Tendershoot Dryad

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

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.

UnleashedHavok on MossyFungoid

4 months ago

I like the cards you have here! Great stuff so far. I have several questions and suggestions:

  • I know these are the cards you have on hand, but is money a factor so far as buying additional cards? If not, I would highly recommend a Tendershoot Dryad. It will pair well with your Sporecrown Thallid, Verdeloth the Ancient, Nemata, Grove Guardian and Verdant Force. These cards are a pretty solid core for the deck. Now start looking for ways to tutor them. Worldly Tutor, Diabolic Intent, Grim Tutor..... we are in fantastic colors for tutoring the cards you need.
  • After building the core of your deck and what you want it to do, I like to add support and utility cards. I love Viconia, Drow Apostle, Shadowheart, Dark Justiciar, Rankle, Master of Pranks, and Loyal Guardian for this purpose! Might I recommend a Thunderfoot Baloth to pair with your Guardian?
  • Cut your land count down to 37 - 40, then playtest and see how it feels
  • Play to your commander's strength. I am working on a budget version (less than $80) of The Mycotyrant myself, and will be playing Cemetery Tampering, Crawling Infestation, and Crawling Sensation. One of the things I try to do is build a deck that functions well without the commander on the board so I am not completely hosed when they are removed. I like all 3 of these enchantments because I am not in danger of decking myself, and if the commander is not on the field I do not have to mill. I talk about milling, because it plays to The Mycotyrant's strength as a commander. We will see if I still want all 3 enchantments in the deck after I build it and see it in action, hopefully soon.
  • If you decide to lean into milling yourself and sacrificing creatures like I have for my deck, I would recommend stepping away from non-creature spells and do your removal in creature form. I currently only have a total of 7 sorceries and instants in my deck, so as I mill myself I am more guaranteed to hit permanent cards. Remember that The Mycotyrant cares about permanent cards in your graveyard, so sacrificing your tokens will not contribute to its descend mechanic.
  • To follow along the vein of previous suggestion, invest in some free sac outlets: Greater Good, Altar of Dementia (target yourself to capitalize on commander ability at your end step)

I think that's all I have for the moment...... let me know if you have any questions! Here is my work in progress Budget Mycotyrant

DreadKhan on Vileroot army (fungus token)

9 months ago

If you want to be able to cast an 8 drop, you probably want over 30 lands iirc? 16 lands is actually less than people run in Burn decks, and Burn decks in Legacy are built around casting Lightning Bolt variants over and over (most of the time), your deck has lots of 4 and 5 drops, (which would require a land count of ~24-26), and it has those 2 8 drops. For example, at 16 lands you can 'expect' to see ~4 lands after drawing 15 cards (which is when you'd generally cast an 8 drop), if you have 32 lands in 60 cards you'll see ~8. You can also run some ramp, but I wouldn't run less than 22 lands with that many 4 and 5 drops.

An alternative to just running lands is ramp, and ramp can also serve as mana fixing (Green ramp sources can often produce other colours of mana as desired), your deck uses 3 colours of mana technically, you probably want something like Undercellar Myconid and Utopia Mycon.

Not sure it's better than Fungal Plots, but Night Soil can remove creatures from your opponent's graveyard or yours, but both have to come from the same one.

If you have some extra budget space there are options like Tendershoot Dryad or Blossoming Bogbeast, Bogbeast is a much better buff while Tendershoot offers tokens and a worse buff, not sure which is really better here. Bogbeast will synergize with any additional life gain, so you could throw a Primal Command to play before your Bogbeast swings/tutor for a creature/remove a permanent/deal with a graveyard, it's a really, really versatile card.

It looks like you're at 62 cards, most Legacy decks are pretty strict about 60 cards, it's a pretty cutthroat format (some people categorize decks that use Legacy cards as Casual, more decks can 'compete' at a Casual table) and you need to draw key cards.

Final point, you probably want more 1 drops, if it's not too much of a hassle you run 1 mana dorks like Llanowar Elves, Elvish Mystic or Fyndhorn Elves, any of these can speed your deck up a bit while offering you a card to play turn 1. Legacy isn't really the best place to have unspent mana!

thesilentpyro on Chatterfang's Nuthouse of Cards

1 year ago

Considering:

Potential cuts:

RangerOfPower on SlimeSquee

1 year ago

thefiresoflurve Thanks for the suggestions!

I think Verdant Embrace is a little underpowered, especially compared to the other 5 drops in the deck (Mycoloth, Terror of the Peaks, Tendershoot Dryad, etc.)

Night Soil, on the other hand, is a great addition. For now I think I'll replace Necrogenesis with it but may end up running both.

lhetrick13 on Druids of maskwood

1 year ago

Pinkfluffyant - I apologize about the white removal spells. For some reason I thought you were running ! Might be better to run some spells to pump your tokens as instant speed to surprise an opponent with a defensive stand or offensive swing than run the "fight target creature" removal spells...Green specializes in those types of effects.

Glad you like the idea of running Fungal Plots. Tendershoot Dryad would have some synergy with your dryad tribe and create/pump your saps...a little expensive in terms of mana for Modern but as this is a casual deck, you could likely justify it. other that maybe would have potential would be Mycoloth or Old-Growth Dryads.

Cool concept! Good luck with the brewing!

IHATENAMES on slimefoot saprolings

1 year ago

I'm unsure what direction you are planning as you seem to spread out a bit. Here is my suggestion though.

Focus on aristocrats and tokens(preferably saprolings))

Token doubler Parallel Lives Second Harvest Doubling Season

Token Makers Bramble SovereignFungal Plots Tendershoot Dryad Fungal Sprouting Golgari Germination Jade Mage Sprout Swarm Saproling Symbiosis Korozda Guildmage

Free Sac outlets are essential Viscera Seer Carrion Feeder

Ramp Growing Rites of Itlimoc  Flip Circle of Dreams Druid Cryptolith Rite Ashaya, Soul of the Wild Rishkar, Peema Renegade and kinda Gala Greeters

Saprolings synergies if you want Psychotrope Thallid

Toski, Bearer of Secrets maybe for additional card draw

Wincon ideas Aristocrats like Blood Artist Overwhelming Stampede Pathbreaker Ibex Yedora, Grave Gardener combo. I don't remember what the other pieces are atm. Yavimaya, Cradle of Growth + Life and Limb + way to profit off of every land dying or at least get ahead.

My golgarideck

TheVectornaut on Old Fungus Deck

1 year ago

Since you're in casual, there's a lot of heavy hitting cards you could add (budget permitting). Doubling Season improves the turnaround rate of spore counters and gets you more tokens, although it is itself expensive. Something cheaper with proliferate like Evolution Sage could accomplish a similar goal. Aura Shards is a potent alternative to single-use Naturalizes for Selesnya, with Nullmage Shepherd being a more budget pick. Skullclamp is an insane draw engine if you keep your tokens at 1 toughness. Or if you don't want to, Intangible Virtue can stack with Sporecrown Thallids to get out of hand quickly. As far as creating tokens, there's Aura Mutation, Dreampod Druid, Fungal Sprouting, Korozda Guildmage, Saproling Migration, Thelonite Hermit, and the powerful lord Tendershoot Dryad. If you want generically good Golgari removal, cards like Assassin's Trophy and Fatal Push tend to see a lot of play. Personally, I like Crippling Fear for tribal decks and Tragic Slip for decks with sacrifice synergy. Speaking of sacrifices, I know from experience in commander that both Mazirek, Kraul Death Priest and Ghave, Guru of Spores make for nasty combos with Mycoloth. Such a strategy would also make creatures like Tukatongue Thallid more valuable than spell counterparts like Sprout or Fungal Infection.

The cards I'd look to cut first would be Rending Vines, Wear Away, Wrap in Vigor, Wurm's Tooth, Mwonvuli Acid-Moss, AEther Web, and possibly Fists of Ironwood unless you add more cards like Dreampod.

AstroAA on Should I Keep Luminarch Ascension …

1 year ago

Luminarch Ascension is just slow. I used to run it in my Sythis, Harvest's Hand enchantress prison deck as a backup method to get beaters out, and most of the time I'd play it and it'd just sit there as I'd use my mana for other things. It's not worth it most of the time.

I do not know why you aren't already running Esper Sentinel. In your deck you're running a bunch of anthems, and Esper Sentinel can easily draw you a ridiculous amount of cards rather quickly if his tax gets up to 4~5 mana. He's easily one of the best white cards in Magic, and your deck seems likely to support him. Plus he's only one mana, and you have an absolutely ridiculous CMC of 3.87 with only seven mana rocks - two of which are 4+ CMC.

My advice? Fuck Smothering Tithe. I personally think the card is overrated and is one of the most "kill on sight" cards in Magic. A quarter of the time you play it and it's countered. Another quarter of the time you play it and it gets blown up immediately. Another quarter of the time you play it and it does nothing. The last quarter of the time it does something. If you wanted to play some cheaper "kill on sight" cards to bait out counter magic and kill spells, Food Chain, Survival of the Fittest, and even something like Grafdigger's Cage against certain decks. But, take what I say here with a grain of salt - I just don't like Smothering Tithe, and I think the CMC of it won't help you that much since you don't run a lot of ramp. I'd honestly rather run Yasharn, Implacable Earth over Smothering Tithe in your deck right now.

Now, you asked for feedback and suggestions, so here are my main suggestions. I'm not sure your budget, but considering you're asking us to decide between two $20~$30 cards, I'll assume it's higher than the average Magic player's. Here is a basic list of things you can do to improve your deck:

  • Go through your deck and individually look at every card in it. Think to yourself "How often do I play this card? Does this card make an impact whenever I play it? Is it just immediately answered? How does this fit into my game plan?" etc. Cut cards that you think aren't up to par or properly fit into your deck.
  • Your deck seems to lack a proper direction. You say you want to pillowfort and focus on building up an army. Cards like Windborn Muse and Ghostly Prison can help you prevent people from swinging at you. If you wanted to prevent people from swinging at all, Crawlspace and Dueling Grounds can work, and you can just pop them with a Nature's Claim or something before you want to start attacking. If you wanted to focus more on the army aspect, you could go with stuff like Avenger of Zendikar, Rhys the Redeemed, or Tendershoot Dryad.
  • Lower your Converted Mana Cost. You currently have a CMC of 3.87, which is rather high. In addition, you are only running seven pieces of ramp - all mana rocks - and two of them are four or more CMC, which does not help you much. Cut cards that don't do much and replace them with either cheaper mana rocks or mana dorks. A few that I immediately see that I would cut are cards like Treva, the Renewer, Skyward Eye Prophets, Empyrial Archangel, and Archon of the Triumvirate. Cards you should add are like Avacyn's Pilgrim, Birds of Paradise, Sylvan Caryatid, and Noble Hierarch. This will lower your CMC and provide additional mana ramp.
  • Lands. You are currently running 38 lands, which is definitely on the high end. However, I think this is a product of having a CMC of 3.87. I think should you end up reducing your CMC to around 2.75 to 3.00 while adding in at least ~7 sources of mana acceleration you can go down to 32~33 lands, which is much more reasonable. However, I also want to talk about your land choices. You aren't running any fetches and many of your lands have a chance to enter tapped. I would look at adding in more fetches such as Prismatic Vista, Windswept Heath, Misty Rainforest, and Flooded Strand at least. In addition, I'd also look at lands such as City of Brass, Mystic Confluence, and the Battlebond lands such as Bountiful Promenade, Rejuvenating Springs, and Sea of Clouds should you reliably play with 3+ people pods. Cut cards like Seaside Citadel and the check lands, as they're kind of feelsbad turn one plays.
  • Removal. You aren't running much removal to deal with threats. Cheap removal such as Nature's Claim, Swords to Plowshares, Path to Exile, Return to Nature, and On Thin Ice are all super good in EDH. I would definitely look at improving your removal suite outside of 3+ mana counterspells. Also, look at cheaper counterspells. Cards like Mana Drain would be super good here as it provides you mana acceleration while stopping your opponents.

There is more I would like to add, such as talking more about card advantage, but I've spent damn near close to an hour typing this so I'm gonna call it here. Now, take what I've said with a grain of salt. I'm a high-powered player; I like to optimize my decks, and with optimization comes homogenization. I.e; your decks become less unique. You've got a pretty unique deck here, and if you like it then you like it. Ultimately it's up to you on making that call of whether or not you want to optimize and change everything. If you need more help, feel free to ask. Good luck, and sorry for the wall of text.

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