Thelonite Hermit

Thelonite Hermit

Creature — Elf Shaman

Saproling creatures get +1/+1.

Morph (You may cast this card this face down as a 2/2 creature for . Turn it face up at any time for its morph cost.)

When Thelonite Hermit is turned face up, create four 1/1 green Saproling creature tokens.

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Trade

Have (1) metalmagic
Want (1) DemonicOfAngels

Printings View all

Set Rarity
Commander 2019 (C19) Rare
Commander 2016 (C16) Rare
Commander 2015 (C15) Rare
Archenemy (ARC) Rare
Time Spiral (TSP) Rare

Combos Browse all

Tokens

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Thelonite Hermit occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Golgari: 0.12%

Thelonite Hermit Discussion

Coward_Token on Grismold design trivia question

4 months ago

Does anyone know if Grismold, the Dreadsower 's mechanical concept was ever considered for the Ghired deck instead of the Kadena one? With the former's token theme + Marisi, Breaker of the Coil it seemed like a natural fit, especially since the latter deck had just three other token makers ( Vraska the Unseen , Thelonite Hermit & Hooded Hydra ).

(I myself had something like this in mind: https://static.tappedout.net/concept-cards/coward_token-luring-creeper.jpg )

BlackSirius on Slimefoot, the Stowaway

5 months ago

Thelonite Hermit came to mind when i saw this deck. Meren of Clan Nel Toth might be good in this deck.

SideBae on float like a gruul, stangg like a stangg twin

7 months ago

So there're a lot of different directions you can take RG decks. I'll suggest some basic, universal additions first, and then suggest some win conditions:

Universal

  1. The best part of green in EDH is the dorks. You should definitely run at least Llanowar Elves , but there're some other cards you should consider: Fyndhorn Elves , Elvish Mystic , Birds of Paradise , Arbor Elf , Shaman of Forgotten Ways , Somberwald Sage , Joraga Treespeaker ... If you end up having a lot of elves, running something like Priest of Titania is worth including. Depending on your meta, Carpet of Flowers can get a lot of mana. Finally, Orcish Lumberjack is a card I have been very impressed with... turning a forest into effectively a better Black Lotus is a good thing. (Note that Arbor Elf is especially good if it untaps lands enchanted with Utopia Sprawl , Elvish Guidance or Wild Growth ).

  2. Red-green decks tend to poop out a lot of creatures and go lightly on the spells. Slate of Ancestry is an EXCELLENT way to recoup card advantage, provided you have a critical mass of creatures on the table. Commune with Lava is another excellent pseudo-card-draw thingy. If your games are usually four player games, Decimate is frequently a four-for-one, meaning that it's another good source of permanent-count advantage. Shamanic Revelation is another good draw-spell. If you have fat enough creatures, Rishkar's Expertise may merit an include. Hull Breach is a great two-for-one.

  3. Green-red decks, which tend to be creature-heavy, can be soft to boardwipes. Heroic Intervention is a good way to protect your duders; Grim Flowering and Nature's Resurgence are good ways to recoup cards after losing a bunch of guys.

  4. Tutors are good. Gamble is cheap these days, due to the recent reprint. Green Sun's Zenith , Tooth and Nail and Chord of Calling can all grab powerful creatures to play -- note that GSZ for X = 0 can grab Dryad Arbor , if you run it. Worldly Tutor or Sylvan Tutor are also good.

Win Conditions

Oftentimes, green-red decks win through a combination of Stax pieces and aggro cards.

Potential Stax Pieces:

  1. Blood Moon / Magus of the Moon : If you craft your land base carefully, you can make these into a near asymmetrical effect. A lot of decks benefit from greedy mana bases in EDH, and these are a way to punish that.

  2. Artifact hate is pretty awesome. Collector Ouphe is powerful, since you can get your ramp from creatures while shutting off non-green players' artifact ramp; as an added bonus, you can grab it with Green Sun's Zenith or Chord of Calling . By Force is an excellent card that can nuke a lot of permanents at once, and Nature's Claim is a very efficient removal spell. Krosan Grip may be justified in a heavy-blue meta. Gorilla Shaman is good as a method of artifact-destruction that does not cost you cards. Also Reclamation Sage and Manglehorn .

  3. Gruul has access to a lot of hatebears. Ruric Thar, the Unbowed is a really powerful dude you've already got, as he can club combo players like me really hard. Harsh Mentor is good for punishing all sorts of decks. Eidolon of the Great Revel , and his cousin Pyrostatic Pillar , are both good. Scab-Clan Berserker is similar to Kambal, Consul of Allocation in Orzhov. Runic Armasaur , too.

  4. Cards like Root Maze can shut down combos really quickly, and City of Solitude / Price of Glory can prevent/discourage countermagic. Pyroblast or the Maybeboarded Red Elemental Blast can also be worth running.

Aggro Cards:

Most of the best green decks end the game with an alpha-strike. Craterhoof Behemoth is the best for this, as it can be tutored out with Natural Order or a high-cost Green Sun's Zenith . Similarly, Overrun is good, but I suggest Triumph of the Hordes as a more potent alternative. This does, of course, require creatures on the board, so I suggest some of the following duders:

...and the aforementioned hatebears can also attack.

Good luck! That's all I got.

SharpRaptor on Rhys Tokens

1 year ago

Hey :)

Ok I'm gonna start with recommended cuts to look at and then we'll move on to what possible additions could be looked at, and why.

Cut Recommentations

Creatures

Angel of Jubilation - This is a maybe cut. Its a good anthem effect and its anti-sac effect can be very useful. However due to being a token deck, we might want to be sacrificing our tokens to do things. So we'll evavluate this again later.

Ant Queen - Another maybe cut. Its a fine token creator, we might just be able to find something thats more efficient. But with some of the other things we'll be doing this might be worth keeping.

Geist-Honored Monk - The one off effect of creating 2 spirits probably isn't worth the slot here. We can find cheaper creatures that have the power and toughness equal to the number of creatures you control if we like that bit.

Jade Mage - Same argument as the Ant Queen really. Though this one doesn't even have a good body to back it up and three mana to make a 1/1 might not be good enough.

Kazandu Tuskcaller - It takes 6 mana to get this guy to the point where he makes 1 3/3 every turn. I think we can do a lot better than this. Its just soooo slow.

Selesnya Guildmage - This one is another maybe. The 4 mana for a 1/1 is rather underwhelming. But the anthem effect is ok.

Thelonite Hermit - Its a lot of mana to get anything out of this guy. It will cost you 8 to get the tokens which seems like a lot even if it is split over multiple turns.

Tukatongue Thallid - As much as we love this guy, the one off effect probably isn't worth his slot. We could do with a couple of other things at 1 mana.

Worldspine Wurm - I love this guy too, but its a lot of mana and he only makes the tokens on death. Seen as we want the tokens sooner rather than later so we can duplicate them with Rhys etc, we might want something that makes the 5/5s quicker. But we could keep this guy for the big guy turn sideways plan.

Enchantments

Cathars' Crusade - I despise keeping track of the board state that this thing creates. Though the effect is actually really powerful and should be in. I put it in the same boat as Coat of Arms. The "Oh Good God, you're on your own just tell me how much your attacking for" boat.

Growing Ranks - I'm never exactly a fan of cards which only trigger in your upkeep like this as they can feel so slow when you play them on your turn, then 3 other peoples turns go by, then you get your first activation. Especially when it only copies one guy.

Leyline of Vitality - While all the effects on this card are fine. I think we could just do better than this. The toughness buff is unlikely to save our creatures from a wrath effect, and the life effect we can find for cheaper. The chance of triggering the Leyline start in play is so low in EDH its probably worth discounting.

Sigil of the Empty Throne - We'll keep an eye on this one. Good card if we have enough Enchantments to reliably trigger it. But bad if we don't. So we'll check out count afterwards.

Verdant Embrace - I think this is expensive, but the effect could be great to stick on something and let it go. This one is more of a maybe.

Sorceries

Devout Invocation - I've always wanted to love this card. But if you have enough creatures to make this a viable card, then you should have enough creatures to be winning anyway without spending 7 mana and a card to make your board into overkill.

Storm Herd - Very expensive card. In fact is the 2nd most expensive card in the deck behind Worldspine Wurm. The effect is cool, but we need to see if its worth the mana.

Artifacts

Moonsilver Spear - another card I've always wanted to like, but rather slow. If it put the Angel into play attacking then It would be a different story, but it doesn't. This one might be ok to keep, but i'd put it on the short list of things to cut.

Sarpadian Empires, Vol. VII - Erm, i don't think i need to explain really why 6 mana for a 1/1 and a further 3 for another 1/1 each turn is bad.

General Ideas For Improvement

More Interaction

First thing i can say on this one is that the deck has no ways really of stopping your opponent from doing anything they want to you while you are trying to execute your game plan. Something that is going to happen is that you are going to get all your creatures destroyed. Its the nature of commander. You're also going to get comboed out with some creatures or you're going to have an artifact or creature that completely shuts down what you're trying to do. So you need some more things that will interact with that.

More Card Draw

You have a lot of good threats and synergies. But you're going to run out of gas in hand if you don't have something to refill after you've put everything into play. Especially if we get got by a wrath we couldn't stop. So we want a few things that will keep us ticking over when we have a board state. And a few things that might help us get back into it if we get blown out.

Ramp

We have a few ramp spells in here, but not a lot. We could do with some more if we wwant to be able to reliably get up to 6 mana to start Rhys'ing as soon as possible.

New Cards

Obviously, there has been some new cards printed since this was updated last so we can get them too :)

Card Recommendations

Interaction

Path to Exile Swords to Plowshares - Sometimes you just need that creature gone. An apposing Platinum Angel or Elesh Norn, Grand Cenobite can ruin our day so we will want it gone.

Sundering Growth - In the same way that some creatures ruin us. Some enchantments and artifacts do to. This is the best way to get rid of them for our deck. But some other Naturalize type effects are not a bad idea. Possibly in the form of creatures like Reclamation Sage or instants like Krosan Grip or Beast Within . Aura Mutation Is a specific enchantment removal that makes us guys which might be worth considering

Rootborn Defenses - The Anti Wrath cards. This one is our best option for our deck, and is the cheapest money wise. Dauntless Escort is good too. Then Heroic Intervention is more expensive moneywise and so is Selfless Spirit .

Card Draw

Mentor of the Meek - With the amount of small tokens we will be making, this guy is great.

Huatli, Radiant Champion - Her ultimate does not say 'Non-token'

Camaraderie - This one requires a board presence but can be well worth it

Shamanic Revelation - This one requires a board presence too. But a lot of green card draw does.

Harmonize - Straight up draw 3. Never bad.

Ramp

The standard suit of the rampent growth effects will probably do you fine here. Rampant Growth Nature's Lore Farseek Kodama's Reach . Harvest Season might be good for you?

New Cards

The New fun things!

Anointed Procession - Another Parallel Lives, but in white

Divine Visitation - Just read it.... its a bit good

Growing Rites of Itlimoc  Flip - A cantrip that turns into another Gaea's Cradle

Cryptolith Rite - Lets all of our guys tap for mana

March of the Multitudes - Instant speed make a lot of guys. Very good with our Gaea's Cradle effects.

Second Harvest - Instand speed 4 mana Rhys activation for double everything.

Shalai, Voice of Plenty - Gives your other things Hexproof and can be used to pump the team with any spare mana you have.

Oviya Pashiri, Sage Lifecrafter - Like another Rhys. Except she makes big things. Do note that for some reason WOTC made her make fixed size guys so they are equal to the number of creatures you have WHEN YOU MAKE IT. I played this wrong for a few rounds in the prerelease.

Shanna, Sisay's Legacy - Hexproof lass with P/T equal to the number of creatures you control for 2 mana.

Throne of the God-Pharaoh - A good way to kill everyone at once without attacking.

Song of Freyalise - Lets our guys tap for mana for a few turns before then buffing them for a turn.

Sandwurm Convergence - Good protection and starts making 5/5 Wurms.

Other Recommendations

Thousand-Year Elixir - This is great for us as it effectively gives Rhys haste and can let you activate him twice in a turn.

Illusionist's Bracers - Doubles all of Rhys's Activations

Triumph of the Hordes - Kill everyone without them expecting it?

passascats on Slimer

1 year ago

This looks like a pretty solid list. A lot of the tweaks are going to depend on personal preference.
Here are some cards to consider:
Sprout Swarm can be really good leading into a big turn. With convoke and buy back this card can bring a lot of value.
Attrition is both a sac outlet and a way to clear threats on the board.
You might want to consider some of the bigger saproling producers so you have plenty of ammo for slimefoot. Sporemound , Thelonite Hermit , and Verdeloth the Ancient .
Cards to consider replacing:
Birds of Paradise is not really good in EDH, it's not bad, it is just ok. for ramp consider the signet.
Tormod's Crypt is kind of situational, graveyard hate is not always needed. I would consider Night Soil or Necrogenesis to add to your saprolings instead.
Doomblade, one more mana for a Hero's Downfall or a Never/Return is better bet.
Tainted Strike is dirty, and we usually don't play dirty, but it's your call.

hkhssweiss on Fungus EDH

1 year ago

Some suggestions Verdant Force although big, you should be able to get enough mana as it makes tokens on every upkeep. Tendershoot Dryad is another one I would definitely recommend to add as the ascend trigger is super easy to go off from. Thelonite Hermit is another good one. Thallid Soothsayer is a bit slow but it gives card draw and goes with the theme. Mold Shambler is like a bad Reclamation Sage but goes with theme. Nemata, Grove Guardian is an interesting dude as he gives a worldly buff when going for the kill.

Hope these may help!

eliakimras on Slimefoot the Stowaway

1 year ago

Also Command Tower. Poison-Tip Archer to double Slimefoot's damage; Deathspore Thallid as to freely sacrifice your tokens for a win; Verdant Force, Sporemound for more tokens (Sprout Swarm is repeatable with buyback); Thelonite Hermit and Verdeloth the Ancient to pump you tokens. Necrogenesis against reanimator decks. You can see more suggestions in https://edhrec.com/commanders/slimefoot-the-stowaway under "Signature Cards" and "Top Cards".

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