Satyr Grovedancer

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Satyr Grovedancer

Creature — Satyr Shaman

When Satyr Grovedancer enters the battlefield, put a +1/+1 counter on target creature.

SilentPlague on Taking all the turns

3 years ago

Was thinking to definitely remove Satyr Grovedancer. I think you are right about Jugan, the Rising Star as well. I would even consider removing Polukranos, World Eater as well. If I get constant counters, any creature should pretty much be fairly beefy. The Whispersilk Cloak was more for Gilder Bairn so I would have a way to untap it and use the ability or for an end game. No real intention of playing it on any creature I wanted targeted. However, Hardened Scales seems way more useful in the long run. Replacing one of each basic land is an easy sub. I like the plan right now and will work on updating this deck later today. Then I'll empty my acquire board after the order. Hopefully this deck makes me well hated on game night once it is completed.

Spell_Slam on He was a kickr boi, she said c u later boi

3 years ago

Great start! You have pretty much all the good kicker cards. I think you could focus a bit more on the secondary theme of Hallar, which is +1/+1 counters. Hallar doesn't care where the counters come from, which means you don't actually need that many Kicker cards to make him deal tons of damage.

Hunger of the Howlpack is a great addition to the deck, being one of the most efficient counter-givers in Pauper.

Elven Rite, New Horizons and Soul's Might are all very efficient ways to get lots of counters on your Commander.

Mutant's Prey and Hunt the Weak are great removal spells for your deck that is chock-full of +1/+1 counters. Feral Contest also isn't bad.

Ivy Lane Denizen is a must have in this deck. You make plenty of tokens, which can either make Hallar massive or simply make your 1/1s into 2/2s, which is an incredible boost.

Longshot Squad gives most of your team reach. Aquastrand Spider also does it for a cost, but can also distribute counters. Spike Colony is a pretty beefy creature that can also give its counters to others. This can make combat very difficult for the opponent on top of all the synergy it gives naturally.

Horned Kavu is extremely useful in this deck, since it can re-buy so many of your ETB triggers for lots of value.

It's so hard to get card advantage in these colours. I would definitely play Entourage of Trest to try to keep up with Blue and Black decks. I also don't leave home without Rolling Thunder and Elven Cache in these colours as cards to catch you up in card advantage. You could also be running up to six cycling lands, namely Tranquil Thicket and Forgotten Cave. In terms of synergy, you could also go for Tishana's Wayfinder and Brazen Buccaneers.

I would also think about adding all the mediocre +1/+1 counter distributers, like Bond Beetle, Kujar Seedsculptor, Ironshell Beetle, Scrounging Bandar, Satyr Grovedancer.

Coward_Token on Unsanctioned: non-Squirrel squirrel art?

4 years ago

Savvy Hunter (;_;)

Unsure what the little thing to the left of Satyr Grovedancer's hoof is supposed to be

Lame_Duck on

7 years ago

Ghostly Flicker is strictly better than Displace since it can flicker your lands.

I think Bond Beetle would be better than Satyr Grovedancer; the 1 power isn't much of a difference and the 1 mana can be a big deal, especially if you're bouncing it with Roaring Primadox.

Coiling Oracle is also a good creature for this type of deck.

thewyzman on The Fenza and how to …

7 years ago

I play in a multiplayer meta, typically in pods of three or four. I'm trying Anafenza, the Foremost now, but interested in your opinions on how to build around her/him? I'll go over a few build options for those interested in discussion:

  • One option is a COUNTERS route, with cards like Increasing Savagery, Endless One, Satyr Grovedancer,things of that nature. PROS: Big dudes, a *combo* play style (synergy). CONS: Lots of resources (time, mana) spent on counters when there are control and kill spells in abundance, and can generate hate when your dudes start getting too big.
  • The VALUE strat is creatures like Treasury Thrull (get stuff back), Loxodon Smiter (cheap bodies) and/or Armada Wurm (one card for two bodies). PROS: Mana efficient and makes building a board state quicker and easier. CONS: May lack many of the value cards from any of the other strategies.
  • A third route I can see is REANIMATOR, driven by Whip of Erebos and other cards like Rescue from the Underworld, where cards like Ashen Rider, Siege Rhino and Reclamation Sage have places. PROS: Reanimator can be a powerful strategy, but quite flimsy when players start stripping your graveyards. CONS: Seems to incorporate many different strategies, homing in on no one in particular, relying heavily on ETB triggers.
  • The fourth strategy I can think of is TAPPING strategy. Like the combo strategy, it works with Anafenza getting +1/+1counters on dudes by letting you tap them by *Convoke* methods (Endless Obedience, Nissa's Expedition, etc.), Springleaf Drum, or the like (*tap to deal direct damage*). PROS: Easy to use Anafenza's triggered ability todistribute counters. CONS: Requires that Anafenza often attack solo, which can be fatal against many board states after the early stages, and as a strategy lacks damage. With the new *Rally* keyword, it makes tribal Allies a shoe-in, but they're overall fairly weak from my limited experience.
  • The last and final route I can think of is LIFEGAIN/WIN-CONs, with cards like Debt to the Deathless and Congregate for big life gains, Felidar Sovereign in hopes of getting a win-con off, Sanguine Bond/Exquisite Blood combo, Mikaeus, the Unhallowed/Triskelion combo, etc. PROS: More access to win-conditions. CONS: Flimsy and requires those combo pieces, and is much less fun since all you're doing is surviving and being patient.

    The Fenz (Aaaaay!)

    Commander / EDH thewyzman

    SCORE: 2 | 8 COMMENTS | 678 VIEWS | IN 2 FOLDERS


    I know there's no easy answer, and maybe the best answer is *A combination of all strategies*, kinda like what I have put together at the moment. I'd love to hear opinions here and/or at the deck list. Thanks for reading!
  • TheAmazingSalsa on First plains/forest

    8 years ago

    Ok, it's your first deck and I respect that, and please do not take it as me being a douchebag, I really just want to help you out!


    You said in your description that you wanted life gain, but your deck is heavily centered around heavy hitters and not much about lifelink. I would say that you're better off with aggro rather than lifegain, but I'll give you some suggestions:

    LANDS

    Drop the 2 Opulent Palace, get 3 more Blossoming Sands, and you're running way too many lands, I suggest you drop 9, so your deck has 60 cards exactly, more than that will just throw you off your game.

    CREATURES

    Nothing that has constellation will do much for you, because you simply don't run enough Enchantments, so I'd cut Eidolon of Blossoms, Humbler of Mortals and Harvestguard Alseids, they'll just be dead cards most of the time.

    You should choose 2 heavy hitters for your deck, I'd say keep the Woodborn Behemoths and drop Wardscale Dragon, Ulvenwald Mystics  Flip and Duskdale Wurm.

    Also, there are cards that just don't do enough, or cards that can be replaced with much better and cheap (as in, less than 50 cents at your local game store) cards that will make your deck be more efficient, those cards are: Dragon Bell Monk, Highland Game, Kitesail Scout, Oreskos Sun Guide, Oreskos Swiftclaw, Satyr Grovedancer, Soulmender and Trained Caracal.

    This will leave you with 14 cards that you can fill with:

    4x Sunblade Elf

    4x Ajani's Sunstriker

    3 more Sedge Scorpion

    3x Ajani's Pridemate

    INSTANTS

    there are some instants that are just underwhelming, they seem good but they won't do much and they can be switched for much better cards that fit your playstyle. I would drop Hold at Bay, Pressure Point, Savage Surge and Strip Bare.

    I prefer Giant Growth over Titanic Growth, you should run a playset of one of the cards, but that's really up to you!

    this will open up 5 spots, my suggestion is:

    1 more Shape the Sands

    4x Giant Growth or Titanic Growth

    SORCERIES

    Lose Incremental Growth, it's just too expensive to be useful in a deck that's not centered around counters, Phytoburst is weaker than Titanic Growth and similar cards, so I wouldn't keep it. As for Commune with the Gods and Alive / Well, they feel useless in this strategy.

    Seek the Horizon is worse than Explosive Vegetation, but, again, that's up to you.

    This will open up 4 spots, here are the suggestions:

    2 more Lay of the Land

    3 more Explosive Vegetation

    ENCHANTMENTS

    I'm going to be blunt, they're all terrible. I'm sorry to be a dick like this, but not one of those enchantments will do much for you, except for Bound in Silence, but Pacifism is essentially better.

    My suggestion is, drop all of those enchantments and get 4 Pacifisms.


    I'm sorry this became a huge text, and I'm terribly sorry if I came off to strong, I only mean to help! Much love!

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