Gilder Bairn

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Eventide (EVE) Uncommon

Combos Browse all

Gilder Bairn

Creature — Ouphe

, : For each counter on target permanent, put another of those counters on that permanent.

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Gilder Bairn Discussion

DangoDaikazoku on The Deckwatch [Home Base]

6 days ago

Welcome cdkime! Glad to have you here, and no rush on the description at all. But choose wisely when you pick your card. ;)

I actually decided to change the creature that represents me, because honestly I've changed so much as a MtG player over the passed year or so and my playgroup and playstyle has evolved so much so I felt I had to update my choice to something that I resonate with today.

Behold, Gilder Bairn, my favorite creature card of all time. Sure he may not seem to do much, but he's a good boy who blindly travels a path unsure of where it will lead him, yet he naively follows it anyway because he's simply going along for the adventure. I felt like this is representative of me because unlike my former competitive playstyle, I don't really care about winning or losing as long as I'm having fun in the process.

RubiksMaster on RubiksMaster

1 week ago

xander11, I think that by far your best card for it is Doubling Season, for sure, but you can also run cards like Contagion Clasp and Contagion Engine for Proliferate. Oftentimes, when I base my deck around a planeswalker or with counters, I like the deck to be in blue for cards like Gilder Bairn, Inexorable Tide, and the amazingness that is Deepglow Skate. You can also always utilize "Take an extra turn" cards for these as well, being able to quickly ramp up counters and use abilities multiple times. Finally, while it doesn't get you more counters, you can use things like Rings of Brighthearth to double abilities of Vraska, Golgari Queen and your other cards, and Heroic Intervention to keep your assassin creatures (i.e. all your creatures) from being easily removed, likely allowing them to swing in for the kill. I would be remiss to mention that Atraxa, Praetors' Voice is a ridiculously good commander for any walker-oriented strategy, but you don't have to go mainstream, and of course you don't NEED to go into blue. Assuming you do, you can still use Sidisi, Brood Tyrant, The Mimeoplasm, Muldrotha, the Gravetide, or even Damia, Sage of Stone to get extra draw. Just my input, but we all build differently so feel free to ignore any or all of my suggestions, lol. Good luck!

ZendikariWol on Atraxa +1/+1 counters for critters

1 week ago

Okay so just going through my list here, I can split it into a couple lists: counter producers, counter enhancers, and counter synergies.

Counter producers give +1/+1 counters to things. Among them are Anafenza, the Foremost, Bloodtracker, Chasm Skulker, Daghatar the Adamant, Dragonscale General, Drana, Liberator of Malakir, Hangarback Walker, Heroes' Bane, Managorger Hydra, Mikaeus, the Lunarch, Prime Speaker Zegana, Toothy, Imaginary Friend Citadel Siege, Curse of Predation, Ajani, Adversary of Tyrants, Cathars' Crusade, Echoes of the Kin Tree, and finally, arguably the best of this group, Ajani, Mentor of Heroes.

Counter enhancers increase the counters placed on things: Gilder Bairn, Pir, Imaginative Rascal, Vorel of the Hull Clade, Winding Constrictor, Doubling Season, Hardened Scales, Primal Vigor, and Solidarity of Heroes.

Finally, counter synergies, such as Abzan Battle Priest, Armorcraft Judge, Battlefront Krushok, Cenn's Tactician, Fathom Mage, Zameck Guildmage, Hindervines, Inspiring Call, and Bred for the Hunt.

Boy oh boy do I hope that's enough to get ya started. There you go.

ZendikariWol on f.r.i.e.n.d.s *S4:E9*

1 week ago

Silly me, I saw Gilder Bairn and I was like... wait doesn't another card do that? So yeah don't mind that I'm just stupid it's fine.

ZendikariWol on f.r.i.e.n.d.s *S4:E9*

1 week ago

There are a few pieces you might be missing here.

First off, the one oath that you're missing: Oath of Jace

Second, a deeply underrated badass: Gilder Bairn. He and Vorel of the Hull Clade will have your walkers ulting in no time.

Third, the best taplands you will ever see Vivid Creek, Vivid Meadow, Vivid Grove, and Vivid Marsh. Proliferating each turn? Yes please!!

And finally, the planeswalkers you may have missed. Sorin, Lord of Innistrad creates tokens with the + and the ultimate is devastating. For the creatures that you have, Ajani, Mentor of Heroes is insane. Ajani, Adversary of Tyrants does the same thing as Mentor of Heroes, but eventually gives you another kind of token. Aminatou, the Fateshifter and Deepglow Skate. Garruk Wildspeaker is some lovely ramp. Jace Beleren is card draw and can gain you some early-game allies. Jace, Architect of Thought is a little protection for the walkers. Jace, Unraveler of Secrets + is an Opt. Kaya, Ghost Assassin is a nice swiss army knife. Teferi, Hero of Dominaria is just the best. Venser, the Sojourner is insane with Deepglow Skate, or if you get Djeru, With Eyes Open it's just the best thing.

onehitterquiter on Exponential Experimentation

4 months ago

Actually, Gyre Sage, Selvala, Heart of the Wilds, Viridian Joiner, and Marwyn, the Nurturer allow you to generate infinite mana (and sometimes infinite power/toughness) via Umbral Mantle, Gilder Bairn, and Sword of the Paruns when the Kraj gains the former cards' mana abilities.

But yeah, ramp never hurts either. I would at least remove Aquastrand Spider and Reason // Believe, those cards don't seem very impactful.

Ever considered making Momir Vig, Simic Visionary the commander and using him to tutor for Kraj and combo pieces?

WolverineSR_71 on Exponential Experimentation

4 months ago

Thanks for the suggestions onehitterquiter, Gyre Sage, Selvala, Heart of the Wilds, Viridian Joiner, and Marwyn, the Nurturer are all great ramp that I'm not sure I need. I should only need six mana to cast my general and then I can combo off. If I find that I do need more ramp these are all great options. Umbral Mantle, Gilder Bairn, and Sword of the Paruns's untap abilities are a little pricey and make it hard to go infinite like the deck wants to. Thanks so much for the suggestion. If there's something in the deck that you see as unnecessary or dead please let me know so that I can put in some more ramp or something. Thanks!

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