Graypelt Hunter

Legality

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

Printings View all

Set Rarity
Duel Decks: Zendikar vs. Eldrazi (DDP) Common
Worldwake (WWK) Common

Combos Browse all

Graypelt Hunter

Creature — Human Warrior Ally

Trample

Whenever Graypelt Hunter or another Ally enters the battlefield under your control, you may put a +1/+1 counter on Graypelt Hunter.

Graypelt Hunter Discussion

metalrayn on The Gramercy Riffs Warrior Tribe

1 year ago

ah very nice, i can get down with a good shuffle! your general being an elf helps a lot as well and you are running a little ally synergy, i personally would push elv's farther to be able to abuse your general as much as possible it would open you up to Elvish Vanguard and Presence of Gond which with your general could be a power house on its own, maybe even Priest of Titania in place of cards likeOran-Rief Survivalist,Graypelt Hunter and Jungle Delver those i think might not get you as much value or at the very least be slower to build

Imperious Perfect Pauper EDH this is an elf deck i have maybe not fully up to date but if your interested in pushing elv's it could offer some inspiration!

seiseises on G/W/U Allies - Walking papers

1 year ago

I think the deck tries to do too many things: big creatures, milling, and control. If you prefer to focus more on control and milling, I'd remove either Graypelt Hunter or Oran-Rief Survivalist since they do the same. I'd also remove Diminish since you have fogs and many boomerang efects.

However I think milling only with the excavator (+ copies) and a few spells is not very reliable, so another option is just removing milling from the equation. Halimar Excavator + Traumatize + Jace's Erasure is already 8 cards, so just one more and you'll have 60.

Of course, last option I see is removing all the blue control, and focus on having a more aggressive build with lots of allies, along with some blue milling spells: winning via creature damage would be the main goal, and milling an alternative in case the game stalls. Adding white as a third color would help a lot here, since it gives you access to some good aggresive allies like Talus Paladin, Hada Freeblade, Kazandu Blademaster, Lantern Scout and Veteran Warleader, and also to some very good removal.

In any case, if you want to keep the deck as similar as possible to what you have now, first things I would get rid of are 2x Diminish, 2x Unsummon since they are a bit weak. And if you find some more dual lands, I think you can stick to 20 since your curve is not high.

manhawk on Jund Pauper Allies

2 years ago

I think Graypelt Hunter and definitely Shatterskull Recruit are too slow for an aggro deck in Pauper.

I would add in Ondu Champion since it has twice the power of Greypelt and give trample to the team. Tajuru Stalwart works well since you have three colors and can get full value from converge.

K00lDudE1 on General Tazri EDH

3 years ago

Suggestions:

firerunner36 on General Tazri's Allies

3 years ago

Now I don't know if you're looking for suggestions but I have helped build one of these before and the most important thing I've constantly found I've wanted to do was trigger Rally at instant speed and to control what I was going to be doing with my next few turns, that's why my major advice leans to adding Leyline of Anticipation, Vedalken Orrery, and Munda, Ambush Leader. Now I also have a much larger list of things I would suggest changing about, stick with me here it's a bit large :/.

Remove: Twilight's Call, Gravepurge, Cloudshift, Reconnaissance, Day of Judgment, Lightning Greaves, Nephalia Smuggler, Mind's Eye, Exclusion Ritual, Patriarch's Bidding, Graypelt Hunter, Sun Titan, Drana's Emissary, Murasa Pyromancer, Kor Bladewhirl, Archetype of Imagination, Grim Tutor, Seascape Aerialist

Replace with: Debtors' Knell, Joiner Adept, Chromatic Lantern, Prismatic Omen, Wrath of God, Leyline of Anticipation, Vedalken Orrery, Rhystic Study, Return to Dust, Sheoldred, Whispering One, Elesh Norn, Grand Cenobite, Progenitor Mimic, Possibility Storm, Halimar Excavator, Munda, Ambush Leader, Ondu Cleric, Tajuru Warcaller, Talus Paladin

Now if you have any questions as to why I chose those cards to either come out/go in feel free to ask. Also I recognize that you are working on building this slowly but the big money ones that I suggested truly are worth their price (having tested them all in multiple different styled playgroups). Otherwise looks pretty good so far and a great big welcome to the Commander community, if you also have any questions regarding Commander feel free to ask.

GoldenDemon on The Survivors

3 years ago

Intruder Alarm is also an infinite combo with Kiki-Jiki, Mirror Breaker and Splinter Twin, and you're already running Twin so you might as well keep it in. Since you've got Conspiracy, you might as well throw in the rest of the Twin package (Pestermite, Deceiver Exarch, Zealous Conscripts) for an optional combo kill.

As for cuts, which is probably your more pressing issue - brace yourself, this is going to be long.

The general rule of thumb is "my Allies should generate significant and immediate advantage when I play them." This means that all of the Allies that don't do anything except get bigger are out, and all of the random creatures that are just Allies are also out. Adaptive Automaton, Angelic Captain, Cliffhaven Vampire, Drana's Emissary (unless you wanted to throw in the Exquisite Blood/Sanguine Bond combo, which frankly I wouldn't bother with in this deck), Graypelt Hunter, Halimar Tidecaller (you're not running any Awaken cards, or a significant number of land creatures), Halimar Excavator, Joraga Bard, Kazandu Blademaster, Kor Bladewhirl, Kor Entanglers, Highland Berserker, Joraga Auxiliary, Makindi Patrol, Serene Steward, Tajuru Beastmaster, Ondu Champion, Umara Raptor, Veteran Warleader, Vastwood Animist, and Zada, Hedron Grinder can all safely go.

Noyan Dar, Roil Shaper is not adequately supported in this deck, and doesn't really further its design goals, so imo you can cut him. Most of the other random value creatures just aren't worth it either - Dragonmaster Outcast, Felidar Sovereign, Kazuul, Tyrant of the Cliffs, Maelstrom Archangel, Thada Adel, Acquisitor, and Wrexial, the Risen Deep may be sweet cards, and arguably flavor wins, but, like...the deck right now is trying to do too many different things.

Abzan Ascendancy, Jeskai Ascendancy, Mardu Ascendancy, and Sultai Ascendancy don't do your deck any real good. Ditto Archmage Ascension and Bloodchief Ascension (again, unless you wanted to include it as a combo piece) - they're strong cards, but they're build-arounds, and IMO this deck doesn't have the space to build around them.

Lightmine Field, Levitation, Retreat to Kazandu, Trailblazer's Boots, and all of the Quests are also, IMO, not strong enough.

Prismatic Omen + Last Stand is cute, but I'd just cut Last Stand. Throw in a Chromatic Lantern to double up on the mana-fixing effect, though. It's a must for any 3+-color deck. Since you are running Omen, though, you might as well run Valakut, the Molten Pinnacle, Emeria, The Sky Ruin, and Cabal Coffers (probably also Urborg, Tomb of Yawgmoth).

Shard Convergence doesn't actually accelerate your mana, it just draws you a bunch of lands that you then have to play one at a time. I'd say cut it - really, I'd say "replace it with actual ramp spells, like Cultivate, Kodama's Reach, Skyshroud Claim, and Sol Ring."

Realms Uncharted, same criticism - it gives your opponents choices, and it doesn't actually accelerate your mana production.

bustinchops on General Tazri's Allies

3 years ago

One thing I've found that helps is cutting out "selfish allies" or allies who's triggers only benefit themselves. The only one I see so far is Graypelt Hunter who only gives himself counters. Veteran Warleader is also pretty selfish, however her power isn't counter based, making flicker effects on her valuable, giving her more reason to stay. Plus, all them allies.

2nd tier of cut-able allies are "chip allies" or allies who's effects are negligible and not immediately effective or pivotal to winning. Drana's Emissary, Kalastria Healer, and Zulaport Cutthroat all have neat abilities, but if they aren't careful or aren't used to maximum potential, they are merely rally triggers once and may gain you a small handful of life or chip your opponent. That isn't to say these are a MUST cut, but I have been pulling my hair out figuring which allies to keep and which to cut to make a more balanced and rounded deck. If you can find a card that trumps these effects and you have cut all your selfish allies, these would be up next to the chopping board.

The last line of deck-trimming are non-allies that aren't quintessential to your deck. In order of my personal least-to-most favorite non-allies in the deck are as follows:

Archetype of Imagination- You already have Seascape Aerialist, flying doesn't always help win and I don't see the point in running 2 fly-guys.

Sun Titan- He's beefy and has a very powerful monster reborn-esque effect, but he's just out of reach for all the pivotal allies that win you games (i.e. Chasm Guide, Murasa Pyromancer, Sea Gate Loremaster, Hagra Diabolist... you get the idea) He's great for bringing back a few smaller allies for dat rally, but if you can find a card you need that digs out your better allies, he isn't mandatory.

Nephalia Smuggler- Don't get me wrong, this is an excellent card to include and should be one of the last to consider getting the axe. The only thing that puts me off with it is it's cost and value. Basically he can flicker 1 thing and he's tapped out-- literally. With Deadeye Navigator and your multitude of various flicker, he seems over costed and unreliable when you need mas allies right away. Again, not saying he is a must cut. I would drop Archetype/Titan before this guy, but if you need a niche filled, you have enough flicker to get by IMO.

Deadeye Navigator- I wouldn't cut him. Sure he's pricey, but once he's out he has the most reliable flicker in the whole deck. 2 mana to flicker your last ally and the ability to do it multiple times/to different allies in a single turn immediately makes him more viable than smuggler.

Seedborn Muse- Keep her just in case you don't want an ally catching some removal or hate. Her ability makes her an immediate threat and she will probably die within a few turns of her arrival. Only bummer is without Conspiracy you don't get dat rally.

These are only my opinions and concepts based around my playstyle. This is by no means a definitive how-to-ally guide or anything, but I noticed you mentioned problems cutting cards to tune your deck and am merely pitching my method of how I went about cutting cards. Cutting allies/creatures seems counter-intuitive at first, but once you begin tutoring for your allies with Tazri, you won't want a lot of creatures filling up your hand on draw where a vital utility spell could sit instead.

Good luck on building your ideal Ally deck! B)

fdn2 on

3 years ago

Why is Weapons Trainer in there? You have a very small chance of drawing an equipment. Why not just scrap the red and switch in some green allies? Tajuru Archer, or Graypelt Hunter, or Joraga Bard. Maybe Veteran Warleader?

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