|Commander / EDH||Legal|
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Creature — Elf Druid
Evolve (Whenever another creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)
: Add to your mana pool for each +1/+1 counter on Gyre Sage.
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Gyre Sage Discussion
2 weeks ago
Cool deck, I've tried to make a Varolz deck before but I wasn't really able to make it work right heh.
First thing I should say is that Unearth isnt legal in modern; I'd consider playing Claim in its place since you have both Vexing Devil and Death's Shadow in your deck. It's a pretty good replacement, you cant reanimate Varolz or the Phyrexian Soulgorger with it but the Fame half and the fact that you can dump it with Faithless Looting if you dont want to dump anything else is worth it, maybe making it even better in this deck. I've seen it work really well in B/R burn decks and some Death's Shadow decks, it adds a lot of explosiveness.
Another suggestion: Rite of Consumption As a 1-of maindeck or a couple in the sideboard. It would add some more explosiveness, a way to deal with planeswalkers, and a life gain spell all in one go.
Now I have a question: is there really much point in playing Gyre Sage? It seems rather underwhelming since you have no mana sinks and no high-cost cards; a lot of your cards require colors other than green, so it seems likely you'd just have a bunch of excess green mana after running out of Black or Red. Without a solid payoff, I just think there are better cards that could go in those slots, like Lotleth Troll or Lightning Bolt or Abrupt Decay. (Also, your deck lacks removal, put some removal in)
Lastly, I have qualms with your sideboard. From what I can tell you just kind of stuck some cards in there, so I'm guessing you either didn't have time or just didn't bother. It'd be nice to see an actual sb if you get around to it :)
3 weeks 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?
3 weeks 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!
3 weeks ago
3 weeks ago
4 weeks ago
More Expensive ($2 and up)
1 month ago
Yeah, the crux of the problem is that Stuffy Doll on its own demands 2 or 3 additional effects to achieve an even average effectiveness. Those effects demand card slots, and offer very little synergy with other cards. At the end of the day you've committed 10 slots to facilitate making a card you might not even see average.
Of course you can just build Atraxa, Praetors' Voice infect and throw in Muldrotha, the Gravetide. I don't think it's as effective as just straight budget Muldrotha card value beatdown, but it's relatively viable.
Atraxa doesn't have infect, so I'd build toward getting that first counter on and getting as many proliferate triggers as possible. DrukenReaps mentioned Ichor Rats, which is so essential to this game plan it's basically your lieutenant. Pick up anything with infect and evasion, anything that gives you an effect with a proliferation, and take advantage of things you can proliferate yourself. The vivid lands, Fathom Mage, Gyre Sage, Astral Cornucopia, Everflowing Chalice, and Pentad Prism all come to mind from my own counter counter deck building experience, but I'm sure there are others outside of .
Muldotha will just be a good card in the deck. Use her to rebuild your board or reuse dead ETBs whenever possible, but don't build expecting to have her in any given game.
1 month ago
Oookay ... cracks fingers
In a +1/+1 counter deck, you really want creatures with persist. They almost never die for good in this environment. Creatures with undying are normally less ideal, but with Zameck Guildmage, you can immediately use that spare +1/+1 counter on the returned creature to draw a card. You could play those instead of bad draw spells like Counsel of the Soratami or Divination. Amass the Components is ... meh.
Let's come to the landbase: Unknown Shores are bad and you don't need bad fixing in a two-color deck (and even if you needed the fixing, I'd run Rupture Spire and Transguild Promenade first before considering sth like the Shores). Do you know Opal Palace and Path of Ancestry ? I'd recommend playing 36 lands total as well.
I hope this was of some help to you.
Always keep it Simic!