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.
Printings View all
|Commander 2016 (C16)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Nath of the Gilt-Leaf occurrence in decks from the last year
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Latest Decks as Commander
Nath of the Gilt-Leaf Discussion
1 month ago
Be careful building these kinds of decks though. Depending on your playgroup, discard decks can be pretty poorly received. They fall squarely into "Anti-Fun Deck" territory. It depends on how heavily you lean into the discard theme. It's possible to make them not be super oppressive, but their inherent mechanic lends itself to preventing other players from playing Magic, which is antithetical to the spirit of EDH. Your playgroup may be fine with it, so YMMV.
7 months ago
Hey. Cool deck. While I'm not used to seeing this version of Rhys be used as a commander, I'm glad I took a look.
A couple elves I would recommend for this deck are Copperhorn Scout and Joraga Warcaller. The warcaller works well with your strategy & will make your elves less susceptible to dying to combat damage. The mana elves you run can make his multikicker get pretty high. The Copperhorn Scout can give you more mana to use on your second main phase or give you double the life from Wellwisher each turn.
A non-elf I would recommend for this deck would be Elvish Guidance. Essentially makes the land a Gaea's Cradle for your deck without the price tag. Speaking of which, Growing Rites of Itlimoc Flip as well as Nykthos, Shrine to Nyx would go a long way to helping those X-spells in your deck.
Not sure what I would recommend to cut to make room for all of these, but I will say I'm not sure how effective your discard strategy is. I get denying cards can be powerful, but I feel it splits focus from the deck. So I would recommend cutting Nath of the Gilt-Leaf and Mind Slash.
Oh! Just thought of a couple more elves. Elvish Visionary (draw 1) and Generous Patron (draw 2 when you resolve its support on opponents' creatures) can give you some added draw for your deck while also giving you an elf in play to add to your elf count.
All right. I think that's all I have right now. Again, love the deck list and apologies for not offering more options to cut. Anyway, +1 from me for sure.
1 year 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?
1 year 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.
1 year 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.
1 year 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.
1 year 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.
1 year 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.