Sylvan Caryatid

Legality

Format Legality
Tiny Leaders Legal
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
1v1 Commander 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.

Price & Acquistion Set Price Alerts

THS

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Sylvan Caryatid Discussion

TheSurgeon on Hydra-Power

23 hours ago

I like your idea, here. It's simple and effective. If I may suggest a bit of a shift in ramp style: use small mana-producing walls like Sylvan Caryatid or Overgrown Battlement + Axebane Guardian to produce infinite mana and bring out some really BIG hydras.

That way, early game, you can just sit behind your defenders and setup your hydra kill.

Love a good hydra deck. +1

DanielR544 on Jodah, Archmage Eternal Rampage

2 days ago

The colorfixing seems difficult - I´d definitely consider some of the recently printed shocklands and ways to find them like Farseek. Lands that enter untapped and can produce any color are also great like City of Brass or Mana Confluence.

Some cheap manadorks are also great for the early game like Birds of Paradise and Sylvan Caryatid. The same goes for Fellwar Stone.

I'll also second Conflux - it is such a powerful tutor in Jodah. Another notable omission is Avacyn, Angel of Hope, who gives all your permanents indestructible.

Also, Quicksilver Amulet has saved me in many games, when people have shut down my commander.

Last_Laugh on Soylent Temur is Made of Creatures

1 week ago

I have a few suggestions, I'll try to categorize like you.

Animar Counters - Consider Hardened Scales.

Clone - Phyrexian Metamorph, Stunt Double, and Phantasmal Image are all great here.

Haste - Ogre Battledriver

Interaction - Ainok Survivalist and Stratus Dancer

Ramp - Azusa, Lost but Seeking, Oracle of Mul Daya, Exploration, Selvala, Heart of the Wilds, Somberwald Sage, Shaman of Forgotten Ways, and Sylvan Caryatid

Protection - Heroic Intervention

hydrothermia on Rainbow Lich but cheap and modern since I am poor

3 weeks ago

Welcome to Tapped Out, @yarrsome!

Something with the same ability as Birds of Paradise will likely have a higher CMC(converted mana cost). Utopia Tree, Sylvan Caryatid and Drover of the Mighty would be a cheaper alternative and costs more. Chromatic Lantern or Joiner Adept can replace Gilded Lotus, allowing all your lands to produced wherever mana you need. I'd avoid all of the three color lands, unless you want to drop money on an Amulet of Vigor, other wise I'd go for check lands like Clifftop Retreat, Hinterland Harbor, Woodland Cemetery, Drowned Catacomb, Sunpetal Grove, Dragonskull Summit, Rootbound Crag, Glacial Fortress, Isolated Chapel and Sulfur Falls.

MillersEdge on Atraxa's Super F(r)iends

3 weeks ago

Great Design and cool deck! Always good to see another one who has succumbed to the sweetest Voice in the Multiverse ^^

I'd definitely add more ramp, especially considering your relatively high avg. CMC and low landcount. Fixing shouldn't be a problem with that manabase, but the earlier you can cast a walker and a sweeper on the same turn, while keeping a counter or removal open, the better. I'd start with Nature's Lore, maybe Three Visits if you have one. Stuff like Cultivate or Kodama's Reach would require a few more basics. In terms of artefact based ramp, Coalition Relic, Astral Cornucopia and Everflowing Chalice can all work wonders in this kind of deck. Creatures like Birds of Paradise, Noble Hierarch or Sylvan Caryatid are more susceptible to removal, but can block to protect a walker in a pinch.

Phyrexian Scriptures is a nice allrounder, brings a boardwipe and graveyard-removal. If you can't get extra counters on there the turn you play it it's kind of slow though, and the wipe whiffs against artifact decks. Definitely a meta call.

Constant Mists protects both your face and your walkers, unlike Ghostly Prison. Spike Weaver does the same, with some sweet proliferate synergy. If you want prison effects, look towards Sphere of Safety, Norn's Annex, Archangel of Tithes or Baird, Steward of Argive, maybe Crawlspace or Silent Arbiter. Personally I'm not a big fan of those cards, but that might be because of my meta.

With your current list I'd probably run Shalai, Voice of Plenty over Privileged Position. The fact that she has legs, can Gavony Township tokens from your walkers and is another hit for cavern of souls outweighs her being somewhat easier to remove and not hitting artefacts or enchantments imho. That might change if you add cards like Enlightened Tutor or Academy Rector, in which case Position being an enchantment would become significantly more relevant.

With both Planeswalkers and Avacyn, Angel of Hope in the deck you might want to consider Armageddon or another source of Mass Land destruction. It's a highly controversial wincon and if your playgroup is against it I wouldn't bother running it, but if you actually play it with a clear path to victory in mind, I personally think it's fine.

Considering that your walker count is somewhat high even for a superfriends list, I'm kind of surprised to not see Tezzeret the Seeker or Garruk Wildspeaker, both of which can ramp you and work wonders with The Chain Veil, especially if you have some 2+ mana sources.

Cards like Leyline of Anticipation or Vedalken Orrery make setting up for big combo turns much easier.

Savor the Moment is quite nice with walkers and Nexus of Fate can do stupid things with Liliana Vess.

Feel free to take a look at my List and tell me what you think.

Good luck and have fun playing!

DangoDaikazoku on Second Sun Bant

4 weeks ago

Courser doesn't do a lot in here I'm afraid. A better alternative would be Oracle of Mul Daya to play additional lands, but you may not like the mana cost or price tag. I would personally opt for 4 Noble Hierarch since you are in Bant colors and 4 Birds. Hierarch is also pretty expensive, but it's optimal. Aside from that there is Arbor Elf, but you won't maximize on that card unless you added in shock lands with 'Forest' subtypes, or even Utopia Sprawl enchantments feel good. Beyond that you have Sylvan Caryatid who isn't susceptible to spot removal, but it costs 2 CMC which also doesn't feel the greatest.

If you want to maximize on Doubling Season, a more Superfriends strategy sounds like what you want. I think you might want to consider walkers other than Jace though. Your board state is going to be rather thin unless you add walkers in color like Elspeth, Sun's Champion to generate tokens and double as a win cons, Garruk Wildspeaker for utility, tokens, and overrun, and maybe keep Jace in for the draw? Or really another Jace print wouldn't be bad. Ajani Steadfast looks fun with other walkers, and so does Ajani, Mentor of Heroes' second ability, even Ajani Unyielding's ult looks like some good support.

You have lots and lots of options. I don't know if my suggestions are the best, but hopefully they help tou brainstorm what you want to do.

lagotripha on B/G Demon Midrange

1 month ago

This is a good start. I feel like you are starting to look at cards the right way- assessing how to balance their disruptiveness and value, but the deck still feels a little unfocussed.

Lets look at a core concept in magic- card advantage- and build to that.

There are enablers; cards that don't do things on their own (lands, ramp spells, combo pieces, most 1/1s, etc). Proactive cards that are very good when your play them on their own (kitchen finks type stuff, planeswalkers) Reactive cards that are good at trading 1-for-1 with proactive cards (mana leak, fatal push), Card advantage spells (things that mean you effectively have more cards played, even if they don't always read 'draw a card'.)

If you have more relavant answers than your opponent has proactive cards, then they'll mostly find it difficult to hit you. If you have more playable proactive cards than your opponent you'll probably be able to race them. If you have cards that slot into multiple categories in useful ways, you have virtual card advantage, and can pick the appropriate approach for the particular matchup. These are the core concepts that you need to build midrange.

Lets look at what your deck wants to do. A build around Demonlord of Ashmouth and Demon of Catastrophes, with enablers in the form of small creatures and ramp spells, and a few spot answers with light card advantage tools to clear the way. You're prepared to give up cards to demonlord of ashmouth or demon of catastrophies to have a big threat hitting your opponent. This is a really good start that the rest of your deck should build to support. A big threat that goes over aggro and fights through answers.

So general principals- you want enough card advantage to offset your enablers, or to make those enablers useful in other ways. You want enablers that also help you race down other decks with big flying demons. And you want tools to protect those demons.

Budget lists can't afford the 'universally good' stuff, like Collective Brutality or Cryptic Command, so you need to look at larger groups of teir 2 cards with good synergy and large print runs, preferably with deckbuilding restrictions that cut the price further. So lets cover some general options, explain the why, and then leave you to find things to fill out the list.

You want things that make small creatures and make these big things easier to cast. Llanowar Elves(price listing on this is busted) and Elves of Deep Shadow will let you cut the land count some- and they'll let you slam a big demon earlier whilst providing a body to sacrifice. Turn 1 extra mana is strong enough for people to spend their lightning bolt on it- and thats one more thing not pointed at the threats.

While Sylvan Caryatid is a great card, spending an extra mana to 'blank' a removal spell with hexproof is less relevant when your big stuff doesn't also blank removal, and likely isn't worth the extra mana (its great when your threats are stuff like enchantments or combos which are hard to disrupt).

Scavenging Ooze should be maindeck- its a graveyard meta, and its a decent body that likes you sacrificing creatures, lifegain is relevant, and even against decks that play no creatures it hits their snapcaster targets. Its both a threat and an answer. Cards that give you lots of options are good.

Cards that let you play with +1/+1 and -1/-1 counters are good in sacrifice lists- much like Gavony Township makes Kitchen Finks nigh-unkillable, Cauldron Haze and cards like Exemplar of Strength or Hapatra's Mark/Heartmender/Nest of Scarabs with Young Wolf and Safehold Elite or Black Sun's Zenith can really put in work. You just need to be sure to pick cards that all work well together. While individually they are worse than high value cards, as a group they can outperform- and most importantly, choose them to be versatile.

A card that gives an aggressive and defensive option is perfect for midrange. When building the spine of your deck, look for groups like this to fill it out. Having interseting choices makes the game fun.

Most of all, playtest, and have fun playing. Because thats how you get a top-notch deck. I'd take a look at Rite of Belzenlok decks in standard right now, they showcase a lot of the tools you'll be looking for, and its a good card for the archetype (even if its a little slow).

The_Besticle on Trump's Wet Dream, or "We're Gonna Build the Wall"

1 month ago

Creature pump/value: Cloudstone Curio and Panharmonicon are both broken with Arcades. Serra's Blessing --> Brave the Sands: strictly better! Spidersilk Armor is great against heavy flying decks (and will rarely be a removal target because it is so unassuming)

Protection: Lightning Greaves/Swiftfoot Boots; Heroic Intervention; Teferi's Protection (don't let the price scare you; it came in your Edgar Markov deck); mainboard Ghostway

Ramp: Azorius Signet, Simic Signet and Selesnya Signet should all be run; they allow for a turn 3 Arcades. Thought Vessel (came in Meren) lets you keep your excessive draws and Mind Stone replaces itself if no longer needed. They also fit the bill of a 2 drop ramp. Sylvan Caryatid!

Target/mass removal: Dusk, Solar Tide, and Slaughter the Strong, will all be one sided wipes for you! Cyclonic Rift is worth the price tag; it will go in every blue deck. Consider mainboarding Path to Exile and Swords to Plowshares. Return to Dust is another strong card.

Land: Prairie Stream, Irrigated Farmland, Scattered Groves, Reliquary Tower, the temples (Temple of Mystery), bounce lands (Simic Growth Chamber), and pain lands (Adarkar Wastes) are all worth considering. Real solid base though!

Cards to replace: Steadfastness has no degree of surprise being a sorcery and isn't a large pump. Bar the Door and Shield Wall are both a little meh on their power level.

The counterspell suite is great in one on one games but in multiplayer, it is rarely a good trade. I would cut down to two or three. For efficiency Swan Song is a powerhouse; your Disallow exemplifies the flat out "no"; Insidious Will is wildly versatile and can win you the game.

Alexi's Cloak, Alpha Authority, Canopy Cover, Diplomatic Immunity, and Shielding Plax could be swapped out for repeatable protection (the equipments above) or effects that not only protect your whole board but also abuse ETB abilities (I cast Damnation, you cast Ghostway. I cry because you have your whole board and drew 5 cards).

Some other cuts that could be made for new stuff would include any of the walls that are just big dumb beaters like Glacial Wall.

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