Dryad of the Ilysian Grove

Dryad of the Ilysian Grove

Enchantment Creature — Nymph

You may play an additional land on each of your turns.

Lands you control have are every basic land types in addition to their other types.

Browse Alters View at Gatherer

Trade

Have (1) Horizon97
Want (4) talldarkncheeky , WindgraceEatsAss , FSims81 , JohnTubaina

Printings View all

Set Rarity
Theros Beyond Death (THB) Rare

Combos Browse all

Legality

Format Legality
Legacy Legal
Unformat Legal
Commander / EDH Legal
1v1 Commander Legal
Penny Dreadful Legal
Historic Legal
Modern Legal
Standard Legal
Arena Legal
Block Constructed Legal
Vintage Legal
Magic Duels Legal
Casual Legal
Frontier Legal
Brawl Legal
Pioneer Legal
Tiny Leaders Legal
Canadian Highlander Legal
Duel Commander Legal
Highlander Legal
Leviathan Legal
Oathbreaker Legal
Pre-release Legal

Dryad of the Ilysian Grove occurrence in decks from the last year

Latest Decks as Commander

Dryad of the Ilysian Grove Discussion

Dk1997 on Nice board you have there, it would be a shame...

5 days ago

def would add Urborg, Tomb of Yawgmoth, as well as Arena if its legal and other great cool cards are Prismatic Omen but more importantly Dryad of the Ilysian Grove also having some of these cards can make side boarding Blood Moon fairly effective. I'd also definitely add in a full set of Birds of Paradise i'd also look into adding in Eldritch Evolution aswell as a couple of Fiend Artisans in also Night's Whisper over erebros for sure theres also many other gresats, like scavenging ooze deathrite shaman dark confidant eidolon of the great revel murderous rider bloodbraid elf ect

Iamdune on Golos, Tireless Pilgrim

5 days ago

Hey, nice token/flying theme deck! I've been playing Golos, Tireless Pilgrim in a lot of different variations for a long time, but nothing like this one! I do have a few suggestions though:

Nyx Lotus you will find is very ineffective in a deck with this much color variety. There are much better mana rocks for 5 color.

Unless you add a lot of card draw or tutor land to hand cards, you will rarely find yourself with more than one land in hand past about the 3-4th round. As such I'd suggest removing Azusa, Lost but Seeking

I wasn't able to figure out what you intended to use Morophon, the Boundless for?

Ugin, the Spirit Dragon Seems an odd choice to me as its most commonly used ability will exile all your stuff as well. Most tokens have a color even though they are not cast.

Prismatic Omen is always worth consideration in a 5 color deck, even with Chromatic Lantern, Chromatic Orrery, and Dryad of the Ilysian Grove. Anything to increase odds of mana fixing is huge in Golos imo.

I'd make sure you get a Command Tower, and a Cascading Cataracts in for sure, even if you don't want to put in more of the higher cost all color lands like City of Brass and such.

Like I said, this is completely different from any of the many ways I ever built Golos. Love to know how it plays for you! He is my favorite commander. I've done everything from Eldrazi (or otherwise big stompy stuff) theme, to full out tutors for infinite combos, to Maze's End/Scapeshift combo with a side of Door to Nothingness, to stealing all my opponents stuff themes...so many options!

Sultai_Sir on The Deck that Death Forgot

1 week ago

Hey man, thanks for the suggestions! I'm probably going to sub out Dryad of the Ilysian Grove as I pick up the pain and check lands, and Hogaak is just a free 8/8, which is pretty good in commander. As for your suggestions, Sakura-Tribe Elder has got to go in. As for Dakra Mystic, it seems a bit too cute as I make my deck more powerful. Thanks for the suggestions, and as always, Happy Tapping!

Part-timeMTG on The Deck that Death Forgot

1 week ago

Hello, again! I think the deck is pretty solid for semi-competive. I dont personnally like some of the card choices, but they arent bad choices, jist cards I dont like as much. Please bare with me as Im on a phone in am airport, lol:

Dryad of the Ilysian Grove feels off in this deck. I dont know how badly you need the color fixing or extra land drops, but I would lean more toward Sakura-Tribe Elder or Wood Elves unless you plan to throw in a Stripmine to fully utilize the extra land drops. As a rule of thumb, I like my ramp to cap out at 2 CMC unless needed for other purposes/combos.

Has Hogaak, Arisen Necropolis been doing any work for you without Bridge from Below? Seems like he'd just be a beat-stick in this build unless Im missing something.

Lastly, I really like the idea of running Dakra Mystic in this deck as you can mess up top of deck tutors and filter card draw. Just a few initial thoughts!

Happy Gaming!

LandoLRodriguez on Windy Kitty's Landfall Engine

2 weeks ago

Changes, 31Jul2020:

-1 Demonic Tutor, +1 Grim Tutor. I got the Grim from a pack and would rather not spend the $$ for the Demonic upgrade at the moment.

-1 Yavimaya Hollow, +1 Field of the Dead. The hollow is a fun utility land, but Field is FAR more functional in this deck. This is a no brainer.

-1 Jund Panorama, +1 Prismatic Vista. Vista seems like a strictly better card and I happened to have one, so no capital investment.

-1 Vivien Reid, +1 Wrenn and Six. See note about above about Yav Hollow/FotD. Vivien is a good card, but W+6 belongs in this deck.

-1 Khalni Heart Expedition, +1 Dryad of the Ilysian Grove. I'm looking to include every extra land drop effect (that doesn't also benefit my opponents) so Dryad's gotta go in. KHE is a pretty meh card really so out it came.

jaymc1130 on Muldrotha the Value Monster

2 weeks ago

You might consider finding some slots for the Mystic Bloom combo, one of the absolute most powerful competitive concepts available to Sultai lists.

The heart of the combo involves Summer Bloom, Squandered Resources, Ramunap Excavator, Mystic Sanctuary, and Waterlogged Grove (Some of these pieces are interchangeable with others). The combo bypasses the vast majority of meta hate pieces, doesn't require the commander, is relatively easy to assemble, and rewards pilots for playing it's various pieces early for value outside of being a full fledged infinite combo allowing cuts for various cards that would otherwise be completely dead outside of being a combo element (Walking Ballista type pieces) or are extremely risky combo lines in the most competitive settings (Demonic Consultation type lines). Infinite mana and infinite deck looping all in one package allows much greater card slot efficiency and enables cards that would already be run such as Ashiok, Dream Render, Assassin's Trophy, and Swan Song to be utilized as win conditions. Complementary pieces (such as Exploration, Burgeoning, or Dryad of the Ilysian Grove) to the Mystic Bloom combo package also reward pilots with extremely consistent, versatile, and accelerated game play patterns as well as additional control options in deck configurations that make use of Strip Mine to soft lock or hard lock opponents out of developing board states at all.

Certainly a set up worth consideration for competitive Sultai lists in the current meta given the extreme power level of the concept.

Snowmen1 on Undying Retribution

2 weeks ago

Ok, as an update to this deck, I have played just over 50 matches with this deck between mostly online on cockatrice and in paper with friends. I am at a win-rate of about 27-11 against tried and true meta decks. when accounting for what I would call "jank" or otherwise just unproven, I am at 35-14. I have played against such decks as: Humans, Hardened Scales, Gruul Midrange, Yorion Flicker (pre and post ban), Eldrazi Tron, Green Tron, UW Control, Death Shadow (Mono-Black, Grixis, Jund, and Sultai), Burn, Prowess (Red and Izzet), Devoted Druid Combo, Spirits (UW and bant), Storm (though I need more testing here), Combo Goblins, Dredge (though I need more testing) and Titanshift.

Though I mostly see players that can see the interactions of the deck, it is quite a unique and unorthodox deck, and reasonably good players have made misplays- especially in seeing the interactions with Retribution of the Ancients as well as just seeing the mutate mechanic. I Also made changes to the deck over this testing period, though minor, in order to aid the deck is hard matchups as I identify them. I also have made misplays myself as I learned the ins and outs of the deck (and obviously still continue to do so). I also played most of my games with random people on cockatrice, which I have heard plenty of things about people not being good players on cockatrice, even though I would not say that is necessarily true. For these reasons and more, I would definitely take these results with a grain of salt and accept that there is a margin of error here (For better or for worse), but I think it is still great to learn from the testing that I have done over the past few weeks.

I have some findings to share here about these games:

  • This deck has a huge capacity to grind. Obviously turning your two-for-ones into like four-for-ones is good when the plan works, but just fighting with your opponent over getting the engine assembled while swinging in depletes them while bolstering the deck in most situations. As one of many examples, I managed to beat sultai-reclamation by getting the opponent to draw their deck out. I did this by pressuring their life-total while holding down Uro, Titan of Nature's Wrath, forcing bad cryptic plays by attacking, and just forcing bad lines. Though I did not count this in my win/loss because the opponent left after game one (which was like forty minutes) and I would consider the deck to be "jank" after the recent banning, I can confirm that the deck was close to meta because I saw all but seven of the cards the opponent was playing (which were in hand). point is though that the deck can grind HARD.

  • I find that against really fast decks like Prowess and Burn, you find yourself in a spot where you have to try to stabilize, and even end up getting outgrinded because of the constant pressure and considerations that have to be made on your life total which lead to sub-optimal lines. Though I had a decent amount of wins as well as losses in these matchups, I decided to add Life Goes On to the sideboard, which has really helped to improve the chances of winning here. I chose specifically Life Goes On because gaining eight life is particularly potent and almost always going to be active in this deck. This card also plays well in the deck because you will find a lot that the deck is practically built to leave up one untapped land for Retribution of the Ancients activations or casting Village Rites, which just makes having this card extra flexible, letting you play the lines you want to even if your life total is pressured (at least with the play-style I typically opt for when playing the deck).

  • I almost always side out Eldritch Evolution games two and three. I have pretty much relegated the use of this card to only being used for having the ability to combo more often and give flexibility for the given matchup I see in game one. The only toolbox stuff that I keep this card in for is against decks like storm and dredge really (though there may be other matchups where I need this that I haven't identified yet), where I will not only be able to essentially have additional copies of say Yixlid Jailer, but also be able to get a Lurrus of the Dream-Den to loop Nihil Spellbomb or Scavenging Ooze. The other toolbox card that I have for Eldritch Evolution is Phyrexian Revoker, but more often than not I would not have these two cards in the deck at the same time because this card has really only been used to deal with opposing Scavenging Oozes, even though I would still sideboard this card in as a toolbox card against say an opposing yawgmoth deck if that's something I'll ever see. For the most part though, opt for the play-to-the-board tempo/aggro plan when you can.

  • In matchups where I see discard spells, Unearth has been an absolute powerhouse. In the past, I would sideboard this card out no matter what to avoid being hit by graveyard hate as hard as this deck can be, but I found that you REALLY want this against discard spells and one-for-one removal decks just because it adds so much artificial redundancy. For what it is worth, cycling also helps dig too.

  • I found that I almost always side in Gemrazer. The mix between being able to interact and put on pressure is uncanny. I usually just side this card in as a hedge against graveyard hate, but there are so many random situations where you would want to have this card regardless of if you have a target for it or not (I'll list of a few random situations I found against various decks).

Places that I side in Gemrazer for: Show

In general, I would say that I love the deck and it is very fun when you can choose between playing a quick aggro game and a slow and methodical approach to playing. As I eluded to in the beginning of this post with saying I have played the deck in paper, I now have a completed build (minus the Verdant Catacombs)!

Load more