Creature — Plant
: Gain one mana of any colour. If you control a creature with power 4 or greater, gain two mana of any one colour instead.
Printings View all
|Theros Beyond Death (THB)||Common|
Combos Browse all
|Commander / EDH||Legal|
Ilysian Caryatid Discussion
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!
1 week ago
I think Vivien's Arkbow could be very useful in this deck. It's budget and you can pull some great use from it with your ramp and devotion. Growth-Chamber Guardian could help out when it comes to creature supply relative to the power you want, and is also a budget card, as well as having a built in counter mechanic. I would remove Paradise Druid for Ilysian Caryatid and you will most definitely have a creature with power 4 or greater.
1 week ago
You might like these: Ilysian Caryatid, Springbloom Druid, Elvish Rejuvenator, Fyndhorn Elder, Greenweaver Druid, Gyre Engineer, Walking Atlas, Llanowar Scout, Chakram Retriever, Retreat to Coralhelm, Stone-Seeder Hierophant, Tatyova, Benthic Druid, Citanul Hierophants, Drumhunter, Karametra's Acolyte, Rogue's Passage
3 weeks ago
Exchanged Sylvan Caryatid for the new Ilysian Caryatid. It is more likely to get splattered, but it also pays out the additional mana for power 4+. Gonna run it for a while and see if the risk is worth the reward. I anticipate reversing this decision, but trials will tell.
1 month ago
Boza thanks for your suggestions!
I don't hate Wildwood Tracker in this deck, however I think the ability to play a 3 drop on T2 or a 4 drop on T3 is too big of an upside to cut Gilded Goose or Paradise Druid for it. Additionally, it doesn't play well with Pelt Collector like Gallia of the Endless Dance or Paradise Druid do.
In my opinion, the downside of Lovestruck Beast not being able to attack without a 1/1 is too high to include it in the main deck. Although it survives a Deafening Clarion , Shock , Bonecrusher Giant , or any bounce effect like Brazen Borrower on its own, it will not be able to do anything without the token or a Wildwood Tracker on the board. I think those two cards you suggested pair nicely, but in a different version of the deck, or even a go-wide version with more 1/1 creature support. Also, Lovestruck Beast does not provide enough devotion to help enable Klothys, God of Destiny regularly.
Ilysian Caryatid seems better in a go-big strategy, possibly using for Rotting Regisaur or Polukranos, Unchained . For the T1 Gilded Goose into T2 Domri, Anarch of Bolas play alone, I find having a T1 mana creature to be much more relevant. Additionally, selecting Paradise Druid over Ilysian Caryatid allows my Pelt Collector to trigger on T2.
I am including 2 copies of Sunder Shaman as a mainboard way to fight against the new Gods, as well as any matches against decks running Doom Foretold , Fires of Invention , or other impactful enchantments. It adds 4 devotion for Klothys, God of Destiny which is huge, and is just an overstatted body on its own. I don't feel bad running the 2 copies in the main, as this is a BO1 deck where having a bit of insurance against problematic enchantments could prove to be very helpful.
The one copy of Escape to the Wilds is a way to refill after a sweeper, and actually outperformed my expectations during the last standard season. You'd be shocked with how much pressure you can apply after hitting 2/3 relevant creatures with its ability, which can be enough to push for lethal the turn after you play it. I've only included 1 copy, as I am testing out Klothys, God of Destiny as a way to push the last few points of damage.
Finally, I see Collision / Colossus to be more of a side board option, where this deck is geared towards BO1 play. I think having the ability to fight with Domri, Anarch of Bolas along side its ability to provide mana and a +1/+0 static anthem effect are much more relevant than running a conditional pump spell. It does pair nicely with Embercleave , and can take down a flying threat, however this deck is more focused on pushing through damage to achieve a win on T4/T5 if possible. Holding up 2 mana for this effect is taking away from a turn that I could just play Embercleave or an impactful creature, and the list is pretty tight so I can't justify making 2 cuts for the copies.
Thank you again for your suggestions! Like I said I think they might be suited for a similar deck but aren't the exact effects I am looking to pull off with this build. I hope I explained my decision making well enough, feel free to disagree or build one however you see fit!