Sylvan Caryatid

Legality

Format Legality
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

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

Combos Browse all

Sylvan Caryatid

Creature — Plant

Defender, hexproof

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

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Sylvan Caryatid Discussion

enpc on Balancing card types

2 weeks ago

As you mentioned, it depends on a lot of factors. for the difference card types, I try to operate under the philosophy of:

Ramp

You want at least 10 pieces of ramp. And that's actual ramp - Sylvan Scrying, Yavimaya Elder, Prismatic Omen, these are examples of not ramp. This also applies to cards like Mirari's Wake which is ramp, but is really expensive. Your ramp suite should be anywhere from 0 to 3 CMC, but aim for 2 CMC is a good rule of thumb (unless you're playing competively, then either aim for 1 or 0 CMC). Stuff like the signets (e.g. Dimir Signet), the talismans (e.g. Talisman of Dominance), catchall rocks like Fellwar Stone, staples like Sol Ring, dorks like Birds of Paradise, Elves of Deep Shadow, Sylvan Caryatid, fetch spells like Farseek, Rampant Growth, Nature's Lore, Sakura-Tribe Elder, etc. as wel las extra land plays (e.g. Exploration) are all good. And you want a mix. Try to avoid putting all your eggs in one basket.

Card Advantage

Again, at least 10 (but I prefer more, ~15). You want a mix of tutor and draw. Try to have at least a few spells that give you repeatable draw, like Phyrexian Arena, but dont be afraid to play once of spells like Painful Truths. A good rule ofthumb is to either go super efficient on CMC (Ponder, Preordain, etc.) or to go bang for buck (Mystic Confluence, Harmonize, etc.). Tutors are super important, but you want to avoid too many top of deck tutors as they are technically negative card advantage.

Removal

This one varies from strategy to strategy and from playgroup to playgroup. Minimum of at least 6 removal spells. And you want options for every permanent type. Swords to Plowshares, Path to Exile, Nature's Claim, Beast Within, Chaos Warp, Anguished Unmaking, Vindicate, Cyclonic Rift, these are all examples of what you're looking for. Efficient removal is generally better than splashy removal as well. Don't be afraid to play spells that make you lose life (e.g. Anguished Unmaking) or spells that give your opponent life (e.g. Nature's Claim) if the spell is super efficient. ETB and LTB creatures can be good too, I would put Reclamation Sage in most green, creature based decks. Again, you generally want a mix.

Counterspells

If you're playing these, the general rule is effieince counterseplls are agian better than splashy ones. As for numbers, 4-6 for a defensive package, 8-10 for a control deck. Aim for 2-3 CMC max.

Hopefully that should give a bit of guidance.

BlackyMTG on World Breaker Hulk

3 weeks ago

Sylvan Caryatid and Vampiric Tutor seem like solid includes.

NensouHiebara on Krond's Justice

3 weeks ago

Nomad Mythmaker provides repeatable Aura recursion.

Sun Titan is the undisputed King of Recursion, and has many targets in your deck.

Sylvan Caryatid is one of the better mana dorks available. It's a decent blocker and produces both of your colours.

Rancor is cheap, effective, and recurs itself.

Sol Ring is a Commander staple. It's included in every Commander Precon deck, so it's easy to acquire. Colourless mana may make things awkward for Krond, but it's still ramp for your other spells and can pay for Commander Tax.

Reviving Melody is a great recursion spell for enchantment decks.

Spot Removal options:

Command Tower is a Commander staple. It's included in every multicoloured Commander Precon deck, so it's easy to acquire.

Bountiful Promenade, Canopy Vista, Fortified Village, Scattered Groves, Sunpetal Grove, and Temple of Plenty are all relatively cheap dual lands.

Blighted Woodland, Krosan Verge, and Myriad Landscape are ramp effects on lands.

Cascading Cataracts makes colourless mana less awkward for Krond.

Field of Ruin tags one of your opponents' utility lands.

wirelessfetus on Bant Wall Beat Down

3 weeks ago

kamarupa Sylvan Caryatid has hexproof, not shroud. So you can make it attack with assault formation if you want.

Yeti_Confetti I'm considering Overgrown Battlement over Axebane Guardian; it costs 1 less to cast and is (4)/4 with the decks effect. vs (3)/3. So the only real advantage Axebane has is for mana fixing, but between modern access lands and sylvan carytid, Im not sure how valuable that really is. I'd probably only consider him if you wanted to go full on budget with the lands and didn't want to include sylvan. But overall, overgrown battlement seems like the stronger choice and is probably what Im going to go with provided it checks out in testing.

JonathanSamurai on This We’ll Defend!

3 weeks ago

The only thing I'm pouring mana into is Assault Formation. Overgrown Battlement cost less to cast than Axebane Guardian and produces more mana than Sylvan Caryatid. Overgrown Battlement also has 4 toughness. I dont NEED ramp, or much of it, because my creatures are already cheap to cast. Thanks for the compliments and input though man, it'll be fun to get this thing on paper and troll at FNM.

torridus on WALL-DOT-DECK

4 weeks ago

Personally I like Noble Hierarch over Sylvan Caryatid for early mana generation, but that's just me. Perimeter Captain is also a good 1-drop here.

YaminoNakani on Animar

4 weeks ago

Biggest issue I see here is a lack of focus and not enough creatures for a creatures only matter deck.

Animar, Soul of Elements wants two main things: Cast creatures and get +1/+1 counters to cast larger creatures. Everything in the deck should be focused on those two goals.

Setting up the deck to achieve this purpose will make it efficient and powerful. All cards should therefore do one of the following:

  1. Ramp up to Animar.

  2. Protect Animar.

  3. Place counters on Animar.

  4. Cast game ending creatures for cheap or free.

  5. Draw cards to allow us to do 1 through 4.

Priority should be given to cards that does something now > does something before your next turn > does something on your next turn > does something eventually.

Because Animar offers a discount based on creatures played, the deck shouldn't be filled with only high cmc game enders, but creatures from low to high cmc, preferably with as little colored mana symbols as possible, to give the deck a natural progression to casting free or cheap high cmc game ending creatures.

Let's split the deck into 3 parts. Pre-Animar setup, Post-Animar setup, Finale.

Note that $: (0 to 0.99), $$: (1.00 to 4.99), $$$: (5.00 to 9.99), $$$$: (10.00 to 19.99), !$!: (20.00+)

Unnecessary on a computer, very helpful on a phone.

This section will be all ramp, and protection to get Animar out quickly and make sure he is secure.

- The land base should be arranged to where there is more emphasis on , then , then since can color fix and can offer protection.

- Exotic Orchard is pretty good and cheap and can usually offer every color in multiplayer, especially if an opponent has a Command Tower out or even a Vivid Grove without even needing charge counters. - Kazoo lands such as Simic Growth Chamber, Izzet Boilerworks, and Gruul Turf are good in casual EDH where there is lack of land destruction and they artifically increase your deck ammount by posing as two lands in one. Though overall you do not want too many tap lands as you'll constantly be a entire turn behind.

- Birds of Paradise creature ramp & color fix. $$$

- Carpet of Flowers could be a dud or amazing ramp with two main phases. $$$

- Shrieking Drake easy continuous counters. $

- Sol Ring Always. $$

- Voyaging Satyr creature ramp & color fix. $

- Zhur-Taa Druid creature ramp & burn. $

- Bloom Tender creature ramp. !$!

- Coiling Oracle ramp or card draw. $

- Cyclonic Rift removal or 1-sided board wipe. $$$$

- Explore ramp and card Draw. $

- Den Protector cast for free with morph and surprise Regrowth. $

- Sakura-Tribe Elder creature ramp and color fix. $$

- Sylvan Caryatid creature ramp and color fix. $$

- Beastcaller Savant creature ramp and color fix. $$

- Kiora's Follower creature ramp or vigilance on a stick. $

- Rattleclaw Mystic creature ramp and color fix. $

- Walking Atlas potentially free creature ramp. $

- Ainok Survivalist cast for free with morph, surprise Naturalize. $

- Dream Stalker Cast a Boomerang for . $

- Elvish Visionary a better, creature version of Aggressive Urge for this deck.

- Stratus Dancer an almost Negate. $

- Willbender basically Redirect. $

- Simic Charm so versatile. $

- Hooded Hydra Normally, not a good card. However in this deck. It can become massive and a dangerous thing to see a Wrath of God. $

- Lightning Greaves Protection and quick haste for a large creature. $$

- Spellskite For those , & removals. $$$

- Ring of Kalonia Ramp every turn and makes Animar a lot more threatening. $

This section will be about setting up our board state to win. All cards from this point onwards will be casted after Animar has been casted.

- Fierce Empath Tutor for something big. $

- Man-o'-War Another Shrieking Drake. $

- Sage of Fables Emergency card draw. $$

- Pestermite Vigilance, chump blocker vs flying or stopping a giant creature. $

- Guided Passage One of the best card draw and pick your poison spells ever. $$

- Pir, Imaginative Rascal A creature hardened scales and specific tutor. $$

- Sylvok Replica A quick Naturalize. $

- Cloudstone Curio An auto include if you can afford it. $$$$

- Temur Ascendancy Makes all your casted creatures threatening and some card draw. $

- Ancestral Statue The best Shrieking Drake for this deck. $

- Phyrexian Metamorph Costs 2 life and can do so much for you. $$$

- Purphoros, God of the Forge Ends the game with one of the Shrieking Drakes. $$$$

- Solemn Simulacrum Free ramp, chump blocker and card draw. $$

- Faerie Artisans It doesn't look like much, this is card can get crazy. $$

- Toothy, Imaginary Friend A growing monstrocity that explodes into cards. $$

- Altered Ego with lots of counters on Animar, Soul of Elements and depending on the board, this card could be a massive threat. $

- Herald of Secret Streams Let Animar, Soul of Elements go nuts. $

- Spike Weaver When you need to buy yourself some time. $$$ - Forgotten Ancient Let your opponents ramp you fast. $

- Silent Arbiter Protection against swarm decks. $$

- Mulldrifter Cheap card draw and flying blocker. $$

- Peregrine Drake Budget Palinchron. $

- Xenagos, God of Revels Game ender. $$

- Vesuvan Shapeshifter On your upkeep, you may pay to clone the biggest and baddest mofo on the field. $

- Zealous Conscripts Your friend just played Darksteel Colossus and you only have left, what do you do? $

- Deepglow Skate Potential huge ramp for just . $$$

- Draining Whelk A different kind of Mana Drain. $$

- Duplicant Free Mind Control. $$

- Soul of the Harvest Huge card draw with a Shrieking Drake. $

- Primordial Sage Huge card draw with a Shrieking Drake. $

- Deadeye Navigator and Peregrine Drake or Great Whale = infinite mana. $$

- Progenitor Mimic Very dangerous to copy one of the heavy hitters in this deck. $$

- Consecrated Sphinx All the card draw. $$$

- Deadwood Treefolk Repeatable creature recusion. $

- Steel Hellkite Situational, but very deadily against token decks. $

- Great Oak Guardian Great, quick surprise block when tapped out. $

- Pathbreaker Ibex Quick, game ender. $$

- Thunderfoot Baloth Setup for getting past defenses. $$

- Scourge of the Throne Depending on the situation, can be deadly. !$!

- Great Whale Another budget Palinchron - Stalking Vengeance Please don't use Wrath of God. $

- Hamletback Goliath Good setup for a game ending creature. $

- Palinchron So expensive, yet so infinite mana. !$!

- Balefire Dragon Destroy all the creatures. $$$$

This section will be about ending the game with giant behemoths.

- Stormtide Leviathan Swing in with impunity. $

- Platinum Emperion Deletes a win condition. $$$$

- Vorinclex, Voice of Hunger Can win the game on its own. $$$$

- Stonehoof Chieftain Win through commander damage. $$$$

- Nullstone Gargoyle Nothing but creatures from here on. $

- Void Winnower Turns the game into an odd match. $$

- Kozilek, Butcher of Truth Card Draw, Mill Protection and Devastating power. !$!

- Jin-Gitaxias, Core Augur Look ma, no hands! $$$

- Darksteel Colossus Not something people want to see cast for 0 or worse, cloned. $$$$

- Ulamog, the Infinite Gyre Vindicate, Mill Protection and Devastating power. !$!

- Blightsteel Colossus Not something people want to see cast for 0 or worse, cloned. !$!

- It That Betrays Now clone it. $$

- Emrakul, the Promised End Take out the combo or sacrifice player easily. $$$$

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