as big a deal as I make it out to be above.
I run Reliquary Monk in my list, and I've had good success with him. YMMV, but in my meta I have yet to find, and feel I am unlikely to do so, a situation where I didn't have one or two (with Teysa) targets that weren't mine. They aren't always super impactful to remove, but I'd rather blow up an enemy signet than my own Grave Pact.
The main thing that would have turned the game around was if I had gotten a Sword of Light and Shadow instead of a Sword of Feast and Famine. I was able to get two swords down and went after Sword of Fire and Ice first due to needing to be able to draw cards. I think getting the Sword of Light and Shadow would have made a huge difference in the game since the Teysa tokens just kept on blocking.
In any case, it still showed how little Teysa needed to keep control of the game which just highlights the different ways the deck can keep in the game.
This deck needs more one sided board wipes. Most are way to exepensive. One card I found highly useful was Settle the Wreckage . It’s not a full board wipe but really helped stop creature threats that had got out of hand. This deck has issues with Narset or hate bears.
It gets around graveyard style creatures, protection, and or shroud creatures.
What other one-sided board wipes are there that you think should be run? As you said, a lot are too expensive so they are not really viable which means Settle is the only one that is not outrageously expensive. I had a discussion in another deck thread about Settle and it led me down the path of Settle being "not good". Clearing my opponents' boards but ramping them is likely to backfire pretty easily. In this deck, the only time Settle is any better than the Fleshbag Marauder/Grave Pact effects is if they have a huge army which means they would get a lot of lands off Settle. And I would rather just wrath my board along with theirs than give them a bunch of lands to rebuild.
And, as you alluded to, it still only deals with one person. I think there are better ways to handle massive board states like that and, in my mind, just blowing up everything is preferable.
Settle has potential uses, but I don't think this deck wants it. The deck has been tailored around making players sac things. That is the one-sided board wipe that allows me to have a board and others to have none. And my other wraths are there as the "nuclear option" with other parts of the deck included to allow me to rebuild much easier than my opponents. I have yet to come across a situation where Settle (over a traditional wrath) would have made a significant difference in the outcome of a game. I am not saying I will never be in that situation (I am sure it could come up) but I don't think it will come up often enough to warrant including Settle.
As to the issues with Narset or Hatebears, I am not sure what those are. I am certainly open to making things a bit broader is what they can deal with, but I am not sure how adding Settle changes anything about any weaknesses the deck may have against Narset or Hatebears. At least, what does Settle do that all my sacrifice effects or mass board wipes don't against those cards?
To be honest, the biggest weakness this deck has is against Sigarda, Host of Herons and Tajuru Preserver (though the latter can be removed with spot removal a bit easier). These are the big ones that wreak havoc against the deck. In one of my earlier game summaries above, I mentioned trying to get to a False Prophet to deal with an opposing Preserver and I had already cut it. If these things become a bigger problem, then adding False Prophet back in would be the choice I would go with over something like Settle or even Merciless Eviction.
I like settle the wreckage cause I usually am a turn behind going infinite anyway. All I need is one turn of breathing room to survive. I deal with Animar type of decks and my targeted removal needs to be for win cons. This deck needs to stay onli with enchants and creatures to win. I use a few artifacts though. Teysa has to stay alive to win properly and she can become to much to cast late game if I have to emergency block to survive. So far, I have used settle the wreckage 6 times in serious game play and it was a life saver. Forcefield is another I use to stop big swings but does not work with trample damage. The land gain was not high as most decks I faced had already pulled most of the basics anyway! Exiling the permanent was also beneficial is stopping their graveyard shannanigans. Folks may disagree with my thoughts but it worked and was happy to see it. No one expects white/black to act at instant speed most of the time. That’s my rational for the card as Plague Wind is to exspensive to cast.
Also, settle the wreckage is a great politics card as it does not piss off another player that might snipe me with removal. If there was another card I could use that exiles a force I can’t target while not hurting my board state; let me know!
I mean, it is likely rare where you will not get the card you vote for since no one wants their stuff exiled so they will just vote for the same thing you do. So, this gets rid of Narset pretty nicely. Though, not at Instant Timing, so I am not sure if that is a concern.
I mean, it is likely rare where you will not get the card you vote for since no one wants their stuff exiled so they will just vote for the same thing you do. So, this gets rid of Narset pretty nicely. Though, not at Instant Timing, so I am not sure if that is a concern.
Forcefield is another I use to stop big swings but does not work with trample damage.
I am not sure why you think this, but it works against a trampler just fine; you just can't block it.
No it does not work against trample. Runs right through. I own the card.
Councils judgement does not hit enough targets. It’s a great card but rather not comparable. Run your deck as you see fit, just adding extra thought for players who like your build.
Forcefield is another I use to stop big swings but does not work with trample damage.
I am not sure why you think this, but it works against a trampler just fine; you just can't block it.
No it does not work against trample. Runs right through. I own the card.
I own the card too. More importantly, I can read (and understand) the Oracle text. There is nothing there to suggest it does not work on an *unblocked* creature with Trample. It won't work on a *blocked* creature with Trample (as the only Gatherer ruling states) but the simple answer in that case is not to block it. In the end, I am simply trying to enlighten you on how the card works. But, I really have no skin in the game so I don't care all that much if you choose to play it sub-optimally.
As for Council's Judgment: it was just a suggestion to fit in with your requirements. It is not the best, but it deals with what you said you want to deal with without having to ramp your opponents. I don't believe this deck needs (or wants) Settle the Wreckage, but you are right that it is an option for others that feel differently.
I got down Midnight Reaper early just to have it killed. I then got out Burnished Hart and kept looping that for a few turns with Volrath's Stronghold. Muldroth had a strip mine in their graveyard so I was trying to get to some gravehate but didn't get to it soon enough so they blew up my Stronghold. Muldrotha died and I got gravehate a couple turns later. I had to decide whether I wanted to go after them (strictly for Strip Mine) or the partners since their graveyard had a lot of good stuff. I went after Strip Mine which may or may not have been the right choice.
The main issue I had was with Tajuru Preserver against the partners. That protected then for way too long. I ended up getting a Recruiter of the Guard to get something. I wanted False Prophet, but I already cut it. I ended up getting a Ravenous Chupacabra. I blew up the Shalai Ishai had so I could work towards killing the Preserver.
A turn or two later I cast E Tutor to get Noxious Gearhulk to kill the Preserver. I was finally able to keep them in check (sort of). A few turns later I cast Living Death to get all my stuff back. It would have given Ishai theirs too but I felt it was worth it. I then spent removal on Preserver again and Recruiter entered with 2 Fleshbags and Butcher of Malakir. I ordered the triggers so Preserver died first so they had to sac stuff. I then tutored for Hallowed Spiritkeeper with the intention of getting a bunch of tokens to gain life since I was at 13. However, this was the big misplay. Ishai had 4 creatures left but they were big. They dropped in Kamahl and swung at me. Muldrotha, also blew up my Butcher. That really didn't matter much though. Had I gotten Viscera Seer or Carrion Feeder, I could have made Ishai sac their board. With the way things were going, I could have likely won from that position (though Muldrotha had Pernicious Deed in the grave so it would have been tough).
Overall, I feel the deck played well and was only hamstrung by my major misplay towards the end. I didn't miss Yosei though I kind of missed False Prophet based on the early situation with Preserver but, even then, it was only 3 creatures that would have been exiled so I don't know. I had a good chance to win without it anyway.
One other comment I'd like to make. I did catch somewhere that you mentioned Blood Artist and his ilk may be cut because their effect is minor (if you subsequently changed that opinion, I apologize). I would like to point out that with Teysa on the field, that whole crew, except Blood Artist himself actually, behave like an Orzhov Purphoros, God of the Forge, a card that everyone recognizes as a threat. And if you wanted to add in some Extort cards you could work in a whole "slow bleed" style of play. But that, of course, is all up to your play style.
As a proud Orzhov supporter since the original Ravnica block, I'm thrilled to see such an awesome legend be printed for them, and am glad I'm not the only one excited to put her at the helm of a deck.
You are probably right that Smothering Tithe is a good inclusion. Black Market actually was in my initial list. A 5 mana Enchantment seems tough to ensure it sticks around but the interaction with Teysa shouldn't be totally discounted. In the end I didn't feel it was necessary.
On the note of ramp, I want to comment that I don't really think the deck needs a lot of it. Getting cards to ensure I hit land drops are good, and ramp when I can get it is good, but I don't want to go overboard on this aspect. Having too much can be problematic as well.
I think the Blood Artist-type cards are good for a slightly different playstyle. I did cut them but I don't think the build needs to change a lot for them to be viable to be honest, but it is a slow grind that is not something I want to do. The deck already does employ a slow grind to keep the board clear, but then gets in with big attacks. Extort cards are likely pretty good as well especially with Blood Artist-esque cards. Crypt Ghast is ramp and Extort so it might not be the worst.
In general I think people mostly neglect how important consistently hitting your land drops is in EDH especially if you're likely to have a long game, and this deck seems to really promote long games.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
Just so this isn't a one liner, what do you think about Pawn of Ulamog, Sifter of Skulls, and Pitiless Plunderer in Teysa Karlov Decks?
The
Necromancer (or Noob)
Cat.
Don't ask, I don't know why ether...
Tithe is one I have thought more about since EbonRose mentioned it. The main difference there is that it always finds me a land whereas the others don't. And it can then find me an additional land if I am behind. Since it is a 1 drop Instant, it is a lot easier to have fewer lands than target opponent, especially early.
In reality, I am finding Sword of the Animist, Solemn (though it is a little slow), Burnished Hart, and Kor Cartographer cover the bases pretty well. Knight of the White Orchid has the same issue as the other cards above, but being a creature and actual ramp means I am more willing to try it out.
I still have Oreskos Explorer and Boreas Charger for now so I am certainly not looking to immediately replace them until I play more with them. But, I am starting to think Tithe over one of those (probably the Explorer since the Charger can be controlled a little more and works better with Teysa) might be the right call.
Yes, Martyr's Bond is another Grave Pact effect and works well with Teysa. I chose to skip over it for now due to being 6 mana (and I know Butcher is 7 but he has other benefits) and because there is a limit to the number of those effects I really want. Grave Pact is 4 mana and Dictate can be flashed in so they both make the cut first. Butcher being a creature, which means he can also win when the board is clear, makes him a better option too. Bond is certainly not bad but I do think it is a bit of overkill.
Of the other 3 cards you mentioned, I did have Pawn and Sifter in the list at one point when brainstorming. In the end, I just didn't have room for them. Pitiless Plunderer is basically the same except for one key difference: it doesn't make creatures. In this build, that is a con since it wants creatures. The other 2 being able to create creature tokens to go well with Sac effects I think would be the better options. If I had to choose 1, I would end up going with Sifter over Pawn based mostly on the fact that the tokens can be win conditions and actually work with Teysa since they have 1 power. Sifter being colorless can be relevant against something like Animar, Soul of Elements as well.
The interesting thing about Teysa is how flexible she truly is in allowing for multiple playstyles. There are a lot of good cards depending on playstyle and build and a few suggestions above are still good. They just happen to not be where *I* want the deck to be which is the reason for their exclusion.
Do cards like boreas charger trigger twice since dying is leaving the battlefield?
I keep seeing that attrition is popular with her since it triggers twice but I don't see how since that's an activated ability?
I was looking at using Hidden Stockpile but im not sure that works with Teysa, or something like Sidisi, Undead Vizier
I almost need a primer on which cards work and which don't
Teysa's ability reads that if the "creature dying" (e.g. creature going to the graveyard from the battlefield) triggered the ability it triggers twice.
Boreas Charger works this way; if it's exiled you get one trigger if it dies you get two. What's relevant is what event triggered it with Teysa not that the card says "when this card dies."
My understanding seems to jive with various analyes: https://www.reddit.com/r/mtgrules/comments/af7kz4/boreas_charger_and_taysa_karlov/
Attrition is probably good because if the creature has a LTB trigger it goes off twice (e.g. if you sac Ashen Rider it gets two exiles and the attrition target).
Edit: Sorry for the brainfart of hidden stockpile. I believe it is a Phase change trigger not a ltb or dies trigger, so it doesn't trigger because of the death therefore it does nothing new.
Really hilarious that the forum went down into read only the moment I realized I had written an incorrect rules explanation, lol
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
Teysa cares about 3 different types of triggers:
And for the record, you are saying Hidden stockpile would not trigger double if a creature died or left the battlefield?
2023 Average Peasant Cube|and Discussion
Because I have more decks than fit in a signature
Useful Resources:
MTGSalvation tags
EDHREC
ManabaseCrafter
Sorry bout that.
UW Ephara Hatebears [Primer], GB Gitrog Lands, BRU Inalla Combo-Control, URG Maelstrom Wanderer Landfall
The game was very much in my favor for a long time, but I lacked a good sac outlet for most of it. Eventually, Omnath destroyed my Grave Pact that was keeping everyone in check and it left me with no real way to control the board. I had Krav, the Unredeemed as my only sac outlet and the fact that it cost mana was a bit of a detriment.
On one turn, Omnath attempted to exile a couple of my things (one being Archon of Justice) so I sacrificed them to Krav. My intent before that was to sac my board in response to any sort of kill spell and then bring everything back with the Thrilling Encore I had in my hand. Since they tried to exile just a couple, I decided to wait as I felt I could still survive and I would have tapped myself out to bring everything back anyway (Jet Medallion was key as it actually let me cast the Encore with 4 mana). In the end, I should have done it because Ishai/Thrasios had just enough to get rid of my blockers so they could swing in for lethal.
Had I had a free sac outlet, I likely would have brought the cards back that I sacrificed due to being able to sac the Archon again. I have enough free sac outlets in the deck so I just ended up being on the wrong side of variance regarding not getting to any other sac outlets besides Krav.
In the end, I don't think I majorly misplayed or anything that was egregious (I am sure there was some small thing I could have done better); I was ganged up on (rightfully so) and I was still almost able to get out of it, but not quite.
Corpse Augur was pretty good as it allowed be to draw 6 cards once (with Teysa around) and I could have drawn 8 but I didn't want to spend the life. I did end up cutting Oreskos Explorer for Tithe and it ended up being very good. Due to being an Instant, I was able to get a Scrubland and Godless Shrine early on to ensure I kept hitting land drops. Not being a creature (like Oreskos Explorer is) is a con, but I was able to time things just right to ensure I got both lands. And, as mentioned above, it is guaranteed to give me at least 1 land anyway so I am really warming up to the card in this build.
Other cards that don't quite seem to be pulling their weight are:
My build of Teysa is more treasure orientated but I’m am liking reliquary monk as a removal slot. Just wondered people’s thoughts on this card for Teysa?
As to the Monk, it can be good. I think the main issue with something like that is that it becomes tougher to control when you need to actually blow something up. For example, if you don't have a sac outlet at the ready it becomes tough to try to get it to die. And, depending on your build, if you have a lot of enchantments yourself, it could backfire on you since the ability is not a "may". I generally prefer my Enchantment/Artifact removal to be Instants to make sure I can remove what I need to or a mass wipe with Cleansing Nova as the nuclear option.
If you do end up trying out the Monk I would be curious to know your results. I may end up giving it a try as well. Being a creature is a big deal in this deck just for the synergy with everything else and getting two things to blow up can be good. Even if it does trigger twice and there is only 1 other target (besides your own stuff) you can just target the same thing with both triggers so accidentally destroying your own things may not be as big a deal as I make it out to be above.
The main thing that would have turned the game around was if I had gotten a Sword of Light and Shadow instead of a Sword of Feast and Famine. I was able to get two swords down and went after Sword of Fire and Ice first due to needing to be able to draw cards. I think getting the Sword of Light and Shadow would have made a huge difference in the game since the Teysa tokens just kept on blocking.
In any case, it still showed how little Teysa needed to keep control of the game which just highlights the different ways the deck can keep in the game.
It gets around graveyard style creatures, protection, and or shroud creatures.
Multiplayer Decks- Memnarch - Animar, Soul of Elements - Zur, the Enchanter - Atraxa, Praetors' Voice - Food Chain Tazri - Teysa Karlov
Modern BUMill and Bant Spirits.
Thank you Xenphire for the signature!
And, as you alluded to, it still only deals with one person. I think there are better ways to handle massive board states like that and, in my mind, just blowing up everything is preferable.
Settle has potential uses, but I don't think this deck wants it. The deck has been tailored around making players sac things. That is the one-sided board wipe that allows me to have a board and others to have none. And my other wraths are there as the "nuclear option" with other parts of the deck included to allow me to rebuild much easier than my opponents. I have yet to come across a situation where Settle (over a traditional wrath) would have made a significant difference in the outcome of a game. I am not saying I will never be in that situation (I am sure it could come up) but I don't think it will come up often enough to warrant including Settle.
As to the issues with Narset or Hatebears, I am not sure what those are. I am certainly open to making things a bit broader is what they can deal with, but I am not sure how adding Settle changes anything about any weaknesses the deck may have against Narset or Hatebears. At least, what does Settle do that all my sacrifice effects or mass board wipes don't against those cards?
To be honest, the biggest weakness this deck has is against Sigarda, Host of Herons and Tajuru Preserver (though the latter can be removed with spot removal a bit easier). These are the big ones that wreak havoc against the deck. In one of my earlier game summaries above, I mentioned trying to get to a False Prophet to deal with an opposing Preserver and I had already cut it. If these things become a bigger problem, then adding False Prophet back in would be the choice I would go with over something like Settle or even Merciless Eviction.
Multiplayer Decks- Memnarch - Animar, Soul of Elements - Zur, the Enchanter - Atraxa, Praetors' Voice - Food Chain Tazri - Teysa Karlov
Modern BUMill and Bant Spirits.
Thank you Xenphire for the signature!
Multiplayer Decks- Memnarch - Animar, Soul of Elements - Zur, the Enchanter - Atraxa, Praetors' Voice - Food Chain Tazri - Teysa Karlov
Modern BUMill and Bant Spirits.
Thank you Xenphire for the signature!
I mean, it is likely rare where you will not get the card you vote for since no one wants their stuff exiled so they will just vote for the same thing you do. So, this gets rid of Narset pretty nicely. Though, not at Instant Timing, so I am not sure if that is a concern.
Also:
I am not sure why you think this, but it works against a trampler just fine; you just can't block it.
No it does not work against trample. Runs right through. I own the card.
Councils judgement does not hit enough targets. It’s a great card but rather not comparable. Run your deck as you see fit, just adding extra thought for players who like your build.
Multiplayer Decks- Memnarch - Animar, Soul of Elements - Zur, the Enchanter - Atraxa, Praetors' Voice - Food Chain Tazri - Teysa Karlov
Modern BUMill and Bant Spirits.
Thank you Xenphire for the signature!
As for Council's Judgment: it was just a suggestion to fit in with your requirements. It is not the best, but it deals with what you said you want to deal with without having to ramp your opponents. I don't believe this deck needs (or wants) Settle the Wreckage, but you are right that it is an option for others that feel differently.