How to Play Skybind, being one of the decks key cards, interacts with Heliods token enchantment clerics. Using Skybind to blink out my own lands for repeat tokens each turn. Skybind can also blink out ETB creatures I have for max value.
My Teysa deck synergies with sacrificing creatures. I intentionally included a ton of redundancy sac outlets.
I also tried to keep my mana cruve fairly low.
Casting Sun titan targeting Animate dead.
Sacing Titan with trigger on stack.
Trigger resolves targeting animate dead, bringing sun titan back.
Sun titan ETB trigger on stack, sac sun titan and repeat.
Added: Ulvenwald Hydra, Budoka Gardener. Hydra seems awesome for land tutor and big attacker. Trying out Buroka for faster ramp and potential creature production.
Removed: Dragon Mage: I like this card, but not its mana cost or how it draws cards for my opponents IF i can land an attack.
Horn of Greed: I see a lot of people using this card. I understand how I should be playing more lands than my opponents so I should get the advantage with card draw, but it still draws cards for my opponents too. Plus eventually I stop playing lands and hold them for Borborygmos so its late game is weak. This card didn't do enough for me consistantly
Gratuitous Violence: Seems good because it works with borborymos to deal 6 damage per land. I found it to be a "more win" card. Once I get Borborygmos going with some card draw, the double damage isn't really needed.
Explosive Vegetation: Good ramp spell! I would rather have the lands added to my hand than put directly into play. I have plenty of "Play additional land" effects and eventually ramping lands into play isn't as important as having the lands in hand.
Thespian's Stage: Because I am not running the Dark Depths/Vesuva combo, I never felt like copying any other lands. I rather kill other players Urborg/Cabal lands anyways.
Rootbound Crag: When I add non-basic lands, I try to swap with other non-basic lands to keep my basic land count.
Valakut, the Molten Pinnacle: the only real reason i was running this was Scapeshift. I rarely made it to 5 mountains anyways because with Borborygmos, I eventually have to stop playing lands and hold them for damage.
I was thinking about how to deal with Kozilek and Ulamog. I have Praetor's Grasp to try and remove it from the deck or Shred Memory it deal with it once it hits a gy.
I already run Heliod's Pilgrim, Open the Armory for aura tutors anyways
Creatures
1 Weathered Wayfarer
1 Sram, Senior Edificer
1 Heliod's Pilgrim
1 Monk Idealist
1 Auramancer
1 Monastery Mentor
1 Mesa Enchantress
1 Mirror Entity
1 Recruiter of the Guard
1 Solemn Simulacrum
1 Ajani's Chosen
1 Kor Cartographer
1 Academy Rector
1 Celestial Ancient
1 Karmic Guide
1 Reveillark
1 Sun Titan
1 Evangel of Heliod
1 Emeria Shepherd
Enchant-Aura
1 Flickering Ward
1 Darksteel Mutation
1 Conviction
1 Lunarch Mantle
1 Gift of Immortality
1 Land Tax
1 Soul Snare
1 Journey to Nowhere
1 Angelic Renewal
1 Seal of Cleansing
1 Act of Authority
1 Martyr's Cause
1 Stasis Snare
1 Aura of Silence
1 Spear of Heliod
1 Glorious Anthem
1 Oblivion Ring
1 Grasp of Fate
1 Marshal's Anthem
1 Parallax Wave
1 Sigil of the Empty Throne
1 Cathars' Crusade
1 Starfield of Nyx
1 Skybind
Sorc
1 Open the Armory
1 Martial Coup
1 Idyllic Tutor
1 Day of judgment
1 Wrath of God
1 Plea for Guidance
1 Enlightened Tutor
1 Swords to Plowshares
1 Path to Exile
1 Secure the Wastes
1 White Sun's Zenith
1 Oblation
Artifact
1 Sensei's Divining Top
1 Expedition Map
1 Skullclamp
1 Scroll Rack
1 Pearl Medallion
1 Phyrexian Altar
1 Ashnod's Altar
1 Slate of Ancestry
1 Gauntlet of Power
1 Caged Sun
Land
1 Serra's Sanctum
1 Nykthos, Shrine to Nyx
1 Buried Ruin
1 Mistveil Plains
1 Deserted Temple
1 High Market
1 Emeria, the Sky Ruin
27 Plains (John Avon)
How to Play
Skybind, being one of the decks key cards, interacts with Heliods token enchantment clerics. Using Skybind to blink out my own lands for repeat tokens each turn. Skybind can also blink out ETB creatures I have for max value.
Strong combos such as Emeria Shepherd and Kor Cartographer + a sac outlet
Abusing Flickering Ward bounce to trigger enchantment ETB cards.
Creating token creature advantage while controlling the board.
Taking Parallax Wave and comboing it with Starfield of Nyx for permenent creature removal or Infinite ETB triggers.
Playing Gift of Immortality on an ETB creature with sac.
Added:
Chandra, Flamecaller: Draw and boardwipe options
Tireless Tracker: Clues for draw
Nissa, Vastwood Seer: Ramp and walker options
Splendid Reclamation: !!Amazing Card!! Secretly made by Borborygmos himself.
Wasteland: Land shenanigans
Removed
Budoka Gardener: Underwhelming
Ulvenwald Hydra: High mana cost
Genesis Wave: Not needed
Tectonic Edge: Wasteland was better
Mirrorpool: I wasn't able to make good use of
My Teysa deck synergies with sacrificing creatures. I intentionally included a ton of redundancy sac outlets.
I also tried to keep my mana cruve fairly low.
1 Teysa, Orzhov Scion
Creatures
1 Viscera Seer
1 Carrion Feeder
1 Bloodsoaked Champion
1 Skirsdag High Priest
1 Suture Priest
1 Reassembling Skeleton
1 Brood of Cockroaches
1 Blood Artist
1 Nether Traitor
1 Bloodthrone Vampire
1 Bloodghast
1 Zulaport Cutthroat
1 Twilight Drover
1 Pawn of Ulamog
1 Mentor of the Meek
1 Necrotic Sliver
1 Bloodflow Connoisseur
1 Grim Haruspex
1 Ophiomancer
1 Devouring Swarm
1 Sengir Autocrat
1 Academy Rector
1 Sifter of Skulls
1 Falkenrath Noble
1 Marsh Flitter
1 Smothering Abomination
1 Ogre Slumlord
1 Reveillark
1 Karmic Guide
1 Endrek Sahr, Master Breeder
1 Sun Titan
1 Darkest Hour
1 Animate Dead
1 Bitterblossom
1 Martyr's Cause
1 Gift of Immortality
1 Dark Prophecy
1 Necropotence
1 Grave Pact
1 Cathars' Crusade
Artifacts
1 Skullclamp
1 Orzhov Signet
1 Ashnod's Altar
1 Phyrexian Altar
1 Blasting Station
1 Smokestack
Planeswalkers
1 Sorin, Lord of Innistrad
1 Elspeth, Sun's Champion
Instant/Sorcery
1 Oblation
1 Swords to Plowshares
1 Abolish
1 Utter End
1 Anguished Unmaking
1 Martial Coup
1 Vindicate
1 Damnation
1 Enlightened Tutor
1 Entomb
1 Demonic Tutor
1 Diabolic Intent
1 Necrologia
1 Yawgmoth's Will
1 Obzedat's Aid
1 Debt to the Deathless
1 Nykthos, Shrine to Nyx
1 Vault of the Archangel
1 Scrubland
1 Marsh Flats
1 Orzhov Basilica
1 Isolated Chapel
1 Scoured Barrens
1 Phyrexian Tower
1 Urborg, Tomb of Yawgmoth
1 Caves of Koilos
1 Orzhov Guildgate
1 Fetid Heath
1 Miren, the Moaning Well
1 Godless Shrine
1 High Market
1 Bojuka Bog
1 Command Tower
1 Temple of Silence
1 Shambling Vent
5 Plains
11 Swamp
Casting Sun titan targeting Animate dead.
Sacing Titan with trigger on stack.
Trigger resolves targeting animate dead, bringing sun titan back.
Sun titan ETB trigger on stack, sac sun titan and repeat.
This is how I think it works. Is this correct?
Added:
Ulvenwald Hydra, Budoka Gardener. Hydra seems awesome for land tutor and big attacker. Trying out Buroka for faster ramp and potential creature production.
Worldly Tutor because Knollspine Dragon is just that good.
Soul's Majesty and Hunter's Prowess for testing. Borborygmos really needs several ways to refill my hand or to help set up.
Ghost Quarter, Tectonic Edge, Raging Ravine, Inkmoth Nexus. More sac lands to help Titania, Protector of Argoth and to really break Crucible of Worlds+Azusa, Lost but Seeking combos. Put in a couple man lands to give more bodys for Soul's Majesty/Hunter's Prowess
Removed:
Dragon Mage: I like this card, but not its mana cost or how it draws cards for my opponents IF i can land an attack.
Horn of Greed: I see a lot of people using this card. I understand how I should be playing more lands than my opponents so I should get the advantage with card draw, but it still draws cards for my opponents too. Plus eventually I stop playing lands and hold them for Borborygmos so its late game is weak. This card didn't do enough for me consistantly
Gratuitous Violence: Seems good because it works with borborymos to deal 6 damage per land. I found it to be a "more win" card. Once I get Borborygmos going with some card draw, the double damage isn't really needed.
Explosive Vegetation: Good ramp spell! I would rather have the lands added to my hand than put directly into play. I have plenty of "Play additional land" effects and eventually ramping lands into play isn't as important as having the lands in hand.
Thespian's Stage: Because I am not running the Dark Depths/Vesuva combo, I never felt like copying any other lands. I rather kill other players Urborg/Cabal lands anyways.
Rootbound Crag: When I add non-basic lands, I try to swap with other non-basic lands to keep my basic land count.
Valakut, the Molten Pinnacle: the only real reason i was running this was Scapeshift. I rarely made it to 5 mountains anyways because with Borborygmos, I eventually have to stop playing lands and hold them for damage.
I was brainstorming some ideas....
Have you tried Ajani's Chosen. Seems like it would combo well with Heliod's clerics
Do you feel like more aura tutors might make the deck more consistent? Such as Heliod's Pilgrim/Open the Armory/Auratouched Mage/Plea for Guidance
Would Parallax Wave help to retrigger ETB effects for your own creatures? Could it be an awesome remover too with instant speed sac like Claws of Gix?
Should I look into Sigil of the Empty Throne/Mesa Enchantress/Kor Spiritdancer effects?
If so, are Conviction/Flickering Ward/Spirit Loop/Brilliant Halo worth considering?
Have you tried Cathars' Crusade? Looks like it would be nuts with cleric tokens.
Also any/all the Elspeth's?Elspeth Tirel/Elspeth, Knight-Errant/Elspeth, Sun's Champion
Do you think Pearl Medallion is worth considering?
Also would work well with Soul's Majesty and Hunter's Insight that I am considering too.
Trying to mill opponents and take advantage of their own cards.
1 Mirko Vosk, Mind Drinker
Creatures
1 Body Double
1 Consuming Aberration
1 Diluvian Primordial
1 Dimir Doppelganger
1 Dreamborn Muse
1 Duskmantle Guildmage
1 Evil Twin
1 Lazav, Dimir Mastermind
1 Sepulchral Primordial
1 Thada Adel, Acquisitor
1 Wrexial, the Risen Deep
1 Guiltfeeder
1 Lord of the Void
1 Nemesis of Reason
1 Phenax, God of Deception
1 Ulamog, the Ceaseless Hunger
1 Sewer Nemesis
1 Phyrexian Metamorph
Artifacts
1 Bonehoard
1 Darksteel Ingot
1 Expedition Map
1 Fellwar Stone
1 Fireshrieker
1 Keening Stone
1 Lightning Greaves
1 Mindcrank
1 Sol Ring
1 Strionic Resonator
1 Talisman of Dominance
1 Tormod's Crypt
1 Dimir Signet
1 Nihil Spellbomb
1 Memory Jar
1 Oblivion Stone
1 Animate Dead
1 Bloodchief Ascension
1 Memory Erosion
1 Rhystic Study
1 Sphinx's Tutelage
1 Diabolic Servitude
Instants
1 Dimir Charm
1 Frantic Search
1 Memory Plunder
1 Thirst for Knowledge
1 Cyclonic Rift
1 Spoils of Evil
1 Shred Memory
1 Capsize
Planeswalkers
1 Tezzeret the Seeker
1 Jace, Memory Adept
Sorcery
1 Acquire
1 Beacon of Unrest
1 Extract from Darkness
1 Life's Finale
1 Mind Funeral
1 Praetor's Grasp
1 Telemin Performance
1 Demonic Tutor
1 Mind Grind
1 Rite of Replication
1 Traumatize
1 Reanimate
1 Bribery
1 Toxic Deluge
1 Recurring Insight
1 Academy Ruins
1 High Market
1 River of tears
1 Darkwater Catacombs
1 Sunken Ruins
1 Nephalia Drownyard
1 Watery Grave
1 Urborg, Tomb of Yawgmoth
1 polluted delta
1 Reliquary Tower
1 Strip Mine
1 Underground River
1 Bojuka Bog
1 Command Tower
1 Drowned Catacomb
1 Shizo, Death's Storehouse
1 Sunken Hollow
1 Tainted Isle
8 Swamp
8 Island
Considering adding Worldly Tutor
Cards thinking about replacing: Green Sun's Zenith, Harmonize
Wanting to add Dark Depths + Vesuva
Should I consider more sac lands like Wasteland and Tectonic Edge
Scrap
clear
form more cycling
Also, Memory Jar is a great card draw for Glissa too.