This is a semi-competitive Chain Veil combo deck that I put together. I want to be able to switch back and forth between a stax gameplan and being able to go for the combo win. The sideboard are some cards that I also have and could make room for. If there are any recommendations to be made for the deck, please keep them under 10$ per card if you would. Unless, its something that is absolutely essential.
I generally play casually, but I do like to win. I don't want to go too over the top with stax because I am already playing mono blue and I don't want people to hate playing against the deck. Any and all suggestions are welcome.
I spy with my little eye... a Teferi Chain Veil deck! Welcome, comrade, to the place where we win with the baldest Commander of them all!
I actually have a Primer written directly about Teferi. It's in my signature, and I invite you to check it out if you haven't already.
How competitive do you actually want to be? I see a lot of cards that are more good-stuffy in nature and don't directly contribute to executing the Primary combo line. I know you stated that you want the deck to be semi-competitive and be able to switch between Stax and Combo, but how fast do you want to be able to do this? T5+? T4? My suggestions will be based on how fast you want the deck to go and what your playgroup will tolerate. The social contract is a real thing and it's important to be sensitive to it when you're building a deck like Teferi Chain Veil.
That being said, the two major suggestions I will offer is to increase your mana advantage cards and to immediately add in Cursed Totem. The Totem is the bees knees (where did this expression even come from?), the primo piece of Stax, the apple of all Stax player's eyes. Activated abilities are nearly everywhere, and being able to shut them down is very important for slowing the game down. What type of combo decks are in your playgroup? I'm willing to bet that the majority of them depend on an activated ability of a creature, somewhere along the combo line.
And Teferi's -1 ability is what we're here for, if we're being totally honest, so adding more mana rocks will increase the amount of mana that Teferi consistently output over the course of the game.
I noticed your primer shortly after I posted. I have been combing through bits and pieces of it.
At the moment, my deck has turn 5-6 potential if things break my way. I would like to make turn 5-6 threatening to end the game a little more consistent and turn 4 wins be god hands that don't happen all that often.
I do own a Cursed Totem. I just have to take it out of another deck.
The other combos that I see are mono green Elfball, Marath tokens, Grixis Omniscience combo, and UR storm combo.
That being said, the two major suggestions I will offer is to increase your mana advantage cards and to immediately add in Cursed Totem. The Totem is the bees knees (where did this expression even come from?), the primo piece of Stax, the apple of all Stax player's eyes. Activated abilities are nearly everywhere, and being able to shut them down is very important for slowing the game down. What type of combo decks are in your playgroup? I'm willing to bet that the majority of them depend on an activated ability of a creature, somewhere along the combo line.
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I generally play casually, but I do like to win. I don't want to go too over the top with stax because I am already playing mono blue and I don't want people to hate playing against the deck. Any and all suggestions are welcome.
1 Ancient Tomb
1 Seat of the Synod
1 Academy Ruins
1 Buried Ruin
1 Temple of the False God
1 Reliquary Tower
1 Lonely Sandbar
1 Inventor's Fair
1 Darksteel Citadel
1 Arcane Lighthouse
1 Evolving Wilds
1 Ghost Quarter
1 Reliquary Tower
1 Terramorphic Expanse
1 Terrain Generator
21 Island
Creatures
11 Darksteel Colossus
2 Etherium Sculptor
2 Myr Retriever
2 Silver Myr
2 Spellskite
3 Burnished Hart
3 Junk Diver
3 Muzzio, Visionary Architect
3 Palladium Myr
3 Shimmer Myr
3 Thada Adel, Acquisitor
3 Trinket Mage
4 Master Transmuter
4 Phyrexian Metamorph
4 Solemn Simulacrum
4 Vedalken Archmage
6 Duplicant
6 Frost Titan
6 Steel Hellkite
7 Memnarch
7 Platinum Angel
Ramp
0 Everflowing Chalice
1 Mana Vault
1 Sol Ring
2 Saphire Medallion
2 Grim Monolith
3 Basalt Monolith
4 Thran Dynamo
5 Gilded Lotus
1 Pongify
1 Rapid Hybridization
2 Counterspell
2 Cursed Totem
2 Cyclonic Rift
2 Deprive
2 Mana Drain
2 Over Burden
2 Sphere of Resistance
2 Torpor Orb
3 Back to Basics
3 Dissipate
3 Propaganda
3 Static Orb
3 Vedalken Shackles
3 Wizard’s Retort
4 Nevinyrral's Disk
4 Pendrell Mists
Draw
1 Brainstorm
1 Mystical Tutor
1 Ponder
1 Preordain
1 Sensei's Divining Top
2 Reshape
2 Transmute Artifact
3 Fabricate
3 Whir of Invention
Utility/Other
1 Voltaic Key
2 Copy Artifact
3 Rings of Brighthearth
3 Sculpting Steel
4 The Chain Veil
4 Unwinding Clock
5 Tezzeret the Seeker
6 Terferi, Temporal Archmage
8 Ugin, the Spirit Dragon
1 Chain of Vapor
10 Kozilek, Butcher of Truth
11 Ulamog, the Infinite Gyre
12 Blightsteel Colossus
2 Isochron Scepter
2 Winter Orb
3 Jace Beleren
3 Treasure Mage
3 Trophy Mage
3 Worn Powerstone
4 Silent Arbiter
4 Sisay's Ring
4 Thopter Spy Network
4 Ur-Golem's Eye
8 Platinum Empirion
I actually have a Primer written directly about Teferi. It's in my signature, and I invite you to check it out if you haven't already.
How competitive do you actually want to be? I see a lot of cards that are more good-stuffy in nature and don't directly contribute to executing the Primary combo line. I know you stated that you want the deck to be semi-competitive and be able to switch between Stax and Combo, but how fast do you want to be able to do this? T5+? T4? My suggestions will be based on how fast you want the deck to go and what your playgroup will tolerate. The social contract is a real thing and it's important to be sensitive to it when you're building a deck like Teferi Chain Veil.
That being said, the two major suggestions I will offer is to increase your mana advantage cards and to immediately add in Cursed Totem. The Totem is the bees knees (where did this expression even come from?), the primo piece of Stax, the apple of all Stax player's eyes. Activated abilities are nearly everywhere, and being able to shut them down is very important for slowing the game down. What type of combo decks are in your playgroup? I'm willing to bet that the majority of them depend on an activated ability of a creature, somewhere along the combo line.
And Teferi's -1 ability is what we're here for, if we're being totally honest, so adding more mana rocks will increase the amount of mana that Teferi consistently output over the course of the game.
UB Dralnu, Lich Lord
RBW [Primer]-Kaalia of the Vast
BUG [Primer]-Tasigur, the Golden Fang
GWU [Primer]-Arcades, the Strategist
WUB Primer-Aminatou, the Fateshifter
UBR Nicol Bolas, the Ravager
At the moment, my deck has turn 5-6 potential if things break my way. I would like to make turn 5-6 threatening to end the game a little more consistent and turn 4 wins be god hands that don't happen all that often.
I do own a Cursed Totem. I just have to take it out of another deck.
The other combos that I see are mono green Elfball, Marath tokens, Grixis Omniscience combo, and UR storm combo.