|Commander / EDH||Legal|
Printings View all
|Ravnica Allegiance: Guild Kits (GK2)||Uncommon|
|Eternal Masters (EMA)||Uncommon|
|Commander 2015 (C15)||Uncommon|
|Modern Masters (MMA)||Uncommon|
Combos Browse all
Creature — Beast
Whenever Trygon Predator deals combat damage to a player, you may destroy target artifact or enchantment that player controls.
Trygon Predator Discussion
3 weeks ago
The cycle of dragon auras ( Dragon Scales , Dragon Fangs , and so forth) is an interesting cycle, but is unlikely to be reprinted at any time in the near future, so I have decided to make my own cycle of auras representing aspects of dragons.
Since Tarkir has a large focus on dragons, I chose to have these auras focus on the aspects of dragons that each clan reveres, and I chose the tri-colored clans over the dual-colored clans, because they are more popular and three colors allow me to put more effects on the cards.
Claws of the Dragonlord Show
Enchantment - aura
Enchanted creature gets +2/+0 and has double strike, trample, and menace.
Whenever a dragon enters the battlefield under your control, you may return claws of the dragonlord from your graveyard to the battlefield attached to target creature that you control.
Since the Temur clan focuses on ferocity and power, this aura is very straightforward. I gave it flash so that it can be used as a combat trick, and I was contemplating giving it a triggered ability akin to that of Trygon Predator , but I then decided that it was already sufficiently powerful.
Eyes of the Dragonlord Show
Enchantment - aura
Enchanted creature has vigilance.
Whenever enchanted creature deal combat damage to a player, scry 1, then draw a card.
Whenever a dragon enters the battlefield under your control, you may return eyes of the dragonlord from your graveyard to the battlefield attached to target creature that you control.
This aura represents the Jeskai clan's focus on knowledge and self-awareness (which is why it grants a creature vigilance); I originally did not give it the scrying ability, but I then decided that the aura was not sufficiently powerful, otherwise. I could have given it additional abilities, but I wish to avoid any overlap between these auras, whenever possible.
Fangs of the Dragonlord Show
Enchantment - aura
Enchanted creature gets +1/+0 and has deathtouch.
Whenever enchanted creature deal combat damage to a player, that player discards a card.
Whenever a dragon enters the battlefield under your control, you may return fangs of the dragonlord from your graveyard to the battlefield attached to target creature that you control.
This aura represents the cruelty and ruthlessness of the Sultai clan, as reflected in both of its abilities. I was contemplating giving it flash, but I decided that it would be too powerful with that ability.
Scales of the Dragonlord Show
Enchantment - aura
Enchanted creature gets +2/+4 and has vigilance and hexproof.
Whenever a dragon enters the battlefield under your control, you may return scales of the dragonlord from your graveyard to the battlefield attached to target creature that you control.
This aura represents the strength and endurance of the Abzan clan, so its abilities are purely defensive, rather than offensive. I was considering having the aura allow the creature to block additional creatures, but I feel that it is very nice as it currently is. Should it increase the enchanted creature's power as well as its toughness?
Wings of the Dragonlord Show
Enchantment - aura
Enchanted creature has flying, first strike, and haste.
Whenever enchanted creature deal combat damage to a player, it deals that much damage to target creature or planeswalker that that player controls.
Whenever a dragon enters the battlefield under your control, you may return wings of the dragonlord from your graveyard to the battlefield attached to target creature that you control.
The Mardu clan focuses on speed and swiftness, so this aura grants a creatures three abilities associated with those concepts. Also, since members of the Mardu/Kolaghan clan are often associated with lightning, this aura grants the creature a triggered ability to strike at additional targets whenever it deals combat damage to a player.
Also, these auras can return to the battlefield from a graveyard, as with the auras that inspired me to make them, but I gave that ability greater flexibility (notice that the auras do not need to attach to the creature that caused their ability to trigger).
What does everyone else say about these cards? Are they impressive?
2 months ago
I am running:
and Teferi's Time Twist I would also suggest to protect your creatures
Teyo, the Shieldmage is also must have, protects vs many many many things and gives you 2x 0/3 walls
Here's my deck ( work in progress ): https://tappedout.net/mtg-decks/04-11-18-YfP-buylist/
3 months ago
It really doesn't look like your deck has a focus. You've got some group-hug in there, but then you've got some annoying things in there like Archetype of Imagination and Gwafa Hazid, Profiteer and Trygon Predator . I'm not saying I don't like these cards, or that they aren't decent cards, but when you try to play group-hug with little to no group-hug effects, and then stack on annoying cards that might make you a target, then you really aren't focusing in on what you want to do (at least in my opinion).
If you are group-hug, then a card like Archetype of Imagination just screams to be removed from the board, especially if someone is invested in flyers. Ideally, playing group-hug means you are mostly running creatures that other players don't want to remove, and possibly are willing to protect on the table because they offer some sort of benefit, like the ones I mentioned earlier.
I'm kind of on the fence about the curse enchantments you are running. If you enchanted me with one of them, I'd probably go after you for it just out of principle. I'd rather run some pillowfort in their place, something like Propaganda and Ghostly Prison . These effects don't outright harm anyone else at the table right away, directing their attention elsewhere for the time being.
Hopefully these ideas help point you in the right direction.
3 months ago
Hey, saw your forum topic asking for help. Good start, but I think you can expand on the stealing your opponents creatures strategy and get more value from creatures you steal. There's also several budget staple Commander cards to consider adding. All my cards suggestions are budget ($5 or less each).
Command Tower , Exotic Orchard , Reliquary Tower , Yavimaya Coast , Shivan Reef , Cinder Glade , Game Trail , Ash Barrens , Naya Panorama , Bant Panorama are all good budget lands that can ETB untapped. Captivating Crew , Willbreaker , Dominus of Fealty , Zealous Conscripts and Roil Elemental are repeatable sources of stealing. Evolutionary Leap , Ashnod's Altar , Greater Good are repeatable sources of value by sacing your opponent's creatures after you steal them. Use these sac outlets with Skullclamp for even more value. Sol Ring , Chromatic Lantern , Simic Signet , Gruul Signet , Izzet Signet , Talisman of Impulse , Fellwar Stone are staple mana rocks for Commander.
Rattleclaw Mystic , Elvish Mystic , Llanowar Elves , Arbor Elf are budget one drop mana dorks. Sakura-Tribe Elder , Nature's Lore , Farseek , Fertile Ground , Farhaven Elf is more good ramp. Fauna Shaman , Signal the Clans and Gamble are budget tutors. Mystic Remora , Eternal Witness , Chaos Warp , Beast Within , Reclamation Sage , Reality Shift , Stubborn Denial , Arcane Denial are staple Commander cards. Temur Ascendancy , Coiling Oracle , Trygon Predator , Dack's Duplicate and Shaman of the Great Hunt are good Temur cards.
If you like some of these suggestions I offer help to make cuts. Good luck with your deck.
3 months ago
I apologize in advance- cEDH is really not my specialty, I hate both stax and combo, but nobody else seems to be commenting. Might as well be me.
Carpet of Flowers may be a good ramp.
Trygon Predator might be nice for artifact/enchantment removal.
Expropriate famously incites scooping.
Karn's Temporal Sundering is a dece-o extra turn spell.
Lighthouse Chronologist is bonkers if you have a couple counters up for removal spells.
Temporal Trespass has delve.
Time Stretch is very, VERY costly but ya know.
Time Warp is not here!?
4 months ago
Hey, to make your deck more competitive consider building around Darksteel Reactor , Magistrate's Scepter and Sage of Hours ? A strategy around Biovisionary is not worth it because it forces you to play a bunch of bad high mana cost cards to enable it.
What you want with Reactor/Scepter are cards that can untap Vorel to be able to use his ability more than one time a turn as well as other cards that interact with charge counters. You also want tutors for artifacts. With Sage you need to get a counter on him either with graft (Frogling), moving a counter from one permanent to another (Conduit) or target him (Bioshift).
Cards to consider adding:
- Coretapper : Reactor, Scepter, Prism, Everflowing, Cornucopia, Cannon, etc. use charge counters.
- Kiora's Follower
- Seeker of Skybreak
- Magewright's Stone
- Thousand-Year Elixir : gives Vorel haste and untap.
- Instill Energy : gives Vorel haste and untap.
- Kiora, Master of the Depths
- Tezzeret the Seeker : can be a repeatable tutor and put onto the battlefield either Reactor or Scepter, etc.
- Whir of Invention
- Buried Ruin
- Inventors' Fair
Another thing to consider is decreasing the avg. CMC of your deck. You can do this by cutting a lot of high mana cost cards especially creatures and enchantments for lower mana cost cards:
- Serum Visions
- Mystic Remora
- Rhystic Study
- Sol Ring
- Astral Cornucopia
- Everflowing Chalice
- Simic Signet
- Fauna Shaman
- Eternal Witness
- Scavenging Ooze
- Lux Cannon
- Swan Song
- Arcane Denial
- Trygon Predator
- Trinket Mage
- Ravenous Slime
- Chain of Vapor
- Beast Within
- Reality Shift
- Nature's Claim
Many of these cards are budget and cards like Study are expensive price, but entirely worth it if you're trying to be more competitive. Toothy, Imaginary Friend is a good creature with counter strategies and all these draw spells especially repeatable ones such as Remora and Study can really pump it. Fauna can be a repeatable creature tutor which is very helpful when your budget can't afford all the expensive price tutors. When playing Toothy you want Reliquary Tower because Toothy can draw a lot of cards and you want to keep all those cards in your hand.
I offer more advice :) Good luck with your deck.
5 months ago
I just finished building a fairly competitive Thrasios-Tymna Aluren combo deck. Certainly this will not fly with your playgroup because it is a dedicated combo deck, but in testing I still learned a fair amount about these commanders.
The first thing to realize is that both commanders draw you cards. Obvious, but for a deck building implication it means you don't need very much card draw at all. Hands that are 2 lands and 5 pieces of ramp are completely keepable. You play your entire hand by turn 3 and then slam Thrasios and start drawing 2-3 cards each turn because you have tons of mana.
I think that playing a lot of ramp is worthwhile, but a bunch of ramp doesn't necessarily mean you need to curve into big idiots.
I don't think there is any need to play a creature-heavy deck. Just because Tymna rewards hitting players doesn't mean that's the only thing you can do. Creatures like Aven Mindcensor or Trygon Predator which hate on opponents while being evasive attackers are very good.
Control is actually really viable for Thrasios/Tymna. The natural card draw means it's easy to keep multiple controlling options in hand every turn. In addition, if you leave mana open to play counterspells and don't end up needing them you can sink the mana into Thrasios instead.
Trygon Predator occurrence in decks from the last year
Commander / EDH:
All decks: 0.02%
GU (Simic): 0.71%