Gryff's Boon

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Heirloom Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Casual Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Shadows over Innistrad (SOI) Uncommon

Combos Browse all

Gryff's Boon

Enchantment — Aura

Enchant creature

Enchanted creature gets +1/+0 and has flying.

: Return Gryff's Boon from your graveyard to the battlefield attached to target creature. Activate this ability only at any time you could cast a sorcery.

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Gryff's Boon Discussion

hullos on Green White Centaur Hoard

3 weeks ago

i have never heard of flying centaurs but a couple good cards would be Gryff's Boon or maybe even Selfless Spirit or if you want to go along with the tokens Seraph of the Masses is good. if you want to kill them than you want something like Plummet.

GoneWithLaw on Arahbo's Killer Kittens

4 weeks ago

If you're interested in cheap evasion similar Rancor, consider Gryff's Boon. Grants Flying instead of trample, and also recurs from the graveyard!

sskorakz6651 on White Power!

1 month ago

hullos sadly I don't believe Gryff's Boon has a place in this deck. I don't get a big enough benefit from using that card as opposed to the ones that are already in the deck.

hullos on White Power!

1 month ago

Sounds weird but you could try Gryff's Boon just to give you some flyers or at least evasion even if it is just on sideboard and it can come back

GoneWithLaw on Arahbo 1v1

1 month ago

I very much like your mana base, though I think it wouldn't be remiss of you to add a few more utility lands in the mix. In particular, Rogue's Passage can allow you to guarantee damage gets through, especially since you aren't running many sources of evasion. Blighted Woodland taps for mana and can ramp you later for the long game, while Hashep Oasis and Shefet Dunes are cheap and can pump your creatures.

Going back to evasion, your deck doesn't have a whole lot of it. Many Arahbo decks are running Rancor, but I feel too few of them are also running Gryff's Boon. It works surprisingly similar to Rancor, albeit it's a little bit more expensive. Still, given that it has built-in recursion means that you can consistently keep your cats in the air. If you end up adding more equipment, Prowler's Helm and Trailblazer's Boots practically guarantee your creatures will become unblockable.

If you want to stick to strictly creatures, on the more expensive side we have Pride of Lions that can damage your opponent regardless of trample/blockers. Very neat!

For 1v1, you can get a very quick kill in with Lost Leonin... with Infect plus Arahbo's eminence trigger, that's a 2 turn clock on one creature! The best part is that it curves very well with Ajani, Caller of the Pride for a turn 3 kill. If you'd like more ways to curve into a T3 kill in this deck with Lost Leonin, Duelist's Heritage and Silverblade Paladin both enable double strike for 3 mana.

The last bit of advice I have is in regards to cards in your deck like Thalia, Heretic Cathar. Personally, I think you should go big or go home on the stax types of effects. Just by themselves, they are mostly minor inconveniences. It is much more effective when you can combine Thalia with multiple effects that tap and lock down your opponent. At the very least, consider cards like Silence and Lapse of Certainty to throw your opponent off. Rule of Law for is fun option that also happens to have Leonin on it... flavor points!

GoneWithLaw on GW Cats Feline Furrocity

1 month ago

For a deck that wants to get as much damage in as possible, I'd suggest running Haunted Cloak over Chariot of Victory. Practically the same card except Cloak has Vigilance instead of First Strike. While the first strike is nice, in a deck where you may only have one or two attackers at a time, being able to defend yourself is undervalued.

As far as some extra evasion goes, I'd consider these two equipments: Trailblazer's Boots or Prowler's Helm. Both make your creatures unblockable against MOST decks, except in the few instances where an opponent only has basics or is actually running one of the very few EDH viable Walls.

For every Arahbo deck I've seen running Rancor, I've also been suggesting Gryff's Boon. It gives a small pump and flying, which is rather significant in this deck, but more importantly you can reuse it from your graveyard. It's not as "free" as Rancor is, but nonetheless I think you'd appreciate the recursion.

GoneWithLaw on Kitty Deck

1 month ago

In no particular order, here are some suggestions:

Replace Relic Crush with Sylvan Reclamation. Both are 5 mana instants that remove up to two artifacts/enchantments. While Sylvan Reclamation requires the more specific casting cost of instead of , the difference is negligible in a 2 color deck. Sylvan is otherwise completely superior since it exiles AND cycles for a basic land if you want. It's less than 50 cents so it's a great budget addition.

I'd personally simplify the mana base by getting rid of most of the ETB tapped lands. Arahbo is an aggressive commander, meaning that ideally you want to be hitting your land drops each turn in order to get the most of your mana base. My personal build only has two of these lands: Path of Ancestry for the scry, and Scattered Groves as a dual land that would often ETB tapped from my ramp spells like Cultivate anyways.

While it costs more than Soul's Majesty (and you lose out on the Cat flavor), Rishkar's Expertise is a superior card in my opinion. The free cast of any 5 CMC or lower card is huge in a deck like this, but more importantly is the fact that it isn't as vulnerable to targeted removal. If you target a single creature with Soul's Majesty, and an opponent Path to Exile's it, all of a sudden you just spent 5 mana on nothing. If your biggest creature gets eliminated after using Rishkar's Expertise, you still get to draw cards off of your second biggest creature.

Angelic Gift provides decent evasion and serves as a cantrip, but otherwise isn't repeatable or usable for multiple creatures like some of your other cards would be. Rogue's Passage is a simple land that allows any creature to attack unblocked, even getting past your opponent's fliers. If you are set on flying, Gryff's Boon is cheaper at only , but can be recurred from your graveyard. It's kinda like a higher CMC Rancor in that sense.

The rest of my suggestions would depend greatly on how you build this deck. I see that you've kept a majority of the cards from the precon in here. The issue here is that in order for the deck to be really effective, you should choose one of a few deck focuses:

  • Pump - Going tall with Arahbo
  • Voltron - Equipment focus with Nazahn
  • Tokens - Going wide with Mirri

There are other ways to build each of these commanders, but generally speaking these are the directions you'll see most players take them for tribal. Personally, I decreased the equipment focus in my own deck to focus on Arahbo's eminence ability, but it's ultimately your call on what direction you'd like to take your cat tribal.

x12721 on Uril, the Monster of the Mists ( <$50 Budget )

1 month ago

Gryff's Boon is one of my favorite auras, and will end up giving Uril +3/+2 and flying, and the aura can be recycled from your graveyard!

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