|Commander / EDH||Legal|
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|Commander 2016 (C16)||Rare|
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Nath of the Gilt-Leaf
Legendary Creature — Elf Warrior
At the beginning of your upkeep, you may have target opponent discard a card at random.
Whenever an opponent discards a card, you may create a 1/1 green Elf Warrior creature token.
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Nath of the Gilt-Leaf Discussion
2 months ago
Your list seems very good at controlling, I like that. I think this might be what I needed to finally decide on a good stax commander. I tried Nath of the Gilt-Leaf , but was almost always forced into discard, and don't own either Chains of Mephistopheles or Nether Void . Should I make the switch?
4 months ago
After a very long while, here is the primer for my Nath of the Gilt-Leaf variant.
My variant of Nath of the Gilt-Leaf is a mid-range control deck with a very evasive removal package, flexible mana accelerators, decent hate pieces, and many powerful draw engines to put your opponents into a unwinnable position.
The Mid-Range Control variant that I brewed bridges the gaps between the two other Nath variants. Unlike the stax variation, my version uses both null rod options to slow down aggressive combo decks, relying far less on artifacts. The spot removal suite is trimmed to answer all problematic permanents that would not be present in the elf ball version of Nath. with the recent printing of Yawgmoth, Thran Physician the mid-range point where Nath has board control but no option other than pick at player's life totals until a tutor shows up, is greatly improved with Yawgmoth being available.
HOW TO PILOT THE DECK
Early Game (Turn 3 <)
Early game is about setting up draw engines with Waste Not or Geth's Grimoire + Geier Reach Sanitarium . Nath supplements them by him being out with Skullclamp or the other pieces to start pushing ahead. Against faster decks, you have to focus on acceleration with early ramp pieces to push ahead such as mana dorks. Keeping removal up against certain strategies like graveyard recursion and problematic creatures that could threaten to combo win is paramount. If you're starting hand happens to not be that fast, you can easily go get a Null Rod or Collector Ouphe with the various tutors available, or hold removal while ramping at the same time like Snuff Out , Nature's Claim or Noxious Revival for graveyard based combo. Another card to help even the playing field when your behind is Pernicious Deed , which helps you keep the game at your pace, while letting you build up your board.
Mid-Range (Turn 4,5,6)
At the mid-range point, you must be prepared for resistance and wraths by establishing the aforementioned resources. Sadistic Hypnotist with reanimation back up or Chord of Calling it in to absolutely devastate your opponent's hands is one of the most powerful ways to slow down your opponents. Another great card is Imp's Mischief to either protect your own combo, or gain value off of others cards that target. Volrath's Stronghold and Phyrexian Reclamation will allow you to continue to reestablish your postions when sweepers come. The key note is to make sure to have a way to draw cards or tutor for what you need to finish the job because Nath tends to face sweepers if he lingers a full rotation.
Late Game/Finishers (Turn 6 >)
At this point in the game, you have build up your resources far past your opponents and have a very dominant presence. With huge mana accelerants like Gaea's Cradle and Urborg, Tomb of Yawgmoth + Cabal Coffers , which is easily assembled with the tutor package, you have various mana sinks available to finish the job.
Torment of Hailfire with all of the other engines that benefit can easily knock out combo players that already abuse their life totals with little to no permanent commitment to the board. Death Cloud is the opposite, which can end a game early if Nath outpaced the the rest of the board, especially if the other players is reliant on creatures. If mana is particularly tight, a Garruk Wildspeaker ult, or Triumph of the Hordes can finish a player off. Craterhoof Behemoth is another go to, with a lot of reanimation lines available through card filters such as Anvil of Bogardan and Liliana of the Veil . With all the resources you will be building as opponents will be losing them to all the discard effects, you more often then not attrition your opponents to death.
This deck requires very calculated decision making and anticipating what your opponents' lines of play. Being very good at establishing draw engines, understanding board assessment, and piloting through bad match ups such as The Gitrog Monster Combo and Flash Hulk is the most important thing when playing Nath. Tapping out or playing recklessly can lead to you losing tempo and ultimately cost you the game, so watch for over extension and play very carefully.
If anyone has any questions or suggestions, feel free to leave a comment below, thank you.
5 months ago
I think we're more or less agreeing on the potential nuances of multicolor. My basic position is that multicolors can be defined just as well as single colors, and as more than the sum of their parent colors.
Helios is white. Elesh Norn is white. Ajani is white. They're all white, but they're the tortilla, sandwich bread, and pita of white. (Your choice for which one's which.) White includes fascism, military skill, order, and unity, but Ajani isn't exactly fascist, and Helios is more interested in making his champion than unifying everyone. I think we can agree on this.
All the colors, and their subsequent combinations, have a huge variety of potential nuances, but they're all distinct from each other, even between different amounts of coloredness. I don't see green/black as green + black, I see it as a unique collection of ideals, goals, beliefs, whatever I said up above.
Are all of these essentially green/black, as cards or characters?
I believe the character of Doran is unique in outlook from the others, and Rhys is green, with a black motivation, as well-represented by the cards.
8 months ago
As mentioned in previous discussions, there is little reason for this deck to be green white. The only card which is white other than the commander currently are Journey to Nowhere , and then there are 2 cards which are hybrid mana in Mercy Killing and Wilt-Leaf Cavaliers . Both of these are either easily replaced, or are mostly cut-able anyway.
Your choices from there mostly depend on which way you would like the deck to go.
In G/B your best option Nath of the Gilt-Leaf as this allows you to be an elf deck that can have board and hand control, with black removal and other tutor based options. This will be a good midrange option that allows you to grind out games and stop others going off by ripping their hands apart.
In G/U you end up with more combo options. The easily best is Momir Vig, Simic Visionary but its also the most combo based and complicated. Other than that you have Edric, Spymaster of Trest which can help you keep cards flowing. Tishana, Voice of Thunder is also another way to draw a lot of cards, but isn't actually an elf herself.
8 months ago
Thanks garruk3. I ahve thought about those cards but Ezuri, Renegade Leader doesnt fit, and Im still considering Nath of the Gilt-Leaf and Heritage Druid but I still need to get rid of 8 cards already.
8 months ago
If you are comfortable with affording it, Heritage Druid is an extremely good card. Ezuri, Renegade Leader is also another good one. You could also try and drop Nath of the Gilt-Leaf if you ever so desire. Other than that the deck looks solid.
9 months ago
Diver Down You know who else plays Sadistic Hypnotist and breaks the symmetry of Smokestack ? Shirei, Shizo's Caretaker . Hell, if you're way ahead, you can put as many counters on that damn thing as you want, and you sacrifice dozens of creatures to Hypnotist. Also, he was printed before Nath of the Gilt-Leaf , so Nath can suck my chode!
(Okay, in all seriousness, he actually does something relevant even without additional dudes on the field, and also gives you access to some great green stax effects, but I digress)
As for this list being dead? Well, yeah, basically. People have been suggesting all sorts of changes for a while now that simply haven't been implemented, whether they've been largely agreed with or not.
I wouldn't know what else the authors of this list are doing in the 'cedh community' because I'm not giving my phone number to the cEDH Discord, which I assume they're a part of. Look, I get it's a stupidly big server, but you're never getting my phone number just because I'm a cEDH player.
9 months ago
Boy, there has been a lot of clamoring about moving various commanders up to High Power lately. It kinda makes sense that it'd be one of the most contested tiers, but the problem here is that tier 3 should really just be split up into two tiers--whoever it was that suggested that idea some time ago, I agree. The old fogeys who are generally always in favor of the status quo look at tier 3 and see Azami, Lady of Scrolls , Kaalia of the Vast , and Atraxa, Praetors' Voice and say that Teysa Karlov and Krav, the Unredeemed and Niv-Mizzet, Parun and Anafenza, the Foremost and ahem Shirei, Shizo's Caretaker aren't worthy of high power, but neglect all the other commanders in high power ( Nath of the Gilt-Leaf , Kestia, the Cultivator , Noyan Dar, Roil Shaper , Thada Adel, Acquisitor , etc.) who aren't quite so good as the previous examples.
Basically, if it provides an easy win condition for a control/stax deck or is a dumb cumpster for some colorless infinite mana combo, the consensus is that it's at least tier 3, but apart from that, the criteria seem to be a little vaguely applied as far as said tier goes. I think it'd be easiest to just make a tier 3.5 and adjust the criteria definitions rather than move a whole bunch of commanders up and some commanders down, but that's just me.
Nath of the Gilt-Leaf occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%