|Commander / EDH||Legal|
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|Commander 2016 (C16)||Rare|
|Magic 2015 (M15)||Rare|
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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
1 week ago
What I'm talking about is this: You walk into your store with your janky deck and play a few games where you practically shut specific players out of the game. They're likely going to think your primary objective was to invalidate the gameplay experience for them specifically. It's not going to be about running some old janky hate cards for them. It's going to be about you personally picking on them. If they feel personally targeted, they may return the favor in kind and make sure your play experience will be as unfun as possible in the future. None of this solves any issues in your playergroup. The way you avoid frustration among people is by clarifying expectations and fostering open communication.
I'm a hardcore spike and all I want to do is play cEDH. My best friends all want to play at a step below that power. No one is going to have fun (not even me) if I come to our sessions with Shimmer Zur or something.
You're headed down the wrong path, my friend.
If you want to play Gwafa Hazid, Profiteer and make sure people can still have fun, think of running cards like Ghostly Prison and Hushwing Gryff over cards like Rest in Peace and Acid Rain. If you want to run graveyard hate, for example, Rest in Peace is a fantastic card but can lead to a graveyard focused deck to struggle immensely. You can contrast it with something like Jotun Grunt which can still make sure they don't go out of hand but can still allow graveyard players to have fun.
1 week ago
Okay, I would suggest you try to make the deck as consistent as possible, while also having a lot of interaction. Given your manabase being split between four colors, effects such as Counterspell are a bit hard to cast. Countermagic though should be run. Arcane Denial is a card I recommend, as it generally doesn't draw too much hate, doesn't cost double , and replaces itself as a card.
This is the type of logic I implore you to use when deciding the power level of cards. I assume you have the same dilemma most have when deck building of card attachment. Because of this, I will give you a list of cards I would drop in the list, for more powerful interaction, ramp, and card draw.
Here we go:
Citadel Siege - This is a +1/+1 counter deck, and this puts +1/+1 counters on your creatures, it makes sense why it is run, but you have so many effects in this nature, that this card I don't think makes the cut. This deck has a lot of creatures, and this card doesn't put a +1/+1 on up to two creatures, both of which could be proliferated later, instead it only puts two on one creature. I don't hink it is worth 5 mana.
Brave the Elements - Vigilance is a good ability, but for a 2 mana enchantment, this would have to do much more than this to be worth it in my opinion. Dropping it for more ramp allows you to be more aggressive, and get your opponents on the defensive, rather than you having to defend yourself.
Duneblast - Cool card, yes, but in this deck I don't think saving one of your creatures is worth a whopping 3 more mana and an extra color symbol than Day of Judgment or a similar effect. I personally would rather see Languish in this deck, as it can kill most creatures, while your generally are larger, or Black Sun's Zenith, which puts -1/-1 counters on your opponents' creatures you can proliferate over time.
Disdainful Stroke - Okay, this next part might get into a bit of math, but here is why Disdainful Stroke is nearly strictly worse than Arcane Denial, and it has to do with card advantage. If Disdainful Stroke was a Counterspell for just a , I would still run Arcane Denial over it. An effect like Disdainful Stroke leaves you down a card, and your opponent down a card, with two other opponents up a card. Since Arcane Denial replaces itself, and give two card to an opponent, at the cost of one, you are only down a card to one opponent, instead of two.
2-4 lands - A deck of this CMC normally needs only 35-37 lands to get all of their spells cast on time. I don't have the statistics on me right now, so trust me or not, but that has been my experience and the experience of many others.
Okay, so what should you add in? I would run more counterspells, like Delay, Mana Leak, Swan Song, or anything you want to run for versatility like Unsubstantiate or Supreme Will. Removal like Swords to Plowshares, Chain of Vapor, Beast Within, or Aura of Silence can also be useful, as well as card draw like Windfall, Brainstorm, Ponder, or Preordain. The creature base seems fine, I suggest a Sunscorch Regent because it is insanely fun, but otherwise keep it up!
Oh yeah, you wonder what to do against Inalla, Archmage Ritualist? Torpor Orb, Tocatli Honor Guard, and Hushwing Gryff shut them down efficiently, also they only hurt 6 of your cards, being Prime Speaker Zegana's draw ability, Juniper Order Ranger, Elite Scaleguard's bolster ability, Armorcraft Judge, and a couple creature's evolve ability. The reason effects such as Fertilid's enter the battlefield with two +1/+1 counter ability or similar abilities across your deck is due to them not being triggered abilities. They happen 'as' the creature enters, instead of immediately after. It is a little weird.
Against graveyard decks, consider Relic of Progenitus, Leyline of the Void, Rest in Peace, Grafdigger's Cage, and Ground Seal. They are pretty self explanatory, but run the ones you want to, all have ups and downs. For instance, though you may know that tokens disappear if they leave the battlefield, they still go to the graveyard when they die, immediately after they disappear, which is why effects like Deathgreeter trigger when 3 tokens die. This means Leyline of the Void won't stop Deathgreeter gaining life when tokens die, but Rest in Peace will. Differences like this are minor, but may make you decide between different forms of graveyard hate.
2 weeks ago
Hey...cool list! Have you thought of Tormod's Crypt for that sweet instant speed gy hate? Minamo, School at Water's Edge is also a sweet utility land that can untap your legendaries like Azami for double utility. I would also recommend Containment Priest/Hushwing Gryff for that sweet flash interaction.
1 month ago
If the meta is more creature-based, I'd suggest, Norn's Annex, Kazuul, Tyrant of the Cliffs, Ensnaring Bridge (Keeping your hand at 3 cards so Aurelia, the Warleader can attack, but most things can't is pretty good), AEther Flash, Authority of the Consuls, Sphere of Safety, Lightmine Field (great in voltron), Meekstone, Torpor Orb/Tocatli Honor Guard/Hushwing Gryff (great vs Pestermite/Deceiver Exarch paired with Kiki-Jiki, soulbond like Deadeye Navigator, allies, Jeleva, Nephalia's Scourge, Breya, Etherium Sculptor, Sidisi, Brood Tyrant, Sidisi, Undead Vizier, Selvala, Heart of the Wilds, Craterhoof Behemoth, Derevi, Empyrial Tactician, Mairsil, the Pretender, Reaper King, Sharuum the Hegemon or any other ETB effect.)
1 month ago
I still think countermagic, removal, and Torpor Orb/Tocatli Honor Guard/Hushwing Gryff outweigh running out of gas in terms of biggest problems. Well here's my take on Momir Vig, Simic Visionary, he is big card draw, and tutors combo pretty consistently, but is a huge target, and I believe to be too slow to use.
Not much else here, but how do I explain that Thorn of Amethyst isn't good in Animar, some guy kept saying it was and I just can't.
1 month ago
Even without Tarnished/Quarry, I haven't had many issues with pulling off the RRR for Kiki. Sometimes it has meant using Pestermite/Deceiver Exarch to untap a red source to net that third red mana, but overall its fairly easy to manage if you think ahead a little while deciding which lands to fetch for.
And I agree with JMCraig about Ainok being the flex slot for Scavenging Ooze if you are expecting to be up against Breakfast Hulk type shenanigans. The Ainok is mostly in there as an extra answer to Torpor Orb, which might pop up as a meta option to help deal with decks like General Tazri; Breya, Etherium Shaper; and Sidisi, Undead Vizier. For that sort of effect though, I think that you are more likely to see a Hushwing Gryff from a BloodPod player than a Torpor Orb.
JMCraig, what's your experience on the likelihood of someone running a Torpor Orb? Your meta regularly has to deal with your Animar deck, so do people in your meta play it often or do they opt for other type of disruption instead?
2 months ago
You may be an aggro wall deck (That's a sentence I never thought I'd say) but sometimes you have to get rid of the Peacekeeper or Hushwing Gryff. Path to Exile, Swords to Plowshares and Beast Within are all generic good cards.
You could also afford to draw more cards. Your commander does draw you some and you have some cards to assist that but you wanna play your two and three drop walls before that. Abzan Beastmaster is wonderfully in flavor and a personal howling mine. Sultai Flayer is an option but IDK if it's worth it. But also just generic good card draw like Soul of the Harvest, Mind's Eye, (If you have one), Shamanic Revelation, even stuff like Concentrate and Harmonize. Your deck may be running on a funky axis but that doesn't mean you should forget the essentials. In fact, they can help tie your gameplay together.
Angelic Chorus Lol. Don't know if it's good but come on. Verdant Sun's Avatar, Proper Burial too. They probably aren't worth it but it sounds funny. Dragon Throne of Tarkir is also pretty funny and works well with Arcades. Marble Titan is a meekstone with legs. Tetsuko Umezawa, Fugitive makes your team unblockable. And Heroic Intervention is pretty good.
2 months ago
You know, I was just throwing the Grapeshot idea out there as a possibility, but I'm starting to think that it might actually be a reasonable option.
The strongest argument that I can think of at the moment is that by including Grapeshot in the deck you turn Spellseeker into a tutor that is capable of helping you get BOTH Ancestral Statue and a win-con, potentially even all in one turn if you also have a cantrip creature in hand.
With Animar in play with 3+ counters on it: Cast Spellseeker to get Worldly Tutor. ==> Cast Worldly tutor before the beginning of your next turn to put the Statue on top of your deck. ==> Draw the Statue and cast it 120+ times, then use the Statue to bounce the Spellseeker to your hand. ==> Cast Spellseeker to tutor for Grapeshot, then cast the Grapeshot for game.
With a cantrip creature in hand you can speed the whole process up by 1 turn. This is about the same as if you were to cast and activate Survival of the Fittest twice to discard two creatures and grab both the Statue and Walking Ballista.
Grapeshot would suffer from only having one card in the deck that can tutor for it, much like the issue with Cloudstone Curio. Unlike the Curio; Grapeshot it cheaper to cast, has utility on its own, deals with Hushwing Gryff even without any other spells cast that turn, and is part of a tutor chain that also includes tutoring for Ancestral Statue.
I think all of that at least makes it worth testing out.