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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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
Highlander Legal
1v1 Commander Legal
Legacy Legal
Block Constructed Legal
Tiny Leaders Legal
Casual Legal
Vintage Legal
Leviathan Legal
2019-10-04 Legal
Unformat Legal
Modern Legal
Oathbreaker Legal
Duel Commander Legal
Commander / EDH Legal
Custom Legal
Historic Legal
Limited Legal
Canadian Highlander Legal
Arena Legal

Tendershoot Dryad occurrence in decks from the last year

Latest Decks as Commander

Tendershoot Dryad Discussion

Strangelove on Rhino, Let's Go!

1 week ago

+1 my guy!

I really like ghired. A 5 mana 10/10 is a lot of fun in commander! There are a few populate tricks you could lean in to if you like the Mimic Vat effects like: Feldon of the Third Path, Seance, Stone Idol Trap, Zektar Shrine Expedition, Angelic Favor... were my favorites.

I would try to lower the curve and play some more ramp. The more you consistently play ghired, the happier you'll be.

Cuts..?

-1Song of the Worldsoul... slow

-1Courage in Crisis... proliferate wut

-1Cryptolith Rite... ramp is better... or play Druids' Repository

-1Colossal Majesty... slow... < Life's Legacy/Return of the Wildspeaker

-1Beastmaster Ascension... slow

-1Tendershoot Dryad... great card, but it has little synergy when you already make so many other tokens

Cheers!

shivanlord on The Commander's Quarter's Lord Tribal Challenge

1 month ago

Tried to make the deck a little bit more consistent and with a couple more draw and planeswalker cards. In addition, the creatures added give a bit more staying power and other abilities instead of just strictly attacking, although that's still the main mode of winning. Also went a bit more in on +1/+1 counters as well.

-1 Changeling Sentinel -1 Moonglove Changeling -1 Valiant Changeling -1 Undead Augur -1 Venom Sliver -1 King of the Pride -1 Winding Constrictor -1 Neoform -1 Tatyova, Benthic Druid -1 Vastwood Surge -1 Bloodline Keeper  Flip -1 Chromatic Lantern +1 Skyshroud Claim +1 Despark +1 Oath of Ajani +1 Jiang Yanggu, Wildcrafter +1 Kaya, Ghost Assassin +1 Ashiok, Nightmare Weaver +1 Teferi, Time Raveler +1 Crystalline Crawler +1 Tendershoot Dryad +1 Twilight Prophet +1 Sanctum Seeker +1 Shalai, Voice of Plenty

Lanzo493 on Budget Reanimation Targets

1 month ago

When it comes to reanimation targets, you want creatures that function identically to spells. Removal spells, draw spells, etc. That way you can go all-in on the reanimation strategy while also pulling off interaction at the same time. With that in mind...

Solemn Simulacrum for ramp and draw

Duplicant/Meteor Golem for removal

Etali, Primal Storm because he's just straight value

Flayer of the Hatebound can deal lots of damage in a reanimator style deck

Worldgorger Dragon goes infinite with Animate Dead, Dance of the Dead, and Necromancy very easily. Then you have infinite mana to do stuff with. It's worth the price tag and is a wincon in reanimator cEDH decks.

Tendershoot Dryad/Avenger of Zendikar can take over boards. They aren't all that cheap, though.

Phylath, World Sculptor can make tons of tokens and is more budget friendly

Vilis, Broker of Blood is surprisingly budget, and takes over any game

Gray Merchant of Asphodel is designed to be reanimated as many times as possible

Sepulchral Primordial/Diluvian Primordial are like spells on big sticks

Any of the eldrazi that shadow63 mentioned

I'm mostly familiar with mono-red reanimator because of my commander Feldon of the Third Path. He would work great in a reanimator deck, too. Especially one with lots of creature-based shenanigans. Also, Chainer, Nightmare Adept is great at reanimating. He also gives Korvold haste and any creature you have in hand (provided you discard it and cast it from the yard).

RiotRunner789 on BCC Week 2 | Slimefoot the Stowaway

1 month ago

I would recommend an aristocratic build. You may choose to go spore counter route, which I'm not a huge fan of, but the following ones pull double duty (and I am a fan of):

On-theme Sac outlets that also make saprolings:

Deathspore Thallid: Great sac outlet and potential removal piece.

Savage Thallid: Another great sac outlet and protection piece.

Vitaspore Thallid: I think giving haste is the weakest effect of the bunch, this is just another budget on-theme sac outlet.

Budget sac payoffs,

Epicure of Blood and Marauding Blight-Priest: Help to increase the payoff of slimefoot and are so cheap they are essentially free (literally, ask anyone at your LGS for these, they have them and don't want them).

Falkenrath Noble: Who doesn't love life loss?

Poison-Tip Archer: Great blocker (reach and deathtouch? No one wants to lose there dragon to this) but this one starts to impact the budget.

Syr Konrad, the Grim: He just does soo much.

Vindictive Vampire: This guy should say life loss.... I mean, it's black and not red.

Zulaport Cutthroat: Classic but approaches a dollar.

Bastion of Remembrance: Possibly my favorite. Comes with free sac fodder on a permanent that doesn't die to Wrath of God.

Slime Foot god stuff,

Jade Mage: Back up slimefoot that does stuff at a discount.

Massacre Girl: Best board wipe in this build.

Verdant Force: It says EACH upkeep. Yes, each.

Gift of Doom: Cheap protection for slimefoot that has the added benefit of killing a saproling you already want dead.

Moldervine Reclamation: Card draw and life for just playing? Of course.

Snake Umbra: Protection and three cards every time you sac a saproling.

Sprout Swarm: Convoke makes this broken.

Some less budget friendly cards (all under $10, but above $1):

Ohran Frostfang: Turns each saproling into a card draw or a removal spell.

Pitiless Plunderer: Solid ramp.

Priest of Forgotten Gods: Under appreciated. This card does everything a black mage should be doing.

Tendershoot Dryad: Can win you the game on its own.

Black Market: Slime foot loves stupid amounts of mana.

Keen Sense: Insane card draw for 1 green mana.

Vraska, Golgari Queen: All abilities are helpful and the ult is just perfect. Tie in an Overrun effect on the same turn and you should win.

Casualties of War: Expensive to cast but worth it. Worth it every time.

Best of luck building.

Sultai_Sir on Totally Radhical

1 month ago

Hey man, love the deck! I used to run Radha, and I have a couple of suggestions:

Sakiko, Mother of Summer: Green Neheb, the Eternal. Need I say more?

Verdant Force/Tendershoot Dryad: Pump out those tokens!

Hellkite Tyrant: Aggravated Assault on a stick. It has haste, so you can pop out of nowhere and insta-kill your opponents.

Hope this helps, and as always, Happy Tapping!

Joe_Ken_ on Token Deck Help

2 months ago

For repeated token outlets you could look into some of the green cards that make tokens at the upkeep like Tendershoot Dryad , Awakening Zone , and From Beyond

Joe_Ken_ on Ghired - haste populate theme

2 months ago

Tendershoot Dryad dosen’t make tokens that are too big, but will quickly fill your board since it makes a Saporling at each upkeep.

Bramble Sovereign will let you make tokens of your creatures which can be good for your non legendary ones.

Arasta of the Endless Web is similar to tendershoot deyad, giving you a wider board quickly.

Quartzwood Crasher gives you some big tokens depending on damage you deal.

Aurelia, the Warleader is just a good add in for double combats, giving you more attack triggers with your commander.

Sky_Blue_Skies on Essence of the Wild Hunt

2 months ago

Many thanks for your comment! I've honestly struggled quite a bit with deciding what the deck should use as its plan A. As I'm trying to make this more of a dedicated, janky vehicle for exploiting Essence of the Wild, I've given up some of the more conventional means of making it efficient or consistent. So far my approach has sought to strike a balance between including "generically good" cards that work reasonably well on their own as efficient token engines alongside cards that work specifically with Essence to enable absurd late-game boards. Results have been mixed, but by all indications early-game ramp should be an essential part of the deck, and for that reason I have doubled-up on mana dorks and stacked the three-drop slots with cards that work fine on turns 2-3 as a straight-up token strategy, but are also insane top-decks once Essence or Tendershoot Dryad is in play. My hope is that the deck can still be fun to play on casual tables even if I don't draw Essence and have to make due with crowding the board with spirits and saprolings, or by getting value out of Brimaz, King of Oreskos, Leonin Warleader, or Master of the Wild Hunt. While I fully appreciate the ubiquitous value of high-power removal spells like Path to Exile, I tend to hold off on playing these cards until someone in my playgroup annoys me enough to do so. On the other hand, I'd love to know if anyone has any thoughts on how to improve card selection in the early turns without messing too much with the balance of ramp-enablers and payoffs.

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