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Révision affichée: 102. There is a more recent version of this deck.
Welcome to my Teysa Karlov EDH guide.
This is the first EDH deck I ´ve ever built. For the past 11 months I have been actively playing and upgrading this deck as my main. With every new expansion I was able to find new cards to try and upgrade the list. It had many goals throughout the past year, but I have eventually decided to opt for the death-trigger strategy, that slowly pings your opponents down before one explosive finale, that should win you the game. Currently, the deck focuses on assembling pieces from three important categories to win the game - death triggers, something to die and trigger them and a way to kill our creatures, since our opponents won´t.
With that being said, this deck is not really competitive. It can be consistent, but it is adjusted for a slower meta, where games can last anywhere between 10 to 20 turns. It will not win you the game on turn 5, but it can establish a nice board state by then. I personally enjoy that with the right permanents, most of your spells do much more that what they say on the tin, usually with bonuses of chipping away at your opponents´ life total or giving you resources to advance further.
Bi-product of this playstyle is the incredibly oppressive environment you create with a board state that heavily punishes your opponents for interacting. Often, your opponents should think twice about removing or blocking your board pieces, leaving them for you to decide their fate.
In this guide I will walk you through the general strategies and goals of the deck and give some commentary on each individual piece. We will get to see how some of the rules of the game work in favour of the deck and how we can use them to our advantage. I will also recommend some interesting cards that are currently not parts of the deck, but were either heavily considered at some point, or were included, but got thrown out.
I don´t have much to say about the land base, except that it currently has all possible lands within my budget. I have included all lands that don´t enter tapped or have a way doing so, with only a few exceptions. Mana fixing has never been an issue with this deck, usually it´s the mana deficiency, since Orzhov doesn´t have access to much ramp.
These are the cards you want to get on the battlefield ASAP to create a wall of bodies that your opponents will have to remove before the triggers get there too. The thing is, that this deck also focuses on generating tokens on death, meaning that removing one creature will more often than not result in many more taking its place.
The bread and butter of this deck. These rascals will help you win the game once enough creatures die. The more of these guys you can get on the battlefield, the fewer bodies you need to actually win. And remember, all of their death triggers are doubled through Teysa.
Be cautious watching the triggers and read the cards carefully. It has happened many times, that I have decided to wipe my board to get rid of one player, only to find out I have actually won the game.
So, our opponents don´t want to kill our creatures? Do we have to do everything around here?
Yes. And it feels even better that way.
These cards are meant to enable death triggers en masse without our opponent´s help. At his point it is worth noting two important rulings from Gatherer:
"If a creature dying at the same time that another permanent you control leaves the battlefield causes a triggered ability of that permanent to trigger, that ability triggers an additional time."
"If a creature dying at the same time as Teysa (including Teysa itself dying) causes a triggered ability of a permanent you control to trigger, that ability triggers an additional time."
This means that board wipes will not only trigger our pingers as if they were still on the battlefield, they will also still be doubled, making for some enormous hits coming from your side every time you wipe the board.
These cards exist in the deck to help us get to the important pieces faster or to make sure we always have something to do. Revival spells are also great for when important pieces are removed from our board before we fully got to utilize them.
Arcane Signet - a classic among mana rocks, no reason to not run it here
Athreos, God of Passage - after a large board wipe, your opponents will think twice whether they can afford to pay the 3. Actually, it´s 6, since the trigger activates twice and your opponents´ will have to pay both times for the creature to not return to your hand. Alternatively, target an opponent with 2 or less life to make sure all creatures return.
Athreos, Shroud-Veiled - slower than his cheaper brother, this Athreos at least guarantees a return of the creature.
Bolas´ Citadel
Grim Haruspex - repeated card draw is very valuable in black, especially since it can be turned to two card per creature with Teysa
Keeper of the Accord - can very easily solve our mana issues. It is not uncommon for him to bring 5+ lands during few turns. If you for some reason don´t have the largest board in the game, he can help with that, too.
Midnight Reaper - see Grim Haruspex. The loss of life is easily offset with many healing effects found in the deck.
Mind Stone - a personal preferred alternative to Commander´s Sphere. Two-mana rocks are simply too good to pass up on.
Orzhov Signet - another two-mana rock, but the downside of requiring mana for activation means that you won´t be able to use it immediately if you drop it on turn 2.
Pitiless Plunderer - this guy can easily turn into a value engine if left unchecked, even more so than Smothering Tithe. If you wipe the board with him up, he will leave you with enough resources to rebuild.
Profane Tutor - a financially affordable good tutor. It´s power depends vastly on your meta. As I said, games in my meta take up to 20+ turns, meaning that the two-turn delay isn´t that crucial. I can definitely see removing this card in fast metas.
Reveillark - this fluffy guy has many targets in this deck, many of which are combo pieces. Just hope you don´t open with him in hand.
Skullclamp - yet another mistake we can abuse to our liking. It is essentially "draw 4 for 1 generic mana and a death trigger."
Smothering Tithe - ahh, the strongest white card in commander. To be honest, I only included it in this deck because I cracked it in a pack. I can see myself removing it in favour of another card. You definitely don´t need it to run this deck properly.
Sol Ring - mana positive rocks = man, this positively rocks
Talisman of Hierarchy - caves of Koilos on a coin. Again, no need to think about the loss of life.
Thought Vessel - should you find yourself holding too many cards as a result of a board wipe with Grim Haruspex on the board, this will definitely come in handy. If that doesn´t happen, it is still a two-mana rock.
Undying Evil - great if you want to defend an important piece that is not ready to die just yet.
Unearth - like Reveillark, this card has many important targets in the deck that work better on the battlefield than in the graveyard.
Victimize - now you can turn your useless spirit tokens for a juicy combo piece. Or sacrifice Ministrant of Obligation or Seraph of the Scales to grossly increase your overall board presence.
Village Rites - a simple and effective draw spell, use it before a board wipe to increase the amount of creatures that will be destroyed or as a reaction to a removal spell.
Every good deck needs some interaction. We had a lot of it in the Sacrificial Altar category, but there´s also some cards we can use to hinder our opponents´ strategies without having an impact on our board.
These cards don´t really help us work towards the general strategy of the deck, but can be used to finish our opponents or degrade their life total even faster.
In this section I ´dl ike to take a look at some of the cards that had their place in the deck in the past. I´d also like to talk about some budget options, since no one wants to spend $250 on a deck they might not enjoy playing. I will also try to comment on some of the cards I have seen in Teysa Karlov online decklists and edhrec.com page and offer my insight into those options.
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