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The intent of this deck is to get as many of the death trigger win-cons onto the board as possible, then sacrifice your own creatures to deal damage. With the damage multiplier of the commander and the possible token doublers of Elenda, Crowded Crypt, and others, it's easy to do 20+ damage to each opponent at instant speed with the right board state.
This deck does require quite a bit of 'strategic' placement of your pieces, since you basically need 3 to make the engine go - Creatures to sacrifice, death triggers that deal damage, and a sacrifice outlet. An opponent intelligently swiping out one of them at the right time requires you to re-establish, so the best tactic can be building up one of those 3, then playing the other 2 in a single turn. (also be aware that this will very likely make you a target at the commander table if it's not a killing blow!)
Secondary win condition is the token/wide creatures strategy. You should certainly be looking to attack with your tokens if/when you have your death triggers on the board. If they land for damage, you benefit, and if they die, you benefit, so it makes your opponents think twice about blocking (and the commander gives them lifelink, so double bonus (triple bonus??))
Strengths: the win con itself does not truly require any combat or interactions with the opponents. you could theoretically concentrate on your own board state the whole time and win faster than opponents would (this is certainly not what typically happens.) It's also technically a creature-based deck, which allows you plenty of blockers while you're really just setting them up for sacrifice. Also a strength - almost all of your death triggers deal damage to each opponent, so in early/mid game, you're getting major value out of your death triggers.
Weaknesses: requires all the pieces to be in place, and can be difficult to keep them all in place to get exactly what you need. Some games might be waiting to pull one of those pieces and slowly getting burned. This deck is also centered around cheap ways of creating cheap creatures (cuz you're just gonna sacrifice them anyway!) so it's susceptible to things like trample and flying.
This deck needs time to ramp up. The commander is there to multiply the benefits of the deck, but it's not a value engine to help you build your board state. Because of the play style, your chance of winning before turn 6 or 7 is likely lower than decks in the same power tier - but after about turn 7, you should have the chance to hit all opponents really hard and execute a few combos. A game will turn out best if you don't present yourself as the threat early and try to find some card draw.
As you could maybe tell from the 'maybe board,' I found different cards that create tokens in different ways. At the end, I found that many of them (like Oketra's Monument) were too slow. While you can't play them early, cards like increasing devotion and conqueror's pledge allow for big turns that an opponent doesn't see coming (or can't stop.) I've tried to balance out those mid/later game big turns with enough small cards like doomed traveller and promise of bunrei that still allow for early game setup and interaction.
Other option 1) the 'on upkeep' or 'when spell is cast' type of token generators. These could certainly build up to big turns and big wins, and may be a more effective way of ramping up into mid/late game. I found that they were too expensive to get out early, then you're on your heels as the opponent gets into their own board state.
Other option 2) sacrifice non-token creatures instead of tokens! I see this all over the meta, so obviously very viable. I shied away from this because it requires a larger portion of your deck and your strategy to be on recursion. Once i started leaning in to recursion, i realized it didn't have the balance of win con, sacrifice, and setup that i wanted. I think if you went this way. the blood artist/zulaport cutthroat style cards become ancillary helpful pieces rather than the core win con, and you've then created a whole different deck.
The commander's ability is triggered on triggered abilities, so it doubles things like card draw off of skullclamp (which is awesome,) but does not double the effects of cards that say 'sacrifice a creature: do a thing' (since sac'ing the creature is an activated ability.) This means she'll double the damage of zulaport cutthroat, but NOT of lampad of death's vigil.
Other interesting things that Teysa Karlov doubles: The tokens on Elenda, Twilight Drover, Crowded Crypt, and Black Market, as well as the token creature gen of doomed traveller, hallowed spiritkeeper, and teysa, orzhov scion. (I might be missing some, but still pretty cool!)
Other interaction to think about: you can sacrifice blocking creatures before damage is dealt during combat! If you have 5 1/1 soldiers on the battlefield and an opponent decides to swing at you with 5 6/6 monsters (without any evasion,) you can declare a blocker for each one, then since you know they'll die during combat, you can announce 'before combat damage is dealt, I will sacrifice all 5 of my solders to [insert cool card from deck here] and [get cool benefitz]' - in this way, those 5 monsters don't do any combat damage, but they are technically blocked. You'll want to be careful about doing this against things with trample, though, as what would have been 4 trample damage breaking through for each monster would now be 5 damage form each.
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