Sylvan Caryatid

Sylvan Caryatid

Creature — Plant

Defender, hexproof

{T}: Add one mana of any color to your mana pool.

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Set Rarity
Theros (THS) Rare
Promo Set (000) Rare

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Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Hero Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
MTGO Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Sylvan Caryatid occurrence in decks from the last year

Modern:

All decks: 0.05%

Commander / EDH:

All decks: 0.03%

Sylvan Caryatid Discussion

slashdotdash on 5 color no theme deck

1 week ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

DimitarK on Four Color Turbo Fog - Pioneer

2 weeks ago

I agree with almost everything Magnanimous suggested except Fevered Visions being a poor win condition. Sure, RDW can dump a bunch of burn on us. I'd suggest running a some main deck + some sideboard Swan Songs which would help with that + protect combo pieces vs control and has virtually no downside due to the fogs.

For Fateful Showdown I agree it's a little clunky. This card will sit dead in your hand most games and the double red is really taxing your 4 mana base with no fixing. I'd also consider cutting down on white, save for the Approach of the Second Sun which is easy to splash for at 7CMC. Repel the Abominable can be subbed out for Root Snare/Winds of Qal Sisma, Supreme Verdict for AEtherize which is easier on the mana and it can fill your opponent's hand back up for some Fevered Visions damage.

Also consider subbing out Growth Spiral+some of the fogs for Sylvan Caryatid/Anticipate. The caryatid can block some early aggression so you don't have to waste a fog early and will help with the mana base. Anticipate will help find that 3rd land drop, your combo piece or a fog when needed.

Shameless plug :D : check out my version of the deck running 3 color Day's Undoing, Sphinx's Tutelage, Jegantha, the Wellspring - Fevered Undoing Fog

multimedia on [Primer] Rainforest Shmainforest: Not For Hippies!

3 weeks ago

Hey, interesting version of Kathril and nice primer.

Fauna Shaman and Stinkweed Imp can be an engine to tutor for creatures and discard/self-mill creatures. Imp has flying keyword and dredge; Fauna is a way to get it back into your graveyard to dredge again while also tutoring for a creature. Doom Whisperer has flying/trample keywords and using life for surveil can be a self-mill/manipulate the top card of your library source. Doom is a good card while also providing keywords for Kathril. Sylvan Caryatid has important hexproof keyword while also being a source of ramp.

Cards to consider cutting:

Good luck with your deck.

crazedspeed on Kenrith best of all worlds

3 weeks ago

Some changes, I noticed these were not doing much and other cards fit the purpose of the deck better.

Out: - Tezzeret the Seeker - Darksteel Forge - Daretti, Scrap Savant - Sylvan Caryatid

In: - Eerie Ultimatum - Teferi's Protection - Burgeoning drawing cards in others people's turns, and dropping lands makes me happy - Vizkopa Guildmage Life and drain

mrdehring on Scion The Win Button

4 weeks ago

Been a crazy couple of months for me here; just getting back to looking a magic. I noticed you added me as a reference and I appreciate it. I'm glad to help. I love the look of the deck and there are so many fun combos.

Few thoughts on the new list. How often does Skithiryx, the Blight Dragon win you a game or kill someone? I find that a lot of the time if I only have one infect creature I get a few counters on a player and never get to finish them off.

A card you may want to think about finding space for is Patriarch's Bidding; it is a blowout with Dragon Tempest.

Speaking of haste, have you looked at Rhythm of the Wild and Anger? You have a few haste enablers, but these are ones I also like. Either of these could replace Xenagos, God of Revels.

Anger also has the added bonus of being a creature early in the game to block and slow down the kill you early plan. Sakura-Tribe Elder, Yavimaya Elder, Dawntreader Elk, Burnished Hart and Sylvan Caryatid are also good "speed bumps" to slow down early attacks.

Looks like you kept Kindred Discovery. Do you need the card draw? Is it drawing you enough cards that it is worth five mana? Just something to think about as you are looking at what you want to cut from the list.

Beebles on #WakandaForever

1 month ago

Hey there,

Nice list! You make me want to try out Emergence Zone :). Here are a few thoughts I had when browsing your list:

Hope these thoughts are of some help :).

x12721 on Did You Say Commander?

1 month ago

Don't bother with all of those Jaces and the Oracle. Use Dragonlord Kolaghan as your main win con. One or two oracle is fine though. Also for your ramp, I'd use Sylvan Caryatid or a similar card over the spells. Finally, a really good clone effect you're missing is Altered Ego. Oh yeah, and for your sideboard, make sure they're all even CMC so that you can still cast Gyruda after SB.

abby315 on Beyond Divinity

1 month ago

I'm not great at which big creatures or big spells should be your top-end; I think that's really up to you, and you certainly don't need to make it an all-creatures deck to use Kinnan for great value!

What I would definitely recommend is adding additional non-land mana sources to take advantage of her ability. Here are some good options:

Selvala, Heart of the Wilds
Fyndhorn Elves
Birds of Paradise
Boreal Druid
Sylvan Caryatid
Bloom Tender
Thought Vessel
Commander's Sphere
Moss Diamond
Sky Diamond

Basalt Monolith is an honorable mention, in that it's a 1-card combo with Kinnan for infinite mana - but maybe this is OK for you, since it doesn't produce any colored mana so you can't just put your whole deck on the battlefield?

I hope that helps!

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