Nylea, God of the Hunt

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal

Printings View all

Set Rarity
Theros Mythic Rare

Combos Browse all

Nylea, God of the Hunt

Legendary Enchantment Creature — God

Indestructible

As long as your devotion to green is less than five, Nylea isn't a creature. (Each in the mana costs of permanents you control counts toward your devotion to green.)

Other creatures you control have trample.

: Target creature gets +2/+2 until end of turn.

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) 2%

0.51 TIX $3.05 Foil

Ebay

Recent Decks

Load more

Nylea, God of the Hunt Discussion

MagicalHacker on Rosheen Meanderer Hydra Disco

1 day ago

In terms of ramp, most of the ramp you have are cards that push you only 1 mana ahead, which I think is too small of an effect unless it comes with another valuable effect. Because of this, I would drop Mina and Denn, Wildborn, Sakura-Tribe Elder, Rampant Growth, Animist's Awakening, and Gruul Signet for Worn Powerstone, Astral Cornucopia, Gyre Sage, Khalni Heart Expedition, and Overgrowth. That kind of upgrade to your ramp will ensure that you get huge creatures out very easily. If you want to see other cards that could also fit this role, check out MagicalHacker - List of All Ramp Cards, but I would say that this deck definitely needs cards that advance your manabase by two or more, so ignore the cards that only ramp you by one.

Secondly, I only see three cards in here for draw, so there's no wonder that this deck doesn't hold it's own! We have all been there at some point, so let me emphasize this point: Draw is the most important thing for 99% of decks. Draw will let you have options, draw will let you build board states quickly, and draw will make it harder for you to get mana screwed or mana flooded. All of these are very important. You have Harmonize, Lifeblood Hydra, and Citanul Flute, but let's try to get 7 more cards for draw in here. If you need to take some out after testing, that's fine, but I don't see that being a problem. Too much draw isn't usually a problem with 10 cards that draw in the deck, so I think you should add any 7 of the following 9 options: Abzan Beastmaster, Elemental Bond, Triumph of Ferocity, Drumhunter, Outpost Siege, Lifecrafter's Bestiary, Skullclamp, Wheel of Fortune, and Life's Legacy to your deck to be able to refill your hand quickly and often. Check out MagicalHacker - List of All Draw Cards (Steady) and MagicalHacker - List of All Draw Cards (Burst) if you want to see options I didn't mention or options that aren't quite so expensive. I do think that those 9 cards are probably the best draw cards for your deck though, so picking 7 will bring your draw up to a reasonable amount. (I'll get into what 7 cards to drop soon.)

Next, let's tackle boardwipes. You've got Savage Twister and Chandra's Ignition, which I think are fantastic, but you do need more. There are only a few board wipes that can kill flying creatures and nonflying creatures in red and green at a reasonable mana investment, and those are Nevinyrral's Disk, Chain Reaction, Heaven / Earth, Blasphemous Act, Rolling Earthquake, and Starstorm. I think you can pick any 3 of those to add to the deck and you will be set on board wipes. (This brings us up to 12 cards that need to be dropped.) If you want even more options, again, feel free to check out MagicalHacker - List of All Board Wipe Cards to see more cards that could work, but I think adding any three of the above options would be fine.

Now, let's move on to item removal. You have Decimate, Hull Breach, Vandalblast, Beast Within, and Steel Hellkite. These are all fantastic, but I'd like to see Chaos Warp as well to be able to deal with any permanent.

Lastly, let's take a look at what cards you have to be able to deal with creatures at instant speed. Most people assume that dealing with creatures at sorcery speed is just as strong as dealing with creatures at instant speed, but here is why that is not correct: your opponents' creatures are good cards for you when they are attacking other opponents, and they only become problems when they attack you. For that reason, it's important to remember to have lots of instant speed removal to be able to kill creatures during combat when they would deal lots of damage to you or to kill creatures that are about to allow an opponent to go infinite. That said, your only options for that are Chaos Warp and Beast Within, making Chaos Warp that much more important for this deck.

Now that we have gotten the enablers down, let's talk about the bulk of the deck. To really abuse Rosheen Meanderer, we want the rest of the deck to be about using that X restriction. That said, we do want to use cards that will use that restriction to do things of value. If we are going to make big creatures (which we do want to do), we want to make sure that those creatures can attack to deal damage to players by giving them evasion.

Lifeblood Hydra and Primordial Hydra are the only ones that have an evasion ability naturally, so then we are forced to include things to give evasion. Flying is a good start, so I think that Akroma's Memorial and Homura, Human Ascendant are a place to start. You were right to add some ways to give everything trample, but I would add Khenra Charioteer, Gruul War Plow, and Primal Rage. Those five in addition to your Nylea, God of the Hunt and Archetype of Aggression should be enough ways to make your big dudes go through.

I realize now though that I've lost track of how many cards to add, so instead I am going to make a decklist to show what I would suggest this deck should become. No worries, I will link it at the end.

I would actually add all the creatures that cost X but enter with X counters (excluding the ones that cost double X, since those are not as powerful). And after that, just some ways to double +1/+1 counters or use Rosheen's ability will round out the deck.

Personally, I believe that 37 lands including Sol Ring would be enough since you now have enough ramp, so I brought down the number of lands too.

Example deck

Hope I was able to help you!

GhostB3N on Captain Sisay

1 day ago

Yomiji, Who Bars the Way lijtk me niet zo goed, ze mana cost is echt enorm en daarnaast geld zijn ability voor iedereen. En omdat iedereen met een legendary creature speelt lijkt dat me niet ideaal.

Mana ramp is denk ik ook niet ideaal, als ik maar naar 4 mana kom kan ik altijd met sisay land opzoeken (of Karametra, God of Harvests).

Nylea, God of the Hunt is wel goed, maar in dit deck heb je denk ik niet vaak devotion omdat ik veel meer wit speel als groen.

Time of Need = een sisay tap, lijkt me niet nodig, Kitsune Healer vind ik niet super omdat ik hem niet kan opzoeken, ik heb Oriss, Samite Guardian toegevoegd, Day of Destiny doet niet zo veel vind ik zelf.

ezio2907 on Captain Sisay

2 days ago

Deel 2:Het is leuk dat je legendary lands hebt gevonden maar die zijn niet echt top voor die prijs. Leuk dat je ze kan opzoeken maar je kan beter leuke beestjes opzoeken. Misschien 1 bewaren maar ik ben er geen fan van.

Rune-Tail, Kitsune Ascendant / Rune-Tail's Essence is een erg leuke kaart. Net als Planar Bridge.

Dragon Throne of Tarkir is een leuke combo met een beestje met veel power.

Speel Hokori, Dust Drinker niet! Deze kaart is niet leuk om tegen te spelen als je geen/weinig mana rocks hebt.

Jazal Goldmane kan je beesten lekker sterk maken. Ik stem hem erin.

Mistveil Plains is leuk omdat je dan weer je dode legenday's weer opnieuw kan spelen.

Nylea, God of the Hunt goden zijn (bijna) altijd leuk in MTG.

Wees redelijk Rashida Scalebane is niet sterk genoeg aangezien ik de enige in onze groep ben met een draken deck. De andere decks spelen niet veel draken.

Tamiyo's Journal + Myojin of Life's Web begint leuk te worden.

Olivvyia on Mono Green

3 days ago

It's a good start. Removal in green is very hard to find so I like the small touches.

However, something about commander is you always want to have some sort of interaction with your general. It's certainly not necessary but with Multani, I think it's more fun. If you get some card draw in your deck, it would work really well with him.

Try Howling Mine, Font of Mythos, Collective Unconscious, Freyalise, Llanowar's Fury, Garruk, Primal Hunter, Glimpse of Nature, Heartwood Storyteller, Fecundity, Primordial Sage, Regal Force, Rites of Flourishing, Shamanic Revelation, Soul of the Harvest, Triumph of Ferocity or Zendikar Resurgent.

Another important thing in commander is a solid mana base. Running 38 Forests is not all bad but you want some more interaction with your deck. Oran-Rief, the Vastwood and Nykthos, Shrine to Nyx would go really well in your deck. You might also want to consider a Sol Ring and Gilded Lotus because those are commander staples.

Now, what to cut.

Let's start with creatures. One thing you have to think about when casting any kind of spell in a commander game is, "Is this spell worth the mana cost?" and "Does this spell have any kind of interaction in my deck?".

In my opinion, these are the creatures you need to cut. To the right of each, I will put some substitutes:

Ancient Ooze

Ancient Silverback

Awakener Druid

Bloodbriar

Crocodile of the Crossing

Duskdale Wurm ... Pelakka Wurm

Emperor Crocodile

Nessian Asp

Pathbreaker Wurm ... Nylea, God of the Hunt or Brawn or Thunderfoot Baloth or even Primal Rage

Plated Crusher

Prized Unicorn

Pouncing Cheetah

Quilled Slagwurm

Ridgescale Tusker

Scaled Behemoth

Shoe Tree ... This is illegal in commander.

Skysnare Spider

Woodborn Behemoth

Yavimaya Ancients

Yew Spirit

A lot of the creatures you have just don't have much synergy in your deck. Cut them and try out the other recommendations I've given you thus far.

Other cards to cut with recommendations:

Call of the Herd ... Not really worth it unless you're running a token deck which you are not.

Prey Upon ... It's just not very good in commander. Try Ulvenwald Tracker

Might of Old Krosa ... Meh. Try Giant Growth

Shed Weakness ... Unnecessary. Again. Giant Growth

Genju of the Cedars

Gift of Paradise

Living Terrain

Sheltered Aerie

Trial of Strength

Zendikar's Roil

TL;DR I like your deck. It's a good first time commander deck. Try to cut some of the creatures out that don't have any synergy with it. Card draw would go well with your deck. Mono green always has ramp.

If you have any questions, feel free to ask! Welcome to the format.

Super_Utah_Thief on Boneyard Beasts V2

1 week ago

I had not even though of Grisly Salvage I will make the change asap. Commune with the Gods will also be maybe for the extra chance to grab the Nylea, God of the Hunt to get that trample on Boneyard Wurm and Ghoultree more consistently. Though Mortal Combat might see a cut for Vengeful Pharaoh considering after changes I may not have enough creatures to get the triggers consistent enough late game. It will take some testing.

papajani on Samut, Objector of Rhonas

1 week ago

Thank you Teal Fox I will edit this to make it a legal EDH deck. As for your other suggestions. Do you have any thoughts on what cards I should take out? I'd really like to have Legion's Initiative and Nylea, God of the Hunt in my deck. Thank you :)

Teal_Fox on Samut, Objector of Rhonas

1 week ago

Nissa, Steward of Elements makes this an illegal deck for EDH. All cards must match your Commander's color identity (in this case, Red/White/Green).

Other than that, you are going to want to find cards that give your creatures Trample, a la Nylea, God of the Hunt or even Overwhelming Stampede so you can more reliably get through to your opponents' life totals.

Legion's Initiative is also a great card for not only buffing your creatures, but also protecting your creatures from board wipes.

I also cannot help but notice that you are running a lot more lands than you probably need, as 36-38 is generally plenty. And given that you are running a lot of high CMC creatures, you could definitely use some more ramp cards like Cultivate, Kodama's Reach, Farseek, Birds of Paradise, and Sylvan Caryatid.

Load more

Latest Commander