Gyre Sage

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Gatecrash (GTC) Rare

Combos Browse all

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.)

: Add to your mana pool for each +1/+1 counter on Gyre Sage.

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Gyre Sage Discussion

TheErebos on Phyrexian Growth

10 hours ago

hkhssweiss

I will definitely think about the above suggestions as well.

  • morning coffee brought me an amazing idea! I remember when I won this guy at LGS - Kiora's Follower can be a powerhouse here! He's cheap and so there will be no problem to cast him early since this deck is UG heavy anyway. He can act like a mana dork (obviously), but can also get bonkers with other cards letting us to activate some stuff additional time per turn. For example:

Gyre Sage - enourmous amount of green mana. Twice.

Mikaeus, the Lunarch - 2 counters on each creature I control IN A SINGLE TURN? Sign me up and the pope too.

Simic Manipulator - stealing 2 cheap dudes to shield myself from attack? Why not.

Yisan, the Wanderer Bard - just LOL.

Contagion Engine - OH WELL. BAD LUCK BRIAN.

Everflowing Chalice - same deal as with Gyre Sage

Hadana's Climb  Flip - this duo can kill someone out from nowhere. RKO!

I'm so proud of myself :D

hkhssweiss on Phyrexian Growth

1 day ago

TheErebos I still love the idea that your keeping the Praetors around and the sub-infect theme. I was actually going to say to re-add in Triumph of the Horde as I really do like that card.

For the +1/+1 theme here are some cards that I used to use:

Creatures:

Chasm Skulker

Crystalline Crawler

Forgotten Ancient

Fathom Mage

Gyre Sage

Juniper Order Ranger

Pir, Imaginative Rascal

Plaxcaster Frogling

Prime Speaker Zegana

Rishkar, Peema Renegade

Sage of Hours

Scavenging Ooze

Shalai, Voice of Plenty

Walking Ballista

Winding Constrictor

Instants:

Teferi's Protection

Enchantments:

Hardened Scales

Hadana's Climb  Flip

Path of Discovery

Also I would add back in Reyhan, you can additionally add in the one drop mana dork since you are going for the more wide synergy. Cards like Elvish Mystic, Llanowar Elves, Avacyn's Pilgrim, Birds of Paradise, Noble Hierarch, Joraga Treespeaker, or Fyndhorn Elves.

Hopefully that helps!

Lythia on GW Tokens and Counters

2 weeks ago

Oh this is a fun one! What is your goal with this deck? Spit out tokens and make them big? The only thing you have to worry about with her on the field are mass destruction and mass sac effects like Dictate of Erebos. I would consider Eldrazi Monument, Mother of Runes, Rune-Tail, Kitsune Ascendant,Hero of Bladehold, Crystalline Crawler, Hangarback Walker, Mindless Automaton, Bloodspore Thrinax, Bramblewood Paragon, Hardened Scales, Curse of Predation, Gyre Sage, Walking Ballista, Cradle of Vitality and maybe Oreskos Explorer, Sun Titan, Gift of Immortality, Sunbond, and Prowling Serpopard. Sorry, I felt like maybe I was listing abit I don't want you to feel like I'm trying to build your deck. I know it can take the joy out of building for some people :) Anyway, good job so far and happy tuning!

ZendikariWol on Reyhan&Ishai | Where Unstoppable Meets Immovable!

3 weeks ago

Okay so I have two different decks that might help you. If you want me, once again, to go more in-depth, I certainly will and I would be happy to recommend specific additions. I'll actually be recommending specific cuts right here.

Ajani, Caller of the Pride is not very good. It's suuuper slow and while it does put counters on things, its mana is weird and frankly you're not gonna be casting it on turn 3. It's totally not worth casting after turn 3 and barely worth casting on.

Cathars' Crusade is probably not worth it, especially for the few creatures you're casting AFTER turn 5.

Gyre Sage is so suboptimal, like you're really not putting that mant counters on it early-game, and in the late game it does almost nothing.

You're gonna cast Predator Ooze on like turn 5 or 6. Not. Worth. It.

Selvala, Heart of the Wilds is not very good. It's just a mana dork, and yeah eventually it's big mana, but like Gyre Sage, you'll just play your hand and then you're living on topdecks the rest of the game.

Skullbriar, the Walking Grave isn't that good. He'd normally be useful if you were bringing him back from the graveyard, but you're... not.

Octopus Umbra is a decent card but it's not the best in this deck. Not only could you use it better elsewhere, but there are better cards you could put in its place here.

Ghoulcaller Gisa is, once again, not bad here, but there are just better cards- ESPECIALLY in the 5-drop slot!

Bear Umbra is another really good card, but really it could be used better in other places and better things could be put in its place here.

Gift of Immortality is weak in general, and even worse here.

Journey to Eternity  Flip, in the same boat as the Umbras, is good but not great and here it's far from ideal.

Your entire grave recursion package is kinda shoehorned in and would be better in its own deck. Maybe build Muldrotha, the Gravetide?

Rashmi, Eternities Crafter is meh, and here it's a genuinely confusing addition. It's a fine card but it's just not a good addition here.

Deathbringer Regent is fine I guess, but once again, this deck is just not the place for it.

So once again, if you want me to drop some specific cards to replace my suggested cuts, I will certainly go into more detail. But for now, happy brewing and have some deck links!


+1 Pancakes

Commander / EDH ZendikariWol

SCORE: 3 | 3 COMMENTS | 215 VIEWS | IN 2 FOLDERS



Rotten Pancakes

Commander / EDH ZendikariWol

8 VIEWS | IN 1 FOLDER


MillersEdge on Atraxa Proliferate Everything

3 weeks ago

As you have added this list to the superfriends hub and mention that creatures would be the first thing you'd cut, I'll mainly focus my recommendations on the superfriends theme. A lot of the suggestions I am going to make might seem fairly obvious if you have seen more conventional superfriends lists, but incase you have not, I'll make them anyways.

Ok, after finishing this, I might need to add a TLDR: Subthemes are great, they make your deck unique. But if you want your deck to be reasonably streamlined, you might want to keep your subthemes just that: subtheme(s) to an actual main theme. Build your shell with that main theme in mind and then see how much space remains for your subtheme(s). Don't get caught in minute synergies between subtheme cards, keep asking yourself "does this go with my main theme or AT LEAST really hit the core of my subtheme?" The rest develops as you play the list and tinker around with it. Below you find some recommendations I would make for a superfriends shell. But take this all with a grain of salt, I am by no means an amazing player, nor an expert on deckbuilding.

Planeswalker Synergies:

Let's start this off with Primevals' Glorious Rebirth. This card is just plain insane. It allows you to play your walkers early on in the game without worrying about them dying too much and then get them all back in one backbreaking turn later on. Doubling Season into this has won me quite a few games.

Oath of Nissa is cheap, rarely fails to find something you want, and makes casting your walkers easier early on, which is nice. Oath of Gideon gets you tokens to block with, and the additional loyalty is often more relevant than one might think. Oath of Jace, Oath of Liliana and Oath of Ajani are definitely playable as well, but I think the others are less situational/ do more at their costs, so I tend to stick with those. It's worth noting that all the oaths are legendary, so they do come back with Primevals' Glorious Rebirth.

The Chain Veil is a classic Superfriends card, it's legendary so it comes back with Primevals' Glorious Rebirth and it makes for some insane turns once you have multiple Walkers online, especially if you can untap it, for example with Tezzeret the Seeker (infinite activation combos are possible here). I've heard about people actually cutting it because they find it a bit clunky (don't have one myself yet, so I can't really comment on that), but it's definitely a powerful card.

Settle the Score can be awkward. There is better singletarget removal available and it needs a target in order to uptick your walker. On the other hand, being able to ult a walker out of nowhere can be pretty sweet. Probably not an optimized card, but decent nontheless.

Extra turn spells like Nexus of Fate or Savor the Moment can allow for extra activations on your walker abilities or just win you the game outright if you can build a board of creatures before going into your extra turn and swinging.

Ramp:

The problem I see with your mana acceleration is that most of it is either pretty slow, susceptible to removal, or both. Gyre Sage for example needs you to get counters onto it to be effective and dies to any kind of creature removal (I still like the card when running +1/+1-counter-synergies and a certain amount of creatures, it just doesn't always ramp you very well). Mox Opal requires you to have metalcraft online, something which I found hard early on within a few test-mulligans I did, and the later the game gets, the lower the impact of a 0-Cost Manarock becomes. Astral Cornucopia and Everflowing Chaliceboth need a proliferate or two to really shine. Not to mention, if you are geared toward your friends, they might be teching for you as well, and something like a Vandalblastcould hose your ramp pretty hard.

I'd definitely include some landbased ramp along the lines of Farseek, Rampant Growth, Cultivate, Kodama's Reach or Solemn Simulacrum. It thins your deck, comes down fairly early, fixed your mana and rarely gets removed. If you have green in your identity, that ramp is hard to pass by.

Also, unless it's banned in your playgroup, Sol Ring. It's just really good. Especially if you want cheap artifacts that produce mana.

As Foretold is slow, but can get out of control fast, even more so when paired with proliferate. Definitely a fun card.

Another piece of acceleration that is good on it's own and has proliferate-synergy is Coalition Relic.

Thaumatic Compass  Flip is a card i recently started running and I've been loving it so far. It fixes your mana and/or finds you lands if you need that, and it flips into a land that can tap for mana and protect your walkers, while being reasonably hard to destroy itself.

If you untap with Mirari's Wake on the board, the game can often just be over, and the +1/+1 works well both with the tokens from your walkers as well as the creatures that you're still running.

Walkers

There are quite a few great walkers out there and I won't name them all (you're running quite a few of them already). Generally anything that gives you decent cardadvantage, protects itself (usually by making tokens to block with), or kills something the turn it comes down is fine, anything with a combination of 2 of those on its first two abilities is really good. Ults are a lot more relevant in this deck than in most others, as you actually have a pretty reliable chance of getting them off, but I'd still be careful with running a walker JUST because of it's ult. Run cards that you're happy to draw even without a doubling season on the board.

Ugin, the Spirit Dragon is the big bad dragon in the room. It's amazing, it wins games, is colorless so you can play it in other decks, but it's pricey.

Vraska, Relic Seeker is a walker I've grown to love recently. Her tokens are great, her removal hits a lot of things and actually gets you and artifact that somewhat ramps you, and her ult often allows you to just take one opponent out then and there (not to mention the fact that it's actually quite easy to reach her ult even without doubling season, seeing as her first ability is +2).

Ajani Unyielding, Ajani Steadfast and Ajani, Mentor of Heroesare all great in this kind of deck.

Elspeth, Knight-Errant is useful early on to make and pump tokens, and in your deciding turns her emblem can allow you to wipe your opponents boards while your creatures survive and swing for lethal. It also protects your board in case you can't finish off all opponents at once and have to let them untap. Vivien Reid does a similar job.

Answers:

This highly depends on your metagame, but overall I feel like your list is a bit low on sweepers. One of the big upsides of running a lot of walkers is that very few boardwipes hit them, so you can continue to set back your opponents while protecting your walkers and generating value. Cards like Damnation/Wrath of God/Day of Judgment, Cyclonic Rift, Toxic Deluge, Decree of Pain, Merciless Eviction, Descend upon the Sinful, Austere Command, In Garruk's Wake and Phyrexian Scriptures all have their targets and you can run them as you see fit.

Counterspells in EDH are a tricky topic. My playgroup doesn't really run any and I hate playing against them so I don't want to start things, but if you see your big spells getting countered repeatedly, you might want to at least run something along the lines of Swan Song, Counterspell and/or Spell Pierce to protect them. Cards like Mystic Confluence or the more expensive Cryptic Command are great because you can just use their other modes in games where you don't want to counter any spells.

Unlike Ghostly Prison or Propaganda, Norn's Annex actually protects your walkers as well as your face. The problem is that aggro/go wide decks are often happier to pay life than mana, particularly early on.

As you already have Teferi's Protection, arguably the better card, this might be a bit overkill, but Comeuppance can be another emergency button kind of card (and this one can actually sometimes kill your opponent).

Miscellaneous:

Some cards that are either just fun to play or decent on their own in the deck (most of these aren't all that optimized ^^).

Helm of the Host costs a LOT of mana to get it on the board and equipped. If your opponents can then remove it for little cost, it's pretty bad. But if it sticks around for a few turns, it can do insane things. An army of Atraxas (all of which proliferate at the end of turn) alone is amazing, but you can also abuse the effects of other creatures (like Deepglow Skate) or combo this with Gideon of the Trials to make a nonlegendary copy of the walker and an emblem on the same turn, forcing your opponents to deal with both walkers before they can kill you. And if they can't kill both before you untap, you can make another copy. And so on. Also synergises with both Doubling Season for extra tokens as well as Primevals' Glorious Rebirth for being another legendary permanent.

Thief of Sanity has been showing up in our playgroup quite a bit. At worst it's just a 2/2 flyer to block with, at it's best it creates this second hand for you that sticks around even if the thief dies and gives you the option to exile your opponents' best cards and use them against them.

If you want to stick with more of the Artifact- and/or +1/+1-counter-synergies, both Hangarback Walker and Walking Ballista are amazing cards on their own that can take over games once paired with some kind of enabler.

If you want to add to your infect-arsenal, both Ichor Rats and Viral Drake are decent cards to run. Be warned though, quite a few players dislike infect in EDH, and some playgroups even have houserules increasing the number of counters needed to kill someone to 15 or 20.

What to cut: In the end, this comes down to you. There might be subotimal cards that you really enjoy playing even if they don't increase your chances at winning. Or a certain sweet combo might justify running a card that is clunky in a lot of situations (Helm of the Host is definitely such a card for me).

Generally, I'd start with the cards that don't really go with any of your main themes. Stuff like Brago, King Eternal, Muldrotha, the Gravetide, Derevi, Empyrial Tactician or Etrata, the Silencer(proliferating assassination counters doesn't do anything btw, they have to be on different creatures; just in case you missed that). If you really want effects like that in your deck, try to find it on things that work better with your core themes (like Aminatou, the Fateshifter being able to blink important permanents the turn she comes into play and without having to attack, while working with planeswalker synergies, Primevals' Glorious Rebirth allowing you to return most of your core pieces from your graveyard in one big blowout or extra turn spells allowing you to untap permanents while also giving you extra planeswalker activations).

Then, if you want to focus on one theme and cut back on the others, start with those pieces that worst on their own, like Mox Opal doing literally nothing if you don't have Metalcraft turned on, or Corpsejack Menace being a plain 4/4 for 4 if you aren't putting counters on creatures. If you only have cards remaining that work on their own or with little buildaround, keep asking yourself "would I rather have this or something that goes with my core theme". At this point you can just keep trying around, cutting what feels bad to you, adding some stuff, maybe going back if it changes for the worse, but try to keep your bigger picture in mind. Keep enough of the core mechanics (card draw, ramp, removal, proactive plays) and always ask yourself "what does this do in my deck, why is it the best option, what could I be running instead?". The answer to this question can very well be "I like playing it" or "it looks cool" but this keeps you from playing cards in your deck without reason.


Sooo there you have it, my 2 cents (or maybe 20) on Atraxa Superfriends. There are quite a few expensive cards up there that I don't even own myself, so in case you're interested in my current list, you can find that here.

mstoeckel17 on Eldrazi Annihilation

1 month ago

This deck is super cool, props to you for thinking of it I would definitely add Gyre Sage for synergy and ramp along with Birds of Paradise and Cryptolith Rite for straight up ramp

Abzkaban on Ezuri budget

1 month ago

Looks good! You've got a lot of the Ezuri staples that don't break the bank. Looks like it would be pretty effective. I designed my Ezuri deck around elves. I'll leave a link to it here so you can take a look at it. You might find some ideas there.


Ezuri the Claw and the Little Green Men

Commander / EDH Abzkaban

35 VIEWS | IN 1 FOLDER


A lot of variation in decks containing blue come from your meta which determine what control cards you need. For the most part what you've included looks fairly well-rounded. I do have a few suggestions with a budget in mind.

I had Urban Evolution on my list as well before I deemed it too slow. By the time you have mana to cast it, you shouldn't need the ramp it provides. There are also more efficient means of card draw. I can't begin to describe the card advantage you get from Primordial Sage and Soul of the Harvest. Your mana curve looks low enough that I think you could be taking advantage of them. And even if you needed more mana ramp (which I don't think you need too much more), Gyre Sage and Viridian Joiner would give you a kick in addition to your Marwyn, the Nurturer. If you want more draw effects from playing a single card, might I suggest Prime Speaker Zegana, Shamanic Revelation, or Soul's Majesty. Any one of them will net you more cards than you need.

The other thing I can't stress enough if Panharmonicon if it's not out of your budget. The value from having this out with Ezuri is crazy especially when you play cards like Cultivator of Blades and Experimental Aviator. You basically get two experience counters for every creature under 2 power that you put into play.

Also as an afterthought, if you wanted to get your Sage of Hours out faster, you could add in Momir Vig, Simic Visionary who is really just good for getting any creature you might need. He's excellent for drawing right into your infinite win con, though.

Nice deck! Ezuri is so much fun to play!

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