Teshar, Ancestor's Apostle | Eggs, Cheerios & Weenies

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Toshi
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Post by Toshi » 2 years ago

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Teshar, Ancestor's Apostle - Eggs, Cheerios & Weenies
Last Deck Update: 14.10.21 | Avg. CMC: 1,79

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"Birds know no borders! Why, then, should we?" - General Varchild


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Introduction & Deck Inspiration
Toshi
Toshi in his Prime(r)
I'm a german 1988 born MTG fan and would consider myself a Johnny/Melvin type player. My MTG addiction started with the "Ivory Doom" Theme Deck of Onslaught in late 2002, which my twin brother and I picked up on a whim. After a few casual years of Standard MTG playing mostly against my close friends and brother, I moved away all the way across the country and stopped playing from shortly after Eventide got released in 2008 until late 2012.
By then a friend and I realized we both played MTG, when we were younger, so we got at it again. Coincidently the first group of MTG players we ran into were EDH players, a format we didn't even know existed. We played a few rounds with them and their decks and instantly fell in love with it. A few years later you found me here.

RIP misogynistic Sean Connery
When Gonti, Lord of Luxury was released in late 2016, I instantly built him and by pure coincidence completed a full cycle of mono decks, with the other entries being Talrand, Sky Summoner, Zada, Hedron Grinder, Ezuri, Renegade Leader - and at the time Odric, Master Tactician.
Said Odric, Master Tactician was one of my very first builds and notoriously slow. On top of that "I can choose how you block, so you're aren't, hurr durr" gets stale very fast, believe me. I was in search of an interesting replacement for a while, but back then technically unique options were rare.
During spoiler season of Dominaria, I was initially considering to build Jhoira, Weatherlight Captain. I've been looking for an Eggs (Artifacts you loop over and over for certain effects) and Cheerios (Cards with mana cost) commander since forever, hoping she would be it...
Unfortunately, I didn't enjoy a proxied test version at all, as winning turns were lengthy and uninspiring.

One of my friends, who had the "pleasure" of sitting through the Jhoira playtests pointed out that Teshar, Ancestor's Apostle could be the more interesting build. Up until then, I hadn't realized it would be in the upcoming set.
Thankfully, that friend was right and it was mere days around the release that I had my initial list play-ready. To this day I love tweaking this abstrusity of a deck concept - and as a result, you found this thread.

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Basic Concept
CommanderCreatureSac OutletCheerioWin Con

Alright, let's give you an overall idea of what this commander is up to.

Essentially, you're running a set of creatures you like having on the board (e.g. Grand Abolisher), entering the board (e.g. Recruiter of the Guard) or as in the example above - Myr Retriever - dying for your needs.
Obviously, you would want most, if not all, creatures in your deck to have a maximum CMC of 3. Even better if they are legendary or artifact creatures.
To reanimate said creatures with our commander and ultimately abuse etb/die triggers, we require a sac outlet first, to have creatures go to the graveyard repeatedly.
For this example I chose Spawning Pit, because it's rather simple tech, doesn't require mana or being tapped and is an artifact, which is always cool in this deck.
Now, the remaining piece has to be historic. In most cases that'll mean artifact, but there are a few legendary cards like Thalia, Heretic Cathar or even sagas such as Urza*s Saga that would work, too. These trigger the commander and reanimate a creature from your graveyard. Note that this is a cast trigger, so the targeted creature will return to the board before your spell resolves.

In our example above, we even assembled a full combo. With all of them on the board, we start by sacrificing Memnite first. Then we're sacrificing Myr Retriever next, which will trigger as it dies. With its trigger, we can return Memnite to our hand. Now we can re-cast Memnite, which will trigger Teshar, Ancestor's Apostle and return Myr Retriever to the board and mill all our opponents via Altar of the Brood for 1 card, before Memnite resolves and mills for another card.
Now we're back to square one and can start milling our opponents until their libraries are empty. Once they have to draw a card, they lose.

While this is aimed to be a quick combo deck, you can choose to build this deck to be a non-combo value engine instead. Casting Palladium Myr for repeatable Burnished Hart ramp is just as entertaining.

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Commander Analysis
Pros
+ Each hand is a pleasant puzzle. You can go from being dead in the water to winning within a single card drawn.
+ You're playing a strong mono white deck. How seldom can you say that!?
+ Unless you're playing in a set playgroup, opponents will underestimate you. Likely just once, but it's usually glorious to watch their reaction, when you go off.
+ This deck can change the way you're looking at our game. Like Zada, Hedron Grinder this commander changed the way I evaluate cards - especially spoilers.
+ You won't see many cards included anywhere else. If you're bored out of your mind by so called staples, this a fresh breeze.

Cons
- This deck is very commander reliant. If you're looking for something that can withstand being killed over and over - this isn't it.
- There are only few viable tutors you can run. If you need something, you usually have to draw into it. Thankfully this deck can draw continously.
- Mono color means a small card pool. There are only few different approaches to adapt.
- Results may vary. I actually love and embrace this aspect, but you gotta be realistic what you're getting yourself into.
- You really have to know what you're doing. Most lines of play are quirky, all with different tweaks to them. There's a (rewarding) learning curve, for sure.

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Alternate Commanders
Other Storm, Combo and Weenie Commanders
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These are likely the most similar combo/storm commanders
Aiming at maximum potential, these three come to mind. They make use of cheerios and eggs, all arguably in better color identities. While Jhoira, Weatherlight Captain and Urza, Lord High Artificer can win on the spot a lot of times, Sai, Master Thopterist can require some lenghty, convoluted turns to go off and took a big hit with the banning of Paradox Engine.

As a proponent of unusual decks, i'm not too excited about any of them, especially since it could take a while sitting across the table, while they combo off. Teshar, Ancestor's Apostle is more straight forward, when things fall into place. Assemble and demonstrate a loop, then shuffle up if no one interacts with it.

If you're interested in Urza, Lord High Artificer nonetheless, check out @Theorics Primer.

If you'd like to embrace weenie/low curve strategies, you may play one of these.
On the Weenie side of things these three could spark your interest.
Alesha, Who Smiles at Death is known to be a modular dream come true. From STAX to Tribal lists and combos, you can build her just the way you want.

If you enjoy - somewhat - randomized lines of play, but don't necessarily feel entertained by degenerate ones like Urza, Lord High Artificer or Golos, Tireless Pilgrim, you should check out the great Primer for Grenzo, Dungeon Warden by @snowfox54119!

I haven't faced a standalone Lurrus of the Dream-Den deck yet, but from what i've seen from Companion list there are intriguing possibilities. The fact that the included cards don't nevessarily have to be creatures make for a nice baby Muldrotha, the Gravetide impression.

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Deck History
Creature Durdle, you say? Heck yes, I love Creature Durdle!
The initial list I came up with came close to 40 creatures of varied strength, most of which came from shoe boxes on the floor of my closet. There was Mother of Runes|EMA, as well as there was Tireless Tribe and Wispmare. In this shape and form the deck didn't really "force" creatures into my graveyard much, it required actual combat and or sweepers to do so.

Most commander triggers I planned on having were of artifact creatures. Ornithopter|AER was already in the deck, as were Patchwork Gnomes|ODY then.

It was just an unfocused mess. But it was fun and an entertaining mess!
Games used to take forever, as my board was unwilling to stay dead and my win cons were questionable at best

In mono white, you gotta play with the cards you've been given.
Speaking of win cons, those were some of the first to get adjusted. I included Anafenza, Kin-Tree Spirit, which is tiring to maneuver, I did run Mirror Entity and flooded the board with Monastery Mentor - yet another card that comes with so much tracking and organizing...

Altar of the Brood, Blasting Station and Grinding Station still were nowhere in sight, but the first free sac outlets found their way into the deck with Ashnod's Altar, Fanatical Devotion, Martyr's Cause and Spawning Pit. The former did create infinite mana at times, but overall it still took combat damage in any form to win the game for me.

But the one card I had an unhealthy, toxic relationship with was Charge Across the Araba!
The times I won with it were glorious and memorable, but jesus, you don't want to run into a Fog effect with it.
Luckily, the way the card is worded you only have to return lands on resolve, otherwise counterspells would've drained my remaining will to live.

There are days when I miss that version of the deck a bit - but I know my friends never do.

Once i've included these, things have gotten real messy.
I've only played and updated the deck occasionally until things changed with Covid hitting early 2020.

Not being able to play regularily anymore, my playgroup met on Discord to talk health of our meta, readjusting this and that, for whenever things would get closer to normal again. :woozy:

One of the conclusions was, that we wanted to move on from the idea of universally working pods. There was just no way Edric, Spymaster of Trest and Yargle, Glutton of Urborg could coexist in the same pod and things could go well, even with extensive table politics.

Most us have beyond 10 decks, so playing in tier-limited pods from then on only came with the struggle of assigning our lists to them.
With the upper tiers getting more leeway inside their own pods, I decided to overhaul this deck to be able to take it up with what we consider 8/10 rated decks.

As a result of these decisions I streamlined the deck, included more combo win cons, cutthroat removal and excluded cards that cared about summoning sickness and combat.
Things have gone very well since then and I love the shape the deck is in right now.

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Current Decklist
Current Decklist by Card Type and Converted Mana Cost

Sorceries (1)


Enchantments (3)


Approximate Total Cost:


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Budget Considerations
As of 13.10.21 these are the rather expensive cards in the deck and my take on them:

$10 Ashnod's Altar|EMA - Half a decade since its last reprint has it climbing in price steadly. Yet, a top tier sac outlet.
$40 Enlightened Tutor|EMA - The absolute best card in the deck, if you have access to it, yet you could mitigate it by going for more redundancy and draw (Cantrips).
$20 Grand Abolisher|C14 - For combo variants recurable turn protection is insane. Abeyance, Orim's Chant and Silence could be one time stand-ins, though they aren't as cheap either.
$10 Grinding Station - An absolute staple that has more than doubled in a year. Pick one up, if you can.
$30 Land Tax|2XM - A great card in a vacuum, but there's no real synergy here. You wouldn't miss out on much.
$10 Lotus Petal|TMP - Infinite mana isn't as strong as infinite draw, so you could pick up Mishra's Bauble|2XM and Urza's Bauble|ICE first/instead.
$10 Mishra's Bauble - Certainly one of the best Cheerios of the deck and increasing in price steadily. Better pick one up before they spiral out of reach.
$25 Nykthos, Shrine to Nyx|THS - With only 22 pips among permanent cards, this is basically an unnecessary goodie. Crystal Vein|CMA is cheap and allows you to push for that extra mana.
$11 Ranger-Captain of Eos - As for the sacrifice side Hope of Ghirapur is a more fair and cheap variant.
$20 Recruiter of the Guard|CN2 - For this one and above tutor on a stick, Scrapyard Recombiner is a great alternative, since most key creatures are constructs (better memorize creature type errata).
$55 Sensei's Divining Top|EMA - A universally great card that shines in this deck just as well. Best you could do is run more of the countless available cantrips instead.
$20 Strip Mine|ZNE - An absolute meta call. There are several budget replacements, with Ghost Quarter|DIS and Tectonic Edge|C14 being the first ones in line for me.

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Alternate/Budget Decklist
Aside from tutors the $125 decklist is still very potent. To cut to budget, I shaved of all cards that were discussed unter Budget Considerations, plus a few minor ones.
$125 Decklist
Show
Alternate/Budget Decklist by Card Type and Converted Mana Cost

Sorceries (1)


Enchantments (2)


Approximate Total Cost:

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Deck Composition
To give you an idea of the decks inner workings, i've decided to put most deck-specific cards in groups.
In combination with the combo guide and my rundown of notable exclusions and alternatives, you will be able to get a thorough understanding of this commander's ins and outs.
The Moving Parts
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Win Cons
What is it with these Altars and Stations!?
The deck currently has 4 avenues to victory. Meaning, all of these cards in combination with fitting pieces (see the combo guide for that) are able to achieve one of the criterias that MTG defines as a player's loss.
Altar of Dementia, Altar of the Brood and Grinding Station result in Mill wins because your opponent(s) will lose, once they attempt to draw from an empty library.
Blasting Station is more traditional, in that it can deal infinite damage. Keep in mind that "to target creature or player" has gotten errata'd in the past and reads as "any target" now, so it can deal damage to Planeswalkers as well, whenever necessary.

3/4 of the win cons doubling as sac outlets comes in very handy, 2/4 of them allowing to mill yourself does too in early stages of the game.

Altar of the Brood is the obvious outlier, since it doesn't double as anything. Which is no problem, with a CMC of 1 you can easily drop it once your window of opportunity has come. If you don't expect your opponents to have much recursion it's also fine to drop it on your first turn, just to start chewing away libraries.

For a comprehensive combo guide you can scroll down or click here.



Recursion
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Found these on a scrapyard.
Recursion creatures are included to return artifacts to your hand and consequently repeat reanimating weenies with our commander.

Junk Diver, Myr Retriever, Salvager of Ruin, Scrap Trawler and Workshop Assistant are the top tier ones in said category, since they are compatible with all win cons, as well as getting them back from the graveyard, if necessary.

Salvager of Ruin is special in that it allows you to reuse your Strip Mine variants, Crystal Vein|C14 and Inventors' Fair among others.

Scrap Trawler is neat, when sweepers hit the board, since you are likely to stuff your hand with cheap artifacts.
On top of that it can make Priest of Ancient Lore, Professor of Symbology, Skyscanner and Wall of Omens draw your whole deck easier than other sequences.

Leonin Squire, Treasure Hunter and Trusty Packbeast come with the downside of not being compatible with Grinding Station, but are still very strong. With their trigger as an ETB instead of a die trigger, combo sequencing deviates a little. More on that, later in the combo guide.



Cheerios
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Freebies. I love Freebies!
These are the definite backbone of the deck's combo capabilities, because combo variants of this deck prefer zero mana artifacts to reanimate creatures repeatedly.

The noncreature ones might not come with a body, but allow you to draw cards, secure key artifacts or generate mana, literally for free.

Lotus Petal, Mishra's Bauble and Urza's Bauble should be some of your first buys for the deck, if you're looking to assemble it. They are fairly cheap to pick up, enable all sorts of engines and infinite draws.

Welding Jar and Tormod's Crypt come with obvious advantages, while Dark Sphere and Delif's Cone only made the deck for their base functionality - casting and saccing for free.

Same for the zero drop creatures, as these are sac fodder and there to loop for free.
Memnite is the obvious champ of them, since he has basic power to mill with Altar of Dementia and a small enough booty for Skullclamp shenanigans.



Draw
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Draw me like one of your Phyrexian Girls!
These creatures are included to allow you to draw cards repeatedly and into game winning combos.
They are vital whenever you might be stalling and allow you to draw yourself out of a slump.

Matter Reshaper might look unconvincing at first, but combined with Scrap Trawler, a sac outlet and a free artifact you get to draw your entire deck.
Sounds convoluted, probably is convoluted, but happens more often than you might think.

Matter Reshaper is surprisingly strong. On top of potentially drawing your whole deck, It allows you to put extra lands in play, sneak permanents past counters and comes with a somewhat beefy body for its CMC. Combine with Sensei's Divining Top for 3D chess type sequences.



Cantrips
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One in, one out.
Due to actually costing you mana ( :explode: ), these 4 are no natural combo pieces as the above ones.
Yet combined with Ashnod's Altar and one of the recursion creatures, they can also draw your whole deck.

Also, a rate of one mana per card drawn is still fantastic and Soul-Guide Lantern a third, crucial graveyard nuke for my usual high power pods (with Tormod's Crypt and Remorseful Cleric being the others).

It needs to be said, that Conjurer's Bauble's graveyard effect is an "up to one"/may activation, so don't hesitate to draw aggressively with it.



Bounce
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Come on, bounce!
Bounce creatures are a Plan B to your main route of comboing with creatures that return artifact cards from the graveyard to your hand once they die or etb.
For this alternate plan, you usually require two zero mana artifacts, will take turns in getting bounced back to your hand.

Also, since they aren't artifact creatures, none of them work with Grinding Station, unfortunately.
An upside of them is, that you can reset your Sol Ring or other fast mana.

Overall, I might've been tempted not to rely on Bounce as a strategy at all, but I would consider going down to fewer natural combo creatures an unnecessary risk to the decks' consistency.



Sac Outlets
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Poof, gone!
As a starting point for our purposes, creatures will have to go to the graveyard first, one way or another.
While you could rely on dying through combat and/or removals, permanents that allow you to sacrifice them are a lot more efficient at setting us up.

White isn't really the best color for sac outlets, no wonder most of them are artifact ones in my list.
Though, the two white ones I run are pretty decent.

With a deck as reliant on its commander as this one, Fanatical Devotion would be a fine include, just for protective capabilities.
Coincidentally Martyr's Cause disables the Walking Ballista + Heliod, Sun-Crowned combo of a deck i'm facing regularily. You gotta time it right, but if Ballista doesn't deal damage its loop is disrupted.
Me gusta.

Extra Insight:
In one of my test builds I did run a discard set consisting of Tireless Tribe (love the art!), Seasoned Hallowblade, Trained Pronghorn, Patrol Hound and Patchwork Gnomes|ODY as well and they were great to set up a potent graveyards early, but obviously didn't help with getting stuff off my board then.



Tutors
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Let me get that for you.
As you might've guessed, these tutors unlock the full potential of the deck.
Despite great redundancy, fetching the right piece at the right time is invaluable.

Ranger-Captain of Eos is the only card in the deck that allows you to assemble a soft lock.
Once he hits the board for the very first time, sac him instantly before his ETB trigger resolves.
Next, you fetch any artifact creature and reanimate him.
Finally, you wait for your upkeep, just to sac him instantly again - forcing desperate plays, since your opponents won't be able to cast noncreature spells outside of your upkeep.
Add Grand Abolisher to make said soft lock even better - worse, from an opponent's perspective.

Moonsilver Key is a very budget friendly alternative, which might not be able to fetch a lot, but with Ashnod's Altar and Lotus Petal it can pick up two of the most broken ones.

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Combo Guide
The below section is both a glossary and an introduction into the combos of this deck. If you're not yet familiar with the deck tech, scroll to the Basic Concept above.
Also, here's you'd need your pattern recognition, since each of these combo pieces has different lines of play with different 0 drops and creatures.

Keep in mind, that i've only put together charts for the loops that require 0 mana, once your board and/or graveyard is set up. If your likely sac outlet is Ashnod's Altar, other options may occur. I'd love to point them out as well, but that would go beyond the constraints of a hobby write up.

The ones that utilize Lotus Petal, Mishra's Bauble and Urza's Bauble generate infinite mana and draw (on the next upkeep, so no risk of decking yourself) in these loops coincidentally.

Altar of the Brood
Combos with Teshar, Ancestor's Apostle and Altar of the Brood on the board
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1. Combo with noncreature Cheerios, Recursion Creatures and a Sac Outlet:
Sac for EffectSac to ReturnSac withReturn & CastReanimateMillResolveMillSac for Effect
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For this loop, you sac one of the noncreature cheerios for whatever effect, then you sac one of the recursion creatures to get the noncreature cheerio back in hand.
Next, you cast the noncreature cheerio again, to return the recursion creature to the board, which mills all your opponents for 1. Once the noncreature cheerio enters the battlefield it also mills all your opponents for one. Once the noncreature cheerio resolved, start over.

2. Combo with noncreature Cheerios and Salvager of Ruin:
Sac for EffectSac to ReturnReturn & CastReanimateMillResolveMillSac for Effect
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This time you sac one of the noncreature cheerios for its effect, then sac Salvager of Ruin to get the noncreature cheerio back in hand. Recast the noncreature cheerio, to return Salvager of Ruin and mill everyone for 1. Once the noncreature cheerio resolves you get another mill trigger. The loop is completed once the noncreature cheerio resolved.

3. Combo with 0 Drop Creatures, Recursion Creatures and a Sac Outlet:
Sac to graveyardSac withSac to returnSac withReturn & CastReanimateMillResolveMillSac to graveyard
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To get the combo rolling, you start by saccing your 0 drop to your sac outlet, then sac a recursion creature to return the 0 drop to hand.
Then you recast your 0 drop, to return the recursion creature to the board. Both creatures mill your opponents for 1 each, as they enter the battlefield.
Once all of them are back on the board your first cycle is complete. Start saccing again.

4. Combo with 0 Drop Creatures, Salvager of Ruin and a Sac Outlet:
Sac to graveyardSac withSac to returnReturn & CastReanimateMillResolveMillSac to graveyard
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For this one, you're saccing a 0 drop creature, then sac Salvager of Ruin to return it to your hand.
Once you got the 0 drop creature in hand, cast it to reanimate Salvager of Ruin. Whoops, it loops!

5. Combo with two 0 Drops, Bounce Creatures and a Sac Outlet:
Cast & Resolve
1st Copy
MillSac to graveyardSac withCast
2nd Copy
ReanimateMillBounce
1st Copy
Resolve
2nd Copy
MillSac to graveyard
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1ImageImageImage
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For this one you're setting youself up with a bounce creature, a 0 drop on the board and another in hand.
You sac the bounce piece, then cast a second 0 drop to return the bounce creature to the board, which bounces your intitial 0 drop to hand.
Once it got returned to your hand and your second one resolved, you can start over, this time with the second copy getting bounced. You get the idea.


Altar of Dementia
Combos with Teshar, Ancestor's Apostle and Altar of Dementia on the board
Show
1. Combo with Memnite and Salvager of Ruin:
Sac for MillMillSac to returnReturn & CastReanimateResolve & Sac for Mill
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For this sleek combo you sac Memnite to mill for one, then sac Salvager of Ruin to return Memnite to your hand.
Re-cast Memnite to reanimate Salvager of Ruin and start over, once Memnite has resolved.

2. Combo with 0 Drop Creatures and Recursion Creatures:
Sac for (no) MillMillSac to returnMillReturn & CastReanimateResolve & Sac for Mill
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To go through with this one, sac a 0 drop with Altar of Dementia, then sac a recursion creature for mill.
Reanimate your recursion piece with your 0 drop and start over, when your 0 drop is back on the board.

3. Combo with noncreature Cheerios and Recursion Creatures:
Sac for EffectSac to returnMillReturn & CastReanimateResolve & Sac for Effect
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Once again, you're saccing your noncreature cheerio first, to go to the yard, then sac one of your recursion creatures for mill.
With the noncreature cheerio back in hand, you can reanimate your recursion piece and sac it once you resolved and sacced your noncreature cheerio again.

4. Combo with two 0 Drops and Bounce Creatures:
Cast
1st Copy
Sac for MillMillCast
2nd Copy
ReanimateBounce
1st Copy
Resolve
2nd Copy
Sac for Mill
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For the bounce sequence you require a 0 drop on board. You sacrifice your bounce creature to mill for 2 first.
A second 0 drop reanimates your bounce piece, which in return, bounces your first 0 drop. Once your second 0 drop has resolved, you are set for the loop again.


Blasting Station
Combos with Teshar, Ancestor's Apostle and Blasting Station on the board
Show
1. Combo with noncreature Cheerios and Recursion Creatures:
Sac for EffectSac for DamageDamage TapsReturn & CastReanimate UntapsResolveSac for Effect
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This one requires you to sac a noncreature cheerio, then tap Blasting Station to sac one of your recursion creatures for 1 damage and your noncreature cheerio back to hand.
Your noncreature cheerio reanimates your recursion piece, which untaps Blasting Station on ETB. Once your noncreature cheerio resolves you're good to go.

2. Combo with 0 Drop Creatures and Salvager of Ruin:
Sac for DamageDamage TapsSac to returnReturn & CastReanimate UntapsResolveSac for Damage
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A creature-based combo starts by saccing a 0 drop for damage, which taps your Blasting Station. Next up, sac Salvager of Ruin to return your 0 drop to hand.
Use it to reanimate Salvager or Ruin, which untaps your Blasting Station. Resolving your 0 drop sets you up for the next cycle.

3. Combo with two noncreature Cheerios and alternate Recursion Creatures:
Sac 1st Copy
for Effect
Sac for DamageDamage TapsCast 2nd Copy
to reanimate
Reanimate UntapsReturn
1st Copy
Resolve
2nd Copy
Sac 2nd Copy
for Effect
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With a creature of the alternate recursion package you start by saccing a noncreature cheerio, then the recursion creature to deal damage.
A second noncreature cheerio Reanimates your recursion piece, which untaps your Blasting Station and returns your first noncreature cheerio. Once the second one resolves, rinse and repeat.

4. Combo with two noncreature Cheerios and Bounce Creatures:
Cast 1st CopySac for DamageDamage TapsCast 2nd CopyReanimate UntapsBounce
1st Copy
Resolve
2nd Copy
Sac for Damage
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The bounce route requires you to have a 0 drop on board once you sac your bounce creature. Continue by casting a second 0 drop, which reanimates your bounce creature.
On ETB your Blasting Station untaps and the creature bounces your first 0 drop to hand. As the second 0 drop resolves you're set for another loop.


Grinding Station
Combos with Teshar, Ancestor's Apostle and Grinding Station on the board
Show
1. Combo with noncreature Cheerios and Recursion Creatures:
Sac for EffectSac to return TapsMillReturn & CastReanimate UntapsResolveSac for Effect
ImageImageImage3ImageImageImageImageImage

This loop requires you to sac a noncreature cheerio to itself. Then you're saccing a recursion creature to Grinding Station to mill for 3 and to get your noncreature cheerio back.
With the noncreature cheerio back in hand, you can now reanimate your recursion piece, which untaps your Grinding Station. Once the noncreature cheerio resolves you can go back to square one.

2. Combo with 0 Drops and Salvager of Ruin:
Sac for Mill TapsMillSac to returnReturn & CastReanimate UntapsResolveSac for Mill
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With Salvager of Ruin you can sac any of your 0 drops to Grinding Station, to mill for 3. Then proceed by saccing Salvager of Ruin to get your 0 drop back in hand.
Cast it to return Salvager of Ruin and untap Grinding Station by doing so. That's basically it.

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Deck Strategy
So, you got past your worries of playing a mono white deck - let alone a combo one - and want to dive right into it? Slow down, padawan!
Especially in this sort of power pods, you'll have to identify (un)playable hands first.

For most decks you would expect to ramp early, not necessarily with this deck. The curve is low, combos might not require mana at all and redundancy is key, so one can only allot so many slots to ramp.
As for future plans, Ancient Tomb and Mana Crypt might find their way into the deck, but as of now, not many more.

What we're really looking for, at best, is a flexible hand. Two or better, three lands, some sort of cheerio or possible engine piece and no potentially dead cards. The way we're set up up, we can progress from all sorts of hands, due to the amount of draw included.

The following five hands should give you a rough idea:

A God Hand
It is an All In hand, but it can win on turn 3. A disenchanted Sol Ring would be a terrible blow, for all other cases this hand is set.


The Slow Roller
A hand with everything sort of there, without being fancy. Three safe land drops, a sac outlet, some interaction and some pieces that replace themselves. One of those hands that can develop into a winning one in no time.


The Trap
Conditional draw, situational interaction, lands that would set you back, if you were to use them aggressively and no synergies that wouldn't require another piece to get going.
Unless you consider yourself to be one of the stronger ones at the table anyhow, take your free Mulligan instead.


The Unfolding One
Plenty of things to work with, once you get past the first few turns. A certified keeper, but one that requires some good decisions along the way.


The Ugly Duckling
No love at first sight, but there's plenty to unpack here. Lands to ditch for other cards, in case you're risking to flood yourself the first few turns, a slow sac outlet and potential engine pieces. A hand I would have no worries in keeping.

Early Game Strategy
Start shaping your hand and graveyard as soon as possible.
The early game is dedicated to shaping both your board and hand. Aside from 0 drops, don't hesitate to cast weenies and sac outlets already, consider them down payments to your future combos. Casting them later, once everything else is set, would only mean you'd need more mana on your winning turn.
When in question, cast sac outlets before your weenies, to be able to sacrifice them to avoid exile removal. Let your opponents work for their permanent solution. Exiling your graveyard or sac outlet might feel like a temporary win for them, but rest assured, rebuilding is fairly easy.

Be cautious about opponent's boards, but don't fire away your removal easily - especially Disenchant effects, as most silver bullets against you come in the form of artifacts and enchantments. Often times, letting Rest in Peace sit on the board for a while works wonders for you. Your opponents might think they got you under control and over-extend, tap out or concentrate their efforts on someone else, just until you remove their lucky charm the end step before your combo turn.

Generally speaking, once you hit four or five mana, you're already transitioning into what I consider the mid-game for this deck.


Mid Game Strategy
Make sure you come prepared and protected.
At this stage your approach should be more conservative than before. You're essentially looking for a window of opportunity to cast your commander and/or attempt your first combo.

Grand Abolisher comes in huge to avoid counterspells nixing your commander. If your opponents analyze your deck tech correctly they will know, that counterspells only help against your commander itself, with countering anything else being futile, since you'll get your cast triggers anyway and don't mind stuff going to the graveyard either.
Once you were able to squeeze Teshar, Ancestor's Apostle past stack interaction, Benevolent Bodyguard, Selfless Spirit and (to an extent) Salvager of Ruin can help you stay afloat.

If you're hitting Ranger-Captain of Eos or Recruiter of the Guard at this point, use them pro-actively. Fetch missing pieces, or if you already have a combo in sight with your hand cards, try baiting your opponents.
Already have Memnite in hand? Tutor for Ornithopter and let them counter/exile it.
Lapse of Certainty or Sejiri Shelter // Sejiri Glacier in hand? Let them think you really need that tutored Benevolent Bodyguard or Selfless Spirit!

Be a lot more hestitant about using your Enlightened Tutor that way, though!
Most notably, you won't be able to re-use it and it's your best option of tutoring noncreature cards.
I've had games where I tutored for Sol Ring early, only to have plenty of mana and no way to finish off the game a few turns later.


Late Game Strategy
It doesn't take much to finish things off. Mostly patience and timing.
You're untapping with your commander on the board, and a promising hand? Welcome to the late game!

While your instinct might be to move to your combo swiftly, give it a patient thought. How much mana are your opponents holding up? If your combo fails now, do you have any viable follow up plays or mana open for your own removal?
The stars will never align perfectly, but consider your chances. Sometimes waiting a turn, just for everyone to think "ah, if they had been able, they would've" then proceeding to tap out can open up victory lane for you. The way the deck works and the amount of 0 drops that potentially set off a combo, you can likely cast your commander for a second, maybe even third, time on curve and attempt to combo. There's no need to think you're going to lose, only because your first attempt failed or Teshar, Ancestor's Apostle got removed once.

It's a matter of deck knowledge, experience with your opponents' commanders and threat assessment, so I can't give you definite overall advice.
While in some meta bluntly forcing the combo could be the perfect play, pulling counters and removal might be the optimal one in others.

Stalling out in this stage of the game can have three major reasons.
One would be, that you're still one or more pieces away from assembling a combo. In this case, try to squeeze as much card draw out of your Wall of Omens variants, Chromatic Star type cantrips and cycling lands, just until you hit the needed piece or one of the tutors that can grab it for you.
A more severe situation would be that you're missing all four major win conditions. If they are "only" destroyed, you can draw or tutor one of the many cards that can get them back for you.
If they are exiled though, you're in bigger trouble. My build isn't necessarily tailored to win in non-combo ways. But, as a last resort option, you could try to lock the game with Ranger-Captain of Eos and Grand Abolisher. If you're saccing and reanimating the captain on all of your turns, your opponents won't be able to cast noncreature spells anymore and you might be able to win through chip damage of your weenies or even commander damage with your commander.
If you're running into ridiculous numbers of graveyard hate, you might consider running Pull from Eternity for a hail mary type effort to win the game after all.

But let's assume the timing is right and the window is there: Make sure you have an exact idea of how your loop works (see above) and know the steps when you could sac stuff in response to disruption to abort your line of play.
With the deck being somewhat odd and me being a socially oriented player, I try to be straight with my opponents. I usually cast the artifact that would start the combo and explain the upcoming loop once the cast trigger is on the stack. Something along the lines of "So, with the trigger from Lotus Petal on the stack, i'm targeting Myr Retriever to return it to the battlefield. Since Blasting Station is on the battlefield, I could loop for infinite damage and mana, unless you remove my graveyard, Blasting Station or Teshar, Ancestor's Apostle now."

Unless they have a counter play you can't interact with, you win. Yay! :party:


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Notable Excludes & Alternatives
To make things easier to identify, I marked all creatures, artifacts, enchantments, instants, sorceries and lands accordingly.
Would've, could've
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I want to start this segment by pointing out a few creatures which could've been great, if they were a pip cheaper or built differently.

Ancestral Statue - If I could've run only a single bounce creature, this would've been it.
Auriok Salvagers - Why can't I have this? WHY!?
Celestus Sanctifier - If only day/night would be easier to abuse. This would've been awesome.
Jhoira's Familiar - While I'm not running these types of effects anymore, this one would've been such a flavor win!
Lodestone Golem - Of course this would've been insanity at three mana. But I still would've liked to run it, maybe with a smaller body.
Ranger of Eos - My god, can you imagine this fitting the criteria!?
Sanctum Gargoyle - It even requires white mana. This would've harmed no one, if it were a mana less.
Treasure Keeper - I would've been lost for words, if this would've been three and two mana respectively.
The Money Pit/Greedy Lands
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Most of the below come at a hefty price tag. They are strictly for players that don't have any budget concerns - or were lucky enough to pick them up, before they skyrocketed.

Ancient Tomb - The "budget" option. As a combo oriented player, I will pick this one up, sooner or later.
City of Traitors - Absurd price tag, obviously very strong.
Gemstone Caverns - I like the gambling aspect of it and how it invalidates starting order to a degree. I wouldn't pay top dollar for that slight edge though.
Lotus Vale - You better hope your opponents don't pack Strip Mine effects or this could bite you.
Mishra's Workshop - One of the iconic lands in MTG history. I'd be scared to play this in an LGS with randoms.
Scorched Ruins - If I had one, I'd love to use Salvager of Ruin to make up for the sacs.
Utility Lands
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These lands could allow you to add additional utility to your manabase. You should be aware though, that Expedition Map and Weathered Wayfarer are your only options to tutor for them.

Cavern of Souls - If your Meta is predominantly blue, you can consider picking this one up.
Emeria, the Sky Ruin - Did run it for a long time, turned out to be too slow, for my deck at least. It is amazing in slower, value oriented builds with a ton of basics. Bonkers with Myriad Landscape!
Homeward Path - Creature theft isn't really present in my meta anymore, so I've cut this. If your playgroup hasn't moved past it, the opportunity cost to run it is low enough to run it.
Land Destruction
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If you're regularily sitting across the table with degenerate lands, a suite of these could very well be worth it.

Dust Bowl - I love this one. If I had more need for LD, I'd get one asap.
Encroaching Wastes - Not too convinced, because of the high activation cost. Still, it's dead cheap.
Field of Ruin - I think this one's overhyped. At a full table you ramp all uninvolved players. I prefer not to - ever.
Ghost Quarter - Reasonable and cheap. Very playable.
Tectonic Edge - I like the balance of this one. Can't be dickish early, fair activation cost, very cheap.
Wasteland - With Strip Mine banned/restricted in Legacy and Vintage respectively, this is the next best thing and therefore a little more expensive than it should be, if you ask me.
Fast Mana
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Another category that requires a lot of cash and commitment, if you got the need for it.

Chrome Mox - Since the card has to be nonartifact, this could be a dead card at times.
Grim Monolith - Same as Mana Vault, at a "worse" rate and about four time the price.
Jeweled Lotus - A lot has been written about this one. While I don't like it anywhere else, it checks all criterias to be insane in this deck.
Lion's Eye Diamond - Cracking this with a draw trigger on the stack could be amazing. Is it worth a large chunk of your monthly rent? Up to you.
Mana Crypt - If this were half the price, I'd play it everywhere outside of green.
Mana Vault - I'm not to sure, if this is the right deck to make most of it. Obviously, the accel is over the top.
Mox Diamond - Being forced to sac it is the perfect "downside" for this kind of deck. Again, money.
Mox Opal - Easy to enable here, not much more to say.
Combo Pieces
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There are quite a few other combo pieces of varying quality. I wanted to shine a light on at least a few of them

Aetherflux Reservoir - A popular one for storm decks, it's way weaker if you aren't able to cast stuff at instant speed.
Bontu's Monument - Very off flavor. Requires you to loop with zero drop creatures. Solid.
Bottle Gnomes - I don't consider arbitrary high life counts strong in combo metas. Love the card though.
Cathodion - Great for enabling infinite mana. Rarely of much use in my deck.
Gate to the Afterlife - Let's you chew through your deck, but doesn't win you the game itself.
Gleaming Barrier - Another infinite mana option.
Hallowed Spiritkeeper - Can loop for an arbitrary large board. Summoning Sickness is a hindrance.
Hazoret's Monument - Also very off flavor. Still lets you chew through your library.
Inquisitor Exarch - Can potentially drain the whole table, requires some hoops to jump through.
Mirror Entity - A valve for infinite mana. Again, Summoning Sickness and Evasion don't help.
Monastery Mentor - Love the card, hate the bureaucracy that comes with it, once you go nuts.
Myr Moonvessel - Have I told you about infinite mana already?
Perilous Myr - Same as with Inquisitor Exarch, hoops to the potential win.
Relic Vial - Love how this doubles as a slow sac outlet and win con, since Teshar, Ancestor's Apostle is a Cleric.
Walking Ballista - Straight forward with infinite mana - or Heliod, Sun-Crowned.
Sac Outlets
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Most of these come with significant downsides. Usually needing to tap, requiring mana or being able to sac artifacts only.

Arcbound Ravager - Every now and then, I felt limited being able to sac artifacts only. Comes with a reanimatable body though.
Bubbling Cauldron - Requires mana and tapping... let's just call it "very fair".
Claws of Gix - Very flexible, can sac itself and doesn't cost mana to cast. It's good!
Culling Dais - Slow sac, but potential draw. Mediocre.
Demonmail Hauberk - Akward rule interaction to use it as a sac outlet. Get's the job done though.
Grafted Wargear - Requires one more creature than Demonmail Hauberk, still works.
Krark-Clan Ironworks - A more limited Ashnod's Altar. Great for those who don't mind its boundaries.
Mortarpod - Requires mana, can be used as often as you can afford it though. Great with Cathodion.
Phyrexian Altar - Should've picked it up, when it was somewhat cheap for a very short time. No-brainer.
Pyre of Heroes - Great for tribal builds. Could work with Constructs.
Relic Vial - A lot greater as a combo piece, than it is as a sac outlet.
Thermal Navigator - Can sac itself and be reanimated. Budget alternative to Arcbound Ravager.
Protection
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There are still plenty of other protective options, that let you assemble your own suite of interaction.

Academic Probation - Phew, tricky one in EDH. If you have a clear understanding of your Meta it's powerful.
Aegis of the Gods - Can hose Bojuka Bog and other graveyard removals. Prone to removal itself, since it is an enchantment on top of being a creature.
Angel's Grace - Split Second is always sick. Is this really that great though?
Apostle's Blessing - Unique in that it can grant protection from artifacts and for artifacts as well. I chose to run Sejiri Shelter instead.
Auriok Replica - A fringe effect and obvious meta call.
Bastion Protector - Absurdly overpriced, since indestructible gets bypassed way too easily these days.
Dauntless Bodyguard - Not flexible enough, "only" indestructible. Not good enough overall.
Flawless Maneuver - Great against classic board wipes, though I worry solely about my commander.
Giver of Runes - Can't protect itself, but from colorless. Other formats drive its price.
Lightning Greaves - Is it just me, or do these feel dated unless you're attacking? Meh.
Mother of Runes - The OG! Only limited by Summoning Sickness.
Orim's Chant - It certainly is good, yet overpriced. Reprint this please!
Rebuff the Wicked - Just as mana efficent as it is situational.
Resolute Watchdog - Meh, but doge.
Selfless Savior - Look at him! Obviously a good boy!
Semester's End - Not Cosmic Intervention or Eerie Interlude, but viable if you feel like keeping four mana open.
Swiftfoot Boots - Again, feels dated. Still requires to be removed.
Teferi's Protection - Just nuts. Not fond of it existing, to be quite honest.
True Believer - Comparable to Aegis of the Gods. Can keep you from milling yourself.
Mill
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I've been contemplating milling myself more frequently, unfortunately the options are pretty few.

Codex Shredder - Flexible, but doesn't mill much. Can disrupt top deck tutors.
Excavated Wall - Aggressively costed, could put in some work.
Ghoulcaller's Bell - Very interesting!
Mesmeric Orb - Very risky, as most stronger decks can make great use of their graveyards. Turbocharges the graveyard though.
Perpetual Timepiece - Can only mill yourself, yet two cards is neat.
Professor of Symbology - Rummaging on ETB seems very potent and will be tested.
Shriekhorn - Doesn't help for long, but is very efficent.
Wand of Vertebrae - A mini Perpetual Timepiece. Would prefer it, since it can come down on turn one.
Cantrips/Draw
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Aside from the top ones I'm already running there's a whole bunch of playable ones.

Alchemist's Vial - Not a great rate for its draw, but can come in handy against certain decks.
Brass Secretary - Could be a lot more mana efficient.
Commander's Sphere - Good net mana, though three mana to come down is too much for more serious builds.
Dreamstone Hedron - I just put this in here to point out how awful it is. Here and everywhere else!
Elsewhere Flask - Great rate and in a mono deck you won't mind much making all your lands virtually basics for a turn.
Golden Egg - Solid overall investment, nothing fancy.
Hedron Archive - If you run this, you deserve dragging yourself to a halt.
Implement of Improvement - Requiring mana of color to activate is a bummer, otherwise this is a good include.
Jack-o'-Lantern - A strong cantrip for most deck strengths.
Letter of Acceptance - It's a bad cantrip - but it's still one after all.
Militia Bugler - Digs deep and fits the deck perfectly.
Mind Stone - Not necessarily a great rate, but versatile.
Orazca Relic - Borderline playable. When in question, I would run something else.
Origin Spellbomb - Subpar rate with only minor extra value.
Phyrexian Furnace - Love this oldschool card. Unfortunately requires cards to exile.
Scarecrone - Now that its price has diminished I should propably get one.
Scrabbling Claws - Very similar to the above furnace, yet less sexy.
Scroll of Avacyn - Better run Emancipation Angel to squeeze out extra value from this, haha.
Sleeper Dart - A more recent addition. I like it, though there are only so few slots in my deck.
Spare Supplies - Too many downsides, entering tapped being the biggest one. Sick art.
Sunbeam Spellbomb - This and the Scroll above are the ones closest to getting included.
Terrarion - Great net mana! If only it wouldn't enter tapped...
Recursion
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If you don't want to be as commander reliant, here are a few options to reuse your yard.

Ironclad Slayer - If your deck runs enough equipment this is pretty solid.
Mine Excavation - This can potentially result in a crazy non-infinite turn. A fun option.
Pull from Eternity - Never have I been more tempted to run this, than in this deck! Unfortunately with so much redundancy and recursion it's not needed.
Remember the Fallen - I like these and/or cards a lot and run them in many more casual decks.
Restoration Specialist - Takes some mana but can get you back your sac enchantments.
Return to the Ranks - One of those cards I always wanted to find a home for in this format.
Ritual of Restoration - What an absurdly efficient spell. Yet, it still is outclassed by Argivian Find...
Salvage Scout - Doesn't take much mana to be great.
Sevinne's Reclamation - Such a great card, that does a lot better somewhere else.
Vesperlark - Man, I love Babylark! If only it were a more natural fit.
Tutors
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Aside from the top three I'm running, there are some additional ones that could suit your specific needs.

Call the Gatewatch - Right now there are only few planeswalkers that do much in this deck, yet they all trigger the commander. Could get better if fitting ones get printed.
Ignite the Beacon - Same reasoning as above.
Moonsilver Key - Being able to tutor for Ashnod's Altar, Lotus Petal and all the mana rocks is just perfect! 10/10
Open the Armory - Some would say Skullclamp is reason enough to run this card. They are not necessarily wrong.
Scrapyard Recombiner - So awesome in this deck! Hate that it (rightfully) requires to tap.
Search for Glory - Not a lot of great targets for this, but that can change, possibly.
Steelshaper's Gift - Please, for the love of god, reprint this one too!
Stoneforge Mystic - A white evergreen. If your build supports it, run it.
Ramp
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For more midrange oriented decks, non-flashy ramp can be a solid addition.

Ambitious Farmhand // Seasoned Cathar - An in color Campus Guide is pretty good, yet i'd prefer artifact creatures when in question.
Boreas Charger - Not the fastest one, but with big potential.
Burnished Hart - I never liked hard-casting and activating this one. Gets better when abused.
Campus Guide - The benchmark of Pilgrim's Eye type effects for me. Technically not ramp, i know.
Gold Myr - Even adds mana of color. Cool.
Hedron Crawler - Bland.
Knight of the White Orchid - Always fought with myself over this one. Up to you, if you run it.
Manakin - Another bland one.
Millikin - How about turning that downside into an upside, huh?
Mind Stone - Doubles as a cantrip. Neat.
Palladium Myr - A bit chunky, but good accel.
Plague Myr - I don't know if you can make use of Infect, but it comes with it.
Smothering Tithe - Simply put: it's too slow here.
Walking Atlas - Great, if you pack enough draw to support it. Awful if you don't.
Bounce Creatures
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As pointed out, this is a solid Plan B. Look below if you need more of the same.

Emancipation Angel - Beefy, evasive body, flexible, a little mana "hungry" by my deck's standards.
Jeskai Barricade - Cheap, non-mandatory trigger, big butt.
Loyal Gryff - Flash, bounce, body. Solid overall value.
Stonecloaker - Doubles as graveyard hate and has evasion.
Whitemane Lion - Nothing fancy, nothing shabby.
Discard Creatures
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As i've told you, I've tried these out and they were decent. Nothing more, but certainly nothing less than that either.

Patchwork Gnomes - A little on the mana heavy side, yet an artifact after all.
Patrol Hound - Likely the one with the worst discard payoff.
Seasoned Hallowblade - Unusual tech for a rather recent card, right? Sturdy.
Tireless Tribe - This, turn one: *chef's kiss*
Trained Pronghorn - I dig the flavor text.
Cost Reduction
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With a higher curve this segment could be fairly interesting for you.

Cloud Key - This tripled in price, since I got my copy. No wonder, since it's so flexible.
Extraplanar Lens - Not reduction, I know. But who runs Plains anyways? Let alone Snow-Covered Plains!?
Foundry Inspector - As an artifact creature, I like this one the best for this deck.
Helm of Awakening - "I also like to live dangerously."
Pearl Medallion - Since white is more of a Splash Color in my deck, this turned out to be just okay-ish.
Semblance Anvil - Sure, it's Card Disadvantage, but the reduction is also drastic.
Starnheim Courser - Didn't expect this to get printed. A welcome surprise.
Removal
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This segment could've been huge, so i'm just going to touch on an abbreviated selection:

Abolish - I've tried to make the alternative cast work, but it just wasn't for me.
Angelic Ascension - It's neither PtE nor StP, but if you're fast enough not to worry about the Angel token, this is fine.
Council's Judgment - Likely one of the best sorcery speed removals in the game. I don't like sorcery speed though.
Crush Contraband - Four mana is a lot, but an instant speed exiling Hull Breach is absolutely legit.
Deadeye Harpooner - I ran this in my initial list and it was a lot better than expected. Either you got to kill stuff or attacks didn't happen.
Declaration in Stone - I've run enough Bile Blight in my life to know that this is strong. Love the art!
Dispatch - I don't want to enable it in the early turns by dropping my hand, as those are the essential turns of the game... Gets less worse with artifact lands.
Fateful Absence - Interesting option, especially for planeswalker heavy metas, obviously.
Fiend Hunter - If I were to run sorcery speed removals, I'd go for the likes of this one. Especially with seperated triggers.
Forsake the Worldly - Big fan of this card. Literally never a dead card.
Illumination - Rare stack interaction in these colors. Meta dependent.
Leonin Relic-Warder - As said, at sorcery speed, this is top notch.
Mana Tithe - If your friends like tapping out you'll like this one.
Mangara of Corondor - A classic, if combined with a sac outlet. Unfortunately Summoning Sickness exists.
Oblation - The card is a trap. At least in my meta the days of giving away two cards without conscequences are over.
Reduce to Memory - Strong removal that's limited to sorcery speed unfortunately, yet understandably. Great for Lesson packages.
Reliquary Monk - A reverse Reclamation Sage that can work very well in this deck.
Return to Dust - A card I consider outdated. Exiling just one for four mana at instant speed is a bad rate and two at sorcery speed isn't as great either.
Silverchase Fox - If you're facing a lot of enchantments or gods, this, Felidar Cub, Kami of Ancient Law, Keening Apparition and Ronom Unicorn are all viable.
Skyclave Apparition - The fact that this has split triggers is unbelievable. A+
True Love's Kiss - Not a great rate, but removes for good and replaces itself.
Winds of Abandon - Phew, risky one. A white fixed Cyclonic Rift, huh?
Wispmare - White's Ingot Chewer. I can certainly dig it.
Wraths
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If you don't feel like going as all in as I do, here are a few I'd like to discuss.

Austere Command - Requires some mana, but can be both asymmetric and thorough, if played correctly.
Divine Reckoning - Not necessarily good, but let's you keep your commander.
Dusk - Same as above, unfortunately the Aftermath part is a bit of a nonbo in this deck.
Hour of Revelation - This rarely costs more than three pips and takes radical care of literally everything.
Slaughter the Strong - Very mana efficient, bypasses so many protective layers and comes with stunning art. I love it.
Vanquish the Horde - Blasphemous Act is certainly a card you'd want to have, if you're in for symmetrical wipes.
Hatebears & Pieces
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I am convinced, that you could build a straight up STAX reanimator deck with these, among others:

Archon of Emeria - If you were to time it right to reanimate it before the end of your turn - insanity.
Aven Mindcensor - It does pop up in some lists, for good reason. Hosing Ramp, Fetches and Tutors is strong.
Eidolon of Rhetoric - Again, timing sensitive, yet strong.
Elite Spellbinder - Very strong if you can abuse it. Good base stats on top.
Ethersworn Canonist - A timeless classic I wouldn't mind sitting on the board.
Hope of Ghirapur - Slow, but annoyingly good.
Hushbringer - A meta call and one you better include carefully.
Hushwing Gryff - Not going to repeat myself here.
Kami of False Hope - Did you ever sit through a Spore Frog/Spike Weaver lock? This card might bring up traumata.
Kinjalli's Sunwing - Who doesn't like dinosaurs? Your opponents.
Leonin Arbiter - Strong card is strong. F*ck ramp.
Peacekeeper - One for the pacifist at the table.
Phyrexian Revoker - A silver bullet. A great one.
Pithing Needle - Another ageless classic.
Reidane, God of the Worthy // Valkmira, Protector's Shield - One part meta call, the rest just obnoxiously good.
Sanctum Prelate - Proceed with caution.
Sorcerous Spyglass - Just good.
Spirit of the Labyrinth - Again, if you play these right it's obscene.
Strict Proctor - Yet another hate option. Not limited to creatures, but i'd run Hushbringer over it.
Thalia, Guardian of Thraben - Glorious!
Thalia, Heretic Cathar - Yo dawg, I heard you like Thalias.
Tocatli Honor Guard - How many of these could you possibly want!?
Tomik, Distinguished Advokist - This would be close to a legit lock against quite a few commanders.
Vryn Wingmare - If Thalia, Guardian of Thraben had a horse, this would be it.

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Change Log & Set Reviews
Change Log
13.09.21
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Given that i was rather bored by webcam play, i am still in the process of picking up cards from the last few sets.
On the other hand i realized that the deck is in such a great state that only fitting releases result in any significant changes. Luckily, as things stand there are plenty of those cards coming up.

New Cards
+ 1 Dawnbringer Cleric - A toolbox i'm looking very fondly forward to.
+ 1 Drannith Magistrate - In combo metas this hoses so many things. Plus, no commanders on my opponents boards.
+ 1 Priest of Ancient Lore - More draw, more better.
+ 1 Professor of Symbology - Very interesting design that might fast charge the graveyard.
+ 1 Silence - Combo protection at the smallest price.

Cuts
- 1 Abolish - I was rarely able to ditch a plains for it and a 3 mana Disenchant just isn't it.
- 1 Illumination - This might come back one day, for now i had too few targets aside from mana rocks.
- 1 Mana Tithe - Unfortunately +1 is rather easy to pay and it was stuck in my hand way too often.
- 1 Restoration Specialist - As it doesn't combo easily and took a total of 3 mana to do anything, it just couldn't keep up with other things i do.
- 1 Salvage Scout - Similar to Restoration Specialist, this card is neat but a little too cute compared to other shenanigans.
02.02.21
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A few months of occasional play testing - via spelltable - led me to some minor tweaks. With even some comebacks to the deck.

New Cards
+ 1 Benevolent Bodyguard - Protection that doesn't require tapping and hoses exile, damage and destroy effects. All good in my book.
+ 1 Leonin Squire - By including a lot more 0 drops lately this one has gotten very reasonable.
+ 1 Mentor of the Meek - Still a bit sceptic, for the level we're playing at, but if he gets to stick around he's just all out value.
+ 1 Restoration Specialist - Can recurr not only plenty of artifacts, but also two of my free sac outlets.
+ 1 Salvage Scout - Just another recursion piece. At an awesome rate.
+ 1 Sejiri Shelter // Sejiri Glacier - Protection that doubles as a land drop, if necessary. Solid.
+ 1Wall of Omens - Draw on a stick, again at a low rate.

Cuts
- 1 Emancipation Angel - Most of my loops are death triggers/recursion, while this one is bounce on etb for a questionable CMC.
- 1 Forsake the Worldly - I came to notice, that I run a tad too many interactions, that i'd draw into at unfortunate times. Despite having Cycling it's just not made for the upper echelons of EDH.
- 1 Gold Myr - The requirement to tap made it more a less a dead card, unless I was able to cast it on turn 2.
- 1 Militia Bugler - I can't recall why I priorized this over Wall of Omens, likely that it digged further. After transitioning to a combo deck Wall has become the better choice, for sure.
- 1 Mirror Entity - I just never swing for the win. By the time I achieve infinite mana, I usually win without worrying about summoning sickness et al.
- 1 Mother of Runes - Got directly replaced by Benevolent Bodyguard. Self-sac is a clear upside in this sort of deck.
- 1 Scrapyard Recombiner - It was a close one between this one and Mentor of the Meek. For now I went with cutting the last creature that requires tapping.
04.10.20
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A step of getting closer to full potential was acquiring the best tutor cards for the deck, another win con and more cutthroat removal.

New Cards
+ 1 Grinding Station - I did overlook this one blatantly. With most of the key creatures being artifacts this is a great one to mill my opponents or turbo-charge my own yard.
+ 1 Ranger-Captain of Eos - Great tutor and a possible lock, if combined with Shimmer Myr and a few artifacts.
+ 1 Recruiter of the Guard - Again, great utility.
+ 1 Abolish - Not necessarily a card for average pods, but a strong one for sure.
+ 1 Enlightened Tutor - The best card in the deck now.
+ 1 Heliod's Intervention - Removal that scales very well and is a solid lifeline in dire situations.

Cuts
- 1 Foundry Inspector - Obsolete, due to overall curve.
- 1 Perilous Myr - Takes too many moving parts to loop reasonably.
- 1 Wall of Omens
- 1 Grafted Wargear - Sorcery speed sac is too limiting.
- 1 Demonmail Hauberk - See above.
- 1 Dispatch - This card is only good early in the game with both artifact lands out or me dumping my hand just to enable it. Which is usually the last thing I want to do.
14.09.20
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This major overhaul could be considered the starting point of the primer you're reading right now. Before reconstruction the deck was more or less an unfocused weenie reanimator list.

Sorry that there's no explanation for each of them. If you have specific questions for an alternate build, slam them into the thread




Set Reviews
13.09.21 - Innistrad: Midnight Hunt
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Set Review - Innistrad: Midnight Hunt
Creatures
Ambitious Farmhand // Seasoned Cathar - An in color Campus Guide is pretty good, yet i'd prefer artifact creatures when in question.
Cathar Commando - Qasali Pridemage/Outland Liberator // Frenzied Trapbreaker with flash? Staple!
Celestus Sanctifier - If only day/night would be easier to abuse. This would've been awesome.
Gavony Dawnguard - Unfortunately this one can be hardly abused. A second Militia Bugler would've been neat.
Intrepid Adversary - Non-combo variants can use this as a legit win condition.
Loyal Gryff - Flash, bounce, body. Solid overall value.
Sungold Sentinel - Yet another graveyard hate option. Good body and protection.

Artifacts

Jack-o'-Lantern - A strong cantrip for most deck strengths.
Moonsilver Key - Being able to tutor for Ashnod's Altar, Lotus Petal and all the mana rocks is just perfect! 10/10
The Celestus - That's a lot of hoops to jump through outside of dedicated decks...

Instants

Fateful Absence - Interesting option, especially for planeswalker heavy metas, obviously.

Sorceries

Vanquish the Horde - Blasphemous Act is certainly a card you'd want to have, if you're in for symmetrical wipes.
06.02.21 - Kaldheim
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Set Review - Kaldheim
Creatures

/ Reidane, God of the Worthy // Valkmira, Protector's Shield - Great if you're likely to face lots of snow decks or playing a hatebear list. Versatile, since both sides trigger the commander.
Resplendent Marshal - While I like it technically, exiling creatures from my own yard and requiring creature types to match make it fringely playable at best. Humans and/or Constructs could be prime candidates, if one were to built around it.
Runeforge Champion + Rune of Sustenance - Slamming the Rune on the Champion to draw, then saccing him, just to revive him and slam the Rune on him again should be a fun CA engine. With enough Rune prints in the future maybe even a decent one.
Sigrid, God-Favored - Solid for mid-powered creature heavy lists. Sub-par for anything above that.
Starnheim Courser - Foundry Inspector with a better body but not as an artifact. Just as playable as its predecessor, my curve is already low enough not to run either.

Artifacts

Pyre of Heroes - Again, a card for tribal lists, a very strong one at that, though. Higher powered lists require sac outlets that don't tap themselves.

Instants

Cosmic Intervention - Due to its timing no card for Combo/Storm builds like mine. Most certainly a high-powered protective spell anywhere else.

Sorceries

Doomskar - An absolutely great card, though at the level i'm playing at you run only few sweepers, let alone symmetrical ones.
Search for Glory - Geier Reach Sanitarium, Inventors' Fair and Nykthos, Shrine to Nyx aren't enough to make it worthwhile for me, but it's strong when built around.

Lands

Snow-Covered Plains - Unless you have an Extraplanar Lens you desperately want to play somewhere, I currently see no reason to go snow based. And even the lens isn't really needed in any of this commanders' builds i've seen so far.
04.04.21 - Strixhaven
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Set Review - Strixhaven
Creatures

Campus Guide - The new benchmark of Pilgrim's Eye variants for me.
Elite Spellbinder - Very strong if you can abuse it. Good base stats on top.
Excavated Wall - Aggressively costed, could put in some work.
Pilgrim of the Ages - No reason to run this over Campus Guide, Pilgrim's Eye or Skittering Surveyor.
Professor of Symbology - I like this one a lot and will play-test it for sure.
Strict Proctor - Yet another hate option. Not limited to creatures, but i'd run Hushbringer over it.

Artifacts

Letter of Acceptance - It's a bad cantrip - but it's still one after all.
Strixhaven Stadium - I hate cards that include "win/lose the game" usually. No different with this one.

Instants

Semester's End - Not Cosmic Intervention or Eerie Interlude, but viable if you feel like keeping four mana open.

Sorceries

Academic Probation - Phew, tricky one in EDH. If you have a clear understanding of your Meta it's powerful.
Devastating Mastery - Has political potential, depends on your approach.
Introduction to Annihilation - Not great, but if you're absolutely set on running a Lesson package it's fine.
Reduce to Memory - Strong removal that's limited to sorcery speed unfortunately, yet understandably. Great for Lesson packages.

Lands

The Biblioplex - I love it! Is it good enough? Depends on your meta.
03.06.2021 - Modern Horizons 2
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Set Review - Modern Horizons 2
Creatures

Dermotaxi - It's very unfortunate that it can't be reanimated just like that, but it is propably an amazing card for non-combo builds.
Esper Sentinel - Very interesting for hate builds at an absurdly low rate.
Sanctifier en-Vec - Where it's good, it's back-breakingly good. Nothing for my meta really.
Tormod's Cryptkeeper - I love the flavor of this one a lot and if it weren't for Remorseful Cleric this would've been the best creature in that slot. Summoning Sickness is a big downside.

Artifacts

Brainstone - Well, the list of cantrips that aren't good enough for this deck grows.
/ Sol Talisman - Idk, i neither like it as a "fast" mana card nor overall.


Instants

Break Ties - A CMC of 3 is a little heavy for a single target removal, but it's pretty flexible.


Lands

Urza's Saga - This is a weird one. Two instances are good and the other is meh.
07.07.21 - Forgotten Realms
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Set Review - Forgotten Realms
Creatures

Cloister Gargoyle/Nadaar, Selfless Paladin - Idk, powering through Dungeon of the Mad Mage sounds fun, but i just don't see it.
Dawnbringer Cleric - Good toolbox for a common.
Guardian of Faith - Not a natural fit for my deck, but good for more creature-centric builds.
Ingenious Smith - an artifact Militia Bugler, *chef's kiss*
Keen-Eared Sentry - Better than Aegis of the Gods (no enchantment) and True Believer (shroud hinders self-mill), so good for what it is.
Loyal Warhound - Not quite Knight of the White Orchid, but a reasonable alternative/substitute.
Oswald Fiddlebender - Summoning Sickness and tutoring to board are somewhat akward here. But a very strong roleplayer.
Priest of Ancient Lore - No Skyscanner or Wall of Omens, but great fit for redundancy.

Artifacts

Eye of Vecna - It is slow, but good enough for most builds.
Mimic - Meh
Portable Hole - Insane CMC, great for competitive pods.
Potion of Healing - Yet another bland cantrip.
Enchantments

Paladin Class - Good level 1 piece in counter-heavy metas, likely unnecessary anywhere else.


.
Credit & Thanks
First and foremost, I want to thank @Feyd_Ruin for all the work put in, because without it the BB code wouldn't be as flexible as it is.

I also would like to thank all other Primer writers for their dedication and inspiring me to write my own one.
Most notably, i'd like to point out - in alphabetical order - the works of @Kelzam, @pokken, @Rumpy5897 and @snowfox54119. While all Primer constituents wrote incredible pieces, these writers gave me the most food for thought on how I imagined mine should look like.
Last edited by Toshi 5 days ago, edited 53 times in total.

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Post by SafetyValve » 2 years ago

Hello fellow Teshar player! Coming here from the comments you put on my own Teshar list. I see you're going more for the "eggs" route which is different from mine, so I won't really be looking at cards like Chromatic Sphere though there are some other cards I am curious about adding to my own deck:

Aegis of the Gods, True Believer: How useful is giving yourself hexproof? It's a killer effect on paper, but my playgroup tends not to use single-player, targeted hate cards. Curious if this is a meta call or if this is actually better than I thought.

Lesser Masticore: How is this guy working for you? When he was spoiled I thought he might be a neat addition.

Forsake the Worldly: Why this over Return to Dust or Crush Contraband? Is it just a budget thing?

Sequestered Stash: Great choice, I keep forgetting to add this to my list. This is mostly just to remind myself.

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Post by Toshi » 2 years ago

SafetyValve wrote:
2 years ago
Aegis of the Gods, True Believer: How useful is giving yourself hexproof?

Lesser Masticore: How is this guy working for you?

Forsake the Worldly: Why this over Return to Dust or Crush Contraband?
Great to see that i reminded you of Sequestered Stash just like you reminded me of Stonecloaker! It's these little things that make communities like this one work for me.

Aegis of the Gods and True Believer can at times work against X-spell slinging decks, but most of the time they protect my graveyard. Ever noticed how Bojuka Bog, Tormod's Crypt and others specifically say "target player's graveyard"? Well, how about no? Being able to return said protection to the battlefield is neat.

I chose Forsake the Worldly since it's the best combination of utility (cycling or removal) and CMC. Crush Contraband is a good card - an exiling Hull Breach at instant speed after all - but most of the time there's only one really worrysome artifact or enchantment and the second one is just welcome collateral. If wouldn't want to pay 4 mana for that. I'd play it over Return to Dust though. Exiling one for 4 mana at instant speed or two, but only sorcery speed, is pretty overrated in my book. I've cut all my copies of the card over the years and never looked back.

I'll need to hit Lesser Masticore a few more times before i can tell you more about it. So far i've hit it twice and it was pretty good both times. One time i was able to sneak Grand Abolisher past counter heavy decks just to get it back instantly and secure the rest of a turn that set me up well ahead of everyone else. The second time around i was able to ditch something unneeded and Skullclamp it twice with Spawning Pit since it has Persist.

I have a few hours of EDH coming up tonight. Maybe i can tell you more afterwards.

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Post by Toshi » 1 year ago

With Covid denying my playgroup most opportunities to play, we decided to re-evualuate our meta and pods over the course of several Discord sessions.

Up until recently our deck building aimed to assemble pods that were supposed to allow for most to all decks to compete. Unfortunately that doesn't work as well as hoped. As far as adjustments go, we decided to limit future pod entries to 2 similar tiers at most (e.g. Casual & Focused, Focused & Optimized, Optimized & Competetive) opening up to a lot stronger decks at the top end and more yank below.

With this deck i did aim to have a Optimized to Competetive Combo deck that's capable to keep up with my playgroup's best decks, but still be inconsistent enough not to shark on the rest of our Optimized decks.
Most obviously i'm still missing the major tutors (Enlightened Tutor, Ranger-Captain of Eos & Recruiter of the Guard) and a Phyrexian Altar - but they are likely soon to be included.


Last edited by Toshi 8 months ago, edited 4 times in total.

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Post by NotARooster » 1 year ago

Been looking to build and Artifact deck since I haven't had one in a while, this list looks like a lot of fun! It'll be my first mono white deck too lol

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Post by Toshi » 1 year ago

NotARooster wrote:
1 year ago
Been looking to build and Artifact deck since I haven't had one in a while, this list looks like a lot of fun! It'll be my first mono white deck too lol
Oh, now i feel very flattered. Thanks for your kind words!

The deck really is fun and a lot different than what most mono white decks look(ed) like (in the past). Unfortunately most other commander options are far from fun/interesting, and even less of them viable in my Meta.

Let me know how the birdy mcbirdface is treating you. I'd be happy to hear about your experience and look into your list.

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Post by NotARooster » 1 year ago

Will definitely report back when I've had some time to get some games in. Unfortunately most of my games were at my LGS, but I still play every now and then with friends

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Post by Toshi » 10 months ago

For my birthday i treated myself with the missing tutor suite for the deck. Other than that i included more cutthroat removal and Grinding Station, which i blatantly missed up until now.

New Cards
+ 1 Grinding Station - I did overlook this one blatantly. With most of the key creatures being artifacts this is a great one to mill my opponents or turbo-charge my own yard.
+ 1 Ranger-Captain of Eos - Great tutor and a possible lock, if combined with Shimmer Myr and a few artifacts.
+ 1 Recruiter of the Guard - Again, great utility.
+ 1 Abolish - Not necessarily a card for average pods, but a strong one for sure.
+ 1 Enlightened Tutor - The best card in the deck now.
+ 1 Heliod's Intervention - Removal that scales very well and is a solid lifeline in dire situations.

Cuts
- 1 Foundry Inspector - Obsolete, due to overall curve.
- 1 Perilous Myr - Takes too many moving parts to loop reasonably.
- 1 Wall of Omens
- 1 Grafted Wargear - Sorcery speed sac is too limiting.
- 1 Demonmail Hauberk - See above.
- 1 Dispatch - This card is only good early in the game with both artifact lands out or me dumping my hand just to enable it. Which is usually the last thing i want to do.

By now i'm down to 2 possible includes:That's it for now. If anyone reading this could give me some insight about their experience with Mesmeric Orb in close to cEDH Metas, i'd be very happy.
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Post by Toshi » 8 months ago

As i'm starting to work on a primer-worthy version of this deck threads' presentation, i decided to give the deck a slight overhaul and its very first set review, for Kaldheim obviously.

New Cards
+ 1 Benevolent Bodyguard - Protection that doesn't require tapping and hoses exile, damage and destroy effects. All good in my book.
+ 1 Leonin Squire - By including a lot more 0 drops lately this one has gotten very reasonable.
+ 1 Mentor of the Meek - Still a bit sceptic, for the level were playing at, but if he gets to stick around he's just all out value.
+ 1 Restoration Specialist - Can recurr not only plenty of artifacts, but also two of my free sac outlets.
+ 1 Salvage Scout - Just another recursion piece. At an awesome rate.
+ 1 Sejiri Shelter // Sejiri Glacier - Protection that doubles as a land drop, if necessary. Solid.
+ 1Wall of Omens - Draw on a stick, again at a low rate.

Cuts
- 1 Emancipation Angel - Most of my loops are death triggers/recursion, while this one is bounce on etb for a questionable CMC.
- 1 Forsake the Worldly - I came to notice, that i run a tad too many interactions, that i'd draw into at unfortunate times. Despite having Cycling it's just a rather average card.
- 1 Gold Myr - The requirement to tap made it more a less a dead card, unless i was able to cast it on turn 2.
- 1 Militia Bugler - I can't recall why i priorized this over Wall of Omens, likely that it digged further. After transitioning to a combo deck Wall has become the better choice, for sure.
- 1 Mirror Entity - I just never swing for the win. By the time i achieve infinite mana, i usually win without worrying about summoning sickness et al.
- 1 Mother of Runes - Got directly replaced by Benevolent Bodyguard. Self-sac is a clear upside in this sort of deck.
- 1 Scrapyard Recombiner - It was a close one between this one and Mentor of the Meek. For now i went with cutting the last creature that requires tapping.

Set Review - Kaldheim
Creatures

/ Reidane, God of the Worthy // Valkmira, Protector's Shield - Great if you're likely to face lots of snow decks or playing a hatebear list. Versatile, since both sides trigger the commander.
Resplendent Marshal - While i like it technically, exiling creatures from my own yard and requiring creature types to match make it fringely playable at best. Humans and/or Constructs could be prime candidates, if one were to built around it.
Runeforge Champion + Rune of Sustenance - Slamming the Rune on the Champion to draw, then saccing him, just to revive him and slam the Rune on him again should be a fun CA engine. With enough Rune prints in the future maybe even a decent one.
Sigrid, God-Favored - Solid for mid-powered creature heavy lists. Sub-par for anything above that.
Starnheim Courser - Foundry Inspector with a better body but not as an artifact. Just as playable as its predecessor, my curve is already low enough not to run either.

Artifacts

Pyre of Heroes - Again, a card for tribal lists, a very strong one at that, though. Higher powered lists require sac outlets that don't tap themselves.

Instants

Cosmic Intervention - Due to its timing no card for Combo/Storm builds like mine. Most certainly a high-powered protective spell anywhere else.

Sorceries

Doomskar - An absolutely great card, though at the level i'm playing at you run only few sweepers, let alone symmetrical ones.
Search for Glory - Geier Reach Sanitarium, Inventors' Fair and Nykthos, Shrine to Nyx aren't enough to make it worthwhile for me, but it's strong when built around.

Lands

Snow-Covered Plains - Unless you have an Extraplanar Lens you desperately want to play somewhere, i currently see no reason to go snow based. And even the lens isn't really needed in any of this commanders' builds i've seen so far.

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Post by pokken » 8 months ago

Just wanted to say: Excellent work. I really love the combo table layouts! Lots of stuff to yoink here.

I'm a huge fan of Teshar, Ancestor's Apostle and mono-white in general and really enjoyed reading your take.

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Post by Dragonlover » 8 months ago

I've not read through all the combos because I just finished work and my brain is not up to it, but I definitely feel like I could sleeve the deck up, read this, and have a shot at winning pretty much sight unseen. Nice work!

Dragonlover

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Post by benjameenbear » 8 months ago

This is one of the best Primers I've read in a LONG time. Well done @Toshi for a fabulous and thoughtful Primer. I will now respect this Bird should I ever sit across from it. And will also break out into "buh-buh-buh-buh-buh-Bird's the word, ain't you heard" every time I see it.

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Post by Toshi » 8 months ago

RxPhantom wrote:
8 months ago
@Toshi, that's a lot to digest but it's clear that a lot of effort went into it. I also want you to know that I'm going to steal the idea of using loyalty to discuss prices. It looks really slick.
pokken wrote:
8 months ago
Just wanted to say: Excellent work. I really love the combo table layouts! Lots of stuff to yoink here.

I'm a huge fan of Teshar, Ancestor's Apostle and mono-white in general and really enjoyed reading your take.
Dragonlover wrote:
8 months ago
I've not read through all the combos because I just finished work and my brain is not up to it, but I definitely feel like I could sleeve the deck up, read this, and have a shot at winning pretty much sight unseen. Nice work!

Dragonlover
benjameenbear wrote:
8 months ago
This is one of the best Primers I've read in a LONG time. Well done @Toshi for a fabulous and thoughtful Primer. I will now respect this Bird should I ever sit across from it. And will also break out into "buh-buh-buh-buh-buh-Bird's the word, ain't you heard" every time I see it.
Believe me, when I say this: Thanks a lot for your kind words!

As someone who's mother tongue isn't even english, in such a well-hidden - yet wonderful - place like Nexus, to get the feedback I've been getting lately, is a blessing and something I wouldn't have dared to hope for in Sally days...

While it most certainly was my workload ultimately, i wouldn't have went through the process, if it weren't for this community, its atmosphere and other primer writers as a major inspiration, a driving force and a home for my need of in depth discussion.
As much as i wrote this one for me, i wrote it for you.
Take of it what you want, as i have been taking from others.

From the bottom of my humbled heart: Thank you.
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Post by RxPhantom » 7 months ago

After making my way through much of the primer (!), I have two questions:

1. How fun is this deck to pilot?
2. Is this deck's power level and strategy in line with what your meta is doing?
Can you name all of the creature types with at least 20 cards? Try my Sporcle Quiz! Last Updated: 7/2/21 (Modern Horizons 2)

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Post by Toshi » 7 months ago

RxPhantom wrote:
7 months ago
I have two questions:

1. How fun is this deck to pilot?
2. Is this deck's power level and strategy in line with what your meta is doing?
1. That's a pretty vague question, since it comes down to your preferences, mostly. But yes, it is.
In the field of offbeat combo decks, this is as fun as it can get - for me. As stated in the Pros & Cons, most of the enjoyment comes from timing plays, mixing and matching pieces, all knowing you might've started with a disadvantage, compared to more common and consistent combo-oriented decks.
It isn't as much fun, if you're looking for something that you can maneuver in cruise control, obviously.

2. As i've pointed out in the Deck History segment this deck has been tailored to suit certain pods of my meta, yes.
There's no one meta game for my playgroup, as we're all seasoned MTG players, who find joy in all tiers and aspects of the game. To give you an idea:

Tier 1 through 4 are what we consider far from optimal piles up to precon level, which might have weird commanders and follow very few deck building strategies aside from color identity and land count. I have no lists of them online, since they're just sitting unsleeved in paper deckboxes and get little to no updates, to stay as tame as possible.
Tier 5 through 6 are our mid-powered decks. All thoroughly put together, yet without combos or x-spell win cons, unless they fit the decks' theme specifically. My Gallia of the Endless Dance list is a good representation of a tier 5 list, with my Talrand, Sky Summoner deck being a 6.
Tier 7 is our highest non-combo tier. Obnoxiously fast (see Ezuri, Renegade Leader & Zada, Hedron Grinder) and resilient (Lazav, the Multifarious) commanders can be found here just as common powerhouses like Brago, King Eternal et al.
Tier 8 is our combo entry level. The deck you're seeing here faces other (mostly non-blue, non-black) decks with high potential but disadvantageous colors or commanders. Stuff like Saffi Eriksdotter, Heliod, Sun-Crowned, ...
Tier 9 is our bare-knuckle area. Edric, Spymaster of Trest, Kess, Dissident Mage, Kykar, Wind's Fury, ... serious stuff.
Tier 10 has been left blank intentionally, to remind us that there are always even more broken and extraordinarily expensive cards and approaches. Skyrocketing fast mana, full suites of fetches, ... you name it. We don't want to face off in a battle of wallets ultimately.

Um, this was a more lengthy answer than I intended to write. I hope it did clear things up for you though.

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Post by Toshi » 6 months ago

Set Review - Strixhaven
Creatures

Campus Guide - The new benchmark of Pilgrim's Eye variants for me.
Elite Spellbinder - Very strong if you can abuse it. Good base stats on top.
Excavated Wall - Aggressively costed, could put in some work.
Pilgrim of the Ages - No reason to run this over Campus Guide, Pilgrim's Eye or Skittering Surveyor.
Professor of Symbology - I like this one a lot and will play-test it for sure.
Strict Proctor - Yet another hate option. Not limited to creatures, but i'd run Hushbringer over it.

Artifacts

Letter of Acceptance - It's a bad cantrip - but it's still one after all.
Strixhaven Stadium - I hate cards that include "win/lose the game" usually. No different with this one.

Instants

Semester's End - Not Cosmic Intervention or Eerie Interlude, but viable if you feel like keeping four mana open.

Sorceries

Academic Probation - Phew, tricky one in EDH. If you have a clear understanding of your Meta it's powerful.
Devastating Mastery - Has political potential, depends on your approach.
Introduction to Annihilation - Not great, but if you're absolutely set on running a Lesson package it's fine.
Reduce to Memory - Strong removal that's limited to sorcery speed unfortunately, yet understandably. Great for Lesson packages.

Lands

The Biblioplex - I love it! Is it good enough? Depends on your meta.

Overall, Strixhaven has been an interesting set, with Professor of Symbology being the closest to the level my deck aims for. I will give it a spin and also keep Campus Guide in the back of my head, in case i might cut an underperforming card.

Other than that i swapped Ghost Quarter for Command Beacon, as there are few problematic lands that get out of control fast enough to compete with my build.

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Post by Toshi » 4 months ago

Set Review - Modern Horizons 2
Creatures

Dermotaxi - It's very unfortunate that it can't be reanimated just like that, but it is propably an amazing card for non-combo builds.
Esper Sentinel - Very interesting for hate builds at an absurdly low rate.
Sanctifier en-Vec - Where it's good, it's back-breakingly good. Nothing for my meta really.
Tormod's Cryptkeeper - I love the flavor of this one a lot and if it weren't for Remorseful Cleric this would've been the best creature in that slot. Summoning Sickness is a big downside.

Artifacts

Brainstone - Well, the list of cantrips that aren't good enough for this deck grows.
/ Sol Talisman - Idk, i neither like it as a "fast" mana card nor overall.


Instants

Break Ties - A CMC of 3 is a little heavy for a single target removal, but it's pretty flexible.


Lands

Urza's Saga - This is a weird one. Two instances are good and the other is meh.

Overall i don't think a card of this set will find its way into my deck, though i really love Dermotaxi a lot.

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darrenhabib
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Post by darrenhabib » 4 months ago

Urza's Saga I'd say is a slam dunk. It can literally get you a cheerio, win-con (Altar), card draw (Skullclamp) or just be mana acceleration.
If you play it on Turn 1 then on Turn 3 you can tap it for 1 (sagas trigger on first main phase) then get Sol Ring, so now you have access to 5 on Turn 3 guaranteed.
Given that you have Ancient Den and Darksteel Citadel it's also a very safe bet if you just want to make sure it's a land.

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Post by Toshi » 4 months ago

darrenhabib wrote:
4 months ago
If you play it on Turn 1 then on Turn 3 you can tap it for 1 (sagas trigger on first main phase) then get Sol Ring
I always thought they'd trigger during upkeep, who would've thought?
Usually tutoring to hand is a tad better in this deck, but as an overall package it's pretty nifty.
Especially since Enlightened Tutor can tutor it, Aviary Mechanic and Kor Skyfisher can reset it, Argivian Find and Restoration Specialist can both recur it...

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Post by Rumpy5897 » 4 months ago

This definitely seems like an Urza's Saga deck. The wording on sagas is a bit counterintuitive, and was obviously done to squeeze out a couple extra words of space - "after your draw step" is less space than "at the beginning of your precombat main phase".

Also, I see you're a fellow Dermotaxi appreciator. The card got a solid laugh out of me and I'll be getting a copy to stick in the funny card pile. Chillerpillar is going to get a friend :)
 
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benjameenbear
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Post by benjameenbear » 4 months ago

@Toshi
I've been seriously thinking about including a Birb package in my Osgir deck since the core strategy and pieces are ridiculously similar. With that being said, how many slots would you recommend adding into the deck to play Teshar in the 99? What are the best <3 CMC creatures in your experience? I want to give my Osgir deck a new angle of attack since it's pretty non-interactive and just jams its strategy kinda regardless of what the opponents are doing.

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Post by Toshi » 4 months ago

benjameenbear wrote:
4 months ago
What are the best <3 CMC creatures in your experience?
Hmm, interesting question in the context of Osgir, the Reconstructor...

I think Scrapyard Recombiner ticks a lot of boxes for your commander. Shimmer Myr obviously does, too.
Junk Diver, Myr Retriever, Salvager of Ruin, Scrap Trawler and Workshop Assistant are obvious champs, but you likely already know that.
Campus Guide and Skyscanner might not be super fancy, but nothing shabby over the course of a game.
Of the non-artifact ones Matter Reshaper is underrated and a rare sight.

Without knowledge of your list i took a quick look at the ones i can't run and there are plenty of interesting ones, among others:
Audacious Reshapers, Birgi, God of Storytelling // Harnfel, Horn of Bounty (both sides!), Breya's Apprentice, Combat Celebrant, Dire Fleet Daredevil, Dockside Extortionist, Feldon of the Third Path, Goblin Cratermaker, Goblin Engineer, Goblin Welder, Humble Defector, Imperial Recruiter, Loyal Apprentice. Merchant of the Vale // Haggle, Priest of Urabrask, Quicksmith Genius, Seasoned Pyromancer, Subira, Tulzidi Caravanner, Treasure Nabber

If you can outline the details, i'd be happy to assist you.

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Post by benjameenbear » 4 months ago

Those are some great suggestions. My question, I guess, is what pieces of the Birb strategy would recommend including in the 99 of another decklist that is also Artifact-focused?

Osgir is a sac outlet in the Command Zone, so it looks like cards that generate mana upon death like Cathodion could have combo potentials with Teshar, but Teshar's combo loops are still a challenge to wrap my head around without devoting significant thought to.

The reason I want to include Teshar is because it allows me to turn the heavy Artifact theme in the deck into direct-to-battlefield advantage. So it acts as a supplement to Osgir's ability and helps to diversify the ways I get value out of the 'yard.

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Post by Toshi » 4 months ago

benjameenbear wrote:
4 months ago
what pieces of the Birb strategy would recommend including in the 99 of another decklist that is also Artifact-focused?

The reason I want to include Teshar is because it allows me to turn the heavy Artifact theme in the deck into direct-to-battlefield advantage. So it acts as a supplement to Osgir's ability and helps to diversify the ways I get value out of the 'yard.
I think what you should be looking for is a combination of Teshar pieces that compliment Osgir tactics and some non-artifact pieces that are good in a vacuum and outright disgusting with the bird.
Scarecrone would add a lot of utility. Think Burnished Hart with both in play!? Multiple Millikins, Foundry Inspectors, undying Ethersworn Canonist, Kami of False Hope, Remorseful Cleric, Selfless Spirit and Ranger-Captain of Eos, ...

I think the balance of noncreature artifacts and (artifact) creatures will be important, since your actual commander can do a lot with noncreature ones, yet its secret companion requires a bunch of them.
Give Search for Glory, Recruiter of the Guard and maybe even Thalia's Lancers a thought, to be able to tutor up Birdy McBirdface reliably.

Also, Angel of the Ruins would be a hilarious bomb. Cycle it for a Plains, then get two copies of it from the yard...

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