mana-burn
All about that Gruul life
16 posts
Hello our names are Javier and Steve and we build EDH decks for fun
Don't wanna be here? Send us removal request.
mana-burn · 8 years ago
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I’m on mobile so I can’t make picture responses to posts so here’s this, it took forever to find
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mana-burn · 8 years ago
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mana-burn · 8 years ago
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mana-burn · 8 years ago
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mana-burn · 8 years ago
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My favorite part about the new Terminate art is that it completes the three-act story of Sun Titan!
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mana-burn · 8 years ago
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Hello!!!! It’s Steve, and im here to talk about one of my edh decks!! Today, im going to talk about Teysa, Envoy of Ghosts!! heres what she looks like:
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Now, i know what you’re thinking: endless loop of spirits, yea, we get it. But I built this deck as a tron deck, not as your classic Teysa. Because a small part of me likes suffering and watching other people get their commanders out relatively quickly as i sit there with my 7 cost commander. But its totally worth it at the end when Teysa knocks opponents out one by one in one fell swoop!!!
Getting Teysa on the Board Quickly people WILL get salty when a measly 4/4 knocks them out consistently, and they will begin to target you as the threat if they play against this deck enough times. And at that point, you want to start playing stuff that will get her out on the field as quick as you like. She produces spirits and destroys creatures that attack, so she alone will act as your shield as you get your many auras out on the field onto her. Nobody wants to risk destroying their 30/30 with trample just to lose it and deal 26 damage to you, especially when it wont even kill teysa, but will kill the their creature instead. So what you want to do is run a SHIT ton of mana rocks. Staples in any white/black edh deck like Sol Ring, Orzhov Signet, Commanders Sphere, and Orzhov Cluestone REALLY help, as well as lands that tap for two, like Temple of the False Gods and that one black white bounce land who’s name escapes me. You will also need to run this!
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It makes any creature type cost two less. “But Steve,” you might say, “Wouldnt that just make human tribal decks run significantly better and leave you in the dust?” Well, yea, which is why you name advisors. To my knowledge, there arent that many advisor tribal decks out there, although in theory you could make one. by naming advisors, you make Teysa two less to cast, at no added cost to you!!! Youre also going to want to run Swiftfoot Boots or Lightning Greaves, because it took you so fucking long to get Teysa on the board and you are NOT going to lose her to fucking Murder or some bullshit like that.
Tronning Teysa Out Now this is the fun part. This Tron deck runs on Enchantments, not artifacts, as you might expect. So what Auras are there that can make Teysa a force to be reckoned with? Well, above all else, youre DEFINITELY gonna want to run this guy!!!
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What this does is that it redirects damage dealt from any creatures to Teysa. But Teysa has protection from creatures, so she wont actually die from any damage taken. Essentially, anyone who decides to attack you will instead attack Teysa, and Teysa will take it like a champ! you wont get spirits cos chump blocks, but you wont even -need- them a this point!!! aside from that, youre gonna want to run cheap, good stuff like Gift of Orzhova (for that flying to block anything you dont want touching you and lifelink, as well as +1/1) Daybreak coronet (+3/3 and lifelink if you dont already have it;the first strike and vigilance is sorta deadweight since, yanno, teysa already has same or similar effects) Edge of Divinity (+3/3 for only one mana), Flickerform (for when you want Teysa to nope the fuck out of a massive boardwipe), Indestructibility (for when you dont have Flickerform) Battle mastery (double strike), Entangler (gives Teysa the ability to block any number of creatures, not just one), phyresis (infect), and etc. etc. Some of the more expensive auras that you might want to have for later in the game is stuff like Eldrazi Conscription, Spectra Ward, Sage’s Reverie (draw a card and +1/1 for each aura already attached to Teysa) and Celestial Mantle <:
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^*opponent voice*: well i guess ill just go fist myself then Recovering Lost Auras In the process of getting Teysa out, you will probably lose her one or twice, and by extension, her auras. Or maybe you’ll have to toss some away as you wait with bated breath for that sol ring or Urza’s incubator. So... what do you do? Youre going to need to run Retether, which brings all enchantments to the board easy peasy. If you’ve already used that, Treasury Thrull calls an aura back to your hand each time it attacks. It doesn’t even have to deal combat damage,all it’s got to do is attack!!! An Obzedat’s Aid or Auramancer also doesnt hurt to have!
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Extra Stuff all the stuff listed here is just stuff that makes the deck run much more smoothly~ Suture priest: for those pesty token decks that hope to knock you out by summoning a shit ton of creatures. i hope its worth the one damage for each and every of those tokens you summoned just for a chance to maybe knock me out. Grand Abolisher: YOU CANT COUNTER MY AURAS OR MY THREE (3) CREATURES Sphere of Safety: Not only do you have to risk your creature to kill me, but you also have to pay to attack me for each and every one of those auras attached to Teysa lmao Norns Annex: Same deal as above, except its only one white mana or two life instead of mana proportional to the amount of auras on my field Intrepid Hero: *sees a 4/4 dragon on the field* “nope get the fuck OUTTA here with that bullshit Kambal, Consul of Allocation: Creatures only or you pay me two life
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One of the assholes in question^ Back Up Commanders there might come a time where you cant get Teysa out at all because she costs 14 mana and at that point theres no point. when that happens, you’ll want to have back up. i have two notable examples in this deck, Evershrike and Karlov of the Ghost Council. c:
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*you hear a frightening shriek coming from a graveyard. it unsettles you for some reason* And thats about it!!!! make sure you have a healthy land base and stuff! steve out~ 
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mana-burn · 8 years ago
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*sigh* FINE 
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mana-burn · 8 years ago
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Quick we need a new meme to fill the void of "Damnation reprint"
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mana-burn · 8 years ago
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Alright MtG community, it’s time to taint this meme with our gross itty bitty nerd hands
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mana-burn · 8 years ago
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The prophecy has been fulfilled!
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mana-burn · 8 years ago
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mana-burn · 8 years ago
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mana-burn · 8 years ago
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Mmmhm
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mana-burn · 8 years ago
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Sometimes the biggest trophies are the smallest things.
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mana-burn · 8 years ago
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new alignment chart
chaotic/neutral/lawful + jock/prep/goth
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mana-burn · 8 years ago
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Power Level in EDH
It is no secret that EDH is a very diverse format - probably the most diverse format out there. A deck builder can build almost any kind of deck imaginable - from the typical control, combo, aggro, and midrange decks; to decks like Stax, chaos, pillowfort, and anything in between. However, not all EDH decks are created equal - the possible disparity in power level between any two EDH decks is potentially as large as the difference between a bad draft deck and a tuned Vintage deck - and any sort of deck in between.
Most people tend to classify EDH decks as either “Casual” or “Competitve”, but the divide between the two is both subjective and blurry. However, a good way to classify EDH decks is needed in order to better communicate what kinds of decks you are playing to the rest of your pod or playgroup so everyone can have an enjoyable experience. It would also be good to have a metric for discussing certain cards or deck-archetypes. As such, I have decided to try creating my own classification system for EDH decks:
Type 1: Jank, Draft Chaff, and Gimmicks
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Everyone was new to EDH at one time. Whether from inexperience or lack of funds, many players of EDH have decks that are barely functional - containing little more than draft chaff and starter-pack rares. Their curves are nonexistent, their decks are incoherent, and their cards are unsleeved. Some may  be monstrosities containing 65 random green creatures and 35 forests, or “troll decks” containing 5-drop removal spells and Divinations with literally zero win-con. Other decks of this type tend to be gimmicks or “theme decks”, created by a more enfranchised player as a form of self-expression. Decks like “Ladies Looking Left” or “Chair Tribal” or “Mono-Red Samurai” - full of a whole lot of flavor, but almost nothing else. Decks of this type are often composed entirely of cards most players would never give a second look at, and typically cannot stand up to anything much stronger than a precon, if that.
Type 2: Casual
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As opposed to Type 1 decks, Type 2 decks tend to have some amount of selectivity in the cards they play. You probably aren’t going to see random French-Vanillas in a deck like this, and they typically tend to have some sort of strategy and coherence. This is actually where I would rate the precon decks that Wizards makes every year. I would also consider decks built with some sort of arbitrary restriction - EG “no rares” or “no cards over $2”, as well as builds of “grouphug” and “chaos” that just do not have a way to win to be in this category. These types of decks are typically not exactly “good”, still containing many suboptimal choices and often with abysmal mana-curves, but the decks still tend to have some bite to them. If there are any combos in these decks, they are horribly janky and inconsistent ones, requiring so many pieces to function that it feels fair.
Type 3: “75%”
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The name of this type is based off the “75%” deckbuilding philosophy, that states that the way to build an EDH deck that can handle the most competitive of players while not being unfun for the most casual is to make one at 75% power. While such a deck is actually impossible to build (anything that wants to even attempt to have a chance at so much as participating in a game with the most competitive of decks has to run the sorts of cards that more casual players shun entirely), decks of this type can pretty happily sit at a table with anything from a “type-2” deck to a “type-4” deck. While not all 75% decks out there are of this type, and not all decks of this type are 75% decks, the types of decks that philosophy builds are exemplars of this power-level. These are probably the most common types of EDH decks out there, and if you are going into a new group or store blindly, your best bet is probably with one of these.
Type 4: Pubstomp
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Y’know that guy who claims he is so amazing at EDH and that his deck is unbeatable? That guy that plays Kaalia or Jhoira or Rafiq, that you just can’t beat? Well, this is probably the kind of deck he plays. Type 4 is where the gloves come off and anything goes - MLD, combos, Stax, Infect, Extra Turns, and everything else under the sun. These decks are mean, and tend to crush more casual decks out there. If you asked the average player what the best decks in EDH are, they would probably list off decks of this type. And they would be dead wrong.
Type 5: CEDH
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These are actually the best decks in the format. These decks are truly degenerate, capable of consistently winning on turns 3-5 through disruption. These decks are not fair in any sense of the word, full of a who’s who of broken cards and mechanics, and anything that can’t kill everyone at once is too slow.. Storm, Doomsday, Stax, Ooze Combo…decks more broken and tuned than most think is possible in this format. There is a good reason that decks like these are often referred to as “singleton Vintage” decks. But we promise we aren’t bad once you get to know us…
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