A deck based on the idea from this article: https://edhrec.com/articles/epic-experiment-teshar-hatebears/

Primer in progress: This deck is all about establishing a soft lock on the opponent's board while slowly amassing an army of small creatures, swinging in for value before eventually running opponents over. The tricky part about this deck is not locking yourself out of the game. For example, sometimes playing Thalia, Guardian of Thraben is not the right play, as our deck has many non creature artifacts. The same is true for Lodestone Golem in vice versa, we won't be rushing him out against a Jhoira, Weatherlight Captain deck.

Alms Collector: Even if he doesn't synergize with Teshar, Ancestor's Apostle, he provides a hate piece and card draw in mono white, he is a great piece in the deck, but depending on your meta, I would consider cutting him if you don't see many wheel effects.

Archon of Emeria: This is one that you need to be careful with. Playing him early with a ton of weenies in your hand can slow your game plan down way to much. Your opponents who will be playing bigger and bigger spells will eventually overtake you. Take your time and play this when you're ready to slow it way down.

Aven Mindcensor: The satisfaction of popping this in response to a fetch land is among the best in the game. Unfortunately, his lash capability doesn't work with Teshar, Ancestor's Apostle

Boreas Charger: A little piece of ramp that can help as a sort of boardwipe protection? Damnation would be pretty bad if it read "Destroy all creatures, your mono-white opponent playing hatebears can search for 3 plains and put them into play tapped." Plus, it can come back with Teshar if your opponent is still ramping.

Bounty Agent: This is the biggest rattlesnake in the deck. Get him out, and suddenly you're everyone's best friend. If you're playing an artifact with Teshar, Ancestor's Apostle out anyways, then you can use his ability. Otherwise, I suggest you leave him on the board threatening opponents.

Bygone Bishop: Unfortunately, clue is a good source of card draw in :( So playing a bunch of weenies and getting to draw off of them later is decent value. Its not a Guardian Project but it'll do sigh

Capashen Unicorn: A Bounty Agent for artifacts and enchantments that can be brought back with Teshar. Good value.

Containment Priest: Just a good hatebear, it gets rid of the weird decks that like to do too much. Playing this card can make you the hero of the table, as it will usually only effect one player. Yess it Nonbos with Teshar, its one of those pieces you need to feel out the table before playing.

Eidolon of Rhetoric: Similar to Archon of Emeria, just watch out and dont play him too early and slow yourself down. Dump your hand, then drop this piece. (You can afford to play a little more aggressive because of the fallback Teshar provides.)

Esper Sentinel: Power creep lol. Suprisingly good card draw in mono white that triggers Teshar's first ability, and can be brought back with the second. Very good piece in the deck. (Its fun to make people pay 3 mana with stuff like Elesh Norn, Grand Cenobite).

Ethersworn Canonist: Just another piece to slow opponents down, make sure you wait for the right moment like most things in this deck, throwing him out too early can hurt you more than that one Urza, Lord High Artificer player you hoped wouldn't sit down next to you.

Fiend Hunter & Fairgrounds Warden: Functionally the same thing, just some removal that can be brought back with teshar on a small body.

Glowrider: Strictly worse Thalia, Guardian of Thraben; however, redundancy is important and this will slow down opponents WAY more than you, with your 42 creature hate deck.

Guardian of Faith: Some boardwipe protection that can be replayed with Teshar if you want to boardwipe on your turn.

Hope of Ghirapur: The best card to play against that storm player, get in for some flying damage then keep them from playing their deck. Also has the benefit of stopping counterspells, but they don't bother us too bad. As Teshar makes a Counterspell a 1 for none (technically)? Either way bring Hope back over and over till you deal 40 damage or until your opponent quits.

Hushbringer: There are currently no ETB effects in this deck; however, there are a few dies effects so watch out when playing this guy. Good luck Brago, King Eternal

Hushwing Gryff: That one but flashy and no dies ^^

Imposing Sovereign: Stops those hasty Gruul decks that like to smugly show off their Anger in graveyard (I am guilty of this).

Kami of False Hope: If you like being the most boring person in the world Cough cough Minh Juan Cough cough then play this guy over and over until your opponent wants to quit.

Knight of the White Orchid: Ramp in white on a recurable body

Leonin Arbiter: Makes fetches unplayable and hurts general tutoring alot, great piece against those combo-lovers

Lodestone Golem:Just slows the game down for everyone.

Mentor of the Meek: A really good source of card draw in a weenie deck, he's usually a large target as he can provide great sources of card draw in our deck. So its always great to bring him back with Teshar.

Mother of Runes: Mothers have a way of protecting their meanie weenies. Simple protection for any creature, also notably can make creatures unblocklable in certain scenarios.

Phyrexian Revoker: In this deck, you don't have to worry about playing him too early. As if a new threat comes out, you can just return Revoker and name the new card. It can be pretty fun to name their Sol Ring.

Ranger-Captain of Eos: Often just a white creature that draws you a relevant card on ETB. ANDDD he can sacrifice himself if you have an artifact in hand and Teshar in play. Repeating on his ETB is surprisingly powerful. If you have the budget I also suggest running Recruiter of the Guard.

Reidane, God of the Worthy Flip:: A VERY underrated toolbox card in this deck. Playing against snowlands? Play the creature side. Need to return a creature from the yard? Play the artifact side. Reducing damage by 1 and making removal cost more is extremely good when you're playing a deck that runs ALOT of silver bullets.

Remorseful Cleric: We need some sort of yard hate that doesn't hurt us as well. Also he can be returned if need be to exile yards multiple times.

Selfless Spirit: Saves your army of hate pieces from a boardwipe. Multiple times. Everytime with Teshar out.

Soltari Visionary: I have no clue if this card is good or not. It seems like a very underrated card that poses a major threat to opponents. He is among the first on the cutting block because I haven't had much time to test him out.

Spirit of the Labyrinth: Yeah go ahead, play Windfall, you won't. In all seriousness however, don't play this card out if you have a very good piece of card draw in play. If your opponents are just drawing their 1 per turn then definitely wait.

Strict Proctor: This works on ALL PERMANENTS! Lotus Cobra just doesn't work now, any lands entering wont let abilities trigger. This does make bounce lands pretty good though.

Sun Titan: Represents any hatebear in the deck that Teshar hasn't brought back. Its nice to have a larger creature in a deck full of 2 and 3 drops.

Thalia, Guardian of Thraben: The epitome of hatebear decks.

Thalia, Heretic Cathar: Nice fetchland. . . loser. Oh Nice Samut, Voice of Dissent. . . loser.

Thraben Inspector: Provides a tiny source of card advantage that can be repeated. Also on the cutting block.

Tocatli Honor Guard: Just another copy of Hushbringer.

Vryn Wingmare: Another Thalia, Guardian of Thraben.

Elesh Norn, Grand Cenobite: My favorite bomb, simultaneously neuter your opponents while pumping your army for the swing.

Mirror Entity: Swing in, wait for blocks, then decide how to spend your mana most efficiently to kill your opponent or turn chumps and trades into removal.

True Conviction: Start swinging in for the win. The life link can turn even the most dire situations into slightly more stable

Damping Sphere: Good luck storming off buddy, oh did I mention that this returned my Thalia, Guardian of Thraben as well?

Dispeller's Capsule: Removal is important, so if we can get removal that also triggers Teshar, then its a win win.

Endless Atlas: Listen, card draw is rare in Mono White, you gotta take it where you can get it. This card does a surprisingly good job at providing advantage. Especially in the late game when we pass with 6 lands open.

Everflowing Chalice: In a pinch, this is a cost Teshar trigger, bringing back something very important.

Farsight Mask: Most of the time, opponents just get frustrated that their removal is usually useless. They decide that focusing you out of the game will allow them to play their deck the way they intended. With this card in play, swinging at you is verryyy dangerous. As it helps you find more win cons.

Fellwar Stone: Uhm, I mean its just ramp.

Heraldic Banner: Uhm, I meant its just ramp. But it also pumps up your weenies a little bit. Often this adds 5-7 power to your board.

Marble Diamond: Uhm, I mean its just ramp.

Mask of Memory: Many of the hatebears in this deck have some sort of evasion, usually flying, so this is a great source of card advantage here. Also, discarding isnt too bad for us with Teshar out in play.

Mind Stone: Uhm, I mean its just ramp. The second ability rarely comes into play.

Oketra's Monument: Cost reduction, a Teshar trigger, and it makes all of your hatebears come into play with a little friend. Suddenly your board is looking pretty wide.

Orb of Dreams: Watch EVERYONE sigh in slight annoyance as you desperately point out that the effect is symmetrical, so you feel their pain too.

Prismatic Lens: Uhm, I mean its just ramp.

Skullclamp: Sometimes sacrificing an irrelevant hatebear to draw 2 is a really good tradeoff. Also this just makes removal a -1 for 1.

Slate of Ancestry: Do not sleep on this card! The discarding inst too bad as long as we have Teshar, but the card draw is fantastic. Just make sure your card draw stoppers aren't out.

Smuggler's Copter: Another small source of card advantage (yes, its advantage not choice because Teshar does Teshar things).

Sol Ring: Uhm, I mean its just ramp.

Sword of the Animist: Since most of your creatures are evasive anyway, this card will ramp you ALOT over the game.

Uba Mask: Good luck playing Baral, Chief of Compliance now ALEX.

Ward of Bones: Everytime I play this card, my opponents have to stop and read it a few times. This is my favorite card in the ENTIRE deck. It is always relevant as it basically means that no one can play non creature permanents for most of the game.

Mostly everyone hates Armageddon, including myself. I do really like Winter Orb effects however, I just removed them from this deck because they REALLY kill play groups, so I had to settle with softer hate pieces that don't lock people out entirely.

Well, let me know what you think of the deck, I am always open to suggestions. Thanks for giving the primer a read!

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98% Casual

Competitive

Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

40 - 0 Rares

25 - 0 Uncommons

6 - 0 Commons

Cards 100
Avg. CMC 2.73
Tokens City's Blessing, Clue, Warrior 1/1 W w/ Vigilance
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