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BMoor's Magic The
Gathering Deck Garage Hi my name is Gomez I been a magic collector for at least 3 years by now
Teysa,
Orzhov Scion
sure is a
popular card
here in the
deck
garage. And
I don't
wonder why,
just look at
all that
combo
potential!
The deck
seems pretty
powerful;
once you've
got a Teysa
out and Mind
Bended so
that all
instances of
"white"
become
"black" (or
vice versa,
either way
works), you
have an
infinite
creature
engine. And
you've
certainly
got plenty
of ways to
abuse the
constant
comiing and
going of
creature
tokens,
which is an
excellent
start.
What I want
to do
here is
apply some
principles
that work
with any
combo-based
deck. When
you build a
deck based
on a combo,
you have
three
responsibilities:
1) Get all
the pieces
of the combo
in place as
soon as
possible.
2) Don't let
your
opponent do
anything
that could
interfere
with you
comboing out
before
you're ready
(the obvious
example is
to win the
game)
3) Once the
combo goes
off, be able
to win
almost right
away.
Responsibility
number one
is basically
just making
the deck
faster, so
you get all
your combo
pieces out
sooner.
There are
two ways to
do that with
this deck;
the first is
to take out
Green
entirely
(Glare of
Subdual and
Doubling
Season
are nice,
but not
needed), and
the second
is to add
some card
drawing. So
take out the
Green cards
(all five of
them) and
add in two
Compulsive
Research and
three Dimir
Guildmage.
The
Guildmage is
there
because you
don't really
need that
much blue
mana,
and you
don't want
too many
cards that
you can't
cast without
it.
Responsibility
number two
isn't as
complicated
as it
sounds.
Most times
it just
means that
you don't
let your
opponent win
until you're
ready to win
yourself.
Other times,
if you have
to play one
combo then
and then
play
another like
in this case
where Teysa
must already
be in play
when you
Mind Bend),
it means not
letting your
opponent
play Putrefy
or some such
on your win
condition.
For this
deck, you
already have
plenty of
one-drop
creatures to
hold off
your
opponent's
early rush
(especially
the Goblin
and the
Rusalka who
can often
take out
creatures
bigger than
themselves),
but I'm a
bit
concerned
that the
biggest
creature in
your deck is
a 2/3. I
would
suggest
removing one
copy each of
Soul Warden,
Festering
Goblin, and
Plagued
Rusalka for
three copies
of Souls of
the
Faultless.
This mass of
ghosts does
a wonderful
job of
discouraging
attacks and
keeping you
alive long
enough to do
your thing.
And speaking
of which,
let me give
you a piece
of play
advice:
don't cast
Teysa until
you've got a
Mind Bend in
hand and
everything
else in
place. Once
you have
Teysa and
Twilight
Drover on
the board,
any shrewd
opponent
will figure
out what's
coming and
take steps
to stop it.
Your
opponent
will burn,
bounce,
counter, or
otherwise
deal with
Teysa at
first
opportunity,
so you want
to be able
to "go off"
as soon
after she
comes out as
possible.
Also, if you
wait to cast
Teysa,
there's a
good chance
you'll draw
a second
Teysa while
you're
waiting. If
Teysa #1
bites a
Volcanic
Hammer, it's
good to know
you've
already got
Teysa #2 to
keep the
pressure on.
Now, on to
responsibility
number
three. Teysa and
Mind bend
may be the
whole combo,
but if Mind
Bent Teysa
is your only
creature,
what good is
she? You
want to have
everything
else you
need already
out- that
means a Husk
and/or a
Drover, plus
a few
sackable
creatures
like Goblins
or Bat
tokens. The
ideal "third
piece" to
this combo
would
probably be
something
like
Scorched
Rusalka,
where you
could turn
creatures
directly
into damage
at your
opponent's
face. But
it's not
worth going
into
a fourth
color for,
so the Husk
and Drover
should do
fine. When
Dissension
comes out,
you may want
to consider
Pride of the
Clouds. If
nothing
else, you
can always
attack with
1/1 flying
tokens for
the win.
That pretty
much covers
the bases
for this
deck, and
combo decks
in
general. I'm
glad to have
the
opportunity
to do this,
because I
really
believe that
a lot of
people can
use the
strategies
and advice
I've gone
over today.
I'll wrap up
with a few
suggestions
for possible
sideboard
cards.
Leyline of
the Meek-
This card
would've
made the maindeck
were it not
for two
things.
One, I
couldn't
find
anything
worth
cutting for
it, and two,
it gives a
bonus to ALL
creature
tokens, not
just yours.
It's
terrible to
put this
into play at
the
beginning of
the turn,
only to see
a turn two
Selesnya
Evangel, but
it's very
nice
to bring tis
in after
your
opponent
plays Night
of Souls'
Betrayal in
game one.
Long-Forgotten
Gohei- Most
of your
tokens are
Spirits. So
are the
Rusalka, Souls
of the
Faultless,
and Belfry
Spirit
(though the
tokens it
makes are
Bats). The
Gohei could
be helpful,
especially
if you find
a few Arcane
spells that
look worth a
shot.
Storm Herd-
If the game
ends up
running long
against a
passive
opponent,
this thing
will fill
your sky
with Pegasi
for Teysa to
recur. And
with a Soul
Warden in
play, it
also doubles
your life
total.
That's
pretty much
game.
Skeletal
Vampire-
This guy
prefers Bats
to Spirits,
but he does
give you two
token
creatures to
play with,
plus an
option to
make more.
And he's a
3/3 flier,
which isn't
bad.
Ribbons of
Night- Good
removal
spells are
always
useful. I
just wasn't
sure what to
replace.
Besides, you
have
Mortify,
which is
probably
better than
the Ribbons.
Good luck,
BMoor
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