Rhys the Redeemed

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadowmoor (SHM) Rare

Combos Browse all

Tokens

Rhys the Redeemed

Legendary Creature — Elf Warrior

(2)(G/W), Tap: Put a 1/1 green and white Elf Warrior creature token into play.

(4)(G/W)(G/W), Tap: For each creature token you control, put a token into play that's a copy of that creature.

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Rhys the Redeemed Discussion

darmpark on Yavimaya Resurgence

1 week ago

Randomsome1, "Mana ability" doesn't refer to abilities that require mana to activate. It refers to abilities that produce mana for you. Abilities like what Elvish Mystic has. The exact ruling reads: "A mana ability is an ability that (1) isnt a loyalty ability, (2) doesnt target, and (3) could put mana into a players mana pool when it resolves." However, I have noticed that they technically wouldn't work with Rith since his ability is technically a triggered ability and not an activated one. If you wanted to copy Rith's ability you'd need a Strionic Resonator and not bracers/rings. Those would still work with Rhys the Redeemed, but I doubt it's worth putting in two whole cards that only work with one.

alexbstamper on PartyJ

2 weeks ago

Hello. I'm working on a different EDH deck for a tournament with some friends, I'm looking to use Rhys the Redeemed as the commander to go the token route but I need speed and strength. To many of them are going to run mid game control so I need to be quick. If you could give me some tips/ advice it would be greatly appreciated

Valius on Feline Force

2 weeks ago

I wouldn't say it's the runt of the litter so much. You just have to pick a theme. The three generals pretty much tell you exactly how to play the deck in one of three ways, so it's a matter of deciding which you like better and swapping out less helpful cards for better ones.

I chose to stay with Arahbo, Roar of the World but I'm sticking with the Equipment theme. It's mostly still tribal with the inclusion of guys like Stoneforge Mystic and Puresteel Paladin, as well as some specific tutors. I could just as easily chose Nazahn, Revered Bladesmith as my commander instead, but I like Arahbo's free Giant Growth.

But since you have Mirri as the lead, she doesn't lock you into a tribal strategy, so you can totally drop in token makers like Mycoloth (who just loves all the Ajani planeswalkers), Rhys the Redeemed, and the like. Honestly at that point I'd just rather run Rhys as the commander though.

Arahbo and Nazahn provide better utility overall, I think, unless you want to try to Crop Rotation a Maze of Ith with Mirri, Weatherlight Duelist as your go-to combo. But that's my biggest suggestion if you want to remain tribal.

On that note, I recommend Fleetfoot Panther and Sabertooth Nishoba. The former has flash and can either save a creature, let you reuse an ETB, or even bounce itself for a 3cmc removal when paired with Qasali Slingers or Aura Shards. The latter is just a good beatstick with good evasion - a bit lesser known. Also, a monsterous Fleecemane Lion equipped with Worldslayer has won me nearly all my matches.

Anyway, my deck has served me well, so feel free to check it out for ideas if you want.

flluid on Looking into trying Green... And ...

3 weeks ago

Might I suggest a Gruul, Selesneya, or Naya themed token deck. All offer capable commanders such as Ulasht, the Hate Seed, Rhys the Redeemed, and Marath, Will of the Wild. All color combinations are extremely fun and have multiple cards that not only produce token creatures, but also double the amount that enter the battlefield. Hope this helps and if you need any references check out any number of the decks I run.

Coward_Token on Gahiji: Forever War

3 weeks ago

Very well, here's my latest jank for your consideration (take your time)

Orzhov Advokist: Boosts one of your creatures and tells you ahead of time whether or not someone is planning on attacking you. This potentially lets it both replace one card from Conflict Escalation and another from Deterrence, which would free up a slot for something else. On the downside, it takes a player turn cycle to become relevant and it's more about quality than quantity (although you could use things like Tetravus, Murder Investigation and/or Hangarback Walker to alleviate this, see also about Elemental Mastery below). Another problem is that it doesn't reward people for attacking each other and it's arguably anti-synergetic with Mystic Barrier.

(Invasion Plans/Angel's Trumpet/Total War): Weird group slug cards, dunno if they're too weak compared to e.g. Warmonger Hellkite and/or too prone to backfire.

Ramp:

Harvest Season/(Growing Rites of Itlimoc  Flip): More powerful yet less reliable alternative to Cultivate. (Although instead of Itlimoc you could just spend hundreds of bucks on a Gaea's Cradle I guess)

(Burgeoning): Cheap and obviously triggers frequently in multiplayer, but conflicts with Oreskos Explorer.

(Thornscape Familiar): The only one in the cost reduction Familiar cycle which affects more than one of the colors in your commander's identity. Aside from Gahiji himself, it works for 33 out of the 99 cards in the current deck (assuming no shenanigans like Celestial Dawn or Feroz's Ban). I dunno if you cast those 33 cards frequently enough per turn to make the cost reduction worthwhile compared to land-based ramp, especially since you got some land matters cards like Mirari's Wake.

Continuing my quest of exhausting every possible card advantage option known to beast, god and man:

Elvish Harbinger: Complement or possibly even a replacement for Wood Elves. Ramps and elf Imperial Seal:s from a pretty diverse pool consisting of Rhys the Redeemed, Reclamation Sage, Wood Elves, Knight of the Reliquary, Mirror Entity, Selvala, Explorer Returned & Oracle of Mul Daya. Since it doesn't have flash, unplanned shuffling is my biggest reservation towards this one. (As an optional bonus, it can form the middle of a threefold creature tutor chain with either of the Recruiters and any elf.)

Green Sun's Zenith: Banned in modern and probably something you've already considered. Puts green critters directly onto the battlefield and is self-recurable. It can pick from a pretty diverse pool that includes (among other things) Den Protector, Oracle of Mul Day, Reclamation Sage, Tireless Tracker, Wood Elves, Knight of the Reliquary, Mirri, and Selvala.

Worldly Tutor: Creature Vampiric Tutor, might be a bit slow without an available draw source. (Congregation at Dawn) takes things further, but with the presence of other (shuffling) tutors and a lack of great draw power it seems questionable. Eladamri's Call is the Demonic Tutor equivalent, dunno if it can compete with Green Sun's.

Captain Sisay: Repeatable fetching of Kor Haven, Gisela, Iroas, Rhys, Fumiko, Kazuul, Michiko, Mirri and Selvala. Nothing from the Recon group but I think Kor Haven and Selvala alleviates things.

(Evolutionary Leap): Unsure about this one, but could be nice with things that give a benefit upon death (be it naturally or trough Skullclamp with 2 or more toughness) and/or are disposable (especially cheap ETB creatures that can be recurred with Sun Titan).

(Defense of the Heart): Obviously very powerful if it goes off, but I assume that it's too conditional & vulnerable to removal to be worth it.

Magus of the Wheel: Complement to the classic wheel that's already present. I prefer the Magus over Wheel of Fate & Reforge the Soul due to not requiring you to have all the mana at once and/or because it's more predictable for something that discards your hand (although slower without haste). As a bonus, it's recurable with Sun Titan (and tutorable with either of the Recruiters).

Other misc. cards which you've probably already considered and rejected, but just in case:

(Luminarch Ascension): On one hand, Ant Queen on steroids. On the other, draws a lot of hate and/or takes at least four turns to become not-useless (assuming no helpful proliferation) which makes it more and more of a dead draw over time. (Sacred Mesa is a weird compromise.) There's also Emeria Angel/Retreat to Emeria for if you want to expand on the land subtheme, but it doesn't have the same explosive potential as the aforementioned manasinks (although Hazezon Tamar might be a decent compromise).

Elemental Mastery: Channels a quality creature (e.g. a beefed up Knight of the Reliquary or just Gahiji himself) into a quantity of tokens which better synergizes with Gahiji's ability. On the downside, since the tokens only lasts one turn you can't increase their power on the long term with e.g. Curse of Predation. The card also has the two usual problems associated with Auras in that it requires the presence of an appropriate creature to be useful and that single-target removal against said creature becomes a two-for-one deal (and this is further exasperated by the fact that you're encouraged to increase the power of the creature by e.g. putting counters on it). Also too expensive for Sun Titan. Dragon Throne of Tarkir gives somewhat similar quality-to-quantity conversion in a more resilient equipment form.

(Path of Ancestry) vs one of Temple of Abandon/Temple of Plenty/Temple of Triumph. Less reliable scry that only works with Gahiji & the changeling, but taps for all the relevant colors. Dunno how frequently this is relevant for you.

(Rith, the Awakener): Token generator alternative. I'm guessing you've rejected it because the tokens lack evasion and/or the token generation is too conditional. (But hey, at least it's a combat damage effect for Duelist's Heritage to interact with)

(Marton Stromgald): Potentially explosive token amplification but hard to keep alive.

Mass Hysteria: In case you're not getting enough haste from Slayers' Stronghold. Also works with the group slug aspect, but I dunno if it will backfire by e.g. letting powerful tap abilities come out of nowhere. (There's also Concordant Crossroads if you're not worried about it being replaced by another World Enchantment.) Samut, Voice of Dissent is another option that has quite a few other features as well, but I fear she'll come in a bit too late. Got similar feelings about (Urabrask the Hidden), who's also kinda detrimental to the group slug theme and/or will draw too much hate. ((Akroma's Memorial) is even worse in the lateness department.)

Mogg Infestation/(Settle the Wreckage)/Fell the Mighty/(Righteous Fury)/(Sunblast Angel)/(Angel of the Dire Hour): One of the Token Beatdown variants favors board wipes, but all of the listed cards have a tendency to kill your fatties and leave your opponent's weenies alive. In case you want a source of emergency non-targeted creature removal in the main deck and/or the variant, here's some additional options that can leave your own creatures alive, even if they're a bit more expensive than e.g. Wrath of God (or, in the case of Settle the Wreckage, potentially profitable for an opponent). Special mention to Mogg Infestation for still keeping the group slug going by being Beast Within on steroids & Angel of the Dire Hour for bypassing indestructible in addition to shroud, if that's relevant in your meta (although a plain (Arcane Lighthouse) might be better then).

(Elesh Norn, Grand Cenobite): Saving the most prominently obvious card for last, I assume the reason you've rejected it is because it's not explosive enough to act as a 1v1 finisher, while being detrimental to the overall group slug strategy when there's more than one opponent alive.

Myr_Mythic on Atraxa's Compleat Compendium of Janky Shenanigans

4 weeks ago

Thanks for the suggestions, tetsuothecat, I'll be investigating the utility of Gilder Bairn. As for Earthcraft and Squirrel Nest, I'm not sure how well they'll work, but, I'm working on a Rhys the Redeemed deck, so, having that combo on hand is a must. I'm not sure how well Elspeth will function in this deck, when there are stronger effects that cost less to implement.

WanderingSpirit on Second Harvest?

1 month ago

I run a Selvala, Explorer Returned / Rhys the Redeemed elf tribal deck, and am building it so that both can command it equally well.

I was wondering if Second Harvest fit with what I'm going for. I'm also looking for any other suggestions that work well with both commanders.

Thanks!

Here's the link: Go Not to the Elves for Counsel

Brightest_Day on Proxies: How to handle them ...

1 month ago

As someone who has 3 decks that use Kokusho, the Evening Star (At the time of writing), Im totally fine with proxies as long as the owner of the deck has proved he actually owns one copy of the real card, or a majory of the group can speak on his behalf. Its one of the reason I want to get into making proxies. I own a Doubling Season in my Rhys the Redeemed deck, double sleeved and all. But I REALLY want to proxy it due to the fact it may get stolen easily, something spilled on it and the liquid seeps into the sleeve, or it gets destroyed by some salty player. Id rather just prove I have it and keep it locked away in a box back at home than hauling pricey cards around.

I also only buy one copy of a pricy card and swap them around and being able to proxy three Kokushos saves me from searching one duck, pulling the dragon and other cards, making sure i have them all, leafing the new deck I want to play, and then the shuffling and mulligans. As opposed to just shuffle/mulligan and go.

Plus I would feel a lot more comfortable letting others people play my decks if I knew that if something could get unplayable if it was a proxied .10 cent foil as opposed to a $50 card or something that has sentimental value.

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