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Creature — Hippogriff
Flash *(You may cast this spell any time you could cast an instant) *
Creatures entering the battlefield don't cause abilities to trigger.
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Hushwing Gryff Discussion
2 days ago
First of all, thank you for the suggestions and I really appreciate your comments.
1.) I considered the Magus, but in testing with proxies I've found that they tend to be a little too mana intensive and vulnerable. I toyed around with Magus of the Will for a little bit but it never really got a huge payoff. I never thought to try Magus of the Jar though, so I may give him a try. Magus of the Coffers doesn't usually end up doing much for me unless I get Urborg, Tomb of Yawgmoth out. This deck leans heavily on blue, but I would almost definitely run Coffers if I was more black intensive. I haven't had the chance to test Magus of the Bazaar in this deck yet, but I'll give it some thought
2.) Mana Echoes seems like a really good idea because it essentially makes my Wizard clones free and it give me some more red. I'll probably tinker around with it some to see how it feels. Red has very little representation at the time being, and I may end up keeping it that way for consistency reasons. I also really like Patriarch's Bidding as a mass Wizard reanimate like you said. I'll see about picking up a copy and slotting it in for sure.
3.) I feel like I could definitely use more counters or artifact removal overall, yeah. My first draft of this deck had more stuff like Vandalblast, Smelt, and Negate. Like you said, my deck relies pretty heavily on ETBs to gain advantage and to get rolling. I don't see Torpor Orb or Hushwing Gryff often, but that's no excuse to not run answers to them. I'd like for Wizard tap abilities to be a bigger part of my gameplan, but there simply aren't enough good ones to solely focus on them, sadly. I'm going to continue looking into cuts I can make to add more artifact removal and general answers because I'd hate to get hosed by a single card when I don't have countermagic up and ready.
1 week ago
I like the deck but I think you need to try lowering your mana curve; Modern is a brutally fast format and it's easy to fall behind if you end up with a clunky hand that doesn't do much in the early turns. Flyers are never going to be the most aggressive creatures, however, so I'd also look at creatures that help disrupt and slow the opponents game-plan.
I'd definitely look to add Selfless Spirit, Mausoleum Wanderer and Pride of the Clouds as they're just powerful creatures that fit what you're trying to do. Aven Mindcensor, Hushwing Gryff, Vryn Wingmare are Lyev Skyknight could be good additions, depending on what decks you expect to face (maybe just in the sideboard though). Cloudfin Raptor and Loyal Pegasus might be a little too unreliable but I'd give them a test as aggressive 1-drops. Squadron Hawk isn't that aggressive or disruptive but it's card advantage in creature form, which is useful.
To make space I'd start by removing the Dragonlord Ojutai and Jace, Unraveler of Secrets, which while powerful don't really seem to fit the overall plan of the deck. Warden of Evos Isle might not be worth it anymore since I'm suggesting dropping the curve anyway and Nimble Obstructionist seems too situational to run 3 in the maindeck, although I've never played with it so maybe I'm underestimating it.
enpc on Box o' Fun
1 week ago
Sorry for the delay getting around to looking at the deck.
From the list, it looks like you're trying to build this as a stax deck. One of the biggest issues with stax builds is that they need exponentially more money sunk into them to make them as effective as combo builds. But working with what we got, a few things:
Stax is good, however you still need ways of closing out the game quickly. Sigarda, Heron's Grace is pretty good (especially in conjuction with Elesh Norn).
Mother of Runes is an awesome card - not only does it protect Sisay but helps you connect damage through blockers.
Illusionist's Bracers is too slow for Sisay. It's a cute casual card, however as yo uget more competitive it becomes weaker and weaker.
Overall, I would recommend having a look at this list: Stop Being Such a Sisay - it's a good example of a top end Sisay Stax deck and might give you a bit more direction.
2 weeks ago
1 month ago
I'm not sure how many of the other enchantment creatures would be worth running. You mentioned Doomwake Giant. Erebos, God of the Dead could possibly replace Tainted Remedy? I don't know what other enchantment creatures are really worth considering beyond that. Brain Maggot maybe?
One of the issues I found with Daxos the Returned when I first tried to build with him is mana curve. Black and White have a bunch of fun enchantments but they are generally expensive to cast, and it costs a lot of mana already to get Daxos on the board, cast stuff to get counters on him, and then activate his ability.
Maybe include Crypt Ghast? It helps with mana ramping and is another permanent with Extort that you can combo off with.
1 month ago
i like Arcane Denial as a hard counter.
then there are Torpor Orb or Hushwing Gryff which wouldnt hinder you with mullldrifter and jens gone. these hinder alot of value etb as well as some combos like kikijiki and further can protect your board against any kind of Aura Shards or Reclamation Sage.
1 month ago
I've been testing and tweaking as well, and I found that Leveler is not super useful. I think that this deck works best as a sort of slower aggro (that sounds weird but you know what mean), so Leveler is a little bit clunky. Here's the build that I was using: I also found that drawing an extra sundial/torpor orb doesn't seem to be a huge problem with this deck, as I seem to always have a beater to summon either on the top of my library or in my hand. Either way, you can always play the extra artifact for a scry, and Contraband Kingpin + Temple of Deceit are doing a great job getting to combo pieces/lands pretty easily.
I want to say this before I move on: I apologize in advance for the salt RazortoothMTG.
To RazortoothMTG: changing the manabase would be quite costly, and the problem we are having is either drawing too many sundials/orbs, or not seeing them at all. Hushwing Gryff is not necessary because it is 3-mana, and lacks synergy with cards like Contraband Kingpin since it isn't an artifact and all our transmute cards since it doesn't have a converted mana cost of 2. As for checklands, we never play on the first turn so a land entering tapped doesn't really matter.