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Please note, this is made for sit-down competitive multiplayer at local shops. It's Relatively knew and has seen some play. More on match ups later.

The basic premise: Get out some weenies and beat hard. Win in numbers that humility and three board wipes failed to stop once. Tymna the Weaver feeds you cards from those who can't keep up or use their initial turns to ramp, while Ravos, Soultender can provide a powerful anthem and late game recursion options. The combination of these two commanders is pretty powerful, especially in B/W; they shake hands so well it's almost painful.

However, people will see you coming from a mile away almost immediately. The whole battle, you must also fight a war of attrition with the entire table. Life-Suckling such as Blood Artist, Kambal, Consul of Allocation and Extort alongside a strong lifelink theme will keep you afloat if the enemy fights back, long after this ship should of sunk. After all, only Scrubs play Scrubland

The deck is semi-reliant on getting huge value (at least once) from Tymna's draw effect. That being said, the Curve bottoms out pretty low, so that the creatures may flow; maximum value must be obtained from every pipsqueak I can and will draw into. If anything, the Soul Sisters are the best T1 drop, but I've yet to top deck one and be disappointed. The goal is to have 2-3 creatures on the board when Tymna Touches and hope to cantrip off them, restocking. This is usually pretty reliable (Grumble, Grumble, Azami, Lady of Scrolls!, Grumble, Grumble, SPOT REMOVAL). However, Tymna the Weaver's strongest power is being under-rated. This monster is an oddity in the Orzhov world; no other card can take it's roll in this color scheme and it is still a powerful one of. I've found that, even when Tymna is spotted removed, the deck is still applying enough early game pressure that it doesn't matter.

There's also a subtheme of using my lands to destroy an opponent's land and keep ramp at bay a little longer

Now, listen closely: i've made failed in making many Orzhov decks over the years, but this one takes on some tier 1 in four man pod with ease. (NOT CALLING IT TIER 1 COMPETITIVE). However, I am open to any criticisms offered, as it is not Tier-One.

Strengths: Combo clocks are typically too slow to stop this holy army. Control can't stop every drop, and you usually squander there turn three with Tymna. Still, one must always fear the great and mighty Azami, Lady of Scrolls (Thank god it's five mana, though). Mid-Range and Tempo are usually outclocked and out numbered.

Weaknesses: Stax can hurt, but I've beaten my way bloody through a Humility and Three Board Wipes in a game of 2v1 (or 3 player free for all, if you would prefer). I don't see many 1/1 tap fodder chumps, but they can put a damper on the clock. However, decks like Karador, Ghost Chieftan must sacrifice ramp to interrupt the aggressive tempo this deck sets.

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Date added 7 years
Last updated 4 years
Exclude colors URG
Splash colors WB
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

21 - 0 Mythic Rares

39 - 0 Rares

17 - 0 Uncommons

8 - 0 Commons

Cards 100
Avg. CMC 3.00
Tokens Bird 1/1 W, Cat 2/2 W, Emblem Elspeth, Knight-Errant, Emblem Elspeth, Sun's Champion, Emblem Liliana of the Dark Realms, Emblem Ob Nixilis Reignited, Emblem Sorin, Lord of Innistrad, Emblem Sorin, Solemn Visitor, Phyrexian Germ 0/0 B, Soldier 1/1 W, Vampire 1/1 B w/ Lifelink, Vampire 2/2 B, Vampire Knight 1/1 B
Folders Boi, BOAS IDEIAS
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