Tyrant's Familiar

Tyrant's Familiar

Creature — Dragon

Flying, haste

Lieutenant — As long as you control your commander, Tyrant's Familiar gets +2/+2 and has "Whenever Tyrant's Familiar attacks, it deals 7 damage to target creature defending player controls."

Browse Alters View at Gatherer

Trade

Have (3) sonnet666 , Pieguy396 , metalmagic
Want (2) Lnwz , ultimus373

Printings View all

Set Rarity
Commander Anthology 2018 (CM2) Rare
Commander 2017 (C17) Rare
Commander 2014 (C14) Rare

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Highlander Legal
2019-10-04 Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Oathbreaker Legal
Casual Legal
Commander / EDH Legal

Tyrant's Familiar occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Red: 0.15%

Tyrant's Familiar Discussion

slashdotdash on 5 color no theme deck

2 days 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

Bruxo on Trial dragon tribal

1 month ago

I think that you don't need that Doubling Season. Sure, it's always a great card, but I don't think that it has that many synergy in this deck.
There are probably too many mana rocks in your deck. You could exchange some of them for removal or protection spells like Heroic Intervention, Eerie Interlude, Stubborn Denial, Beast Within, etc.
Two cards that I removed from my Ur-Dragon deck were Tyrant's Familiar and Frontier Siege. The first, because I mainly use Ur-Dragon as a finisher, so Familiar would most of the times be 5/5. The second, because although Frontier Siege can provide mana or creature removal, there are also better options than a 4 mana enchantment.
Good card to consider: Golos, Tireless Pilgrim.

ZendikariWol on Dalakos, Crafter of Wonders

2 months ago

First and most importantly, have you considered naming this deck "Dalakos's Artifact Stack Attack," because I think that would be wonderful.

Beyond that, though, have you considered the following:

Balefire Dragon (because it's fantastic), Captain Lannery Storm (because she's a warm body that ramps), Cephalid Constable (because it's a criminally underrated masterpiece), Daring Saboteur (because it loots and is evasive af), Fervent Champion (because it's an excellent voltron), Flameblast Dragon (because removal is nice), Grenzo, Havoc Raiser (because stealing spells is fun), Hellkite Tyrant (because 20 artifacts, with this deck? Sure, you'll need help, but that's what your opponents are for!), Hero of Oxid Ridge (in case you have any pesky token strats in your meta), Legion Loyalist (because why not just give your creatures all the keywords at that point), Markov Blademaster (because double strike is just really strong), Niv-Mizzet, Parun (in case storm exists in your meta), Prophetic Flamespeaker (because it's got double strike, trample, and card draw), Rapacious One (because INFINITE BLOCKERS), Scab-Clan Berserker (in case, once again, of Storm), Scourge of the Throne (because it's real good), Tandem Lookout (because drawing two cards per turn is nice), Tyrant's Familiar (because, once again, removal is wonderful to have), Varchild, Betrayer of Kjeldor (because it basically creates tokens for you), Windreader Sphinx (because it's a LOT of card draw), Basilisk Collar (because lifelink is super good), Batterskull (see prior), Champion's Helm (because hexproof is important), Embercleave (for obvious reasons), Golem-Skin Gauntlets (because more power is better), Heirloom Blade (because it's a steep stat boost and a death trigger, maybe), Loxodon Warhammer (because lifelink is basically super-vigilance anyway), Prowler's Helm (because evasion is nice), Rogue's Gloves (because card draw is good to have), Shadowspear (because it's nuts), The Sword Cycle (because you feel like droppin 16,000,000,000$), Sword of Vengeance (because holy keywords, Batman!)

multimedia on Plasma In The Sky

2 months ago

Hey, your Commanders care about two types of creatures, Dragons and Knights. This is the simplest approach to consider is add more Dragons and some Knights? A higher amount of Dragons than Knights seems better with your two Commanders because double strike with Dragons who already fly is more powerful then Knights with flying.

Dragons are high mana cost creatures therefore consider more ramp? More ramp so you can cast Dragons especially Khorvath faster. Sylvia doesn't do much until you have a Dragon on the battlefield which ramp can help with.

You can't play Gruul Locket and Orzhov Locket in a Boros Commander deck. Can only play cards that are red, white or red/white because these are the color identities of your Commanders. Cards with black and green even though they also have red or white aren't legal with Boros.

What's the budget for your deck? Cards $1 or less each to consider adding:

Lands

Mana Rocks/Other Ramp

Dragons/Cards that support Dragons

Dragons who can pump their own power which is called "firebreathing" are good with double strike.

Knights

Draw

  • Mask of Memory: an equipped creature with double strike who isn't blocked does combat damage twice to an opponent meaning you draw four cards.
  • Rogue's Gloves: with flying it's easier to do combat damage.

The nice thing about these equipment is the interaction with double strike. These equipment can also be repeatable draw and if the equipped creature dies, the equipment isn't destroyed, can equip another creature.

Removal

I offer more advice. Good luck with your deck.

Fuzzlewuzzle on I Am Fire, I Am Death

3 months ago

@X-Factor11105 my meta is... a little weird. There's a lot of big, stompy decks like Mayael, Kozilek, Zacama, and Hogaak, but everyone (rightfully) runs a lot of interaction, so boardwipes, spot removal, and artifact hate run rampant. It doesn't even have to be in the early game - even if it's turn 8, that Wrath of God is going to suck when it wrecks your myr, but it'll hurt a lot less if you've been using noncreature ramp like Rakdos Signet or Talisman of Indulgence.

Abnormal Endurance and Supernatural Stamina are both really good. I just don't have space for them. It may not look it, but space in this deck is extremely tight.

As for not being as ETB-focused as other builds, this is true. It's very much a result of playtesting, where I found that focusing too much on ETB effects actually kind of gets in the way of really winning the game. I mean, I want my dragons to get those sweet, sweet Dragon Tempest/Warstorm Surge triggers, but after that I want them to actually close out the game. They get bonus points if they are capable of interacting with my opponents' boards while they do so. So I've grown to favor dragons like Tyrant's Familiar, Balefire Dragon, Drakuseth, Maw of Flames, etc. - dragons that can present a fast clock, and can also kill stuff while they're at it. I don't want my dragons to be just big dumb beaters - I want them to all be removal-on-a-stick. Since most of the best removal-based dragons trigger on attacking or dealing combat damage, that has naturally led the deck to focus more and more on the combat step, as opposed to just abusing ETBs.

Enral on Xenaroid™: FDA Approved

6 months ago

DivineKhaos: I'll probably replace it with Tyrant's Familiar .

Liscom on Red/Blue/Green (1.Entwurf)

10 months ago

Du hattest Tyrant's Familiar ja schon genannt, aber es gibt da noch andere, die dich vielleicht interessieren: Loyal Guardian , Loyal Drake , Stormsurge Kraken , Thunderfoot Baloth

lifemtg on As Above, So Below (Kaalia Zenith Seeker)

11 months ago

Deck is looking good. One thing I would add is Tyrant's Familiar . It has a pretty high CMC, but is worth it. It is a 5/5 which is pretty good but with the commander on board you can make it a 7/7 with practically removal every time it attacks

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