The following parameters determine the strength of the deck. For each, a score of 5 (very good), 4 (good), 3 (mediocre), 2 (bad) or 1 (very bad) is allocated; when totalized this score represents the power rating of the deck.
- Mana: indicates the availability of mana sources within the deck.
- Ramp: indicates the speed at which mana sources within the deck can be made available.
- Card Advantage: indicates availability of filter- and draw resources represented within the deck.
- Overall speed: indicates the deck’s potential for pace, based on resource availability and mana curve.
- Combo: indicates the measure of combo-orientation of the deck.
- Army: indicates the deck’s creature-army strength.
- Commander: indicates how much the deck is commander-oriented/dependent (less dependency is better).
- Interaction: indicates how much this deck can mess with opponents’ board states and turn-phases.
- Resilience: indicates the measure in which the deck can prevent and take punches.
- Spellpower: indicates the availability and strength of high-impact spells.
Mana: 3
Fortunately, the average CMC of this deck is low enough that it doesn’t require all that many mana-sources to make it effective at what it does. Therefore decided to keep said resources at a relatively low level. The deck features four rocks, two treasure-generating permanents and an instant-mana spell. There’s also three ways to sacrifice creatures for mana.
Ramp: 1
Mono-white is actually quite good at this, but unfortunately it doesn’t yield much opportunity to fetch swamps. Same for Orzhov, it’s not exactly its strong-suit. The good news is that white has in its spell-arsenal one of the best ramping cards ever created for MTG.
Card Advantage: 5
Aside from decks featuring blue, no color combinations are better at CA than Orzhov; especially when it comes to providing draw triggers. In total, the deck holds six draw-options fueled by deaths of other creatures; half of which work through my own sacrifices. Aside from that there’s also two more regular draw options, a draw-steal card and two strong tutors.
Overall speed: 4
As this deck features a lot a low-cost spells, including many permanents, it’s relatively easy to kick it into gear; especially when combined with its excellent CA-abilities. This advantage comes at a price, for very few of its spells and permanents are powerful off their own accord. True strength is achieved when combining the individual pieces into synergetic wholes.
Combo: 2
Orzhov actually lends itself quite well to combos, but this deck doesn’t really contain any. Instead, its victory depends a great deal on a plethora of synergy-bonuses from letting (my own) creatures die. Powerful creature tokens, resurrections, damage dealing, life-gain and card-advantage being the most potent examples.
Army: 4
It’s all about the numbers in this one. Most individual creatures will not be particularly powerful by themselves, but boy do they work together well with their brothers and sisters! There’s tokens galore, some decent bonuses, lots of utility and to top it off, my creatures are not likely to die permanently any time soon.
Commander: 4
Teysa’s presence I consider to be the icing on the cake when playing this. Her main benefit, doubling all LTB triggers, is absolutely beautiful and strong but it’s not required for most of the deck’s synergies to work well. There’s also a few cards in here that act as a redundancy to her powers.
Interaction: 5
Creatures appearing and dying is going to cause some major discomfort for whatever deck attempts to face this one. Amongst its many perks resulting from this are eight life drain options, three ways to force opponents to sacrifice their stuff, three manners to drain opposing creatures’ power and six ways to exile opposing creatures and other permanents. There’s also three independent options to just destroy whatever.
Resilience: 5
Opposing decks are going to be hard-pressed to get rid of this deck’s permanents. Aside from some massive token-generation abilities, the deck features seven solid recursion options (half of which don’t even require an activation cost). In case the opposition still gets the upper hand, copious life-gain opportunity strengthens the deck’s survivability.
Spellpower: 3
Five high-powered enchantments form the core of the deck’s strongest overall spell-impact. An impressive creature-wipe and no fewer than seven single destruction/exile spells round out the deck’s spell arsenal.
Total power score: 36
Token armies are fun, because if you happen to lose one, … that’s ok. There’s always more where that came from! When combining token generation (based on sacrificing/losing creatures) with resurrecting said creatures, one can create some truly ridiculous board-states. Not to mention the copious additional bonuses and perks one can obtain through ET/LTB effects.