Rith, the Awakener


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

Printings View all

Set Rarity
Duel Decks: Phyrexia vs. The Coalition Rare
From the Vault: Dragons Rare
Invasion Rare

Combos Browse all


Rith, the Awakener

Legendary Creature — Dragon


Whenever Rith, the Awakener deals combat damage to a player, you may pay 2Green. If you do, choose a color. Put a 1/1 green Saproling creature token into play for each permanent of that color.

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Rith, the Awakener Discussion

clayperce on What defines you on Tappedout?

1 day ago

That's a really thought-provoking question, Crayfish ... thanks for asking!

I frankly have no idea what I'm actually know for.

Hopefully though, it's for ...

  • Giving thoughtful deck advice that doesn't make assumptions about the recipient's meta/playstyle/budget/etc.
  • Building a sense of community for folks who are passionate about the same quirky things I am (e.g., Werewolves, Zada, Hedron Grinder / Mirrorwing Dragon, and Rith the Awakener).
  • Politely but firmly pushing for inclusive language in every thread I host.

Thanks again!

joshuaizac on Sidar and Tana

1 month ago

I love the synergy between Tana & Sidar...I think these two were made for each other more so than any other 2 partners.

Beyond that I think you got lost....Single target pump spells / bloodrush effects and the like are horrible in multiplayer games....unless this is intended solely for 1 v 1, I'd say ditch ALL of them. Aside from Intangible Virtue I wouldn't put any other static effect Anthems in either...once you get your tokens to be bigger than 2/2 then you just lost all synergy with Sidar...and have defeated yourself. Collective Blessing, Gaea's Anthem > out.

Creatures / Spells that will only ever give you 1 token (in addition to the creature that comes with it) also not that effective. Again unless this is 1 vs 1. Attended Knight and Tukatongue Thallid and such...out...

Deckbuilding for edh: When I build an edh deck, I too just start throwing cards at it, then cut lots then try to figure out how much ramp I need, and how much card draw I need, and how much removal I'm going to put in. These three things I put in pretty much EVERY deck. I may not run much but at least a little. (I'm only seeing a few of each on your list) After I get things balanced out and make my cuts I work the land base usually 35-39 lands depending on the deck/mana curve, amount of ramp ect. This deck I'd say 36-37 lands.

I'm not going to price check all the following recomendations, but bear in mind the tcg prices on this site doesn't account for different / older prints / damaged card discounts ect, though a few still might be 20 cents over your budget, but I'm gonna list them anyways.

Cheap ramp: (in addition the the couple of mana dorks you already have pick 3 to 5 more) Wayfarer's Bauble, Rampant Growth, Explore, Burnished Hart, Fellwar Stone, Commander's Sphere, Darksteel Ingot

Cheap removal: (keep Pacifism if you must pick 3-5 here also) Revoke Existence, Fate Forgotten, Oblation, Terastodon, Smash to Smithereens, Entrapment Maneuver, Desert Twister, Scour from Existence ... there's several others but still this is a descent selection...

Cheap Card Draw: There really isn't much in the way in these colors to begin with, even less on your budget... maybe throw Faithless Looting a few cards that give you the Monarch like Protector of the Crown and or Crown-Hunter Hireling and get a Skullclamp and maybe a Slate of Ancestry once you can find/trade for/afford one (they're only $1.50 tops)

Cheap Efficient Token Gen: You got a few good ones already a few more worth mentioning, Decree of Justice, Sporemound, Ezuri's Predation, Twilight Drover, and again...maybe later add Rith, the Awakener and or Sigarda, Heron's Grace.

Cheap Pump: Aside from Borrowed Grace, which you could leave in or not, you really only need a few good GLOBAL pump spells spells for finishers. Usually I'd suggest something like Beastmaster Ascension, but in this case again...no synergy with Sidar. I'd probably throw Titanic Ultimatum and Overwhelming Stampede (stronger 1x use versions of Overrun) and also throw a Leonin Sun Standard at the deck for repeated use/abuse after declare blockers step. Those three alone should probably do it.

Cheap Land Base: Aside from basics there are quite a few good lands to run in budget builds in the case of a Naya deck, you've already listed Jungle Shrine (I'd ditch the bounceland), there's also Naya Panorama, Rugged Highlands, Blossoming Sands, Wind-Scarred Crag, Evolving Wilds, Terramorphic Expanse. I'd run every one of these, and then basics for the rest. (Again, 36-37 total lands for this deck.)

Yea...so ...holy wall of text Batman, hope some of it helps, gl & hf

Izu_Korasu on Saskia the Unyielding OR the ...

1 month ago

It seems the best pairings tend to have a build around commander and a supporting commander ... so personally I'm a fan of Tana, the Bloodsower and Ravos, Soultender, Tana gives you a solid basis to build around, while Ravos is an anthem in the command zone that flys and returns creatures that (ideally) help support or help generate the tokens.

meanwhile Saskia the Unyielding has alot of power, haste+vigilance and a multiplayer version of Curse of Bloodletting means that there are some explosive things you can do with the deck (2 for 1 Blightsteel Colossus anyone?)

EDH largely boils down to a combination of personal preference, budget and competitive desires but I'd argue the biggest factor is your personal play style, so which commander do you wanna play? Saskia? one/two partners? an entirely different commander that you can use the bones of this deck to build? (ex Rith, the Awakener)

TheDeckMaker2300 on Alternate Win Conditions :)

2 months ago

hey i definately like this deck i was considering a alternate win deck.

you might thank me or not for this but im going to give you lots of potential cards for this deck that are budget/semi-budget (note some of my ideas will not work in this deck ofcoarse)(they will be catergorized by each win con)

almost all of them

  • Diabolic Tutor (just another plane old find anything you want card)
  • Last Chance or/and Final Fortune you just cast it when you have a win con from you list ready then at the extra turn upkeep you win (examples: epic struggle = 20 creatures, test of endurance with 50+ life.) and not to mention you have Platinum Angel in the deck if its out it will counters the you lose part of both of them when the turn ends. see for yourself http://www.mtgsalvation.com/forums/magic-fundamentals/magic-rulings/magic-rulings-archives/259040-final-fortune-platinum-angel
  • now lets begin

Azor's Elocutors/Darksteel reactor

Barren Glory


  • Infinite Reflection
  • http://magiccards.info/query?q=ct%3Aenter+ct%3Athe+ct%3Abattlefield+ct%3Aas+ct%3Aa+ct%3Acopy&v=card&s=cname (the ones that can turn into creatures)

Test of Endurance/Felidar Sovereign/Celestial Convergence

Epic Struggle

Maze's End

Helix Pinnacle

Mechanized production/hellkite tyrant

Mortal kombat:pretty much any one creature from this list

Laboratory Maniac

Mayael's Aria

Near-Death Experience1.

hope this is to a help to you.

gonki on Saskia Token Assault

3 months ago

I would probably go a bit more enchantment heavy. I also believe the original Saskia list has more cards for synergy with saproling tokens in particular.... that said there are quite a few options that come to mind depending on where you go. These are pretty heavily influenced by a previous Selesnya deck I made so apologies that it's a bit lacking in other colors. These are also made without a particular budget in mind. Some are quite pricey, some are more affordable. The ones I mark as suggestions are those I think are worth including no matter where you go.

...and I'm starting to run short on ideas. Not all of these are optimal but I also wanted to provide some variety in token generators to go various directions depending on how you adjust your curve. Before anything else I would get the land fetches in, that should speed things up.

clayperce on Argeaux

3 months ago

Following up on Factual ...

It's probably impossible to say when the tide is going to turn against Jori, as it's almost totally dependent on the other decks in your group. If Prossh, Skyraider of Kher keeps coming out to play, you're NEVER going to be Public Enemy #1. If Prossh gets shelved at some point though, who knows!

More likely though is that folks will gradually realize she's pretty BA, and she'll slowly move from Public Enemy #4 to #3 to #2. As that happens, you'll probably want to adjust the deck accordingly, giving her a little more early-game protection. But that probably means changing a couple cards here and there, rather than making wholesale changes. A good analogy is probably the changes folks make to a Standard deck over the season ... their sideboard changes almost every tournament, and maybe they even start "pre-boarding" against certain matchups. But the core of a deck is going to stay pretty constant.

I personally love playing non-threatening Commanders. Rith, the Awakener is that way ... she's this super-high CMC Dragon with an ability that doesn't seem great. But the deck can definitely win.

One more thing about the Bounce spells, just in case you haven't already noticed: They're super-effective for sending messages and playing politics, even if nobody else at the table is doing so. For example, say Player A attacked you early game and you couldn't respond at the time. Later, say you really want Player B to attack Player A instead of you ... it's pretty elegant to remind Player A of their mistake and then Bounce their key Creature during Player B's 1st Main. >:-)

BTW, I know you have a lot of pillow-fort in the deck already (that was part of why I suggested more) :-)

As always, draw well!

KongMing on I Am A Rock - Noyan Dar $40 Budget Man Lands

4 months ago

I love this deck! I might make one myself. My only thought is that there might not be enough protection from Flying creatures. Swinging in early game with creatures like Rith, the Awakener is how a lot of players in my pod gain board control early game. Can you think of any good Flying/Reach cards to add?

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