Tendershoot Dryad

Tendershoot Dryad

Creature — Dryad

Ascend (If you control ten or more permanents, you get the city's blessing for the rest of the game.)

At the beginning of each upkeep, create a 1/1 green Saproling creature token.

Saprolings you control have +2/+2 as long as you have the city's blessing.

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Trade

Have (2) orzhov_is_relatively_okay819 , metalmagic
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Printings View all

Set Rarity
Rivals of Ixalan (RIX) Rare
Explorers of Ixalan (EO2) None

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Tokens

Legality

Format Legality
Pioneer Legal
2019-10-04 Legal
Leviathan Legal
Penny Dreadful Legal
Vintage Legal
Legacy Legal
Unformat Legal
Highlander Legal
Block Constructed Legal
Tiny Leaders Legal
Duel Commander Legal
Modern Legal
Arena Legal
1v1 Commander Legal
Historic Legal
Canadian Highlander Legal
Commander / EDH Legal
Oathbreaker Legal
Casual Legal
Magic Duels Legal
Frontier Legal

Tendershoot Dryad occurrence in decks from the last year

Standard:

All decks: 0.07%

Commander / EDH:

All decks: 0.02%

Golgari: 0.18%

Tendershoot Dryad Discussion

dingusdingo on Abzan

1 week ago

Cards to look at

Trinisphere - 3x of this will do everything you wanted Thalia to do, and more. This is the daddy of stax pieces, and it will frustrate tons of decks.

Collector Ouphe - Turn off equipment and tons of artifacts, 2/2 for , 2-3x and can easily go into your SB if you don't want to MB. Plays well alongside artifact based lock pieces like Static Orb or Trinisphere, look for triggered abilities or static abilities to build around the Ouphe

Gaddock Teeg - Shut off plenty of wincons and huge value cards, a nice 1-2x in this style of deck, and its a 2/2 for . This will usually turn off something in an opponent's deck, requires a bit of build around on your end.

Maralen of the Mornsong - Neat combo with Mindcensor/Arbiter and a great way to find your silver bullet hate cards you need, especially if you run them at 1x slots. You pretty much never want to play this without either Mindcensor or the Arbiter, so I'd look at 1-2x inclusion

Elesh Norn, Grand Cenobite - Dunks on tons of utility dorks and creatures, and if you have a couple hatebears on the field you can punish their life total. Expensive to cast, solid choice at 1, maybe 2 for a deck.

Root Maze - This card pulls double duty against fetch lands, and will generally slow the game against any style of deck. A real nice card to look at for turn 1 plays, but multiples don't do anything for you. Good 3x include, but you will occasionally mulligan another hand when you see 2x of this.

Plow Under - Nasty card that can stall out your opponents for two turns. 2-3x if you want to grab this card, absolutely brutal alongside Trinisphere, best used alongside mana acceleration to hit this on turn 3 or 4.

Weathered Wayfarer - Can be a useful card in these types of builds if you want to investigate further into land based tech. Useful alongside the Ravnica bouncelands like Golgari Rot Farm to guarantee further usage. Useful with Manlands to guarantee beaters. Works well with Inventors' Fair if you have a decent amount of artifacts.

Torpor Orb - Everything has some flashy ETB stapled onto it for value these days. Backfires against Uro and the other titans (no sacrifice trigger), but great sideboard material. Peek Hushwing Gryff for a creature alternate.

Leyline of the Void - Nasty card that breaks tons of combos and tons of value

Hokori, Dust Drinker - Another alternate to Thalia that similarly attacks their mana base, tons of lands to get around it like Ravnica bouncelands or Lotus Field. Best at 1-2x, don't wish to see multiples in your hand ever.

Kataki, War's Wage - I don't recommend this guy as Collector Ouphe fills this niche wonderfully, but this is always an option if you have 2-3 equipments you want to run that the ouphe would shut off and don't mind paying the tax for them.

Authority of the Consuls - Works extremely well against aggro, slowing them and giving you small life gain to survive further. Multiples give multiple life triggers, so not totally wasted, good at 3x if you're interested.

Blind Obedience - Enters tapped is nice, the extort helps stabilize you to late game while getting in valuable life loss against your opponent. Multiples give multiple extort triggers, so you can go up to 4x rather easily if you'd like to.

Sun Titan - Strong etb and attack trigger that reassembles your hateful board state. Return trigger works great with Ghost Quarter. 6/6 works great for slapping opponents.

Time of Need - Nice toolbox card if you want to run 1-2x of a handful of legendary creatures for this style of build. Look at Elesh Norn, Grand Cenobite, Hokori, Dust Drinker, Kataki, War's Wage, and Gaddock Teeg. Gives consistency if you're trying to go for a silver bullet kind of build.

Chord of Calling - Lets you pull Aven Mindcensor from your library at instant speed, also gives Mindcensor something to do on the battlefield if you can't swing with it. Once again, powerful in silver bullet style builds.

Grave Pact - Big board control, heavy color weight cost. Targets neither the player nor the creature, so useful against hexproof/shroud and other hyper evasive creatures. Multiples work fully, but you aren't keeping hands with multiples of this in it probably.

Luminarch Ascension - Control or prison style wincon. Lots of these cards slow the game or shut off an opponents plan to win. This card can use the extra turns to come online, and becomes a hyper mana efficient threat when it does. Works very well when playing under adverse mana conditions, like Hokori, Dust Drinker or Smallpox. Your Aven Mindcensor can gain extra usage on turn 4-7 by chump blocking to power this bad boy on. Best in decks that want to slow the game heavily.

Smallpox - Nasty board control, another way to imitate the hate effect Thalia has on an opposing mana base while also hitting creatures in play and forcing a discard. Works best with cards that allow you to mitigate your own downsides, such as Bloodghast, Gravecrawler, Flagstones of Trokair, Ramunap Excavator. Works well with anything that has madness, works well as fuel for delve too. One of these after playing Luminarch Ascension can give it the perfect amount of space to turn on.

Liliana of the Veil - Whole lot of board control, whole lot of hand hate.

Pithing Needle - CMC answer to any planeswalker and tons of juicy cards that players want to resolve.

Fiend Artisan - Toolbox enabler and nasty wincon packed into one. A good choice for silver bullet style builds. The +1/+1 for creatures in the graveyard shouldn't be underestimated, it keeps the card as a live draw later in the game or with no creatures on the field. The hybrid costs help in 3 color mana base

Beastmaster Ascension - Put those bears to work. Works well on stalled out boards, but your bears have to survive the swings to turn this on. I personally don't like this as much as Luminarch Ascension but it is worth looking at as an option, especially if you have a lot of flyers or evasive creatures. Aven Mindcensor flys :)

Tendershoot Dryad - Expensive to cast, but getting a token each upkeep adds up fast. You will hit the cities blessing rather fast, and then it doesn't take too many 3/3 tokens swinging to end a game.

MindAblaze on APNAP and delayed checks

1 month ago

So this happened yesterday and I just want to confirm how this works.

Multiplayer game; The active player controls a Defense of the Heart.

Non-active player controls another creature and Tendershoot Dryad.

Third player is irrelevant with regards to triggers or creature count (less than 2,) but is next in turn order after the active player.

Active player begins their turn, and on their upkeep both abilities trigger.

The question; because no opponent to the active player controls 3 creatures at the beginning of the upkeep does the Defense of the Heart trigger in the first place? I understand that IF it triggers it will resolve because it checks again on resolution, but my question is whether it triggers or not.

hkhssweiss on Korvold's Snackrifices

1 month ago

Sup Lhurgyof ya said to peep on over here and here I am!

Alright so I see that ya going for more of an aristocrat route with a side theme of some eggs. Hmm, I would actually forego the eggs route tbh and go straight aristocrats as it gives it more synergy than just tapping out for rocks that can net you more cards only if Korvold is out on the battlefield. Ya can do some cool things with eggs like Scrap Mastery + Krark-Clan Ironworks + Codex Shredder and do some funny shenanigans, but it kinda takes away from the theme but that's imo.

Now for the aristocrats that's more of my forte lol, here are some cards you can add in that can possibly help ya:

There are a lot of things ya can do with aristocrat theme, but the ones I listed above are some suggestions that you can add in. Feel free to ask if ya want more help or anything!

SynergyBuild on What are the best cards ...

1 month ago

There are many cards and decks for EDH.

I wanted to ask you all what you thought were some of the best for a variety of categories. (Also add your favorites or reasonings as you please!)

The first of these categories would be commanders, obviously, but I address that here: What is the best commander deck and why?

Now onto other categories of cards:

  1. Ramp spells: Often Sol Ring would fit here, but Mana Crypt is often better, however with Bloom Tender, Birds of Paradise, Deathrite Shaman, Mox Diamond, and plenty different cards like rituals, dorks and rocks, what do you consider the best?

  2. Card draw: Both card draw engines like Oakhame Adversary and Rhystic Study as well as One-time big draws like Wheel of Fortune or Ad Nauseam would count, what is the best in your opinion?

  3. Lands: Often fetchlands, Command Tower and duals are considered the best, but with so many utility lands there are tons more!

  4. Wincons: Not just combos, however Demonic Consultation&Thassa's Oracle is amazing, but Craterhoof Behemoth like in Yisan decks or Tendershoot Dryad, even Expropriate etc, what wins games for you, what do you think is the best one?

  5. Spot Removal/Interaction: Counterspells like Mana Drain, Force of Will, removal like Swords to Plowshares, Abrupt Decay, Nature's Claim, Song of the Dryads or Grasp of Fate all apply, what's the best in your opinion?

  6. Board Wipes: Cyclonic Rift is sure incredible, but is it the best? Toxic Deluge, Fire Covenant, Supreme Verdict and tons more are great too, what do you think is the best?


If you have any other cards that don't fit these categories, however you find are some of the best cards for EDH, please, tell me below, thanks so much!

abby315 on Meren to Nethroi

2 months ago

The above comment about sums it up for me, unless you were planning to take it in a combo or other kind of direction! Here are some good Nethroi targets that have low power but make tokens or have good effects when they enter:

Biogenic Ooze Blade Splicer Master Splicer
Maul Splicer
Sensor Splicer
Noosegraf Mob
Chittering Witch
Creakwood Liege
Akroan Horse
Pentavus
Deep Forest Hermit
Deranged Hermit
Nut Collector
Duplicant
Geist-Honored Monk
Ghave, Guru of Spores
God-Eternal Oketra
Hornet Queen
Izoni, Thousand-Eyed
Tendershoot Dryad
Trostani Discordant Trostani's Summoner

Most of the above cards create creature tokens, so you'll probably want the usual: Doubling Season, Anointed Procession, Parallel Lives if you include a lot of them.

Here are some 0-power utility creatures to consider, because they're free to reanimate if they get killed:

Arboreal Grazer
Birds of Paradise
Devoted Druid
Incubation Druid
Faeburrow Elder
Custodi Soulbinders
Embodiment of Agonies
Fertilid
Golgari Grave-Troll (also a great include because Dredge can fill your GY)

And you'll also want at least a few additional Mutaters in case you have Nethroi out and want to trigger it again:

Cubwarden
Auspicious Starrix
Cavern Whisperer
Gemrazer
Dirge Bat
Mindleecher
Migratory Greathorn
Necropanther
Sawtusk Demolisher

...all seem like good includes.

Hope this gives you a good place to start and a list of interesting cards to consider. Many are very affordable. Now I kinda want to make a Nethroi deck.

Have fun!

slashdotdash on 5 color no theme deck

2 months 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

0riginal on Card creation challenge

3 months ago

I was thinking about the Humans vs. Monsters theme in Ikoria, and I came up with this. I didn't want to make it too overpowered, so this would be around rare rarity just cause of the card/land advantage.

Next Challenge: since we're looking back at old abilities and such, do a card with the ascend ability, like Tendershoot Dryad .

Joe_Ken_ on Look on my tokens, ye mighty, and despair!

3 months ago

Tendershoot Dryad could be an interesting creature for the deck, making a saporling at each turn so you’ll have a constantly enlarging board.

Beacon of Creation is also a sort of low mana cost card that can make you a good amount of token creatures.

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