Tatyova, Benthic Druid

Tatyova, Benthic Druid

Legendary Creature — Merfolk Druid

Whenever a land enters the battlefield under your control, you gain 1 life and draw a card.

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Printings View all

Set Rarity
Dominaria (DOM) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Tatyova, Benthic Druid occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

GU (Simic): 1.03%

Tatyova, Benthic Druid Discussion

munky702 on List of all infinite combos 2.0

5 days ago

One of my new favorite ones is a bit of a set up perse, but it can be devastating. It technically can go under infinite lifegain and draw, but definitely infinite damage.

Tatyova, Benthic Druid with Baral, Chief of Compliance Mystic Sanctuary and Sunscorched Desert in play. Desert not so much, since you can draw into it. Ghostly Flicker being reduced by baral makes it 2 Mana, bouncing desert and sanctuary, having sanctuary pull flicker back to the top of the library, the draw trigger from tatyova on the stack from desert, and loop to do it again.

DerektheRed on Ideas for a Kynaios and ...

3 weeks ago

"Hug It Out" ? "We love you to death" ?

Four colors means your build options are actually pretty diverse, tho group hug is always at least a sub-theme. I run a landfall deck with them, so Tatyova, Benthic Druid, Sakura-Tribe Scout, and landfall triggers in addition to group hug. Recently added Chulane, Teller of Tales for landfall but also more card draw.

If you go heavy on draw with group hug stuff like Temple Bell / Dictate of Kruphix / Well of Ideas but also cards like Rhystic Study and Consecrated Sphinx, you can potentially win out of nowhere with Psychosis Crawler and to a lesser extent Chasm Skulker.

If you want more group hug stuff, there's no end of enchantments (Aurification, Fight or Flight, Dissipation Field) and artifacts. (and you can put Zedruu the Greathearted in there!) Lots of new-ish group hug cards like Coveted Jewel that get passed around the table.

Lastly, since you're currently emphasizing 'attack them not me' cards like Edric and Gahjji, I'd consider Marisi, Breaker of the Coil and staple cards like Assault Suit. Obviously, Marisi is a little more aggressive / less group hug... If you want to go that route you could throw in Dictate of the Twin Gods or similar.

Happy brewing!

Pray_for_Snow on Uro Commander

3 weeks ago

I'm going to sort my recommendations by type for now since the deck is still below 100 cards; once we get to a full deck list, I'll come back and suggest some upgrades if you still want some help.

Artifacts

The Great Henge is very easy to cast once you have Uro on the board, and continues to draw you cards/gain life for you as play more creatures.

Sol Ring is a classic card in every commander deck, unless your playgroup bans it.

Simic Signet is a cheap mana rock that helps you use any colorless lands you have to make some colored mana.

Arcane Signet gives you cheap mana in either of your colors.

Thought Vessel for the increased maximum hand size; you'll probably end up with more than seven cards in hand if you can use Uro more than once in a single turn.

Altar of Dementia for milling out yourself or your opponent. You can use the stack to sacrifice Uro if you cast him from the command zone.

Panharmonicon will double your Uro triggers when it enters the battlefield, plus a few of your other creatures or artifacts like Springbloom Druid.

Crystal Shard will let you re-use your enter-the-battlefield triggers on your creatures

Blackblade Reforged will help you deal lethal damage once you get your ramping done.

Lightning Greaves protects Uro or other creatures you want to keep around while also hasting them.

Creatures

Sakura-Tribe Elder will ramp you and end up in your graveyard at the same time.

Arbor Elf will untap a land you need instead of adding {G}, which is better if you're playing with nonbasic Forest cards.

Wood Elves gets you a Forest from your library, and can even get a non-basic one. You can use it to chump-block someone later on as well to add another card to your graveyard.

Llanowar Elves and Elvish Mystic are the same card but still useful to help ramp.

Birds of Paradise is a classic commander card and can help you block flying creatures when you don't need it anymore.

Hedron Crab mills as you ramp, and you can choose to mill yourself if you're trying to win that way.

Satyr Wayfinder mills you while also grabbing a land card to put into your hand.

Eternal Witness brings back a card you want from your graveyard.

Golgari Grave-Troll will help mill you while also being a rather tough blocker/beater thanks to its regenerate ability.

World Shaper will mill you and also get back lands you milled when it dies.

Laboratory Maniac will secure you a win if you're milling yourself enough.

Misthollow Griffin can be cast from exile, allowing you to use it to cast Uro with escape repeatedly, and it will even block flying creatures for you.

Genesis helps you recycle creatures as long as it stays in the graveyard.

Tatyova, Benthic Druid makes your ramp spells (and Uro) better.

Rampaging Baloths gives you tokens for land drops, helpful for trying to close a game with combat damage.

Roil Elemental steals creatures as you play lands.

Reclamation Sage hits dangerous artifacts/enchantments you don't want around.

Enchantments

Bear Umbra protects a key creature while also untapping all your lands.

Song of the Dryads and Imprisoned in the Moon are both excellent at removing a dangerous threat.

Zendikar Resurgent is excellent for this deck for the extra mana and the card draw.

Elemental Bond will draw you cards for your big creatures.

Crop Sigil will mill you when you want to mill, and get back something important.

Retreat to Coralhelm helps you scry cards or tap/untap creatures for playing lands. If you have a way to mill exactly one card, you can mill your top card after scrying it if you want it in your graveyard.

Wilderness Reclamation untaps your lands for later use, especially useful if you want to leave mana untapped during your opponents' turns.

Instants and Sorceries

Cyclonic Rift is your best board wipe.

Beast Within is your best single-target removal.

Counterspell, Swan Song, and Negate are good counterspells to leave open.

Voidslime is great and is a very useful and board tool for stopping combos.

Life from the Loam gets back lands from your graveyard, and mills you with Dredge.

Windfall hopefully refills your hand and can disrupt your opponents.

Cultivate and Kodama's Reach ramp you. So does Circuitous Route.

Finale of Devastation is a win condition, tutor, and reanimation spell all in one.

Lands

Alchemist's Refuge gives you flash on all your spells.

Reliquary Tower fixes any issues you might have with drawing too many cards at once.

Field of the Dead gives you tokens to block with, and is extremely easy to activate in this deck.

Arch of Orazca draws you cards with extra mana.

Blighted Woodland ramps you up.

Command Tower is a staple for a reason. The reason is that it is good. Play it.

Breeding Pool helps fix your mana and is a Forest card for your ramp spells.

Simic Growth Chamber fixes your mana and bounces back a land for any Landfall triggers you might want to reuse.

Flooded Grove fixes your mana.

Waterlogged Grove fixes mana, draws you a card, and ends up in the graveyard when you don't need it anymore.

Simic Guildgate is a gate that can be fetched out with Circuitous Route.

I left out some big money cards, since those can be upgrades for later. I didn't check if these additions would put you over 100 cards, but you can throw in anything else afterwards and just try out whatever seems fun.

griffstick on Benthic Dwelling (EDH/PDH)

3 weeks ago

Ruffigan why was Tatyova, Benthic Druid printed as a uncommon. Lol

triproberts12 on Commanders that create an interesting ...

1 month ago

I think the biggest thing to avoid, in my experience, is relying on too narrow a strategy to make a deck "unique."

I built a Dragonstorm deck under Kess, Dissident Mage , but every game followed the formula of draw/tutor cards, cast rituals, win or die immediately after being punished by removal. I built Tatyova, Benthic Druid as druid tribal, but it inevitably ended with me digging into Cyclonic Rift or Craterhoof Behemoth every game.

A unique strategy needs enough singles to fill the 99 that it doesn't play out the same every game, or else it will be miserable to play and to play against.

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