*I completely rebuilt the deck from the ground up. I did this because I discovered plenty of new cards, test played it, wanted it to be doable as teysa OR ghost council as the gen. I still am not sure which i like better. The token generation works so well with both. And i haven't gotten more hate with either general. so I change it up from time to time. But anyway, the new build is the one I would like suggestions for*
Sensei's Divining Top
It may be one of those "must includes" but I cannot help feeling that there may be better options for the deck (either card draw or another mana rock)
So far this is the only card I've seen a real lack of need in the deck.
I highly recommend haakon, stromgald scourge along with buried alive. it gets absolutely awesome with teysa when you add in knight-captain of eos. Since you don't have darkest hour, blasting station seems like a waste, i'd take that out. you've also got fleshwrither listed twice - personally i don't like it at all, and i don't see many GREAT targets for it. Another must for a token deck is mirror entity, it synergizes with haakon too. PtE and StP probably aren't necessary for a teysa deck, i'd cut those. I mean, call to arms does basically the same thing thanks to teysa's ability.
you can check out my decklist if you want, it's in my sig.
you've also got fleshwrither listed twice - personally i don't like it at all, and i don't see many GREAT targets for it.
My bad. I'll fix that and a few other things you said right now
Also, do you suggest I put darkest hour? A question about the card though, do the creatures stay their original color as well? As in, do they become multicolored or do they just become a mono black creature?
How about some Planeswalkers? both Elspeths are really good in Teysa decks. Urborg, Tomb of Yawgmoth seems like an auto include, as does Sol Ring. No Grave Pact seems very surprising to me, as does no Bitterblossom. Why are you running all the pieces for the darkest hour combo except for Darkest Hour? instead of cutting blasting station (which works w/ reveillark and karmic guide too) add Darkest Hour. Recurring Nightmare is banned in Commander play.
How about some Planeswalkers? both Elspeths are really good in Teysa decks. Urborg, Tomb of Yawgmoth seems like an auto include, as does Sol Ring. No Grave Pact seems very surprising to me, as does no Bitterblossom. Why are you running all the pieces for the darkest hour combo except for Darkest Hour? instead of cutting blasting station (which works w/ reveillark and karmic guide too) add Darkest Hour. Recurring Nightmare is banned in Commander play.
Sol ring is $$, and while it's good, I can always get it later. Thanks though
As for Grave Pact, Bitterblossom, and Darkest Hour; what cards should I take out in place of them?
My bad. I'll fix that and a few other things you said right now
Also, do you suggest I put darkest hour? A question about the card though, do the creatures stay their original color as well? As in, do they become multicolored or do they just become a mono black creature?
nope, they're just black. with painters servant they become multicolor, but it's b&.
Personally I don't run it in my deck, for 2 reasons: because infinite combo wins are usually sort of boring, and because it means that everyone will team up to kill me in subsequent games. It's an ok combo but not a GREAT combo - sure, it uses your general, but it's still 3 cards, and if you lose darkest hour you're out of luck. My feeling is, if you want a combo general, you may as well use azami, lady of scrolls or arcum dagsson, because they're both a lot better at comboing then teysa, and they have better protection for said combos.
But if you really want to play teysa (and who doesn't?) combo is definitely a possible route, and there are plenty of tutors for it to make it consistant. Honestly I can't say I've tried the combo, I just tend to not include combos in my multiplayer decks because of the 2 reasons above.
The problem with darkest hour is that it means you can't use teysa's other ability, which really hurts the functionality i wanted for my deck. Imo, if you want to use it to combo, you're probably best off going all the way, and includes lots of tutors and sac engine wincons.
EDIT: if you can afford bitterblossom, trade it for sol ring. Sol ring is possibly the best card in EDH.
double edit: you can probably take out death cultist and bloodthrone vampire. if you want a sac outlet, phyrexian tower is amazing.
Teysa and Ghost Council have been my favorites for years now. For 1v1 I go to Teysa, but in multiplayer I've had better luck with Ghost Council. Having such a hard to remove sac outlet is such a plus here, especially since I run Grave Pact and Butcher of Malakir. Not saying you should switch, just something you might try out for some variation sometime.
I'll start off by saying that I like your build. It looks like a lot of fun and very powerful for multiplayer.
A couple things I've found:
With sac outlets and recurring creatures (especially bloodghast), Grave Pact is such a bomb against soooo many decks, and you've got lots of tutoring for it.
Fleshbag Marauder is murderous in here. With all the recursion, Mimic Vat, Deathmantle, especially combined with Grave Pact he just wrecks boards.
Archon of Justice has been an all star for me in more games than I could ever count.
Other than skullclamp with ghast, Phyrexian Arena has been amazing card draw for me.
Victimize for a sac outlet and recur two creatures all in one.
And Expedition Map to get any of your utility or fixing lands.
About cuts,
I'd never cut Blasting Station. With Lark/Guide it kills the whole table.
I'd probably look to replace:
Oblation
Oust
Deathrender
Martyr's Cause
Death Cultist
Pulsemage Advocate
Reliquary Monk
I've used it in GCO/Teysa with Lark/Guide (and in Sharuum with her and Sculpting Steel).
The reason I don't run it anymore is that Lark/Guide, and the deck as a whole, needs sac outlets anyway so I just use Blasting Station and Altar of Dementia as the primary Lark/Guide win. And card slots are at such a premium.
On the plus side of bitter ordeal though, when I did run it, even without lark/guide combo it managed to gut the wincons out of a couple decks after a big Wrath or Damnation a couple times. And it can be played a second time with Yawgmoth's will later on. That obviously has a better chance of being relevant in multiplayer than duels (and I play a lot more 1v1 these days).
So with that said, I think it's likely a better choice in multiplayer than duels with the nod going to other things in the slot if you play a lot of 1v1. Certainly not a bad card either way.
If you're looking for a multiplayer Teysa deck, I have a list posted on this site. You can find it in my sig. It runs a few combo win conditions, but also a few big creatures to just mow down opponents, if necessary.
Why are you taking them out? Do you feel like you have too many sweepers? Or need more tokens? Targetted Spot Removal?
I love Elspeth, but I long ago ended my relationship with O-ring. It protects its target from sweepers and inevitably that card will come back to haunt you later. I replaced all mine with Faith's Fetters. FF's still succeptable to enchant removal, but it doesn't protect its target from sweepers, it can shut down everything o-ring can plus utility lands like Maze of Ith, and best of all, it can "pin" a commander in place where o-ring lets them send it to CZ and recast. All wrapped up with a 4 life bonus like a little bow on top.
Unmake is always a possibility if you're looking for more spot creature removal.
Why are you taking them out? Do you feel like you have too many sweepers? Or need more tokens? Targetted Spot Removal?
I love Elspeth, but I long ago ended my relationship with O-ring. It protects its target from sweepers and inevitably that card will come back to haunt you later. I replaced all mine with Faith's Fetters. FF's still succeptable to enchant removal, but it doesn't protect its target from sweepers, it can shut down everything o-ring can plus utility lands like Maze of Ith, and best of all, it can "pin" a commander in place where o-ring lets them send it to CZ and recast. All wrapped up with a 4 life bonus like a little bow on top.
Unmake is always a possibility if you're looking for more spot creature removal.
I am good on tokens. There's never enough removal. And well, I do have a lot of sweeps. I'd much rather lean towards targeted removal over sweeps. Faith's Fetters is a great suggestion.
The new set came out, and I'm wondering if there are any good suggestions you guys could give me as to awesome new cards. there seems to be a lot of potential for a deck like this to improve. I also redid the deck. it plays a lot more consistantly now and has a ton of little combos
So... After looking at the set and my deck and such, I've come to quite a hard spot.
I currently have a list of cards I'm considering adding and as usual, no idea what to cut. Here's the current list of cards I am considering: twilight drover:seems like a great token generator in a pinch, plus he could possibly become a bomb if i have a lot of token gen going on already. Mobilization:nice use of left over mana at eot AND tokens when I want them. Just seems nice to me. mentor of the meek:card draw. but he's a creature so he's really easy to deal with. I'm still up in the air with him. geist-honored monk:again, solid token production and could be a threat if I get some engines going. increasing devotion:this is the token spell imo. army of the damned doesnt have anything on this card. sure you only get 15 tokens out of the card as compared to 26. BUT you get white tokens, which can exile a creature right away. plus, you can play this earlier. and well, i hate looking at my hand and seeing damned when i wish i could cast something to get me more tokens. Less of a win in top deck mode, but still helpful regardless. I believe devotion will be replacing necromancer's covenant. I do enjoy making someone lose all their creatures and the life link is nice, but devotion just seems more consistent. unburial rites:creature res. idk how i feel about it. could be helpful due to the flashback being at anytime when it's in the yard. carnage altar:I have one laying around. Just can't decide if it's worth it or not. night dealings:just seems like such a powerful tutor. I'll have to play with the deck more to see if i actually get to do that much damage to make it effective/worthwhile.
Thoughts on these cards?
Also, I've decided that Sorin, lord of innastrad will take the place of Vess in my deck. They serve two separate functions, but i feel having another token producer is just better than having another tutor. Especially because I have to wait a turn to get the card I tutor up.
Also, I've been looking for a card that can give a +x/+0 that way my tokens become more scary but they can still be clamped with ease.
I don't want to but... I can't help but feel like divinity of pride just does not have a place in the deck anymore. If it had some colorless cost in the mana, I'm sure I could justify it but more times than not, it's useless for a while in my hand because I can't get the colored mana needed to play it. this breaks my heart. But I think it has to go.
I have updated my deck list and have added two other sections. I seem to be a little lost in terms of what to fix now. Any help would be greatly appreciated (especially due to the fact that I haven't been up to date on sets since RTR)
1 Teysa, Orzhov Scion
Artifacts
2 Ashnod's Altar
3 Blasting Station
4 Eldrazi Monument
5 Expedition Map
6 Mimic Vat
7 Nim Deathmantle
8 Orzhov Signet
9 Sensei's Divining Top
10 Skullclamp
11 Sol Ring
12 Sword of Light and Shadow
60 Darksteel Ingot
Creatures
13 Angel of Despair
14 Archon of Justice
15 Blood Artist
16 Bloodghast
17 Bloodgift Demon
18 Butcher of Malakir
19 Suture Priest
20 Fleshbag Marauder
21 Geist-honored Monk
22 Ghost Council of Orzhova
23 Grave Titan
24 Ink-Eyes, Servan of Oni
25 Karmic Guide
26 Mangara of Corondor
27 Nether Traitor
28 Puppeteer Clique
29 Reveillark
30 Sheoldred, Whispering One
31 Solemn Simulacrum
32 Su-Chi
33 Sun Titan
35 Twilight Drover
36 Vish Kal, Blood Arbiter
37 Weathered Wayfarer
34 Darkest Hour
38 Bitterblossom
39 Debtors' Knell
40 Daith's Fetters
41 Grave Pact
42 Land Tax
43 Martyr's Bond
44 Phyrexian Arena
45 Sacred Mesa
Instants
46 Condemn
47 Mortify
48 Path to Exile
49 Return to Dust
50 Swords to Plowshares
51 Vampiric Tutor
Sorceries
52 Austere Command
53 Beacon of Unrest
54 Day of Judgment
55 Demonic Tutor
56 Diabolic Tutor
57 Mine Excavation
58 Vindicate
59 Sign in Blood
Lands
61 Bojuka Bog
62 Caves of Koilos
63 Command Tower
64 Fetid Heath
65 Godless Shrine
66 High Market
67 Isolated Chapel
68 Kor Haven
69 Marsh Flats
70 Mistveil Plains
71 Mystifying Maze
72 Phyrexian Tower
73 Reflecting Pool
74 Reliquary Tower
75 Strip Mine
76 Tectonic Edge
77 Urborg, Tomb of Yawgmoth
78 Vault of the Archangel
79 Vesuva
80 Volrather's Stronghold
Sensei's Divining Top
It may be one of those "must includes" but I cannot help feeling that there may be better options for the deck (either card draw or another mana rock)
So far this is the only card I've seen a real lack of need in the deck.
Phyrexian Altar
It's just better than Ashnod's Altar. Sadly, I do not own the better Altar.
Chromatic Lantern
Orzhov Keyrune
A mana rock (or two) more would be nice.
Night's Whisper
Some more card draw would be helpful. Or possibly better draw spells?
Bitter Ordeal
This could be a strong combo piece. I want this card bad.
Staff of Domination
Again, a combo piece (If I get infinite mana)
Ogre Slumlord
Seems like a strong token producer.
Requiem Angel
Seems like a decent token generator but I'm not quite sold on the idea yet.
Due to Darkest Hour possibly generating infinite mana... a "kit" of sorts, namely big "x" spells to deal damage would be nice. Cards such as Death Grasp, Debt to the Deathless, Exsanguinate, & Profane Command
Any advice on these possible inclusions would be helpful. Especially if you could suggest cards to remove.
100 Teysa, Orzhov Scion
No Real Order. Will Update Order Later
1 Carrion Feeder
2 Weathered Wayfarer
3 bitterblossom
4 Bloodthrone vampire
5 Reassembling Skeleton
6 Bloodghast
7 Sheoldred, Whispering One
8 ghost council of orzhova
9 Academy Rector
10 victimize
11 Wall of Omens
12 Karmic Guide
13 Reveillark
14 Nezumi Graverobber
15 Divinity Of Pride
16 Sun Titan
17 Wurmcoil Engine
18 Geth, Lord Of The Vault
19 Adarkar Valkyrie
20 Angel Of Despair
21 Demonic Tutor
22 Vampiric Tutor
23 Dimir Machinations
24 Diabolic Tutor
25 Liliana Vess
26 Beseech The Queen
27 Shred Memory
28 Brainspoil
29 swords to plowshares
31 Martial Coup
32 Akroma's Vengeance
33 Austere Command
34 Condemn
35 Day Of Judgement
36 fleshbag Marauder
37 expedition map
38 Return To Dust
39 archon of justice
40 Phyrexian Arena
41 Land Tax
42 Darksteel Ingot
43 coalition Relic
44 syphon mind
45 Sensei's Divining Top
46 Mimic Vat
47 Sacred Mesa
48 Beacon Of Unrest
49 Debtors' Knell
50 Altar Of Dementia
51 Blasting Station
52 Exsanguinate
53 grave pact
54 Helm Of Possession
55 Infiltration lens
56 Lightning Greaves
57 Skullclamp
58 nim deathmantle
59 Sword Of Light And Shadow
60 Deathrender
61 Solemn Simulacrum
62 Barren Moor
63 Drifting Meadow
64 Polluted Mire
65 Secluded Steppe
66 Cabal Coffers
67 Reliquary Tower
68 Kor Haven
69 Kjeldoran Outpost
70 High Market
71 Urborg, Tomb of Yawgmoth
72 Marsh Flats
73 Godless Shrine
74 Caves Of Koilos
75 Vivid Marsh
76 Vivid Meadow
77 Fetid Heath
78 Reflecting Pool
79 Orzhov Basilica
80 Phyrexian Tower
81 Vesuva
10 swamp
8 plains
EDH
WB Teysa, Orzhov Scion
you can check out my decklist if you want, it's in my sig.
WUB Merieke Ri Berit BUW
GWU Phelddagrif 1 2 3 4 UWG
BR Kaervek the Merciless RB
B Chainer, Dementia Master B
WUB Sen Triplets BUW
BG Sisters of Stone Death GB
WUBRG Scion of the Ur-Dragon GRBUW
GWU Angus Mackenzie UWG
R Kumano, Master Yamabushi R
WB Teysa BW
U Higure U
B Geth B
WUBRG Child of Alara 1 2GRBUW
R Zirilan R
U Arcum U
UR Nin RU
BRG Sek'Kuar GRB
U Teferi U
G Melira G
GU Edric UG
BG Glissa GB
Casual
GUB Knacksaw Clique BUG
RWU Sunforger UWR
My bad. I'll fix that and a few other things you said right now
Also, do you suggest I put darkest hour? A question about the card though, do the creatures stay their original color as well? As in, do they become multicolored or do they just become a mono black creature?
EDH
WB Teysa, Orzhov Scion
http://forums.mtgsalvation.com/showthread.php?t=356648
Sol ring is $$, and while it's good, I can always get it later. Thanks though
As for Grave Pact, Bitterblossom, and Darkest Hour; what cards should I take out in place of them?
EDH
WB Teysa, Orzhov Scion
nope, they're just black. with painters servant they become multicolor, but it's b&.
Personally I don't run it in my deck, for 2 reasons: because infinite combo wins are usually sort of boring, and because it means that everyone will team up to kill me in subsequent games. It's an ok combo but not a GREAT combo - sure, it uses your general, but it's still 3 cards, and if you lose darkest hour you're out of luck. My feeling is, if you want a combo general, you may as well use azami, lady of scrolls or arcum dagsson, because they're both a lot better at comboing then teysa, and they have better protection for said combos.
But if you really want to play teysa (and who doesn't?) combo is definitely a possible route, and there are plenty of tutors for it to make it consistant. Honestly I can't say I've tried the combo, I just tend to not include combos in my multiplayer decks because of the 2 reasons above.
The problem with darkest hour is that it means you can't use teysa's other ability, which really hurts the functionality i wanted for my deck. Imo, if you want to use it to combo, you're probably best off going all the way, and includes lots of tutors and sac engine wincons.
EDIT: if you can afford bitterblossom, trade it for sol ring. Sol ring is possibly the best card in EDH.
double edit: you can probably take out death cultist and bloodthrone vampire. if you want a sac outlet, phyrexian tower is amazing.
WUB Merieke Ri Berit BUW
GWU Phelddagrif 1 2 3 4 UWG
BR Kaervek the Merciless RB
B Chainer, Dementia Master B
WUB Sen Triplets BUW
BG Sisters of Stone Death GB
WUBRG Scion of the Ur-Dragon GRBUW
GWU Angus Mackenzie UWG
R Kumano, Master Yamabushi R
WB Teysa BW
U Higure U
B Geth B
WUBRG Child of Alara 1 2GRBUW
R Zirilan R
U Arcum U
UR Nin RU
BRG Sek'Kuar GRB
U Teferi U
G Melira G
GU Edric UG
BG Glissa GB
Casual
GUB Knacksaw Clique BUG
RWU Sunforger UWR
I'll start off by saying that I like your build. It looks like a lot of fun and very powerful for multiplayer.
A couple things I've found:
With sac outlets and recurring creatures (especially bloodghast), Grave Pact is such a bomb against soooo many decks, and you've got lots of tutoring for it.
Fleshbag Marauder is murderous in here. With all the recursion, Mimic Vat, Deathmantle, especially combined with Grave Pact he just wrecks boards.
Archon of Justice has been an all star for me in more games than I could ever count.
Other than skullclamp with ghast, Phyrexian Arena has been amazing card draw for me.
Victimize for a sac outlet and recur two creatures all in one.
Kor Haven is a must for dmg prevention.
Vesuva for, well anything. Fixing, utility, killing opponent legendary lands.
Urborg, Tomb of Yawgmoth for fixing.
Phyrexian Tower for another very good sac outlet.
And Expedition Map to get any of your utility or fixing lands.
About cuts,
I'd never cut Blasting Station. With Lark/Guide it kills the whole table.
I'd probably look to replace:
Oblation
Oust
Deathrender
Martyr's Cause
Death Cultist
Pulsemage Advocate
Reliquary Monk
Banner by Nakamura, Thanks!
EDH Math
EDH Decks:
Ghost Council: The Magic Mafia of Orzhova
BB Drana: Down with the Sickness
Rasputin: Reality is Broken
Vish Kal Bleeder: Bloody Kisses
Teysa, Orzhov Dominatrix
Stonebrow: Breaking Things
BWR Kaalia Punisher: Heaven's on Fire
Grimgrin: Dead Reckoning
EDH
WB Teysa, Orzhov Scion
1 Reassembling Skeleton
1 Urborg, Tomb of Yawgmoth
1 Scrubland
1 Godless Shrine
1 Shizo, Death's Storehouse
8 Swamp
1 Kjeldoran Outpost
1 Ancient Tomb
1 Springjack Pasture
1 High Market
9 Plains
1 Phyrexian Tower
1 Fetid Heath
1 Flagstones of Trokair
1 Strip Mine
1 Kor Haven
1 Mishra's Factory
1 City of Brass
1 Linvala, Keeper of Silence
1 Serra Ascendant
1 Sun Titan
1 Karmic Guide
1 Reveillark
1 Bloodghast
1 Fleshbag Marauder
1 Skithiryx, the Blight Dragon
1 Weathered Wayfarer
1 Gold Myr
1 Leaden Myr
1 Diabolic Tutor
1 Skullclamp
1 Elspeth, Knight-Errant
1 Aura of Silence
1 Darksteel Ingot
1 Return to Dust
1 Land Tax
1 Vindicate
1 Necromancy
1 Ill-Gotten Gains
1 Martial Coup
1 Vampiric Tutor
1 Sensei's Divining Top
1 Hatred
1 Armageddon
1 Damnation
1 Austere Command
1 Phyrexian Arena
1 Grim Monolith
1 Sol Ring
1 Demonic Tutor
1 Scroll Rack
1 Bitterblossom
1 Oblivion Ring
1 Cataclysm
1 Enlightened Tutor
1 Condemn
1 Oblation
1 Swords to Plowshares
1 Crucible of Worlds
1 Coalition Relic
1 Orzhov Signet
1 Altar Of Dementia
1 Blasting Station
1 Darkest Hour
1 Dark Tutelage
1 Hallowed Burial
1 Diabolic Intent
1 Last Rites
1 Mind Twist
1 Solemn Simulacrum
1 Insidious Dreams
1 Gemstone Mine
1 Animate Dead
1 Syphon Mind
1 Academy Rector
1 Necropotence
1 Leyline of the Void
1 Helm of Obedience
1 Braids, Cabal Minion
1 Death Cloud
1 Dark Confidant
1 Dimir Machinations
1 Boseiju, Who Shelters All
My H/W list
I've used it in GCO/Teysa with Lark/Guide (and in Sharuum with her and Sculpting Steel).
The reason I don't run it anymore is that Lark/Guide, and the deck as a whole, needs sac outlets anyway so I just use Blasting Station and Altar of Dementia as the primary Lark/Guide win. And card slots are at such a premium.
On the plus side of bitter ordeal though, when I did run it, even without lark/guide combo it managed to gut the wincons out of a couple decks after a big Wrath or Damnation a couple times. And it can be played a second time with Yawgmoth's will later on. That obviously has a better chance of being relevant in multiplayer than duels (and I play a lot more 1v1 these days).
So with that said, I think it's likely a better choice in multiplayer than duels with the nod going to other things in the slot if you play a lot of 1v1. Certainly not a bad card either way.
Banner by Nakamura, Thanks!
EDH Math
EDH Decks:
Ghost Council: The Magic Mafia of Orzhova
BB Drana: Down with the Sickness
Rasputin: Reality is Broken
Vish Kal Bleeder: Bloody Kisses
Teysa, Orzhov Dominatrix
Stonebrow: Breaking Things
BWR Kaalia Punisher: Heaven's on Fire
Grimgrin: Dead Reckoning
Legacy: UB(R/G) Storm UB(R/G)
Vintage: UBG Gush Storm UBG
EDH
WB Teysa, Orzhov Scion
EDH
WB Teysa, Orzhov Scion
EDH
WB Teysa, Orzhov Scion
Why are you taking them out? Do you feel like you have too many sweepers? Or need more tokens? Targetted Spot Removal?
I love Elspeth, but I long ago ended my relationship with O-ring. It protects its target from sweepers and inevitably that card will come back to haunt you later. I replaced all mine with Faith's Fetters. FF's still succeptable to enchant removal, but it doesn't protect its target from sweepers, it can shut down everything o-ring can plus utility lands like Maze of Ith, and best of all, it can "pin" a commander in place where o-ring lets them send it to CZ and recast. All wrapped up with a 4 life bonus like a little bow on top.
Unmake is always a possibility if you're looking for more spot creature removal.
Banner by Nakamura, Thanks!
EDH Math
EDH Decks:
Ghost Council: The Magic Mafia of Orzhova
BB Drana: Down with the Sickness
Rasputin: Reality is Broken
Vish Kal Bleeder: Bloody Kisses
Teysa, Orzhov Dominatrix
Stonebrow: Breaking Things
BWR Kaalia Punisher: Heaven's on Fire
Grimgrin: Dead Reckoning
I am good on tokens. There's never enough removal. And well, I do have a lot of sweeps. I'd much rather lean towards targeted removal over sweeps. Faith's Fetters is a great suggestion.
For now, I'll be using O-ring due to convenience.
I believe I'm also putting in Elspeth.
Thanks for all the help black jack. It is always much appreciated.
EDH
WB Teysa, Orzhov Scion
EDH
WB Teysa, Orzhov Scion
I currently have a list of cards I'm considering adding and as usual, no idea what to cut. Here's the current list of cards I am considering:
twilight drover:seems like a great token generator in a pinch, plus he could possibly become a bomb if i have a lot of token gen going on already.
Mobilization:nice use of left over mana at eot AND tokens when I want them. Just seems nice to me.
mentor of the meek:card draw. but he's a creature so he's really easy to deal with. I'm still up in the air with him.
geist-honored monk:again, solid token production and could be a threat if I get some engines going.
increasing devotion:this is the token spell imo. army of the damned doesnt have anything on this card. sure you only get 15 tokens out of the card as compared to 26. BUT you get white tokens, which can exile a creature right away. plus, you can play this earlier. and well, i hate looking at my hand and seeing damned when i wish i could cast something to get me more tokens. Less of a win in top deck mode, but still helpful regardless. I believe devotion will be replacing necromancer's covenant. I do enjoy making someone lose all their creatures and the life link is nice, but devotion just seems more consistent.
unburial rites:creature res. idk how i feel about it. could be helpful due to the flashback being at anytime when it's in the yard.
carnage altar:I have one laying around. Just can't decide if it's worth it or not.
night dealings:just seems like such a powerful tutor. I'll have to play with the deck more to see if i actually get to do that much damage to make it effective/worthwhile.
Thoughts on these cards?
Also, I've decided that Sorin, lord of innastrad will take the place of Vess in my deck. They serve two separate functions, but i feel having another token producer is just better than having another tutor. Especially because I have to wait a turn to get the card I tutor up.
Also, I've been looking for a card that can give a +x/+0 that way my tokens become more scary but they can still be clamped with ease.
I don't want to but... I can't help but feel like divinity of pride just does not have a place in the deck anymore. If it had some colorless cost in the mana, I'm sure I could justify it but more times than not, it's useless for a while in my hand because I can't get the colored mana needed to play it. this breaks my heart. But I think it has to go.
EDH
WB Teysa, Orzhov Scion
EDH
WB Teysa, Orzhov Scion