|Commander / EDH||Legal|
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Creature — Dryad
When Old-Growth Dryads enters the battlefield, each opponent may search his or her library for a basic land card, put it onto the battlefield tapped, then shuffle his or her library.
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Old-Growth Dryads Discussion
3 weeks ago
Also hkhssweiss, to your first comment. I actually have a side list going of cards like Old-Growth Dryads and such, though a couple you mentioned weren't on there.e I'm calling these "temptations" as they aren't quite mandatory searches, but might make someone thiiiiink about it a bit :). "Are those two lands worth 10 life to you right now?". The temptations I have on the deck list now are there because they hugely benefit the deck's pilot compared to their CMC, because opponents getting to find stuff too is usually a downside... of course in this deck, opponents won't want to search in most cases, so it's huge value for the deck's pilot.
I wanted to leave the other card slots open for now, before adding the cards you're thinking of, so I can make sure everything I need to set up and support the win-con can fit... however, now that I'm going over these again, Veteran Explorer could be good enough value and triggerable by Ghaves built in sac engine, and Wave of Vitriol might be good as well, depending on the opposing decks and if Ramunap Excavator or Crucible of Worlds are in my near future. Sweet!
3 weeks ago
You can also consider running Mindslaver to force someone to tutor while you have Ob Nixilis on the field and kill themselves LOL!
1 month ago
You should really sideboard some Broken Bond if you're planning on bringing this to FNM. Old-Growth Dryads is also a solid green version of Goblin Guide if you want to deliver some first-turn beatdown.
1 month ago
1 - Drops :: Old-Growth Dryads???
3 months ago
Jimmy_Chinchila - I like where your mind is at! Those cards never even crossed my mind when building this deck! Given that I don't have many ways of gaining life and I actively have ways to not gain life in this deck, I don't feel like I would be able to make full usage of Lich's Mastery and in many cases I could see it hurting me more than helping me. Platinum Emperion and Platinum Angel on the other hand I really like. I'm a little scared that they'll be like Kaervek the Merciless was in this deck and be a high CMC card that gets immediately removed before it has any impact due to my lack of protection in this deck. But since it's not actively damaging anyone else, maybe they'll draw less hate. Once I find the next underperformer in this deck I'll swap it out with one of those to give it a test run!
Gleeock - That card is hilarious! I almost want to build a deck solely based around it. Whereas this deck is pretty much purely "group-slug" I could see a deck built around that card being some weird hybrid of group hug and group slug with cards from this deck like Zo-Zu the Punisher, Manabarbs, & Ankh of Mishra while also having cards like Mana Flare, Ghost Quarter, Old-Growth Dryads, or Tempt with Discovery to have players ramp and hit those "punishing landfall" triggers like Ankh of Mishra. Not quite sure how the stack works in this case, but you could even potentially also try and get lucky with Warp World and see if you can Ankh or Zo-zu from your library to have players take damage from the lands they put into play from it. Either way, that's a really fun card!
acscreamholy - I've considered it and reconsidered it over and over. I'm still considering it! Unfortunately it only takes out one player at a time before you need to sacrifice Xantcha to do it again and you don't want to leave Xantcha under your control for an extended period of time. So it essentially takes a 2 card combo and turns it into a 3 card combo once you include a sacrifice outlet. I also don't have a lot of colorless mana sinks aside from Xantcha or Exsanguinate; so generating infinite colorless mana in this deck is much less useful than in most other decks. All that being said, it still is a way to take a player out of the game and it still is infinite colorless mana so it's definitely worth considering. I just would need to find approximately 5 slots for it (rings, monolith, and probably a minimum of 3 sacrifice outlets) and that's the hard part to do. Thanks for the suggestion and I didn't realize it wasn't in my "maybeboard" until you suggested it! Throwing it in right now.
4 months ago
Vraska, Scheming Gorgon doesn't work in standard simply for the fact that it's 6 mana and takes 4 turns for you to use it's ultimate. But since you want to use it, ill give some suggestions.
Get out of blue as you are only using it for Wall of Mist, Open into Wonder, Cancel and Unwind. It's not strong enough to be splashing blue. That gives you 12 slots to fill.
Old-Growth Dryads is a terrible card. Yes its 3/3 for 2, but it ramps your opponents and helps them get ahead. Ramunap Hydra is a cool card, but is reliant on how your deck plays. Some deserts hurt you simply because they enter tapped and set you back a turn. Song of Freyalise although ramps you, it's slow in this deck and slow in the meta. I would cut all 3 cards for other cards that speed you up and get to end game better.
Gift of Strength is a worse Blossoming Defense. Defense is more versatile and stops opponents from using spot removal on your key creatures.
I realize this is a complete overhaul but I believe my suggestions will help. Llanowar Elves does for you, what you would be doing for your opponents with Old-Growth Dryads. It ramps and helps you get out a kicked Untamed Kavu or Vraska, Scheming Gorgon quicker. 2 Druid of the Cowl to help get to 6 mana quicker.
I'm suggesting tokens/saprolings because of the ultimate Vraska, Scheming Gorgon has. It adds chump blockers to save Vraska, and offers a go wide strategy. Slimefoot, the Stowaway helps you add value on your little guys dying, and adds a mana sink if you have no play. Saproling Migration adds a turn 2 option and has kicker to make 4 tokens if you need it. Spore Swarm just adds more creature count.
I'm leaving 1 Song of Freyalise as it does ramp you up, but isn't fast enough to rely on. Its a win more card in my head. Only helps when you are winning games but is dead when you aren't
If you want to stay in blue. Opt for cheap draw. Omenspeaker over Wall of Mist. Aether Tunnel or Ghostform over Open Into Wonder depending on what you want more. Cut Unwind for Opt and switch Cancel with 2 Negate and 1 Essence Scatter.
Ravenous Chupacabra is also another card you should consider.
7 months ago
16 lands is far too few, you probably want to run along the lines of 20-24 in this deck. Also Old-Growth Dryads and Enter the Unknown are pretty terrible cards. I wouldnt recommend playing either. Youve got the right idea though. Keep tweaking it, play some games by yourself and see how the deck pans out.
7 months ago
so first off lets talk about your mana-base. Evolving Wilds is great in a multi-colored deck, as it allows a cheap alternative for duel-lands, but in a mono colored deck they are useless other then having your land entering tapped, slowing you down a turn. Although it slightly helps out Multani, Yavimaya's Avatar graveyard ability, the bonus isn't worth slowing down your deck. If you want lands that add overall value i would recommend 2x Arch of Orazca as they are great during late game if you burn out. ok so your all-star turn one play is Llanowar Elves but if you don't have that in your opening hand your going to be doing nothing turn one, i would highly recomend at least 2-3 more 1 drop creatures. The key to one drops is them not losing value during the late game but still being awesome early game. I would recommend either Oviya Pashiri, Sage Lifecrafter(shes really awesome because she can generate loads of creatures when your hand is empty), Old-Growth Dryads (a 3/3 for is absolutely insane, and pairs great with Ghalta but giving your opponent an extra land can give them a big advantage over you), or Narnam Renegade (he keeps the elf tribal going, and at the same time offers a death-touch body that people don't want to mess with, who can potentially be a 2/3). it comes down to your choice. but i would add 2x-3x of any combination of these guys. your 2-drops are also kind of weird i dont like either of your creatures that you currently are running. Elfhame Druid is good ramp, but you have no kicker spells to maximize its potential. so its ultimately just a worse version of Llanowar Elves i would drop him completly. also i don't think Llanowar Scout is making the best use of this spot. although he can get you ahead in terms of mana, you wont be able to use that ability for long, and he becomes useless in a long game. One card i would definitely run 4 of is Merfolk Branchwalker she is awesome in the sense that she can help you draw, can let you basically scry, and can potentially have a +1/+1 counter when she enters. all around great 2-drop that wont be terrible if you draw her turn 5 or 6. your 3-drops are pretty solid, i would only drop Grow from the Ashes because of your multiple other options its basically a Wild Wanderer without the 3/2 body attached, its just too slow for this deck style. other cards that i think would look very good in this build are Territorial Allosaurus, Rhonas the Indomitable, and Jadelight Ranger. its ultimately up to you if you put any of them in, but they all offer some serious value and i would look into all of them