Griffin Sentinel

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Griffin Sentinel

Creature — Griffin

Flying

Vigilance (Attacking doesn't cause this creature to tap.)

Mechanon on

3 years ago

Definitely an interesting deck! I feel like you have some less useful creatures like the Vampire of the Dire Moon , Borderland Marauder and Griffin Sentinel . Having more creatures like Ankle Shanker , Legion Loyalist and Honored Crop-Captain would probably be better. Also, maybe swap out the Sorcery, Artifact and Enchantment cards for those good Instant cards you have. I always try to focus more on playsets (4) of my core cards, rather than try to have a bit of everything.

Snacrifice on Talons & Gallants

7 years ago

If you like banding, you can run Defensive Formation since it's cheap, is a 1-drop, and gives everything on your side defensive banding. Sejiri Refuge is coastal plains but with a life gain attached. Cooperation gives you banding on an enchantment.

Instead of Griffin Sentinel or Armored Griffin, you could just run the 2/2 Diving Griffin that's a little better costed. Griffin Dreamfinder lets you recur enchantments, albeit sorta slowly.

Tethered Griffin would give you a much shorter mana curve, and Skyblinder Staff is pretty silly too.

I'm surprised not to see Misthollow Griffin since it'd use blue.

I love griffins, always good to see a fun deck built around them.

matfoxbidule on My first deck

7 years ago

Like Verbatiam said, you should have at a maximum 60 cards in your deck. To help you get there, let's start by removing the worst cards.

  • Armory Guard: This guy doesn't have enough power and toughness for his cost, and his ability is irrelevant since you have no gates in your deck.Hundred-Handed One would fill armory guard's job in a much better way.

  • Aven Battle Priest: As above, he isn't powerful enough for his cost. Creatures with a cost of 6 mana should usually be good enough to win you the game if they are left unchecked, which this guy does not. A classic example of a winning 5-drop is Serra Angel.

  • Ephara's Radiance: there are much better ways to gain life than this enchantment. It will usually be a dead card and you will be much better off without it. You already have Chaplain's Blessing which is much better for the same cost.

  • Common Bond: As good as the art is, this card just is not worth it. It only gives a minimal boost and would need to cost less to be remotely good. Strength of the Tajuru is a more costly but better version of this.

  • Greatsword: instead of using so much mana to give a creature +3/+0, you should focus on casting the creatures you already have in the deck. Behemoth Sledge is much stronger despite giving one less power, since it gives evasion (the trample ability), which is very important, and lifelink which is great at keeping you safe.

  • Griffin Sentinel: This one might deal a bit of damage and block some, but the advantage he gives you is definitely not worth the mana. For example, Deadly Recluse and Omenspeaker do a much better job on defence.

  • Eagle of the Watch: This creature is too small for its vigilance ability to matter and will be killed the first time it blocks. Not worth your mana. The Spectral Shepherd you already have is better than this.

One thing you will need to learn to build a strong deck is to evaluate cards and cut off the weaker ones. A rule of thumb is that any creature card with a power and a thoughness lower than its mana cost needs to have good abilities to be worth putting in a deck. For example, no one runs Gray Ogres, since they are garbage, but some decks might use Gigantomancer, a 1/1 for 8 mana, for its incredible ability.

The best way to evaluate cards is by playing them, and so it is in games that you will notice which cards you should cut from your deck.

As a final note, the average amount of lands for a deck is 24 out of 60, or 2/5 of the deck.

I hope this will be helpful to you and that you will have a blast playing Magic!

RandyRanderson on Good for yoooooouuuu!!!!!!

8 years ago

First off, your removal is god awful. If you're paying more than 2-3 to destroy something, you're doing it wrong. More Valorous Stance and Celestial Flare, maybe Swift Reckoning or Immolating Glare if you really need more removal.

Secondly, don't play Take Up Arms. More Secure the Wastes if you really want tokens, but I don't know why you'd want that. You also have 3 cards not standard: Elspeth, Sun's Champion, Griffin Sentinel, and Quarry Colossus.

Erase and Fate Forgotten need to be in sideboard for sure.

If you're gonna play Gideon, Ally of Zendikar, you NEED ALLIES!!!!!!

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