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T&T - Thrasios & Tymna - Turbo Naus Consult Scepter (EDH / Commander)

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CEDH
Thrasios Triton Hero & Tymna the Weaver or commonly T&T

This a combo deck based on 3 step.

1 Ramp with mana rocks and dorks
2 Draw card with Tymna or Thrasios
3 Combo off

On step 2 and step 3 use interaction, like counters or removals.

There are a lot of combo options and all single cards are good on theirs own.

The combos are:

Isochron Scepter + Dramatic Reversal + a 3 or more mana producer = infinite mana.

Freed from the Real + Bloom Tender / Faeburrow Elder = infinite mana.

Pemmin's Aura + Bloom Tender / Faeburrow Elder = infinite mana.

Bolas's Citadel + Sensei's Divining Top = draw card equal to your life.(was a good Combo if you want you can put it in)

Thassa's Oracle + Demonic Consultation / Tainted Pact = Easy win.

After you combo off witf the infinite mana combo, you draw all the deck with the infinite mana on Thrasios activated ability and win with: Walking Ballista or Thassa's Oracle.

Have Fun ! ;D

DECK PRIMER
Consult Scepter Thrasios [CST]
Consult Scepter Thrasios [CST] is a powerful and resilient combo deck aimed at maximizing deck speed, individual card strength, and value-scaling as the game progresses. CST shares similarity with traditional cEDH storm lists, but uses efficient two-card combos in place of card- and resource-intensive storm outlets. It seeks to utilize Tymna and Thrasios as scaling consistency engines and with some clever optimizations, Thrasios enables extremely slot-efficient wincons on the back of slim infinite mana combos.

The objective of the deck is to generate infinite mana, draw, and spell-casting through a series of combos with Isochron Scepter infinite mana, or to win with Laboratory Maniac effects + Demonic Consultation. Thrasios enables use of Isochron Scepter + Dramatic Reversal as a clean and slot-efficient 2-card combo to win on the spot. The win condition of choice uses Copy Artifact/Scepter or a Timetwister/Memory’s Journey loop, which lets us minimize the number of dead draws to a remarkably low count; most every card is live in some way outside of their respective roles in being part of the combo.

One of the most important parts of the deck worth sharing is that it is modular. It can be equipped with different win conditions depending on what you expect to see to maximize the chances of winning. The ramp and draw options can be optimized for how your meta interacts with mana sources and styles of card advantage. Interaction can be customized to combat the metagame you need to adapt to (but counterspells and efficient 1-mana removal typically remain the most versatile!). Fully customizing to your meta context will take time, trials, errors, and intuition, but this ‘stock’ fast-and-lean focused shell will provide a formidable starting point in the blind.

Common Gameplans
Raw Scepter / Reversal

This is one of the more obvious patterns -- you have half the puzzle and some mana and just need to tutor the rest. Be careful not to get trapped into over-tunneling on these types of hands; they're often fast but risky and leave you scrambling to recover if you're disrupted. But if life gives you the nuts, don't be afraid to make peanut butter.

Ad Nauseam Rush

This is an attractive plan in scenarios where you've got fast mana rituals, a tutor, and are looking to rush out a win or slip between a light amount of stack-based disruption at instant speed. It also is a very attractive game plan against non-blue decks that levy permanent-removal in lieu of counterspells, as once Naus resolves, your combo will be very well-protected. The deck is quite capable of a main-phase Naus, but end-of-turn will always be more secure.

Necropotence Slam

Going for Necro in the early-mid is a strong strategy if you need to take a cycle or two to exhaust interaction and ramp a bit. All-in on Necro also has the ability to win games that are worn on interaction, but remember that your 7 cards needs to both survive the pass and combo. Typically in the early game, an initial Necro of ~15 is prudent for initial selection, with subsequent Necros being tailored to the tempo necessary to strongarm the rest of the players into submission and execute the combo. Later-game Necros will normally plan to only pass the turn cycle once, so dig deep.

Notion Thief & Windfall

When the game gets wonky with too much stax or you've reached a complicated late-game, this is a clean way to steal the victory while interacting with Thief and circumnavigating most stax pieces. It's a little mana-intensive to easily rush, but Notion Thief is quite strong in the interactive Tymna/Thrasios mirror.

Midrange Value / Control

Keeping hands that lean on incremental draw like Mystic Remora, Sylvan Library, Dark Confidant, etc. are strong when you're planning on going into the long game against control/stax decks. These pieces are innocuous enough to not draw countermagic early while setting you up to sculpt into a winning hand when an opportunity opens up -- or in the hyper-lategame when you've sufficiently ramped into a window you create with Cyclonic Rift.

Ramp to Tymna & Thrasios

If you've mulled to 6 or so and didn't get strong gas or are playing against a lot of mana-denial stax -- if you don't expect a lightning-fast pod -- playing out dorks/ramp into Tymna draw and later Thrasios draw can be a strong value plan.

Laboratory Maniac Effects & Consultation Effects

In games where there are standstills, or if there are some difficult stax effects to maneuver around, this win condition is extremely potent and 100% deterministic. It's compact and space efficient and addresses weaknesses and blind spots present in some of the other lines of play. Overall, this potent combo is an efficient way to steal games with minimal set up or telegraphing.

Going Infinite
Before talking about how to win the game specifically, let’s talk about how this deck actually goes infinite. Note that not all inclusions here are necessarily in the main deck (Scroll Rack / Voltaic Key), but we have included each potential infinite combo here for completeness. There are a number of avenues which will get you to a game-winning position.

Isochron Scepter Combos
Isochron Scepter + Dramatic Reversal + 3 Untappable Mana = Infinite Mana

Casting Reversal with Scepter untaps Scepter and the mana to cast it again.

Isochron Scepter + Dramatic Reversal + Sensei's Divining Top + 2 Untappable Mana = Infinite Draw

Reversal can also continuously untap Top, which can be used to draw the library without Thrasios or infinite mana.

Paradox Engine - BANNED (Legacy Information)
This is left for completeness, but please note Paradox Engine is no longer legal and not in the list.

Paradox Engine can also be utilized in several ways to generate infinite mana and/or draw.

Paradox Engine + Sensei's Divining Top + Thrasios + 5 Untappable Mana = Infinite Draw

With Engine in play, casting Top to generate 5 mana allows us to flip Top, activate Thrasios for 4 drawing Top, and recast Top for 1. Each time we do this, we draw 1 card with the Top flip. With 6 generated mana, we would net 1 mana per loop and can generate infinite mana using Timetwister to prevent decking out.

Paradox Engine + Isochron Scepter + 3 Untappable Mana = Infinite Mana

Each Isochron cast untaps your mana and Scepter, so any infinitely castable imprint spell generates infinite mana.

Paradox Engine + Sensei's Divining Top + Voltaic Key + 2 Untappable Mana = Infinite Draw

With the three artifacts in play, flip Top + Key untap Top + flip Top again. This will resolve with you drawing Top and a card beneath; recast Top and loop for infinite draw.

Paradox Engine + Sensei's Divining Top + Scroll Rack + 3 Untappable Mana = Infinite Mana

With the three artifacts in play, flip Top, then activate Rack to put Top back in hand. Recast Top and loop for infinite mana.

Ad Nauseam & Angel's Grace
Note that with the inclusion of LabMan + Consult lines, this combo is no longer main board. However, this combo is still highly viable.

Angel's Grace allows you to enter negative life to put your library in hand with Ad Nauseam.

Win Conditions
Copy Artifact & Isochron Scepter
The crux of this win-condition lies in Copy Artifact which lets you put a copy onto the battlefield of any artifact. Since I didn’t actually plan this out I spoiled the surprise in the title and our target artifact is Isochron Scepter. This lets us put into play another Isochron Scepter and trigger the imprint ability to tuck another instant with 2 CMC or less underneath it. There are many different cards which can win under this second Isochron Scepter, which contributes to its power as a combo finish since most decks will not have to run different cards or cards which are far outside the overall game plan. This translates to overall a very high density of live draws over the course of the game which can be recycled later to win the game with. Awesome right? We think so here at Thras Corp.

Here’s a run-down of how the combo works, it’s fairly quick so we’ll go over it in a few steps then spend most of the time talking about corner cases, card choices, and other tricks.

Play out Isochron Scepter + Dramatic Reversal to make infinite mana. Infinite colored mana is not required. But since Thrasios draws the deck off this combo making colored is more or less trivial.
Play out Copy Artifact + your win-condition of choice. Thanks to Scepter untapping all your artifacts and the infinite mana, you can repeatedly cast the tucked card, letting you win the game.
Simple right? Right. That’s all there is to it. In just two steps you get be a real Jedi with dueling Scepters. Your win is even: fated. (That was awful, sorry.)

Now that we have touched on the core of this combo, there are some points worth noting. You can play out Copy Artifact or other combo cards like any other card in game. When time comes to win, you bounce or destroy the copy and Regrowth or Noxious Revival it back to your hand. This also works for win condition cards, and let’s us use them as needed and pull them back to win when needed. This, of course, doesn’t work with exile unless you are specifically running exile interaction, but generally avoid having those cards exiled.

Timetwister Loops (& Memory's Journey Budget Loops)
Similarly to Copy Scepter, given unbounded mana and draw, Timetwister in conjunction with a graveyard recursion spell can generate unlimited casts of the spells in your library.

To execute a Timetwister loop:

Generate infinite mana, cast Thrasios, Triton Hero, and draw your library.
Cast spells to loop, such as Swan Song on a Nature’s Claim, generating a token.
Cast Timetwister, resetting your library.
Draw your library.
Regrowth Timetwister.
Repeat steps 2 - 5 to infinitely cast any spells in library.
If Timetwister isn’t in budget, you can perform similar loops with Memory’s Journey:

Generate infinite mana, cast Thrasios, Triton Hero, and draw your library.
Cast spells to loop, such as Swan Song on a Nature’s Claim, generating a token.
Cast Memory’s Journey, returning looped spells and your Regrowth.
Draw those cards.
Regrowth Memory’s Journey.
Repeat steps 2 - 5 to infinitely cast any spells in library.
After Achieving Infinite Casts
Once you’ve successfully assembled infinite mana and have drawn your library, the next step is to loop your available spells in a way that results in winning the game. This involves the utilization of some number of outlet cards -- in the interest of slot efficiency, we prioritize cards that are already strong, useful, and appropriately costed (see ya, Praetor’s Grasp) that can double as a way to win the game.

At a high level, the goal post-infinite is to wipe away all enemy resources, generate an infinitely large token board, and lock your opponents out of the game by holding up a library of countermagic and Silence. Some of these steps may be extraneous, but better safe than sorry. :thmile:

Clear enemy boards with Cyclonic Rift or Assassin's Trophy.
Clear enemy hands with Notion Thief + Timetwister
Gain infinite life with Nature’s Claim or Plunge into Darkness (post-infinite birds).
Play all of your nonland permanents.
Generate a board of infinite Swan Song tokens.
Reset your library with Timetwister.
Pass the turn.
Draw most of your library on opponents’ upkeeps.
Allow nothing to resolve, Silence as necessary.
Swing for lethal or use Scepter + Deathrite Shaman to drain opponents.
Let’s take a closer look at possible outlet cards:

Reality Shift

This was the original card which started the whole dual scepter idea. The idea is repeatedly shifting your opponents’ creatures (and the resultant manifest) will exile their entire libraries, leading to losses on their draw steps. This card is also playable outside of the combo as 2 CMC removal which exiles is overall adequate individually bearing in mind it’s also one of the combo finishes. You can give you opponents targets using Forbidden Orchard in case they do not have any.

Noxious Revival

This card is a unique way of playing around the 2 CMC/instant constraint of the Copy/Scepter combo by letting you cast any card and place back on top of the library to redraw with Thrasios and recast. This is best thought of as the primary Copy Artifact imprint target: you can recast cards in your library any number of times in the order needed to win and recycle them as needed with Thrasios’ draw capability.

Winds of Rebuke

This card already sees play in specific storm lists. The idea here is you can imprint/loop and repeatedly mill opponents and win the game in this way. Granted, this does not work into The Gitrog Monster since she has an Eldrazi titan, which helps protect the pilot if it gets repeatedly sent to the graveyard without being exiled (like with Death Rite Shaman). Beyond that, you need a target to bounce. Considering we have infinite mana at this point, any permanent will do the job. You can simply repeatedly play out and bounce that permanent. Thrasios and Tymna work fine fine provided infinite colored mana.

Pongify

In a similar fashion as the win from Winds of Rebuke, Pongify lets you repeatedly kill your commander and replay it off infinite colored mana to form an infinite army of 3/3 Apes for a next turn win. This cycle is one of the weaker synergies with the Copy/Scepter combo, as you must pass the turn to win on your next turn. One benefit is that in Thrasios lists, you have infinite mana and access to every piece of interaction in your deck at this point, and losing is improbable.

Swan Song

This card also works but in a more convoluted fashion in relation to the other imprint targets. Making infinite mana with Scepter also involves creating an arbitrarily large high storm count. This lets you cast any instant or sorcery of your choosing and countering it with Flusterstorm. After the storm ability on Flusterstorm resolves, you place an (again) arbitrarily large number of copies on the stack, which you can then counter repeatedly with Swan Song. This puts you in a similar situation as with Pongify, but now they are 2/2 flying vessels of terror. Eat your heart out Storm Crow. It is worth mentioning you can Swan Song the copy from the Scepter with Dramatic Reversal under it, but make sure you can untap all your permanents in some other way. Paradox Engine, for example, lets you do this.

The Angel's Grace & Windfall Line
As before, this combo is no longer mainboard, however the information is very useful and the combo is still highly viable should you choose to include it!

Taken directly from Zur decks, If you are unable to execute an infinite-cast loop, an alternate wincon can be constructed:

Draw your library (most commonly with Angel’s Grace + Ad Nauseam).
Silence your opponents.
Cast Angel’s Grace.
Brainstorm putting Yawgmoth’s Will back on your library.
Cast Windfall, causing your opponents to draw cards equal to your library-hand size.
Cast Will and recast Windfall to draw out any survivors.

Deck Modularity
One of the core ideas in building this deck is modularity. The deck has a number of easily swappable parts which lets it easily adapt to the metagame you are playing in and how you want to be approaching it. It’s analogous to a sideboard in constructed; it lets you adjust the cards that your metagame is prepared to interact with.

Dorks and Rocks
Making a decision between dork- and rock-heavy builds is largely a function of your metagame. In nearly every case, you will want to play a mix of mana sources; the best of each of the dorks and rocks are strong enough to warrant near auto-inclusion in your CST. Additionally, it's important in the blind to mix mana sources so as to avoid vulnerability to any one form of mana-ramp denial (Cursed Totem / Null Rod). Splitting the mana architecture allows us to maintain our mana integrity and operate under those effects to search for answers before winning; this fairly non-trivial property of the deck which certainly helps it deal with hate.

The rocks that net mana without significant use barriers have near auto-inclusion status, not only in CST but universally across cEDH builds. Likewise, it's hard to imagine any build of CST that would forgo the best of the mana dorks; they're too efficient to ignore.

Rocks

Mana Crypt

Mox Diamond

Sol Ring

Mana Vault

Chrome Mox

Grim Monolith

Dorks

Deathrite Shaman

Birds of Paradise

Noble Hierarch

In order to begin customizing the remaining ramp package, it's important to understand the advantages provided by each style of ramp. Here is a list of the top picks in both categories in rough order of desirability, along with pros & cons of each package.

Dorks:

Elves of Deep Shadow

Arbor Elf

Avacyn's Pilgrim

Elvish Mystic

Fyndhorn Elves

Llanowar Elves

Boreal Druid

Other Dorks:

Priest of Titania

Bloom Tender

Pros:

Accelerate very quickly

Swing for Tymna draw

Offer blocking options

2-cost dorks produce multiple mana

Cons:

Do not tap immediately on the combo turn

Vulnerable to activated ability denial (Cursed Totem, Linvala)

Vulnerable to wipes

Deathrite and Deep Shadow do not significantly contribute to Scepter critical mass

Rocks:

Fellwar Stone

Talisman of Dominance

Talisman of Progress

Dimir Signet

Simic Signet

Azorius Signet

Golgari Signet

Talisman of Unity

Everflowing Chalice

Other Rocks:

Mox Opal

Mox Amber

Pros:

Allow mid-turn acceleration for Scepter critical mass

Enable Mox Opal

Fixes colors with colorless

Cons:

Without fast-mana acceleration, 2-cost rocks result in slow hands

Vulnerable to artifact hate (Null Rod, Stony Silence)

Increased life loss from Ad Nauseam

Remember: mana ramp is compounds cumulatively. The earlier you begin to ramp, the more resources you are able to expend subsequently ramping and drawing. Exploding out-the-gate is incredibly important to race early lock-out mana denial (such as Trinisphere and friends) and establish engines that let you get your gameplan and/or sufficient control online. This is one of the primary motivations for our choosing to play dorks over 2-cost rocks.

To customize your build of CST, ask yourself a few questions:

How much creature hate is being played? Artifact hate?
How often are my dorks able to swing in for Tymna cards?
How often am I pumping bulk mana from 2-cost dorks into Thrasios or other big-mana plays?
These should give you a sense of how much you'd like to skew toward artifact ramp from the default build. Start cutting dorks from the bottom of the dork list and adding rocks from the top of the rock list until you reach the right mixes of ramp. It starts becoming attractive to add Mox Opal around 16 total artifacts. Mox Amber is attractive for slower midrange builds. If you skew toward artifact-focus, add Ancient Tomb in place of the basic Forest.

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Problemas: A commander deck should contain exactly 100 cards, including the commander. · Hullbreacher is banned.

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