Hushwing Gryff

Hushwing Gryff

Creature — Hippogriff

Flash *(You may cast this spell any time you could cast an instant) *

Flying

Creatures entering the battlefield don't cause abilities to trigger.

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Set Rarity
Commander 2016 (C16) Rare
Magic 2015 (M15) Rare

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Legality

Format Legality
Modern Legal
Block Constructed Legal
Oathbreaker Legal
2019-10-04 Legal
1v1 Commander Legal
Canadian Highlander Legal
Casual Legal
Pioneer Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Limited Legal
Duel Commander Legal
Highlander Legal
Commander / EDH Legal
Tiny Leaders Legal
Unformat Legal

Latest Decks as Commander

Hushwing Gryff Discussion

jaymc1130 on New EDH player please Help!

1 month ago

Sounds like a fairly standard Consultation line, or maybe a Doomsday set up.

Usually these wins revolve around cards like Demonic Consultation, Tainted Pact, Doomsday, Thassa's Oracle, Jace, Wielder of Mysteries, and Laboratory Maniac.

There are a number of ways to punish this line of play that are very effective.

Angel's Grace will prevent him from winning and he won't be able to interact with Angel's Grace when it's cast. This will, at a minimum, give your group a turn cycle to come up with an answer to his board state, or result in him killing himself outright if he used Thassa's Oracle.

Trickbind works similarly, it's got split second so it can't be interacted with on the stack, and it counters the triggered ability of Oracle or the activated ability of Jace, but doesn't really affect Lab Man. Again, with Oracle he just dies on his next turn, but with Jace this option buys the table a turn cycle to find a way to kill the Jace.

Mental Misstep is an excellent answer to Demonic Consultation.

Dispel is a good way to interact with both of the Forbidden Tutors (Demonic Consultation and Tainted Pact). Many other counterspells are also excellent in this role. The key is being prepared for him to attempt his line of play and then busting out the countermagic you were saving for that situation.

Spell Snare hits both Oracle and Tainted Pact.

Geier Reach Sanitarium can be used to force him to draw with an Oracle etb trigger on the stack, but is less useful against Lab Man and Jace. Any spell that can force him to draw at instant speed while an Oracle trigger is on the stack will cause him to lose as well.

Torpor Orb, Hushbringer, and Hushwing Gryff are cards that prevent creature ETB triggers and can be good answers to the Oracle.

Any form of instant speed creature removal is an excellent way to answer Lab Man while he has a draw trigger on the stack that would draw on his empty library and win the game. Lab Man will die, he will draw, then he will die.

Despark, Assassin's Trophy and other instant speed universal removal can be an excellent answer to Jace's draw ability trigger. Jace will die, he will draw, then he will die.

Meddling Mage and other cards that prevent him from playing important pieces of his line of play are also good solutions but can be vulnerable to removal.

dingusdingo on Abzan

2 months ago

Cards to look at

Trinisphere - 3x of this will do everything you wanted Thalia to do, and more. This is the daddy of stax pieces, and it will frustrate tons of decks.

Collector Ouphe - Turn off equipment and tons of artifacts, 2/2 for , 2-3x and can easily go into your SB if you don't want to MB. Plays well alongside artifact based lock pieces like Static Orb or Trinisphere, look for triggered abilities or static abilities to build around the Ouphe

Gaddock Teeg - Shut off plenty of wincons and huge value cards, a nice 1-2x in this style of deck, and its a 2/2 for . This will usually turn off something in an opponent's deck, requires a bit of build around on your end.

Maralen of the Mornsong - Neat combo with Mindcensor/Arbiter and a great way to find your silver bullet hate cards you need, especially if you run them at 1x slots. You pretty much never want to play this without either Mindcensor or the Arbiter, so I'd look at 1-2x inclusion

Elesh Norn, Grand Cenobite - Dunks on tons of utility dorks and creatures, and if you have a couple hatebears on the field you can punish their life total. Expensive to cast, solid choice at 1, maybe 2 for a deck.

Root Maze - This card pulls double duty against fetch lands, and will generally slow the game against any style of deck. A real nice card to look at for turn 1 plays, but multiples don't do anything for you. Good 3x include, but you will occasionally mulligan another hand when you see 2x of this.

Plow Under - Nasty card that can stall out your opponents for two turns. 2-3x if you want to grab this card, absolutely brutal alongside Trinisphere, best used alongside mana acceleration to hit this on turn 3 or 4.

Weathered Wayfarer - Can be a useful card in these types of builds if you want to investigate further into land based tech. Useful alongside the Ravnica bouncelands like Golgari Rot Farm to guarantee further usage. Useful with Manlands to guarantee beaters. Works well with Inventors' Fair if you have a decent amount of artifacts.

Torpor Orb - Everything has some flashy ETB stapled onto it for value these days. Backfires against Uro and the other titans (no sacrifice trigger), but great sideboard material. Peek Hushwing Gryff for a creature alternate.

Leyline of the Void - Nasty card that breaks tons of combos and tons of value

Hokori, Dust Drinker - Another alternate to Thalia that similarly attacks their mana base, tons of lands to get around it like Ravnica bouncelands or Lotus Field. Best at 1-2x, don't wish to see multiples in your hand ever.

Kataki, War's Wage - I don't recommend this guy as Collector Ouphe fills this niche wonderfully, but this is always an option if you have 2-3 equipments you want to run that the ouphe would shut off and don't mind paying the tax for them.

Authority of the Consuls - Works extremely well against aggro, slowing them and giving you small life gain to survive further. Multiples give multiple life triggers, so not totally wasted, good at 3x if you're interested.

Blind Obedience - Enters tapped is nice, the extort helps stabilize you to late game while getting in valuable life loss against your opponent. Multiples give multiple extort triggers, so you can go up to 4x rather easily if you'd like to.

Sun Titan - Strong etb and attack trigger that reassembles your hateful board state. Return trigger works great with Ghost Quarter. 6/6 works great for slapping opponents.

Time of Need - Nice toolbox card if you want to run 1-2x of a handful of legendary creatures for this style of build. Look at Elesh Norn, Grand Cenobite, Hokori, Dust Drinker, Kataki, War's Wage, and Gaddock Teeg. Gives consistency if you're trying to go for a silver bullet kind of build.

Chord of Calling - Lets you pull Aven Mindcensor from your library at instant speed, also gives Mindcensor something to do on the battlefield if you can't swing with it. Once again, powerful in silver bullet style builds.

Grave Pact - Big board control, heavy color weight cost. Targets neither the player nor the creature, so useful against hexproof/shroud and other hyper evasive creatures. Multiples work fully, but you aren't keeping hands with multiples of this in it probably.

Luminarch Ascension - Control or prison style wincon. Lots of these cards slow the game or shut off an opponents plan to win. This card can use the extra turns to come online, and becomes a hyper mana efficient threat when it does. Works very well when playing under adverse mana conditions, like Hokori, Dust Drinker or Smallpox. Your Aven Mindcensor can gain extra usage on turn 4-7 by chump blocking to power this bad boy on. Best in decks that want to slow the game heavily.

Smallpox - Nasty board control, another way to imitate the hate effect Thalia has on an opposing mana base while also hitting creatures in play and forcing a discard. Works best with cards that allow you to mitigate your own downsides, such as Bloodghast, Gravecrawler, Flagstones of Trokair, Ramunap Excavator. Works well with anything that has madness, works well as fuel for delve too. One of these after playing Luminarch Ascension can give it the perfect amount of space to turn on.

Liliana of the Veil - Whole lot of board control, whole lot of hand hate.

Pithing Needle - CMC answer to any planeswalker and tons of juicy cards that players want to resolve.

Fiend Artisan - Toolbox enabler and nasty wincon packed into one. A good choice for silver bullet style builds. The +1/+1 for creatures in the graveyard shouldn't be underestimated, it keeps the card as a live draw later in the game or with no creatures on the field. The hybrid costs help in 3 color mana base

Beastmaster Ascension - Put those bears to work. Works well on stalled out boards, but your bears have to survive the swings to turn this on. I personally don't like this as much as Luminarch Ascension but it is worth looking at as an option, especially if you have a lot of flyers or evasive creatures. Aven Mindcensor flys :)

Tendershoot Dryad - Expensive to cast, but getting a token each upkeep adds up fast. You will hit the cities blessing rather fast, and then it doesn't take too many 3/3 tokens swinging to end a game.

dingusdingo on Help me foolproof this infinite …

3 months ago

RambIe Just learned you apparently have an "I" and not an "L" in your name O_O

I have read this whole thread. My comments were 100% on-topic and highly relevant. Nothing I posted was already addressed. Everything I posted is why I feel the combo doesn't work.

I don't wish to debate the meaning of the word "evaluate" with you, so I will assure you that I used evaluate correctly. It can exist outside of making a pros/cons list. This is entirely semantics and not worth discussing further though.

I have already correctly identified the place to use removal during the combo, but I will repeat it again for your benefit. If you stack removal above either the ETB from the Pyromancer or in response to the Deathmantle trigger, you will stop the combo. As far as static effects, I'm not going to beat around the bush with you, but plenty of static effects that commonly see play shut this combo off entirely.

As far as slowplay, if you plan to play at any DCI sanctioned event you are liable to receive a slowplay warning. Especially as you talk about bringing this to a competitive event, you need to be aware that your opponents CAN call judge on you for this. Honestly though, you shouldn't run this combo in a kitchen table game for the exact same reason: it IS a non-deterministic loop that you can't specify how many exact times you wish to run it with a guaranteed outcome. This isn't some ultra crazy only competitive rule, its literally just a rule that always exists in MTG. As far as "Oh slowplay was already solved because Abundance", no lol. It wasn't, you're still liable to hit shuffler trigger twice and then get the repeat game state. You won't always receive a slowplay, but this is yet another way for this combo to brick out after getting assembled. On top of drawing into too many lands to brick out, you also have hitting repeat shuffler triggers before finding your outlet as a brick out.

Which brings us to competitive. I don't really care to mince words with you further, because 3rd out of 30 using a precon speaks to your "competitive edh night" being incredibly soft. Whatever your misgivings and hurt feelings about competitive, I am going to warn you once again that this combo will get absolutely shredded in a real competitive setting. Its not that you will never win with this deck, just that you'll be winning 10% of games where another combo would have led to winning 20% of your games. If you feel comfortable giving up 10+% of your wins to an unreliable combo, feel free.

SynergyBuild on Anti triggered abilities cards?

4 months ago

Actually, abby315:

Stifle, Tale's End, Disallow, Nimble Obstructionist, Repudiate / Replicate, Voidslime, Summary Dismissal, Discontinuity, Glorious End, Sundial of the Infinite, and Time Stop do it too. Don't worry, you don't need to know these all or anything, it's just that Trickbind was definitely not the only one xD.

Also, Torpor Orb, Tocatli Honor Guard, Hushbringer, and Hushwing Gryff all do similar effects, perhaps this helps, Ethan2003

Noobzaurs on Anafenza "Raz-Bear-y" Jam

6 months ago

KayneMarco: Dango sums up my opinion on Kambal, Consul of Allocation and Kunoros, Hound of Athreos perfectly. They either interfere with us as well or just dont do enough in the meta right now.

Dango: I dont run Deafening Silence for the same reason i cut Null Rod and Stony Silence. While you technically can play around both of these effects on the combo turn, it adds additional requirements in both number of creatures in play required as sacrifice fodder for tutors and in the mana required to successfully combo (since you need to commit mana to removing your own stax).

chris.r.constans: You are absolutely right about Hushbringer, it's great redundancy for hulk hate in case our commander gets removed but also works well as a hate piece versus Thassa's Oracle consult combos,Dockside Extortionist bounce combos, and of course protection from Gilded Drake. At 2 mana I think its a must include in this meta. Hushwing Gryff however I think is more meta dependent, if you see a lot of ETB based wins in your meta then I would slam it in, but I dont think the generic meta is in a place right now where I would include it in my core list.

somedumbjerk: As you noted Hushbringer doesn't really stop our combo since it can be sac'd to Razaketh, the Foulblooded before it would become a problem, and the same is true for the other hate bears the deck runs that would otherwise prohibit us from being able to combo. As for Living Plane, it is far to slow and unreliable to set up in cEDH metas.

Thanks for the comments everyone! :D

Sorry for taking so long to respond.

chris.r.constans on Anafenza "Raz-Bear-y" Jam

7 months ago

Noobzaurs, I just completed building your deck! I've always played Abzan and this was a great evolution from my previous Karador Deck. What are your thoughts on Hushbringer & Hushwing Gryff? I feel like they don't stop our combo and can be strong hate pieces. Thanks for the inspiration!

multimedia on Avacyn, Angel of Dope

7 months ago

Hey, nice version of Avacyn, but do you really need all those other Angels?

Smothering Tithe is fantastic repeatable ramp for mono white in multiplayer Commander. Lyra Dawnbringer has very good interaction with Resplendent Angel; repeatable Angels with lifelink. Rather than play lots of other Angels consider more pillowfort? The problem with mono white is you want a lot of turns to get going since Avacyn is eight mana. You want a very good opening hand with ramp, but if you don't get that then having ways to slow your opponents down can help.

Other cards to consider adding:


Cards to consider cutting:

  • Demystify
  • Unquestioned Authority
  • Angel of Condemnation
  • Angel of Finality
  • Angel of the Dire Hour
  • Exquisite Archangel
  • Angel of Grace
  • Guardian of the Gateless
  • Resolute Archangel
  • Segovian Angel
  • Sunblast Angel
  • Soulscour
  • Rout

Good luck with your deck.

dingusdingo on Dockside Extortionist Loops

7 months ago

Good afternoon to all the lovely folks of TappedOut (except the guy who advocates playing Doomsday and passing). On today's thread, lets discuss Dockside Extortionist loops.

As some of you may be aware, the combo of Dockside Extortionist is used alongside Temur Sabertooth to generate infinite mana, usually in 4 or 5 color shells with a commander as an outlet for winning. The gist of the loop is to create 5 Treasure tokens from Dockside, then use 4 of the tokens to bounce and replay Dockside from the Sabertooth.

This combo has been covered in a few places before, but I keep seeing it! So lets dive into why I personally think this combo should be avoided.

1. Players can scoop

The single biggest reason not to run this combo for winning.

  • 104.3a A player can concede the game at any time. A player who concedes leaves the game immediately. That player loses the game.

Conceding is an action that doesn't use the stack, and can immediately stop your combo from executing. Imagine a scenario in which you have 3 opponents, with 5 artifacts/enchantments split among them with a 2/2/1 split (so two opponents have 2 and one opponent has 1). With Sabertooth on the board, you play Dockside to start your loop. An opponent who is knowledgeable of the combo with 2 artifacts/enchantments decides to scoop. Now, instead of winning, your combo is going to be mana negative and no longer works.

But Dingus isn't that unsportsmanlike?

Ethics aside, scooping at will is an action other players can take. Relying on your opponents to act in good faith is a losing strategy. Also consider that there are quite a large number of spiteful players, a problem exacerbated by losing. I can think of more than one game I've seen someone revel in their role of playing Kingmaker (deciding who wins after they lose)

2. Dockside relies on opponent's board state

Relying on your opponent's having a certain board state to execute your combo makes it much more fragile. Even if you're holding both A + B of your combo, having to wait until your opponent's assemble a certain board state means you may end up losing with both pieces available for use.

Also: artifact/enchantment removal in response to the trigger is another vulnerability for this combo. Seeing 5 qualified permanents on the board and having one or two removed puts you under the threshold.

3. Treasure tokens require a tap and activation, and an ETB to be created

Much more minor than the other points, but still a reason. ETB tapped cards see play, especially Root Maze Blind Obedience and Manglehorn. There are a handful of other ones too, like Kismet which are more niche. There are also cards that stop artifact activations, namely Stony Silence and Null Rod but also Karn, the Great Creator. The effects that turn off ETB triggers, namely Hushbringer Hushwing Gryff and Torpor Orb all stop this combo as well.

Counterpoint: Both pieces have high enough independent quality to be worth running

Dockside Extortionist is treated for the most part like a red ritual. Temur Sabertooth has lots of application for resetting valuable ETB effects or saving creatures from removal. A large argument for running this combo is that many decks would want to run both of these cards anyways, and slot efficiency is saved by relying on it for a combo.

I acknowledge this, but wholeheartedly believe that Dockside is much weaker than people realize. Most importantly, the two biggest decks to consider in the EDH meta currently are skewed more towards creatures than artifacts in terms of mana ramp. While these decks do indeed pack artifacts and enchantments, they aren't as prevalent as creatures. Furthermore, the biggest combos in the format currently with Flash Hulk and Fish Consultation don't run artifacts or enchantments, and are cost effective enough where the pilot doesn't need to build a massive rock board state to execute the combo.

Discussion

Do you consider this to be a viable combo for winning? Despite my opinion, I'm certainly interested in gathering more information or perspectives on the combo.

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