I’m hoping for some feedback on my deck; I’m trying to make it Primer-esq. I also wanted to throw a shout-out to Trabant777 and Metashdw for their suggestions that have really helped the deck shine!
History of the Deck:
This is the second (or third) reiteration of my Teneb and the deck I’ve put the most time into (second maybe to my Sharuum deck). The deck has gone through many different styles, starting out as a mana-ramp theme then going anti-aggro creatures then recursion (poorly done I might add) and now I finally think I’ve hit about the perfect mix. This deck is my “go-to” deck when I need to win. It’s got just the right amount of land to where I’m always drawing enough (occasionally get flooded but I’d rather be flooded than hosed), plenty of control and creature kill and if I don’t have a recursion spell or some ramp to play I can always tutor something up! Also, I have purposely avoided most of the possible infinite combos that these colors offer. We have other decks for comboing out, this deck wants to focus on agro for the most part.
Why Play Teneb, the Harvester?:
Teneb’s ability to reanimate creatures from any graveyard for 3B is super strong. Reanimation on top of a 6/6 flying body is even better. Couple all that with access to the Necra wedge and you tap into all the tutors, ramp and spot removal your heart could desire. Matchups:
This build does great against other aggressive creature builds and can normally handle token decks fairly well. It kindof struggles against mono-blue control but has enough spot removal that it can hold it's own.
Individual Card Explanations: Creatures (by cmc): – “*” Indicates a Sun Titan target. *Serra Ascendant – This dude is SO overpowered in commander. If you can drop him turn 1-5, he can easily win you a 1v1 game and in multi-player you become an immediate threat. Why would you not want a 6/6 flying life-link for one white mana? If I’m going to be completely honest though, I will normally ask my meta for a free mulligan if he’s in my opening hand and they rarely deny my request. I like to win as much as the next guy but having him come out on turn one just feels cheap >.< *Eternal Witness – She really needs no explanation or justification. Regrowth on a stick… *Fleshbag Marauder – Everybody edict! I love dropping this guy and sacing himself or a token and making everyone else sac worthwhile beaters. He’s just solid removal and recurring him is just funny. *Hypnotic Specter – 2/2 flyer for 3 isn’t bad by itself but wait…he gets better! If he hits, they have to discard a card at random. Here’s to hoping they discard an awesome creature you can reanimate *Yavimaya Elder – Chump blocks, ramps, fixes your mana and possibly replaces himself in your hand when he dies by drawing a card (for 2) Academy Rector – When he dies, he gets you a free enchantment from your library. I only run 9 possible targets, which normally wouldn’t be enough to warrant an inclusion but some of the enchantments that he can target are so ridiculously powerful that I’ve never regretted having him in the deck. My typical targets for him are Mana Reflection, Mirari’s Wake, Debtors’ Knell or Pernicious Deed. Oracle of Mul Daya – Lets you play another land every turn and give you a quasi-futuresight for lands. This card, left unchecked, can put you so far ahead of the table in mana that it’s not even funny (ok, it’s a little funny) Solemn Simulacrum – 2/2 for 4 is kinda weak but he gains you a basic land into play (tapped) and replaces himself in your hand when he dies by drawing a card; this guy LOVES to be recurred. Acidic Slime – He pops an artifact, enchantment or land when he ETB. That would probably be a good enough reason to run him but the fact that he can will another creature with his deathtouch on his way out is beautiful. Genesis – Green’s answer to Anger; when he’s in your gy you can bring any creature back from the gy to your hand during your upkeep. Pretty smooth ability. Sun Titan – He brings back to the battlefield a 3 cmc permanents when he CIP and when he attacks (oh, and he’s got vigilance). There are 19 possible targets (including land) in the deck currently. He’s a reanimating beefcake. Steel Hellkite – Uhg, the versatility of this card is just silly. First of all he’s a 5/5 flier for 6, which isn’t shabby. Then add in the ability to pump his power for 2 (what’s 2 mana when you’re running green?). Already worth the 6 colorless you paid for him… then add the ability to pump X mana into him and destroy each nonland permanent (that costs X) that the player you just smacked controls and you’ve got a really stellar creature. I love using the X ability for 0 and killing all their tokens Sheoldred, Whispering One – Debatably the best black creature ever printed. 6/6 swampwalk is good but she makes your opponents sac creatures (every upkeep) and brings yours back from the dead (every upkeep) and does it all for free. Epic. Rune-Scarred Demon – Not the best card in my deck, I’ll be honest but he’s good enough to keep his spot. He’s a 6/6 flier that gives you a Demonic Tutor for free. I love grabbing him with a entwined Tooth and Nail then using him to get Eternal Witness and getting Tooth and Nail back. The frustration on my opponents faces it worth the world Elesh Norn, Grand Cenobite – One of my favorite creatures. She’s so good and has some seriously spooky art. Is she spendy at cmc 7? Yes. Is she worth it? Absolutely. A 4/7 with vigilance is scary enough but she gives all other creatures you control +2/+2 and all that you don’t -2/-2. Against token or Edric decks, this is as good as a board wipe and she makes all your duders beefy; totally worth the 7 cmc. Angel of Despair – Last but not least… a flying Vindicate! Can’t hate.
Non-Creature Spells (by cmc): – “*” Indicates a Sun Titan target.
Artifacts: *Sol Ring – Another EDH staple, one of the best mana rocks in the game. *Lightning Greaves – Yet another EDH staple imo; there are very few decks that wouldn’t benefit from cheap shroud and haste. Thran Dynamo – More mana, I loves me the mana.
Enchantments: – “*” Indicates a Sun Titan target. *Animate Dead – Fits the reanimator theme, it can grab any creature from any graveyard for only 2 mana with a very minimal down-side (-1/0) *Pernicious Deed – I love this card, it is just awesome removal. It allows you to spot remove all enchantments, artifacts and creatures that cost X or less. What makes this awesome is that you can blow up small stuff for cheap and leave your fat. It’s very selective and versatile (there’s that word again). *Phyrexian Arena – For the small price of 1 life per turn, you can draw an extra card every turn. The double black in the casting cost can make it kinda clunky to drop in your first couple of turns but it’s worth the trouble. Also, what’s 1 life a turn in a 30-40 life format? Bear Umbra – To be honest, this card doesn’t really fit the theme of the deck all that well but it’s just a solid ramp card. Slap this thing on one of your fliers and it gets bigger, comes back to life if someone kills it (kinda fits the theme?) and untaps all your land. I will even sometimes attach it to a chump blocker, swing and then Maze my own creature to allow my mana to untap and my creature can’t die to blockers. Defense of the Heart – A bit of defense (see what I did there?) in an aggressive deck. It can either be used to deter people from playing more creatures or net you some and worst case scenario it eats removal so you can play something scarier Greater Good – This card does so many things… It’s a sac outlet to put cards like Genesis in your graveyard, it protects your creatures from getting stolen and it can refill your hand. Mirari’s Wake – Land mana doubler and creature pump Mana Reflection – Doubles mana produced by any source you control (includes your mana rocks) Debtors’ Knell – This card is either hit or miss. It’s ability to return any creature from any graveyard to your battlefield for free every turn is amazing but it give you no immediate advantage. Having to wait a full round (if you’re lucky enough for it not to eat removal) AND costing 7 mana are some big downsides, but if you get some creatures it can be worth it. Plus, you can cheat into play with the Academy Rector.
Instants: Condemn – Instant Speed (creature) Removal, can be used to tuck someone’s commander. The negative of netting your opponent life is well worth the cheap cost. Enlightened Tutor – There are 12 targets for this, which makes it very useable early or late game. Early game, it’s often used to go grab a Sol Ring and mid-late a mana doubler orPernicious Deed. Path to Exile – Instant Speed (creature) Removal. This deck is normally all about “killing” creatures so that you can recur them but every once in a while you really need to exile something. I find this especially useful for getting rid of an opponent’s Academy Rector. Also, you can always path one of your own creatures if you need some mana fixing. Swords to Plowshares – Instant Speed (creature) Removal. Another exiler with a slight drawback of netting the opponent some life. Vampiric Tutor – The down side of this card is obviously the 2 life loss, but in EDH that’s so piddly that it’s almost not even a draw back. Worldly Tutor – The downsides of this tutor are that you have to reveal what you got and it goes on top of your library. Positives are that it’s instant speed so you can do it at the end of your opponent’s turn. Eventually I may replace this with Brutalizer Exarch but so far I haven’t found the need to. Mortify – Instant Speed (creature or Enchantment) Removal Putrefy – Instant Speed (creature or artifact) Removal
Sorceries: Reanimate – Like Animate Dead, this card has a small drawback and nets you possibly a big creature for a single B. Does it kinda hurt to take 8 pain to get a Terastodon? Yes, but the benefits can far out-way the costs. Plus, it’s always fun to punish someone for discarding a fattie early game. Demonic Tutor – This card’s only downside is that it’s a sorcery, but when 2 mana nets you any card in your deck, who cares? Regrowth – I’m normally not a fan of cards that return things to your hand, I prefer when it’s returned to the battlefield. But for 2 mana, being able to get any card unconditionally back is worth it. Buried Alive – For when you want some awesome targets for Teneb. It’s also nice to be able to drop Genesis and a couple of utility creatures in the gy early game. Cultivate – Basic land ramp; Kodama’s Reach 2.0. Seriously, it’s the same card lol. The only difference is that if you don’t have 2 basics in your lib, you can fetch just one and it’s doesn’t fizzle. Kodama’s Reach – Basic land ramp, nets you two basics. Maelstrom Pulse – Destroy any (non shroudy) nonland permanent. Downside: it’s a sorcery; Upside: it kills every card with that name. What that means is that you can blow up everybody’s Sol Rings. It can also be used to kill off a ton of tokens with the same name, which is awesome. Vindicate – Kill anything; need we say more? Damnation – Sweeper and the creatures can’t be regenerated. It’s the black Wrath of God. Harmonize – 4 mana, draw 3 cards. The simplicity of this card draw is perfect. Jarad’s Orders – Creature tutor that nets one to your hand and one to the gy for reanimation; it’s like they made this card for my deck! Consuming Vapors – An edict that lets you gain life… oh and then repeates itself next turn. I love this card. It’s funny how often people forget that this card rebounds. Crime // Punishment – One of the few dual action cards that I like. It can either reanimate a creature from an opponent’s gy or act as a mini Pernicious Deed; dat versatility. Increasing Ambition – a reusable tutor and when you use the flashback, you get 2 cards. Is it a little spendy, yes but I’ve found it to be worth the cost personally. Austere Command – One of the game’s best sweepers imo. It can kill bog or little creatures (or both), enchantments or artifacts. Pretty much it clears the board of whatever is annoying you atm. Life’s Finale – Sweep the board and deny an opponent 3 of their best creatures from their library; then you can reanimate them later = sweet. Tooth and Nail – I’m not even going to talk about this card… if you don’t know how awesome/OP/broken it is, you shouldn’t be playing green. Seriously… Praetor’s Counsel – A controversial card for sure due to the sheer 8cmc and triple green but late game it can just make people straight scoop. They spend their whole game dealing with everything you put out and now they have to do it again..muhahaa Mind Twist – This card generates one of the most hated questions in magic… “How many cards do you have in your hand?” I especially love playing this card after your opponents have tutored. It’s just nasty
Utility Lands: High Market – Can add a colorless to your pool, serve as a sac outlet and gain you life. There’s not much more you could want in a utility land. Krosan Verge – This card is a bit clunky since it comes into play tapped and costs virtually 3 mana to go get 2 lands and they come into play tapped also. The positive is that it can fetch duals/shocks. It’s decent ramp and great filtering. Maze of Ith – This card has saved my bacon so many times, I can’t even remember. It essentially stops a creature from dealing dmg and untaps it. Shizo, Death’s Storehouse – It’s a land that taps for B and can give your general fear, making him semi-unblockable; what’s to hate? Stripmine – Basic land destruction… pop any land. Useful for getting rid of pesky mazes and cradles. Vault of the Archangel – Basilisk Collar on a land, but for all of your creatures… This can be savage at the right time. Vesuva – Comes into play tapped, which can be painful but can copy any land. Bonus: it can kill a Gaea’s Cradle Wasteland – Stripmine 2.0 - Basic land destruction… pop any nonbasic land. Useful for getting rid of pesky mazes and cradles.
ack; its been a while since I updated this deck on here... Made some big changes. Now it's less rampy (took out lotus cobra and exploration, etc) and more versatile.
Cabal Coffers. I mean, you're running Urborg and Primeval Titan already so that seems like a no-brainer.
Exsanguinate. With Coffers and Mirari's Wake, this card is a huge bomb in multiplayer if not an outright win-all, and it's good in 1v1 too.
Putrefy/Mortify < Maelstrom Pulse/Vindicate
I like Sakura Tribe Elder for ramp. Skyshroud Claim is good for ramp too.
Sorin Markov is a house of a planeswaker in this format, I like him better than the two you run. 3BBB that deals 30 damage the turn it comes into play is pretty cool.
Crime // Punishment is sweet. Lots of utility.
Pernicious Deed is also good.
Overall, I'd skip on spot removal and opt instead for more mass removal. Teneb hits anything and everything so if you're swinging with him you want a lot of options.
Decree of Pain is great in this deck because of all the ramp. Nothing beats a wrath that draws you 10 cards. But that's up to you.
I also have It that Betrays and a lot of cards that force everyone to sac. My favorite Tooth and Nail combo is It That Betrays + Fleshbag Marauder.
Overall I dig the deck, other than those changes and a few other minor ones our decks are really similar. And man, is it fun to play
Cabal Coffers. I mean, you're running Urborg and Primeval Titan already so that seems like a no-brainer.
Exsanguinate. With Coffers and Mirari's Wake, this card is a huge bomb in multiplayer if not an outright win-all, and it's good in 1v1 too.
Putrefy/Mortify < Maelstrom Pulse/Vindicate
I like Sakura Tribe Elder for ramp. Skyshroud Claim is good for ramp too.
Sorin Markov is a house of a planeswaker in this format, I like him better than the two you run. 3BBB that deals 30 damage the turn it comes into play is pretty cool.
Crime // Punishment is sweet. Lots of utility.
Pernicious Deed is also good.
Overall, I'd skip on spot removal and opt instead for more mass removal. Teneb hits anything and everything so if you're swinging with him you want a lot of options.
Decree of Pain is great in this deck because of all the ramp. Nothing beats a wrath that draws you 10 cards. But that's up to you.
I also have It that Betrays and a lot of cards that force everyone to sac. My favorite Tooth and Nail combo is It That Betrays + Fleshbag Marauder.
Overall I dig the deck, other than those changes and a few other minor ones our decks are really similar. And man, is it fun to play
Good suggestions mate, thanks for taking the time to point that stuff out. A few things I'm going to try this week: Decree of Pain Crime // Punishment Cabal Coffers - This has backfired on me a few times but i'll try it... Putrefy/Mortify < Maelstrom Pulse/Vindicate - These I didn't use originally because I didn't own them... now I do so i'll switch em out. Pernicious Deed ... sadly, I don't own one and they are kinda expensive
So did you keep that stuff in? Just haven't updated the list yet eh? Also I know you like your Sudden Death but already have answers for indestructables and I think Go for the Throat is better, and actually you don't see it allot but I like Rend Flesh almost as much(even though it costs 1 more)... I mean how many threatening spirits are out there anyways? Less than artifact creatures in my experience.
(03-08-12) Ok, I made some huge changes… pretty much revamping like half of the deck. I think it’s more aggressive now and it’s already won both of it’s most recent games.
I’m hoping for some feedback on my changes and wanted to throw a shout-out to Trabant777 and Metashdw for their suggestions that have really helped the deck shine!
I love the new update, took a look back over it, and my only real concern is with Spiritmonger, he is pretty underwhelming, unless you have a soft spot for him I would make the cut for a bigger threat, or better utility, if you want to stay in the 5cmc range, maybe Drana, Kalastria Bloodchief? She kills creatures for you to bring back out. I like the idea of having Mind Twist in here and I think you could be even better off with a Myojin of Night's Reach because you get a big body and tons of creatures to grab with your general in a multiplayer game, granted he is pretty high casting cost. The only other thing that I saw was Harrow... unless you are planning on putting Rampaging Baloths in here I would cut this for a cultivate, but I think that might just be personal preference. All in all, I like the new look you've got!
Thanks for the quick feedback. Ya know, I really don't like Spiritmonger but the problem I have with him is that literally every time someone plays him against me he ruins my day I'll probably drop him... I just have to find a good sub :\
I decided to replace him with Dimir House Guard for now. He seems solid.
Harrow > I love for a few reasons. First, it's an instant. Second, the land come into play untapped and Third, I have a sweet alt-art version of it
Having played Teneb for almost as long as I've played Sharuum, I can tell you the deck is a monster. I'm most sure if this deck is an attempt to make the best iteration of the deck, a casual version of the deck, or what. There are a lot of card choices that are conditionally amazing, and more omissions that make me scratch my head.
I'm going to take the deck piece by piece and go over my feelings on it.
Mana Ramp: I only see yavimaya elder and Oracle in this slot for creatures. I was sure to include wood elves, Seedguide ash, and even Primetime when it was legal. There isn't enough overlap of land ramp to make this deck consistently hit you a real five drop or six drop by turn 4. I see that you have some land ramp spells, but if you are including Elesh Norn, those slots are better off being creatures because they can add to your endgame.
ETB effects: I feel like you don't run enough, or the ones you have arent strong enough. Cards like Vampire nighthawk, divinity of pride, and Serena's ascendant done do anything but attack and block. When you play fair colors (as in non-blue) every card that resolves has to impact the board. These colors usually allow you to overlap abilities making the deck feel more like a 60 card deck in terms of consistency, but I don't see that happening as much here.
I see you are not running reveilark combo, so I am assuming that you've done this on purpose. Lark combo allows the deck a way to maintain board presence through infinate wraths, and punish annihilated triggers aimed your way. If you don't want to play infinates, I respect that, but realize that cards like Vish Kal,
Enchantments: Also, there is not truly backbreaking enchantment for Academy rector to fetch out. In my build, I ran 30 creatures, including lark combo, and I ran glare of subdual, lurking predators, and martyr's bond in my 99. The ability for a non-blue deck to shut down attack steps and force sacs across the table is not to be underestimated.
All in all the deck is respectable, but there are so many avenues that you are not exploiting, avenues that can generate tremendous advantage. Watching a player disenchant a lurking predators, flipping a Kozilek onto the table, or using Avenger of Zendicar to shut down a Kresh deck with 100+ damage showing on the table: this is what an optimized list can do. I wish you would explain you deck-building ideas in more depth, as I would like to offer better constructive criticism. Until I know what you're looking to accomplish, I ain't offer you my best ideas.
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Wow, awesome feedback Jostin123, thanks for taking the time to talk about my deck. I'll do my best to reply to all of your comments. Before I do that, let me kinda explain my deck a little? The deck likes to have an answer to just about everything and I like being able to kill an opponent's creatures all the time so that I can reanimate them at my leisure (either with my general or other spells). Cards like Pernicious Deed, Mortify, Putrefy, Maelstrom Pulse, Vindicate, Path to Exile, Swords to Plowshares, Condemn, Austere Command, Life's Finale, Damnation, Crime // Punishment and Consuming Vapors all keep the board pretty neutral while I build/ramp. The thing I like about the deck is that it's not 100% voltron. The deck is built around the IDEA of the general, but it's rare that I win because of Teneb. I do tend to shy away from infinite combos in this deck, I've got an Animar and Sharuum deck for those.
Mana Ramp: I only see yavimaya elder and Oracle in this slot for creatures. I was sure to include wood elves, Seedguide ash, and even Primetime when it was legal. There isn't enough overlap of land ramp to make this deck consistently hit you a real five drop or six drop by turn 4. I see that you have some land ramp spells, but if you are including Elesh Norn, those slots are better off being creatures because they can add to your endgame.
So that being said, I've got potentially 12 cards that can net me ramp if needed. While some of my choices seem like they could be changed, I've had pretty good luck so far. It's very rare that I have a game where I can't cast everything that comes to my hand. I'm not opposed to making changes tho... Things like Seedguide Ash are awesome but I don't have a ton of ways to sac him (limited to Vish Kal and Fleshbag Marauder). I've been thinking about adding in a High Market and Greater Good which may solve that problem... opinion? As for Wood Elves, I've just never been a fan. He's a (tiny) chump blocker on the ground for 3 that nets you 1 additional forest. Most of my creature choices are because they give me some bigger body or flying or deathtouch/lifelink. It's for this same reason that I don't include Sakura-Tribe Elder. Since I already run Life from the Loam and 5 sac lands, do you think that I should include a Crucible as well? If I did, would I need a couple more sac lands (Evolving Wilds, cycle lands, etc...)?
ETB effects: I feel like you don't run enough, or the ones you have arent strong enough. Cards like Vampire nighthawk, divinity of pride, and Serena's ascendant done do anything but attack and block. When you play fair colors (as in non-blue) every card that resolves has to impact the board. These colors usually allow you to overlap abilities making the deck feel more like a 60 card deck in terms of consistency, but I don't see that happening as much here.
I agree that the deck could use more ETB. Sadly, Divinity of Pride has been kinda lackluster in the deck, he usually comes out to late to be a super big beater but he does slowly build my life back up sometimes. What do you think about switching him out for something like Deathbringer Liege? I really can't justify NOT having Serra Ascendant as the card just straight-up wins early-mid game. And there are probably betters cards out there than the Nighthawk but he holds a softspot in my heart I could probably be convinced to replace him for something better but I just can't think of anything better for early game.
Enchantments: Also, there is not truly backbreaking enchantment for Academy rector to fetch out. In my build, I ran 30 creatures, including lark combo, and I ran glare of subdual, lurking predators, and martyr's bond in my 99. The ability for a non-blue deck to shut down attack steps and force sacs across the table is not to be underestimated.
Hey, it's been a while since I've looked at this, and I noticed a couple of things: Beast Within > Vindicate, yeah they get a 3/3 token, but it's instant speed and less mana intensive, which is huge.
Skyshroud Claim > Explosive Vegetation, by leaps and bounds if you have the dual lands to support it, which you do. The lands come in untapped and it fetches those duals, and if you have run out of duals to fetch then you probably don't need the color fixing anyway.
Hey, it's been a while since I've looked at this, and I noticed a couple of things:
Beast Within > Vindicate, yeah they get a 3/3 token, but it's instant speed and less mana intensive, which is huge.
Skyshroud Claim > Explosive Vegetation, by leaps and bounds if you have the dual lands to support it, which you do. The lands come in untapped and it fetches those duals, and if you have run out of duals to fetch then you probably don't need the color fixing anyway.
Woops, I actually look Explosive Veggie out for Cultivate yesterday and forgot to take it outta the list, that's been updated. I like it over Skyshroud cuz it's a bit cheaper and keeps the curve down and I tend to have better things to do on turn 4 than ramp.
I actually thought about putting a Beast Within in here but I really don't like giving them the 3/3 if I can help it. Then I have to spend time finding a way around it. Vindicate simply removes the threat without providing them a blocker. I may try to find it a place down the road but I'm not sure I need another removal spell at this point. If I did put it in, it would probably replace Mortify.
I'm just proxying up this deck to use casually (I've not played Commander before), and I see that you only have 99 cards in there. Might want to fix that
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Az
1 Teneb, the Harvester
Creatures (21):
1 Academy Rector
1 Acidic Slime
1 Angel of Despair
1 Athreos, God of Passage
1 Brawn
1 Dauntless Escort
1 Elesh Norn, Grand Cenobite
1 Eternal Witness
1 Fauna Shaman
1 Fleshbag Marauder
1 Genesis
1 Hypnotic Specter
1 Oracle of Mul Daya
1 Rune-Scarred Demon
1 Serra Ascendant
1 Sheoldred, Whispering One
1 Solemn Simulacrum
1 Steel Hellkite
1 Sun Titan
1 Woodfall Primus
1 Yavimaya Elder
Non-Creature Artifacts (4):
1 Birthing Pod
1 Lightning Greaves
1 Sol Ring
1 Thran Dynamo
Enchantments (10):
1 Animate Dead
1 Bear Umbra
1 Debtors' Knell
1 Defense of the Heart
1 Greater Good
1 Mana Reflection
1 Mirari's Wake
1 Pernicious Deed
1 Phyrexian Arena
1 Sylvan Library
1 Condemn
1 Enlightened Tutor
1 Mortify
1 Path to Exile
1 Putrefy
1 Swords to Plowshares
1 Vampiric Tutor
1 Worldly Tutor
Sorceries (19):
1 Austere Command
1 Buried Alive
1 Consuming Vapors
1 Crime // Punishment
1 Cultivate
1 Damnation
1 Demonic Tutor
1 Harmonize
1 Jarad’s Orders
1 Kodama's Reach
1 Life's Finale
1 Maelstrom Pulse
1 Mind Twist
1 Obzedat’s Aid
1 Praetor's Counsel
1 Reanimate
1 Regrowth
1 Tooth and Nail
1 Vindicate
LAND (37):
3 Plains
3 Swamp
4 Forest
1 Caves of Koilos
1 Command Tower
1 Exotic Orchard
1 Fetid Heath
1 Godless Shrine
1 Hall of the Bandit Lord
1 High Market
1 Krosan Verge
1 Llanowar Wastes
1 Marsh Flats
1 Maze of Ith
1 Murmering Bosk
1 Overgrown Tomb
1 Reflecting Pool
1 Rupture Spire
1 Savannah
1 Shizo, Death’s Storehouse
1 Strip Mine
1 Sunpetal Grove
1 Temple Garden
1 Thespian’s Stage
1 Urborg, Tomb of Yawgmoth
1 Vault of the Archangel
1 Verdant Catacombs
1 Vesuva
1 Wasteland
1 Wooded Bastion
-Vampire Nighthawk +Coffin Queen
-Harrow +Cultivate
-Ink-Eyes, Servant of Oni +Genesis
-Grave Titan +Hypnotic Specter
-Divinity of Pride +Deathbringer Liege
-Explosive Vegetation +Seedguide Ash
-Life from the Loam +Greater Good
08/18/2014
Adds:
1 Hall of the Bandit Lord
1 Thespian’s Stage
1 Birthing Pod
1 Athreos, God of Passage
1 Brawn
1 Dauntless Escort
1 Fauna Shaman
1 Woodfall Primus
1 Sylvan Library
1 Obzedat’s Aid
1
Removes:
1 Swamp
1 Brushland
1 Sensei's Divining Top
1 Vraska the Unseen
1 Bloodgift Demon
1 Coffin Queen
1 Deathbringer Liege
1 Vish Kal, Blood Arbiter
1 Increasing Ambition
History of the Deck:
This is the second (or third) reiteration of my Teneb and the deck I’ve put the most time into (second maybe to my Sharuum deck). The deck has gone through many different styles, starting out as a mana-ramp theme then going anti-aggro creatures then recursion (poorly done I might add) and now I finally think I’ve hit about the perfect mix. This deck is my “go-to” deck when I need to win. It’s got just the right amount of land to where I’m always drawing enough (occasionally get flooded but I’d rather be flooded than hosed), plenty of control and creature kill and if I don’t have a recursion spell or some ramp to play I can always tutor something up! Also, I have purposely avoided most of the possible infinite combos that these colors offer. We have other decks for comboing out, this deck wants to focus on agro for the most part.
Why Play Teneb, the Harvester?:
Teneb’s ability to reanimate creatures from any graveyard for 3B is super strong. Reanimation on top of a 6/6 flying body is even better. Couple all that with access to the Necra wedge and you tap into all the tutors, ramp and spot removal your heart could desire.
Matchups:
This build does great against other aggressive creature builds and can normally handle token decks fairly well. It kindof struggles against mono-blue control but has enough spot removal that it can hold it's own.
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
Grave-Shell Scarab < Mind Twist
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
Cruel Edict < Azusa, Lost but Seeking
Forest < Wasteland
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
Cabal Coffers. I mean, you're running Urborg and Primeval Titan already so that seems like a no-brainer.
Exsanguinate. With Coffers and Mirari's Wake, this card is a huge bomb in multiplayer if not an outright win-all, and it's good in 1v1 too.
Putrefy/Mortify < Maelstrom Pulse/Vindicate
I like Sakura Tribe Elder for ramp. Skyshroud Claim is good for ramp too.
Sorin Markov is a house of a planeswaker in this format, I like him better than the two you run. 3BBB that deals 30 damage the turn it comes into play is pretty cool.
Crime // Punishment is sweet. Lots of utility.
Pernicious Deed is also good.
Overall, I'd skip on spot removal and opt instead for more mass removal. Teneb hits anything and everything so if you're swinging with him you want a lot of options.
Decree of Pain is great in this deck because of all the ramp. Nothing beats a wrath that draws you 10 cards. But that's up to you.
I also have It that Betrays and a lot of cards that force everyone to sac. My favorite Tooth and Nail combo is It That Betrays + Fleshbag Marauder.
Overall I dig the deck, other than those changes and a few other minor ones our decks are really similar. And man, is it fun to play
Good suggestions mate, thanks for taking the time to point that stuff out. A few things I'm going to try this week:
Decree of Pain
Crime // Punishment
Cabal Coffers - This has backfired on me a few times but i'll try it...
Putrefy/Mortify < Maelstrom Pulse/Vindicate - These I didn't use originally because I didn't own them... now I do so i'll switch em out.
Pernicious Deed ... sadly, I don't own one and they are kinda expensive
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
I’m hoping for some feedback on my changes and wanted to throw a shout-out to Trabant777 and Metashdw for their suggestions that have really helped the deck shine!
Az
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
I'll probably drop him... I just have to find a good sub :\I decided to replace him with Dimir House Guard for now. He seems solid.
Harrow > I love for a few reasons. First, it's an instant. Second, the land come into play untapped and Third, I have a sweet alt-art version of it
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
City of Brass < Vesuva - Got a spare
Razorverge Thicket < Marsh Flats - Finally picked one up
Hickory Woodlot < Verdant Catacombs - Finally picked one up
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
Thanks to Numotflame96 @ Maelstrom Graphics for awesome sig.
Kill with POWER!
Card List
Skithiryx, Tainted World
Dragon's Nest * Double Dragon * Bladewing the Risen
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
I'm going to take the deck piece by piece and go over my feelings on it.
Mana Ramp: I only see yavimaya elder and Oracle in this slot for creatures. I was sure to include wood elves, Seedguide ash, and even Primetime when it was legal. There isn't enough overlap of land ramp to make this deck consistently hit you a real five drop or six drop by turn 4. I see that you have some land ramp spells, but if you are including Elesh Norn, those slots are better off being creatures because they can add to your endgame.
ETB effects: I feel like you don't run enough, or the ones you have arent strong enough. Cards like Vampire nighthawk, divinity of pride, and Serena's ascendant done do anything but attack and block. When you play fair colors (as in non-blue) every card that resolves has to impact the board. These colors usually allow you to overlap abilities making the deck feel more like a 60 card deck in terms of consistency, but I don't see that happening as much here.
I see you are not running reveilark combo, so I am assuming that you've done this on purpose. Lark combo allows the deck a way to maintain board presence through infinate wraths, and punish annihilated triggers aimed your way. If you don't want to play infinates, I respect that, but realize that cards like Vish Kal,
Enchantments: Also, there is not truly backbreaking enchantment for Academy rector to fetch out. In my build, I ran 30 creatures, including lark combo, and I ran glare of subdual, lurking predators, and martyr's bond in my 99. The ability for a non-blue deck to shut down attack steps and force sacs across the table is not to be underestimated.
All in all the deck is respectable, but there are so many avenues that you are not exploiting, avenues that can generate tremendous advantage. Watching a player disenchant a lurking predators, flipping a Kozilek onto the table, or using Avenger of Zendicar to shut down a Kresh deck with 100+ damage showing on the table: this is what an optimized list can do. I wish you would explain you deck-building ideas in more depth, as I would like to offer better constructive criticism. Until I know what you're looking to accomplish, I ain't offer you my best ideas.
Blue: teaching Magic players manners since 1995Shops: Teaching blue players manners since 2009
My mana ramp cards are as follows:
1 Solemn Simulacrum
1 Oracle of Mul Daya
1 Yavimaya Elder
1 Sol Ring
1 Thran Dynamo
1 Mana Reflection
1 Mirari's Wake
1 Harrow
1 Path to Exile
1 Kodama's Reach
1 Explosive Vegetation
So that being said, I've got potentially 12 cards that can net me ramp if needed. While some of my choices seem like they could be changed, I've had pretty good luck so far. It's very rare that I have a game where I can't cast everything that comes to my hand. I'm not opposed to making changes tho... Things like Seedguide Ash are awesome but I don't have a ton of ways to sac him (limited to Vish Kal and Fleshbag Marauder). I've been thinking about adding in a High Market and Greater Good which may solve that problem... opinion? As for Wood Elves, I've just never been a fan. He's a (tiny) chump blocker on the ground for 3 that nets you 1 additional forest. Most of my creature choices are because they give me some bigger body or flying or deathtouch/lifelink. It's for this same reason that I don't include Sakura-Tribe Elder. Since I already run Life from the Loam and 5 sac lands, do you think that I should include a Crucible as well? If I did, would I need a couple more sac lands (Evolving Wilds, cycle lands, etc...)?
I agree that the deck could use more ETB. Sadly, Divinity of Pride has been kinda lackluster in the deck, he usually comes out to late to be a super big beater but he does slowly build my life back up sometimes. What do you think about switching him out for something like Deathbringer Liege? I really can't justify NOT having Serra Ascendant as the card just straight-up wins early-mid game. And there are probably betters cards out there than the Nighthawk but he holds a softspot in my heart I could probably be convinced to replace him for something better but I just can't think of anything better for early game.
With only 20 creatures, I don't feel that Lurking Predators is really all that viable at this time... although that could change. Most of the time Academy Rector goes and gets Mana Reflection, Mirari's Wake or Debtors' Knell, the latter two resolve any mana issues I might have been having.
I think that I've addressed about everything... let me know your thoughts or if I left anything out. Thanks again for your input!
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted
Beast Within > Vindicate, yeah they get a 3/3 token, but it's instant speed and less mana intensive, which is huge.
Skyshroud Claim > Explosive Vegetation, by leaps and bounds if you have the dual lands to support it, which you do. The lands come in untapped and it fetches those duals, and if you have run out of duals to fetch then you probably don't need the color fixing anyway.
Go ahead and run, you'll only die tired.
Those who might never meet are pooled together
Woops, I actually look Explosive Veggie out for Cultivate yesterday and forgot to take it outta the list, that's been updated. I like it over Skyshroud cuz it's a bit cheaper and keeps the curve down and I tend to have better things to do on turn 4 than ramp.
I actually thought about putting a Beast Within in here but I really don't like giving them the 3/3 if I can help it. Then I have to spend time finding a way around it. Vindicate simply removes the threat without providing them a blocker. I may try to find it a place down the road but I'm not sure I need another removal spell at this point. If I did put it in, it would probably replace Mortify.
WUB Sharuum the Hegemon, the Destroyer of Darksteel
BGW Teneb, the Harvester, my Pimped Out Reanimator
GUB The Mimeoplasm Ooze-Mill
GWU Rafiq the Exalted