Gyre Sage

Gyre Sage

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.)

Gain for each +1/+1 counter on Gyre Sage.

Browse Alters View at Gatherer

Trade

Have (4) IcyLightning , metalmagic , gildan_bladeborn , Azdranax
Want (1) GrandeKhan

Printings View all

Set Rarity
Ravnica Allegiance: Guild Kits (GK2) Rare
Gatecrash (GTC) Rare

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Gyre Sage occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Green: 0.17%

GU (Simic): 0.68%

Gyre Sage Discussion

Ize19 on Stomping Counters

4 days ago

Abundance, Cream of the Crop, Elemental Bond and Sylvan Library can improve your draws. Gavony Township, Opal Palace, and Oran-Rief, the Vastwood are great lands for producing +1/+1 counters, replacing some spells if you like. Gyre Sage is great ramp in a Marath deck, as is Xenagos, the Reveler. Unbound Flourishing is a must-have, as it copies whichever of Marath's abilities you choose to use. Unfortunately my biggest mana ramp is Elf based, as my Born to be Wild deck is much more Elf-heavy than your deck. Maybe take a look, see if you'd like to lean a bit more in that direction?

Doritoboy100 on Deck help Oko+Simic guild+simic mutology ...

1 week ago

Hello all, I have been playing with the Oko structure deck, that I updated using Affinity For MTG's youtube video, and just bought the Simic Mutology structure deck as well as the Simic Guild Kit, as well as some booster pack cards. I'm trying to combine them into a 75 card deck, with 15 cards I know to take out for 60. Based off the cards in these 3 decks I'd like to build the deck around a constant flow of powerful monsters through the +1/+1 counters, as well as overloading on mana and drawing a lot. Some of the main points of damage right now are Oko who can just turn everything into a base 10/10 and distribute lots of +1/+1s, vorel who can double somethings counters, zegana who gives trample, galloping lizrog which can take all the +1/+1s and double them onto himself, nylea's forerunner for trample, progenitors mimic and miming slime to make clones, and wild born preserver for reach and his +1/+1s. But I also have things like coiling oracle/fathom mage to draw a lot, and gyre sage/maraleaf pixie for tons of mana. So I'd like to just find a good strategy in this mess lol.

The total card list of everything I will have is: (stuff with "x" seems important to me) Creatures: 1 Oko, the Tricksterx, 1 Vorel of the Hull Cladex, 1 Zegana, Utopian Speakerx, 1 Momir Vig, Simic Visionaryx, 2 Cloudfin Raptor, 4 Coiling Oraclex, 1 Cytoplast Root-Kin, 1 Elusive Krasis, 4 Faerie Vandalx, 1 Fathom Magex, 1 Frilled Mysticx, 1 Galloping Lizrogx, 1 Gyre Sagex, 4 Keeper of Fablesx, 3 Maraleaf Pixiex, 1 Nimbus Swimmer, 1 Nylea's Forerunnerx, 3 Paradise Druid, 2 Plaxmantax, 1 Progenitor Mimicx, 1 Protean Hulkx, 3 Spectral Sailorx, 4 Sphinx of Foresight, 2 Surveilling Sprite, 1 Trygon Predator, 2 Vigean Graftmage, 3 Vigean Hydropon, 1 Wildborn Preserverx, 2 Zameck Guildmagex,

Instants: 1 Applied Biomancyx, 1 Disdainful Strokex, 1 Gift of Strengthx, 2 Oko's Hospitalityx, 3 Optx, 1 Prying Eyes, 1 Quenchx, 1 Radical Ideax, 2 Rapid Hybridization, 1 Return of the Wildspeakerx, 1 Voidslime,

Sorcery: 2 Flash Foliagex, 1 Maximize Altitudex, 1 Miming Slimex, 1 Selective Snarex, 2 Shielding Plaxx, 1 Urban Evolutionx,

Enchantments: 3 Charmed Sleepx, 3 Frogifyx, 2 Setessan Trainingx,

Artifacts: 2 Simic Signet,

Land: 4 Simic Growth Chamberx, 4 Simic Guildgate, 4 Thornwood Fallsx, X Forestx, X Islandx

Thanks!

WarpedZerghead on Infinite Combos in EDH - Experiment Kraj Budget

1 week ago

poorpinkus, I just recently made a Kraj deck for the same reason, to see it grow beyond control because it was designed to choose its own evolution. Doi. I have been having the same results at the moment (alpha version of the deck) and that Kraj kicks off by turn 6 or 7: I am trying to cut that down to a turn or two sooner. One thought I had was increasing creature ramp. I saw you have a 'Transmute' card, I use that mechanic heavily in another deck (Nekusar RBU) specifically to get my combo items within the 2, 3 and 4 CMC range.

Here is my deck: Kraj-Maga Tap Dancing
You'll see about 3 or more versions of the same mechanic within the deck, especially with creatures. One of the fastest guarantee win items is the tap-to-ping creatures. Just tap once, deal damage to creature or player (must include player) and there you have it. At this point I have been considering just adding more creature ramp, transmute spells, creature tutor and counter spells.

Creature ramp is the big money money of the deck and gives you a chance to bring Kraj out sooner and as you noticed, the moment Kraj is in play it just goes off. For the creature ramp though I have been trying to stick to the 2-or-more mana per tap creatures. Gyre Sage, Gyre Engineer, Incubation Druid are great since the last two can give easier access to infinite untap andthough the Engineer will produce infinite colorless/green mana if you have a single blue untap ability ready. Ilysian Caryatid is another good option for potentially having 2 blue mana (with Kraj in play) to grant true unlimited mana for all colors. But I see you've already solved the mana conversion problem with Orochi Leafcaller and Pili-Pala (sick card for this deck).

Transmute and Tutor will get you what you need (obviously) and I've added as many ways as I can to do just that. I understand though you're using a budget to keep this deck real and some tutor spells are really pricey. Chord of Calling, Green Sun's Zenith, Birthing Pod are good but are probably out of budget, but Prime Speaker Vannifar has dropped considerably and Neoform is a similar outlet. Vannifar could be a superior solution to a Kraj deck because with a +1/+1 counter on her you could have infinite untap-access to her ability, but only in sorcery speed. Another star contender is Momir Vig, Simic Visionary but for Momir to really be effective he relies on both green and blue creature spells. A way around this is using spells that "change the text of target permanent" cards like Trait Doctoring or Whim of Volrath which also has a buyback but that already has too much work involved around a 'guest star' creature. Cool thing about Momir and Vannifar: they are both elves, so if yo have a sac outlet you can add Wirewood Herald that will tutor one of them to your hand. Transmute is also a good way around your deck, simply find your win condition creature combos by CMC and get the Transmutes you need. My deck's winning combos are almost all between 2 and 4 mana, I honestly don't think I need anything over that cost, one being Endbringer at 6 CMC because there are more tap-ping guys that cost less but honestly I am considering dropping it for another ramp creature or counter spell, granted its also a draw-card source.. On to Counter spells...

I am seeing a lot of "trample" and "unblockable" but honestly this experimental blob needs to just sit and make magic happen: no need for attackers. It is far too easy to get what you need in play and use the activated ability to achieve victory; that being said, enter the counter-turtle! Infinite mana seems to be the fastest thing I can get rolling for this guy, once that happens its a matter of time before the other shoe drops for a win, a strategy is to play safe and deny as many things as possible coming your way or in the way of a boardwipe. Rake up as many counterspells as you can, especially the 'split second' ones like Last Word. Another route for spells is kicker, multikicker and strive since mana 'ain't no thang' to Kraj.

All other spells or abilities that give more +1/+1 counters and such I feel are wasted placement cards because once Kraj gets untapping things get out of hand immediately. But, Grafting is definitely the way to at least get that started so it can save you a step if you're looking for the budget route. For example, Doubling Season: sweet card but we don't make tokens and all I need is one +1/+1 counter, not double. But, I do have Vigean Hydropon to distribute +1/+1 counters to my homies entering the battlefield. In several cases the 'Graft' option can work with Momir Vig if he's in play since some are blue/green creatures.

These are all really just ideas and options I've seen work for me but I'm also bouncing them to get feedback and find that chunk of fat that can be trimmed to make a leaner and meaner Experiment Kraj deck. Essentially all my cards involve the greatest of the greatest that I am assuming I have infinite mana, untaps, etc. instead of the 'once per turn'. I want everything, all the time and without end. Good ol' "Nah brah thanks, I'm here to break the game not have tea" attitude.

Thanks for sharing and thanks for reading the great wall-o-text!

JustinWunderlich on Ezuri's Claw

3 weeks ago

PurePazaak Well like you said, Sage of Hours lol. Other than that, Champion of Lambholt, Cultivator of Blades, Fathom Mage, and then a bunch of conditional mana dorks that can win the game with Staff of Domination like Gyre Sage, Marwyn, the Nurturer, Viridian Joiner, There is much work to be done on my list. I'm new to playing Ezuri but I like it so far. Thanks for the suggestions. I'll test them out some time.

Yotian_Soldier on 75% Simic Hydra Tribal

1 month ago

THB Review:

The following cards are to be added once the new set is release:

Hydra's Growth : another way to double up the +1/+1 counters on our creatures; aside from the obvious hydras enchanting Simic Manipulator or Gyre Sage is just bonkers

Shadowspear : granting both lifelink and trample on our of our hydras is just absurd plus the ability to remove both hexproof and indestructibility to our opponent's permanents is just gravy

Silverdrake on Simic Bioengineering

1 month ago

May I offer a different and far less complicated win condition that still uses the infinite counters combo your deck is built around? Here's an example game:
Turn one you play an island and Training Grounds .
Turn two you play a forest, Paradise Mantle , and Gyre Sage .
Turn three you plan an island, Gilder Bairn , (Trigger evolve on gyre sage) and use Gyre Sage to equip Paradise Mantle to the Bairn.
Turn four you play an island, use the combo to put infinite counters on Gyre Sage, tap Gyre Sage for 100000000000000 green, tap your three islands for UUU, and cast Blue Sun's Zenith for X=100000000000000 targetting your opponent. Assuming they don't have any tricky business, they draw from an empty library and lose the game. You could run Pact of Negation to protect yourself when you're going off, and Force of Negation as backup to counter removal spells they play on their turn when you aren't ready to go off yet. If you wanted to splash a color, you could try adding a bit of white for Teferi, Time Raveler to stop your opponents from interfering with you, or even Dovin's Veto for the same reason. Steelshaper's Gift can tutor for the mantle, and Idyllic Tutor can tutor for the grounds. If you run Idyllic, you could also run a package of useful enchantments like 2x Detention Sphere , 1x Privileged Position , 1x Spreading Seas , 1x Search for Azcanta  Flip.

I know that's a lot of recommendations, and I don't expect (or even recommend!) that you follow every single one. Blue Sun's Zenith would be my primary recomendation, "Free" countermagic like Pact and Force would be my next biggest recommendation.

Funkydiscogod on What Cards Should I Absolutely ...

1 month ago

Looks like you have some pretty good ramp spells. The only other ones I can think worth adding is Gyre Sage . Honorable mention to Incubation Druid and Viridian Joiner .

You could probably make pretty good use of Myojin of Seeing Winds , especially if it lives long enough to proliferate the divinity counter.

The other three Myojin you could use are Myojin of Night's Reach , Myojin of Cleansing Fire and Myojin of Life's Web . Those are also worth considering, but not as "must have" as the blue one.

BlackoutX on Wallcades

1 month ago

Gyre Sage for some good mana ramp

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