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Building Around Leaving-the-Graveyard Effects in Commander with Teval

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Hello happy folks! In the recently released return to the beloved Tarkir, Sultai has a theme of caring when things leave your graveyard.

Kotis, Sibsig Champion
Muldrotha, the Gravetide
Sidisi, Brood Tyrant
Teval, the Balanced Scale

Kotis, Sibsig Champion is from this set, and lets you cast creatures from your graveyard for the additional cost of exiling three cards from your graveyard. Muldrotha, the Gravetide will let you recast permanents and drop lands on your turn. Sidisi, Brood Tyrant helped define this wedge in the original Khans of Tarkir and will mill three when it arrives or attacks, and then when one or more creatures are put in your graveyard from your library, you make a free 2/2 Zombie token. The other leader printed Tarkir: Dragonstorm costs four and for an on-curve 4/4 body with flying and then when it swings, mill three and reload a land tapped - nice. Then when stuff leaves, you'll make a free 2/2 Zombie dork like Sidisi.

I really like either Muldrotha or Teval for a Commander here and I'm stuck. Which of these four would you build around? The ones that don't make the cut as my leader will be in for support. Well, not Kotis, I don't want to be exiling my stuff en masse for triggers.

Let's turn to ramp and see if I can figure it out!

Ramp, Lands, Rocks

Stonespeaker Crystal
Commander's Sphere
Vessel of Endless Rest

Normally I'd steer clear of Mana Rocks in Green... but these three and Mind Stone make sense. Stonespeaker Crystal taps for two colorless and then taps for two to sac to draw you a card and then exile all other graveyards too. The Commander's Sphere taps for all of our colors and then can be sacced for a card too, but no tapping! Then Vessel of Endless Rest will put a card from your graveyard to the bottom of your library for that sweet leaves the graveyard trigger. Ideally you will bring back the sacrificial rocks with Muldrotha or other stuff.

The Commander Classic 2-drop Sakura-Tribe Elder will sac for no mana to ramp you a land! Love it much here, coming back from your 'yard! Then Will of the Sultai will let you either mill three and then return all lands - nasty good here, or toss +1/+1 counters on a dork equal to your land count and trample for a turn, and if you control your leader? Do both; nasty good! And Life from the Loam will dredge 3 to your hand (trigger) and then return three lands from your graveyard to your hand too!

Conduit of Worlds will let your lands be played from your graveyard to give you triggers and then it taps for no mana at sorcery speed to cast a spell from your graveyard this turn, but that's the only spell you can cast that turn. Now, whenever Six swings you can mill three and reload a land to your hand for more leaves the graveyard triggers! Then on your turn your non-land permanents can be recast with retrace! Kheru Goldkeeper is a 3/3 flyer that can turn cards leaving your graveyard into Treasure, and then does so over and over again! It's also got renew.

Hermit Druid
Splendid Reclamation

Hermit Druid taps for a Green to reveal cards from your library until you show a basic, and then you dump all of those cards into the 'yard and the land goes into your hand! Splendid Reclamation tosses all your lands onto the battlefield tapped from your graveyard.

The colorless tapper Drownyard Temple enters untapped and then can be played to your battlefield tapped from your graveyard for three mana. I tossed in all three in-color Channel lands since you can channel them and then drop them or bring them back to your hand with Life from the Loam. Takenuma, Abandoned Mire is the best of the three for this deck, since it mills three and then returns a dork to your hand from the 'yard. That's great for filling that 'yard and triggering your leaves the 'yard stuff. Kishla Village arrives untapped sometimes and then taps with four to surveil 2.

Academy Ruins
Volrath's Stronghold

Let's finish with this legendary land duo! Academy Ruins taps for two to reload a used artifact onto the of your library, and then Volrath's Stronghold will do the same thing for creatures. That's much better in this build, but a little pricier since it's on the reserve list.

Recursion

Afterlife from the Loam
Rise of the Dark Realms

Now let's turn to our moving stuff out of our graveyard, ideally with recursion like this Black pricey win-con duo! The eight-cost will return one dork from all players to your side of stuff! It's got delve, and can be super cheap. Then the nine-cost one will return them all from everyone and then win fast too.

Now let's turn to these two Black cheap cost enchantments! The two-drop rare Oversold Cemetery will raise one to your hand each upkeep for free as long as you've got at least four - easily done here with our milling. Then the one-drop common Tortured Existence will spend one Black to discard and Raise Dead your best dork back to your hand! Brilliant for getting the best card-draw, STE, or ETB or synergy or win-con back! Each use of it triggers your stuff.

Lie in Wait
Soldevi Digger

Let's finish with this pair! The Sultai uncommon three-cost sorcery is next! You can Raise Dead a dork to your hand and then shoot another dork equal to its power! Kill and recursion is a nasty duo here! The artifact costs two, spends two, no tapping, and then puts the top card of your graveyard to the bottom of your library a brilliant mana sink and then way to trigger your stuff! Do that when someone tries to exile your graveyard, but just the top card, so keep some mana up and free for it!

Synergies and Winning Conditions

Wight of the Reliquary
Lord of Extinction
Out of the Tombs

Now let's turn to synergies and then win-cons, we'll start with the latter above. I tossed in three dorks that care about graveyard sizes the two Golgari ones above and Mortivore with regeneration. The two-drop above is Bear size and then vigilance and then has boosted size equal to your graveyard count, vigilance there is nasty. And his tap to sac a dork for a land to your battlefield is great too mana free!

Then the five-mana one has size equal to everyone's graveyard count - here? Nasty! Then the three-drop enchantment in Black will in your upkeep toss two counters here and then mill that many counters in cards, great over time. When your deck is exhausted, Zombify a dork to your battlefield and then trigger your stuff too. Then if you cannot you'll lose the game.

More synergies here with this dork-duo! The 7/6 flying eight-drop Colossal Grave-Reaver will ETB and swing to mill three and then when dorks hit your graveyard from your library? Reanimate one! Nasty brilliant deck loading there as well as reanimating and triggering. Then the five-drop 3/6 lifelink Lotuslight Dancers will toss ETB one card of each of its colors to your graveyard, great for bringing back and then they don't have to be dorks, so your Green card could be Life from the Loam, as a great example.

The six-cost with delve Black 4/5 Tasigur, the Golden Fang can spend 4 mana any time to mill two and then reload a nonland to your hand of any opponent's choice - no matter what they choose you'll trigger and mill too! Breach the Multiverse costs seven, has each player mill ten, and you can choose a dork/planeswalker from each graveyard and send it to your side! Then the Green costed Room Walk-in Closet // Forgotten Cellar first side is a Crucible of Worlds for 3 mana and then the other side for 5 mana will this turn let you cast stuff from your graveyard for trigger too kind of like Yawgmoth's Will. Great finisher too.

Answers

Transcendent Dragon
Draining Whelk

Now let's turn to my answers! We'll mainly lean on counters. But I love dork flashers you can bring back and then trigger and recast like this six-cost flying duo or, say, Mystic Snake. The 4/3 one will let you exile what you countered and then recast for free like Spelljack. The 1/1 will grow in size equal to the cost of what you countered! Love this duo much here!

Now let's turn to targeted backup removal. Drag to the Roots only costs two with delirium and then destroys anything that ain't a land! Then we have Fangkeeper's Familiar, the Sultai four-drop 3/3 flashing with an ETB to counter a dork, destroy an enchantment or surveil 3 and gain life if those aren't needed. Rise of the Witch-king will have everyone sac a dork you too like Innocent Blood! But unlike that you can recur another permanent to your battlefield if you lost something to trigger your stuff!

Living Death
Death Begets Life

Let's finish with mass removal and recursion a bit too. The classic five-cost sorcery will swap all in-play critters with graveyards by everyone. Time that right and win the game in one spell! Then the eight-cost Sultai sorcery will destroy all dorks and enchantments but then you'll draw equal to what you lost! Great stuff here!

Card Draw

Welcome the Dead
Forbidden Alchemy
Rite of Renewal

Let's finish with card draw! The Black flashbacking four-cost sorcery will draw two, discard one and then make X tapped 2/2 dorks equal to the number of cards that went there this turn! With all the milling here? The Blue cost instant will dig four like Impulse, draw one and then bin the rest! You can get them with the tutor above too. Then the Green one that finishes us will return two cards of the permanent size and then exile. This is my Restock. I also tossed in Bitter Revelation to dig four and then draw two, and bin the others.

Now let's turn to this duo that triggers when our stuff heads away! Teval's Judgment draws, makes a Treasure for ramping or makes a 2/2 on any turn, but just once/turn each one! Great card draw, ramping and dork making too. Then the two-cost Kishla Skimmer with flying will turn once per turn on your turn to card draw. A bit slower, but as a dork easier to get back if it dies or is milled.

Ripples of Undeath
Windfall
All Suns' Dawn

Let's finish with this trio in my colors! The two-drop enchantment in Black will in your main phase mill three and then you can spend three life and a mana to put one into your hand - brilliant card flow and milling and trigger your stuff too! Then the Blue uncommon spell will have everyone discard and then draw equal to who discarded the most - great stuff to rebuild your hand and fill the yard too. Too bad we are not in red, I'd lean into red more with those. Then the five-cost Green sorcery is common in Five Color brews since it'll return one card in each color. Here you can get back stuff like spells or enchantments too, but even if three, it puts the work in.

All done! Here's my brew!

Teval EDH | Commander | Abe Sargent

Card Display


There we go! I tossed in the obvious two Witnesses, the two modal spell lands, and even more Crucible of Worlds like Glacierwood Siege and more. I hope you'll enjoy playing this as much as I had building it. Have an amazingly awesome day!

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