Sigil of the Nayan Gods
Enchantment — Aura
Enchanted creature gets +1/+1 for each creature you control.
Cycling G/W (G/W, Discard this card: Draw a card.)
Price & Acquistion Set Price Alerts
Sigil of the Nayan Gods Discussion
1 month ago
you have 58 cards and 5 Scatter the Seeds so the deck is currently illegal. that needs to be fixed first.
ill go down the list for your cards
starting with creatures
Elvish Mystic: this card is good at ramping you to high cost cards, however the only cards you have that are high cost, already have convoke so this card basically is a 1 mana 1/1 with no effect.
Midnight Guard: i mean unless your abusing it's untap effect such as attempting to cast multiple convoke spells a turn, this card is pretty underwhelming. I don't think you will be casting multiple convoke spells per turn due to the fact that they are all so expensive.
Nest Invader: 2 mana 2/2 for 2 is considered a sort of standard/base. this card is that with a free 0/1 which can be sacced for mana. this is pretty good. One thing i will note is that you cannot tap the token for convoke and sac it for mana for a convoke spell. However that's not the end of the world.
Seraph of the Masses: this card is a hopefully going to be a big angel that you can get out relatively cheap. if you have 5 tokens and 5 mana this thing can come down as a 6/6 flyer by tapping 2 guys. that not a terrible deal. however i think it would be more effective to make all of your tokens bigger threats with cards like Intangible Virtue. 5 2/2s can be much scarier than a 6/6. one reason for this is because there are lots of options for cheap removal. Terminate, Path to Exile, Doom Blade etc. are all methods of getting rid of your 6/6 that are cheap and often played. these do not work as well when you have multiple threats.
Siege Wurm: See above.
Sunblade Elf: At first I did not like the card but i'm starting to like it more and more as I look at the rest of your list. I think this card is fine for now since its a 2 mana 2/2 most of early game and it can pump the team late game which is great since you will likely have a lot of tokens.
on to instants
Might of the Masses: this card is itself a good card for this deck but pump spells in general tend to be weaker than you'd expect. That's because of instant speed removal. people can cast Lightning Bolt in response to the spell to kill the creature you are targeting which means you will be getting 2 for 1'd as you lost a creature and a spell to their 1 spell. now that's not to say that this card is bad. I just wanted to make you aware that it's power is a bit more fragile than you might first expect. it is stronger in my opinion than Seraph of the Masses since it is so much cheaper and demands an answer from your opponent immediately instead of seraph which waits around for a turn before attacking and usually requires you to tap several of your creatures.
Scatter the Seeds: yeah you want 5 in your deck. sadly you cannot play 5 in your deck. its a token maker card that can put down more tokens to replace the ones you tapped. so you really don't even care if you had to tap 3 creatures to play this.
Sprout Swarm: this card is very powerful even if it seems week. you can pay for the "Buyback" cost with convoke. it's also an instant so you can do it at the end of your opponent's turn. so if you have a bit of mana and a few tokens, its not unreasonable to make 2 tokens at the end of your opponents turn for essentially free, then do it again every turn. for that reason i think you should have 4 of these.
lets do sorceries next
Launch the Fleet: this card is good and bad. its good because it can allow you to make several tokens at a 1 to 1 ratio which is pretty good. however this card has some downsides. its limited not only by the number of creatures you control but the number of creatures you are willing to attack with. you will often times want to hold back your stuff until you have enough tokens to get around most of their defenders or perhaps they have a few strong attackers on their side and you really want to have some defends held back. so this card won't always let you make any tokens regardless of how much mana you have. so this card is fickle and a bit unpredictable which is bad in a card. tl:dr its complicated and im not certain if you want it or not.
Nissa's Expedition: this card is good to help you get some mana out, however to pay for it you either need mana (and if you need to cast this we can assume you don't have that) or you need tokens, however if you need to cast this you probably don't have that many tokens, therefore you may need to tap all of your defender in order to cast this which leaves you wide open without giving you that great of a pay off.
Overwhelm: this card seems like a dream come true. a card that pumps all of you little guys and can be cast for cheaper with all your little guys. seems like the perfect combination right? the problem is that at 7 mana you NEED to tap several dudes to cast this, and for each token you tap to pay for this, that makes the spell that much worse since it's power comes from the number of attacking creatures you have. this card is a trap in my opinion.
Sigil of the Nayan Gods: this is basically Might of the Masses but sticks around longer. the problem is that this card is not an instant. masses could be cast after blockers were declared and you would be threatening to deal massive damage if your opponent didn't do something right then and there. this card has to be put on a creature before combat. now they just make sure to block it. it also suffers the same problem that masses did. your opponent can play a simple kill spell and all your set up is wasted. cycling is a nice addition but does not make up for the fragility of the card.
Spirit Bonds: this card sadly does not trigger when a token comes in, which means that it's useless for half the cards you play. you also have to pay mana to get more tokens. which means you have to pay a total of 4 mana for 2 tokens which is a lot worse than just playing Raise the Alarm.
Hornet Queen: too expensive for what it does.
3 months ago
3 months ago
Generally, auras, especially ones that you attach to opponent's creatures are not good, due to the abundance of board wipes in the format. So, I would recommend dropping Arachnus Web, Sigil of the Nayan Gods, and Snake Umbra. The other auras you have in there are OK because you want to give your commander unblockable. Weak life gain effects such as Folk Medicine are not good in EDH either. A good card to add to your deck may be Outnumber.
3 months ago
Sigil of the Nayan Gods really doesn't have much of a place in this deck as you only have 14 creatures total, and that's if you draw them all.
If you are looking for counters Managorger Hydra is one of my favorites as it gets boosted from every spell played including your opponents.
Filigree Familiar is also another great card to look into as it can serve 3 purposes, its a 2/2 creature, provides 2 life when entering battlefield, and when it dies you draw a card + activates revolt abilities.
3 months ago
Sigil of the Nayan Gods could replace Pennon Blade cycling if you dont want or Eidolon of Countless Battles, Wheel of Sun and Moon recycle cards, Predatory Hunger could make him real big, Vow of Wildness or Vow of Duty is a good back up if you dont like the suit, Gift of Immortality Will have it never die, Followed Footsteps will let you copy the Stoneforge Mystic or other creatures, Drafna's Restoration for recover Frantic Salvage for instant speed, Umbra Mystic Will keep the buffed around longer.
6 months ago
I would also want to make room for one more worse-eternal-witness effects like Tilling Treefolk, Archaeomancer or Auramancer that can return a cycling card to your hand. Auramancer is nice because it can recur slide.
Also Sun Titan can recur so many of the important pieces
I would cut invigorating boon and probably also lightning rift. Also I would focus more on cards that cycle for just 1 mana or 2 colorless, rather than cards that are harder to cycle but give marginal upside like death pulse, slice and dice or the Decrees.
7 months ago
Ever considered Gahiji, Honored One as your commander? He would make your tokens a little bigger when attacking, which adds up when you've got tons of dudes.
Also here are some other cards you might like: - Geist-Honored Monk - Sigil of the Nayan Gods - Hope Against Hope - Parallel Lives - Impact Tremors - Juniper Order Ranger - Cathars' Crusade - Cryptolith Rite - Fungal Sprouting - Xenagos, God of Revels - Saproling Symbiosis - Aura Mutation - Artifact Mutation - Chancellor of the Forge - Rith, the Awakener - Krenko's Command - Pollenbright Wings