Dryad Arbor

Dryad Arbor

Land Creature — Forest Dryad

(Dryad Arbor isn't a spell, it's affected by summoning sickness, and it has ": Add to your mana pool.")

Dryad Arbor is green.

Browse Alters View at Gatherer

Trade

Have (1) gildan_bladeborn
Want (2) Ender666666 , Nagash4life

Printings View all

Set Rarity
From the Vault: Realms (V12) Mythic Rare
Future Sight (FUT) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Dryad Arbor occurrence in decks from the last year

Legacy:

All decks: 0.64%

Modern:

All decks: 0.08%

Commander / EDH:

All decks: 0.06%

Green: 0.51%

GU (Simic): 0.5%

Golgari: 0.24%

Dryad Arbor Discussion

cPute on Yisan the Yiople Yirson

1 week ago

Nice deck. Some cards I would recommend:

Sjorpha on Chivalry is Dead!

1 week ago

Chivalry is Dead!

"Don't ask my name, it's long since I forgot

if once I had a name, a home, a wife?

No words of fame or valor is my lot,

and yet my quest continues past this life."

There are 4 defining cards that embodies the gameplan of this deck

Doran, the Siege Tower: The basic idea of all Doran decks is the ability to turn very cheap defensive creatures like Nyx-Fleece Ram into big offensive threats, based on the idea that 3/3s for 1 and 5/5s for 2 etc is great value and hard to race for most decks. Doran also has a strong defensive quality since his ability applies to all creatures, effectively neutering strategies based on high power creatures or pumping up the power of creatures, like for example Kiln Fiend or Goblin Piledriver. A third advantage of Doran is that he and the other 16 zero power creatures in the deck can attack through Ensnaring Bridge, making this decks matchup against Lantern control and other bridge prison decks a lot better. Assault Formation acts like a backup copy of Doran that can be fetched with Zur and dodges more removal if needed, this redundancy is important since the deck is much weaker if it can't put this effect on the field.

Zur the Enchanter: Solving problems and gaining card advantage by tutoring up additional creatures and enchantments as he attacks. Also a "4/4" flying beatstick in this deck making the 4cmc much more reasonable.

Chord of Calling: Allowing us to get our creatures reactively or in opponents end step rather than tapping out, making the deck much more resilient and flexible when playing around removal, counterspells and board wipes.

Behind the Scenes: Adds a whole new synergy to the toughness strategy. Since all of our creatures have zero or very low power this card makes them unblockable by most things that could trade with them. This fundamentally changes the dynamic of going up against opposing creatures, since we can block their creatures but they often can't block ours it shifts the initiative in our favor and enables much easier lethal swings. While only a single copy, it can be fetched onto the battlefield with Zur, conveniently before blockers are declared.

This all comes together in the signature finishing move of this deck: Casting Chord of Calling on opponents end step putting Zur the Enchanter or Doran, the Siege Tower on the battlefield (assuming the other one is already in play), and then on our turn swing with everything tutoring up Behind the Scenes for an unblockable lethal blow out of nowhere.

Doran decks (and treefolk tribals) have a great leg up in this department because of Treefolk Harbinger, a fantastic 1-drop that functions as a 3/3 with Doran, fetches Doran himself if needed and last but not least fetches the best land in the deck Murmuring Bosk or any of the other forests. This improves consistency in the ability to play a turn 3 Doran because you can fix either Doran or mana. Much like with Serum Visions in other decks you also need to mulligan much fever hands since a harbinger + a green land is usually enough to be playable. Without this card I think the deck simply wouldn't be that good.

Green fetchlands play into this as well as they can fetch Murmuring Bosk untapped with a treefolk in hand, typical turn 1 is fetch>Murmuring Bosk revealing Harbinger>play harbinger putting Doran or missing land on top.

Another strong turn 1 play is Birds of Paradise, also synergising well with Doran making it a 1/1 and ramping/fixing, and making our somewhat demanding color pie much smoother to play.

Finally Chord of Calling for 1 can be employed as a consistency engine in a pinch, fetching harbinger to put a needed card on top or fetching a bird to ramp and fix. It is however much more powerful to use the chord for more impactful creatures and should only be used in this way when no other option exists.

An unanswered Zur the Enchanter also leads to consistency all by himself since he can fetch creatures and Assault Formation as a stand in for Doran, but given the preparation needed to cast him this is more of a late game type consistency/inevitability.

In order of converted mana cost:

Dryad Arbor: Forest doubling as a creature, can be put on the field with with fetch lands. Emergency blocker, sac fodder for edict effects, can be fetched with a Chord of Calling for 0 to get a 4th land, played from the top with Courser, fetched to the top with harbinger and so on.

Dragon's Eye Savants: A rarely played card, but he's actually the only modern legal 6+ toughness 2 drop option for this deck! All of the others (only 5 total) either have defender or needs decks built around them. It's great for this deck to have a way to survive a block/trade with Gurmag Angler, a 4/5 Tarmogoyf, Tasigur, the Golden Fang and other 5 toughness threats. The flip ability can come in handy if you have surplus mana, note that flipping morphs is a special action that can't be responded, so there is no window to bolt him, but usually this guy's job is just to be a "6/6" for 2.

Nyx-Fleece Ram: "5/5" for 2 mana that gains you life and can be tutored up with Zur, a given staple of Doran decks.

Spellskite: Already a fantastic card in many decks for protecting yourself and your permanents from all sorts of things, or to steal your opponents auras and buff spells etc. Here where it's also a "4/4" beatstick for 2 mana it's just amazing.

Selfless Spirit: Sligtly nonbo with Doran unfortunately, but the option to secure yourself against sweepers like Supreme Verdict and also protect more imprtant creatures against spot removal is very useful. Also works really well with Chord of Calling.

Courser of Kruphix: Great value and consistency engine, can be tutored with Zur, gets buffed by Doran but also able to deal some damage without him. All in all a great fit and I'd run 4 if it wasn't for the lack of 3 drop slots in the curve.

Sapling of Colfenor: Topping our curve as the only 5 drop, this badboy provides a hard to remove creature that can both hit hard and stabilize our life as well as restock the hand with creatures. Plus he can be tutored up with Treefolk Harbinger. Very useful in grindy games.

We have a total of 6 removal spells mainboard, all in sets of 2.

Fatal Pushand Path to Exile: Best 1 mana removal spells in modern, nuff said.

Detention Sphere: Removes just about everything and takes care of multiple copies of cards, tried and true modern staple and here it gains extra utility by being tutorable with Zur.

Zur the Enchanter makes single copies of enchantment SB cards much more useful, so here I have mainly opted for a list of silver bullets that he can fetch. Obviously there are many other possible enchanments to put in there or you could go with a more traditional sideboard.

Aegis of the Gods: Provides protection against burn and hand disruption etc, can be tutored with either Zur or Chord.

Eidolon of Rhetoric: Stops storm and slows down other decks that likes casting a lot of spells at once, we are usually fine casting a spell per turn and can double that up with Zur activations, also a "4/4" beatstick and can be tutored with both Zur and Chord.

Everlasting Torment: Stops life gain decks and fog effects.

Ghostly Prison: Takes the edge off a lot of aggro strategies.

Nevermore: Against decks that rely on a specific card to win, Ad Naseam decks and so on.

Rest in Peace: Graveyard hate

Slaughter the Strong: One sided sweeper against decks with big creatures, since we can easily go under 4 power with all our 0/X dudes.

Spreading Seas: The most obvious land hate option for a Zur deck

Stony Silence: Artifact hate.

Aura of Silence: Artifact/enchantment hate.

Virulent Plague: Tokens.

Wheel of Sun and Moon: 2nd graveyard hate that also counters mill decks.

psionictemplar on Destination Destruction

2 weeks ago

A personal preference for the sake of reading, I would recommend not listing every version of a card your running and just do the x copies of card. I think it is harder to get a good understanding of a deck when constantly trying to remember how many of a card there are.

With that being said however, I am curious if you have trouble getting the 2nd red mana you need to cast a lot of your land destruction spells. I think 20 lands might be to low and would try to find room for 2 to 3 more.

Here's the changes that I think could help the most.

-2 Bloodmoon Multiples offer no benefits.

-4 Oath of Nissa you really dont have enough planeswalkers to make use of its mana fixing and just grabbing a creature seems kinda meh imo. Granted, a Bloodbraid Elf is kinda like a 2 card gain with the cascade.

-1 Nissa, Worldwaker 5 mana seems like a lot on a lower land count.

+2 Mountain more consistent land draws, plus helps you cast your Klothys, God of Destiny easier, which in turn will make it easier to keep the land killing going.

+2 Mwonvuli Acid-Moss you could potentially pull this off turn 2 for a big tempo swing.

+3 Lightning Bolt from the sb. Helps you with the early creature problem and can kill random creature lands like Dryad Arbor

Since this frees up sb space for you, you could put the cut nissa in the sb and something like 2 Carnage Tyrant as well.

Just my 2 cents anyhow.

TatersPrecious on gaffneykm

1 month ago

btw, wtf is this???!!!??? Dryad Arbor

Quacs on Siona

1 month ago

Ever thought about adding Dryad Arbor to allow Siona to create soldiers when casting ramp auras (i.e. Wild Growth, Utopia Sprawl, etc.) if it’s on the field? I assume Siona would provide a soldier token since the auras are being attached to a creature.

RNR_Gaming on Saffi: Sac Back *cEDH Primer*

1 month ago

How does the Dryad Arbor have haste?

rychu on BRGW Commander EDH

1 month ago

For myself and others, how to optimally pilot the deck

Philosophy behind the deck, ideally should be played with 2+ other players.

You are a hard to kill end game boss, blue is boring busted and broken and is also expensive. Try to go for cards that will keep your hand healthy since we are not running blue so think how much you can squeeze out of one card for maximum value.

Explore

Show

If you are good on mana the first couple of two card instant win combos will both require Heliod, Sun-Crowned. Be sure to use the activated ability on the other combo piece by giving them lifelink Walking Ballista normally played from hand and normally will need to be cast for 4 colorless mana. Heliod, Sun-Crowned can also combo with Triskelion cost 6 colorless mana and can be cast straight from library or graveyard to play without dying unlike Walking Ballista.

Walking Ballista will want cards like Demonic Tutor , Congregation at Dawn better yet Shared Summons

while Triskelion will want cards like Defense of the Heart , Tooth and Nail with the added 2 colorless for entwine (if it's already in hand just pick a different creature and still summon the creatures you want in hand.)

The next big combo piece requires Dockside Extortionist to get the mana engine running if low, if you are netting 4 or more treasure tokens you can go infinite with Eldrazi Displacer if the treasure tokens remain you can stop mostly all creatures as they hit battlefield or are entering combat for a lockdown by blinking the creatures in an early enough response.

A third piece combo to draw your deck with is Korvold, Fae-Cursed King sacrifice enough treasure tokens to draw your whole deck and play Revel in Riches and then Final Fortune.

Other three piece card combo include Oketra's Last Mercy , Felidar Sovereign into Final Fortune, lastly Wall of Blood , Near-Death Experience into Final Fortune.

Oath of Druids Best way to cheat in creatures, take advantage of Forbidden Orchard

Shifting Shadow will still work even if you are trying to destroy an indestructible creature during upkeep reveal the next creature while still keeping the previous one. Can be easily retrieved if no graveyard hate.

Sun Titan can even get a land into play

Jarad, Golgari Lich Lord+Wall of Blood if you have higher health than all opponents.

Thespian's Stage or Mirage Mirror+Dark Depths 20/20 flying indestructible legendary token combos with Mayael's Aria , I ended up cutting Vampire Hexmage

Green Sun's Zenith ramp for a single forest zero cmc Dryad Arbor or get rid of a huge threat with Reclamation Sage

Crop Rotation into Glacial Chasm in critical moment before losing the game from combat damage. Exactly 31 life can buy up to 5 turns consecutively (2,4,6,8,10)

Elvish Reclaimer does the same thing, also get Riftstone Portal into graveyard as it helps against Blood Moon

Chromatic Lantern can negate damage lands and lands with downside and can make useless lands useful.

Urborg, Tomb of Yawgmoth+Cabal Coffers maximum ramp the reason to try to run less artifacts.

Birthing Pod you can sacrifice zero cmc token creatures for a one drop ect.

SideBae on Bantchantments for Days

1 month ago

I mean, I'd definitely include Sram, Senior Edificer. Argothian Enchantress also seems really strong. You might want to consider some legacy enchantress cards like Elephant Grass or Carpet of Flowers, although their power will depend pretty heavily on your meta.

I really like that you're running Utopia Sprawl and Wild Growth already. You should run Arbor Elf with them... he makes more mana when lands are enchanted. In that vein, you may also have a lot of luck with Elvish Mystic, Llanowar Elves, Avacyn's Pilgrim and/or (if you're rich) Noble Hierarch. I've found a lot of players misjudge T1 mana-dorks and never play them, and they're almost always wrong not to.

You may like running cards like Rest in Peace, Eidolon of Rhetoric, Rule of Law or Deafening Silence. As a rule, these are build-arounds but in the right meta they can be very powerful.

You may also like running Green Sun's Zenith, especially if you want to run Dryad Arbor.

Load more