At least for now, I'm happy with how the deck looks and should play in theory.
Keeping tutors mostly to a minimum because they create very same-y games, which counteracts Teneb's ability to cause huge variation depending on what he can reanimate.
Commander:
1 Teneb, the Harvester
Ramp:
1 Wood Elves
1 Cultivate
1 Kodama's Reach
1 Three Visits
1 Nature's Lore
1 Skyshroud Claim
1 Sol Ring
1 Chromatic Lantern
1 Gilded Lotus
1 Mana Reflection
1 Mirari's Wake
Spot Removal:
1 Acidic Slime
1 Angel of Despair
1 Indrik Stomphowler
1 Shriekmaw
1 Afterlife
1 Crib Swap
1 Beast Within
1 Rend Flesh
1 Mortify
1 Putrefy
1 Path to Exile
1 Swords to Plowshares
1 Condemn
1 Oblation
1 Return to Dust
1 Unmake
1 Maelstrom Pulse
1 Vindicate
1 Oblivion Ring
Sacrifice Removal:
1 Fleshbag Marauder
Mass Removal:
1 False Prophet
1 Akroma's Vengeance
1 Wrath of God
1 Damnation
1 Austere Command
1 Pernicious Deed
1 Oblivion Stone
1 Nevinyrral's Disk
Card Advantage (loose definition but nyeh):
1 Elesh Norn, Grand Cenobite
1 Hornet Queen
1 Harmonize
1 Syphon Mind
1 Skullclamp
1 Martyr's Bond
1 Phyrexian Arena
Tutors:
1 Fierce Empath
1 Rune-Scarred Demon
1 Demonic Tutor
1 Diabolic Tutor
Graveyard Recurssion:
1 Eternal Witness
1 Sun Titan
1 Sheoldred, Whispering One
1 Unburial Rites
1 Debtors' Knell
Utility:
1 Eternal Dragon
1 Mother of Runes
1 Darksteel Plate
1 Lightning Greaves
1 Whispersilk Cloak
1 Indrik Umbra
1 Necrogenesis
Land:
1 Bayou
1 Savannah
1 Scrubland
1 Godless Shrine
1 Overgrown Tomb
1 Temple Garden
1 Marsh Flats
1 Verdant Catacombs
1 Windswept Heath
1 Fetid Heath
1 Twilight Mire
1 Wooded Bastion
1 Golgari Rot Farm
1 Orzhov Basilica
1 Selesnya Sanctuary
1 Isolated Chapel
1 Sunpetal Grove
1 Woodland Cemetery
1 Vesuva
1 Command Tower
1 Reflecting Pool
1 Vault of the Archangel
1 High Market
1 Kor Haven
1 Volrath's Stronghold
1 Strip Mine
1 Wasteland
1 Stirring Wildwood
3 Plains
3 Forest
3 Swamp
Keeping tutors mostly to a minimum because they create very same-y games, which counteracts Teneb's ability to cause huge variation depending on what he can reanimate.
Commander:
1 Teneb, the Harvester
Ramp:
1 Wood Elves
1 Cultivate
1 Kodama's Reach
1 Three Visits
1 Nature's Lore
1 Skyshroud Claim
1 Sol Ring
1 Chromatic Lantern
1 Gilded Lotus
1 Mana Reflection
1 Mirari's Wake
Spot Removal:
1 Acidic Slime
1 Angel of Despair
1 Indrik Stomphowler
1 Shriekmaw
1 Afterlife
1 Crib Swap
1 Beast Within
1 Rend Flesh
1 Mortify
1 Putrefy
1 Path to Exile
1 Swords to Plowshares
1 Condemn
1 Oblation
1 Return to Dust
1 Unmake
1 Maelstrom Pulse
1 Vindicate
1 Oblivion Ring
Sacrifice Removal:
1 Fleshbag Marauder
Mass Removal:
1 False Prophet
1 Akroma's Vengeance
1 Wrath of God
1 Damnation
1 Austere Command
1 Pernicious Deed
1 Oblivion Stone
1 Nevinyrral's Disk
Card Advantage (loose definition but nyeh):
1 Elesh Norn, Grand Cenobite
1 Hornet Queen
1 Harmonize
1 Syphon Mind
1 Skullclamp
1 Martyr's Bond
1 Phyrexian Arena
Tutors:
1 Fierce Empath
1 Rune-Scarred Demon
1 Demonic Tutor
1 Diabolic Tutor
Graveyard Recurssion:
1 Eternal Witness
1 Sun Titan
1 Sheoldred, Whispering One
1 Unburial Rites
1 Debtors' Knell
Utility:
1 Eternal Dragon
1 Mother of Runes
1 Darksteel Plate
1 Lightning Greaves
1 Whispersilk Cloak
1 Indrik Umbra
1 Necrogenesis
Land:
1 Bayou
1 Savannah
1 Scrubland
1 Godless Shrine
1 Overgrown Tomb
1 Temple Garden
1 Marsh Flats
1 Verdant Catacombs
1 Windswept Heath
1 Fetid Heath
1 Twilight Mire
1 Wooded Bastion
1 Golgari Rot Farm
1 Orzhov Basilica
1 Selesnya Sanctuary
1 Isolated Chapel
1 Sunpetal Grove
1 Woodland Cemetery
1 Vesuva
1 Command Tower
1 Reflecting Pool
1 Vault of the Archangel
1 High Market
1 Kor Haven
1 Volrath's Stronghold
1 Strip Mine
1 Wasteland
1 Stirring Wildwood
3 Plains
3 Forest
3 Swamp
Last edited by Taylor on Wed Dec 05, 2012 8:41 pm; edited 1 time in total (Reason for editing : Actually remembering land)