Voyaging Satyr

Voyaging Satyr

Creature — Satyr

{T}: Untap target land.

Browse Alters View at Gatherer

Trade

Have (1) orzhov_is_relatively_okay819
Want (1) paalbs

Printings View all

Set Rarity
Conspiracy: Take the Crown (CN2) Common
Theros (THS) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Vintage Legal
Penny Dreadful Legal
Pioneer Legal
Commander / EDH Legal
Noble Legal
Hero Legal
Magic Duels Legal
1v1 Commander Legal
Canadian Highlander Legal
MTGO Legal
Vanguard Legal
Leviathan Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Modern Legal
Pauper Legal
Pauper EDH Legal
Legacy Legal
Archenemy Legal
Casual Legal
Oathbreaker Legal

Voyaging Satyr occurrence in decks from the last year

Commander / EDH:

All decks: 0.02%

Green: 0.14%

Voyaging Satyr Discussion

Ebro on Mono-Green Ramp

1 month ago

No Overgrowth ? Or even Voyaging Satyr if you’re running with arbor elf, I highly recommend those enchantments. I actually run a similar mono green hydra deck using those cards. I can have an 8/8 by turn 3 usually

wozislightning on Lotus Field Storm [Primer]

2 months ago

Perhaps Voyaging Satyr also has a place here? I dig the idea.

wisegreenbean on Pioneer Devotion

2 months ago

Small mana quibble: You probably want the full set of Stomping grounds, to just roundly get your mana to 90%+ odds of red when you need it. It's not totally free, but I think it's worthwhile and relatively low cost. ALSO, you can probably go down to 20 lands, between your huge quantity of dorks and Once.

I'm not sure how I feel about Xenagod? He's a big boi payoff that requires you to have a different big boi payoff, but very often you will only have 1 big boi.

I think the payoff ratio might be slightly off, even with your cantrip count. I count 7 payoff creatures, 1 payoff planeswalker, and the set of Nissa, Who Shakes the World as a pseudo payoff...they MIGHT get you there, but they're also around in large part to get more ramp. A few midsized payoffs that bridge the gap a little bit might be advisable. I might cut 1 Nissa, Xenagod, and the land for 3 Tireless Tracker . It might also be that you don't need the Voyaging Satyr , because of the nonbo with your leyline. With 10 rampers you have an 80% chance to have it in your opening hand, and Once is 66% to find a ramp creature on top of that.

I also might see if some Scavenging Ooze and Nylea's Disciple might find their way into your sideboard. I think agro deserves respect, and obviously scooze has additional utility. If you don't like disciple, Pulse of Murasa is also a good option, as it has play in control matchups too.

Hiotoko on Yorvo combo?

2 months ago

Selvala, Heart of the Wilds puede ser una buena inclusión pensando que será robo de cartas y maná para las siguientes criaturas.

Así mismo, echo en falta Utopia Sprawl y Wild Growth (no ser criatura es relevante, porque es Ramp que sobrevive irás) que junto a Arbor Elf pueden adelantarte bastante, a diferencia de magus of de candelabra qué debe estar solo por la Nyktos, y en ese caso es mejor jugar Voyaging Satyr .

Para mas robo de cartas. Más que robar por cantidad de criaturas, vería por la fuerza, o por lo menos agregaría Rishkar's Expertise .

En cuanto a las tierras, de verdad Temple of false god nunca. Nunca es bueno jugarla. Pon Ancient Tomb su lugar.

dingusdingo on Blood Moon in Four-Color Mana ...

3 months ago

You've correctly identified some methods already used (signets, dorks) which are extremely common in decks. This is because they 1) ramp 2) color fix 3) spread mana across permanent types to avoid getting wiped. You should DEFINITELY run the signets/talismans and available dorks, they are so incredibly efficient at what they do and at very low real dollar cost, and are diversified to avoid getting totally wiped. I know you want more lands but also consider Armageddon only costs $4 and has already had so many printings and you will see it in competitive decks and other low-tuner competitive decks. If you run Blood Moon on a budget, absolutely run the talismans and signets I can't stress that enough.

However, being a budget boy who wants to go fast myself, I've stumbled across similar questions before, so I'm more than willing to share what I've gleaned. You pretty much want cards that WILL come down turn 1 or 2, cards that give free stuff for cheap $$$, or or pump up those basic land #'s. You may also notice that in typical Blood Pod lists, there aren't that many red cards or red mana sources, and that many of my recommendations are green. You're going to want to weight your colors so red is a smaller part and to run very few red lands because all your nonbasics become Mountains, so run your nonbasics to include a red splash and then run more forests.

Sakura-Tribe Elder

It is a Rampant Growth on legs that can block-then-sac on annoying early creatures like Tymna the Weaver . Brings you to a basic so works with BM, it can swing to get Tymna triggers. It spiked a while ago but its still decently cheap to buy.

Rampant Growth Farseek Nature's Lore

Nature's Lore is the best of these three, as the forest enters untapped and it can grab shocklands with a Forest type if you dont have BM out. Growth gives the most utility by giving you any basic land for BM. Farseek gives any but a forest, but you have to make a green to cast it so you've got at least one green somehow. These are extremely playable fixer/ramp cards on a budget and are really going to help you with a budget Blood Moon land base. I recommend these over the 3 CMC counterparts Cultivate Kodama's Reach because they come out a turn faster so far lower chance you're going to get staxed out. They curve extremely well into having 4 mana on turn 3 (Tana on turn 3?), as opposed to using all your turn 3 mana for a big turn 4. They also raise the amount of keepable hands you will have, as 2 mana + growth gets you to Tymna, while 2 mana + Cultivate is a mulligan more times. They're even enjoyable to see sometimes late game after MLD.

Arcum's Astrolabe

Insane color fixing and it cantrips, the only problem is you have to run snow-basics instead. If you happen to have enough snow basics laying around, this is a very solid bet for color fixing.

Chromatic Sphere Chromatic Star

One of these is much cheaper to purchase, so I highly recommend that one. Fixes and cantrips, you really don't mind drawing them late at all.

Springleaf Drum

Color fixer and ramper, works real well with BM. Just add creatures.

Fetchlands

If you have them, they will deck thin + get you to the correct basic land. I know fetchlands are expensive, so also consider that there is a lesser known cycle of mirage ETB tapped fetchlands, while definitely worse, are much cheaper. Sleeper cards tagged for your convenience Flood Plain Bad River Rocky Tar Pit Mountain Valley Grasslands . Also DEFINITELY run Evolving Wilds and Terramorphic Expanse if you don't already. More sleeper fetches that might interest you Krosan Verge Thawing Glaciers

Simian Spirit Guide Elvish Spirit Guide

Nice replacements for Mox Opal and Mox Diamond . They let you hit signets/talismans/growths/big dorks on turn 1. They help you escape from underneath Trinisphere or Sphere of Resistance . They are slot intensive, but with Tymna in command zone to guarantee draws I would also highly recommend these. These will be invaluable in helping you get a stronger start than more expensive opposing stax decks. They're a small hit to the wallet but once again, fraction of the price of Opal/Diamond.

Wild Growth Utopia Sprawl

I didn't see these listed in the OP or in comments, so I definitely wanted to bring them up. Work extremely well to accelerate and color fix, they also work with Blood Moon . They're enchantments so it gives extra diversity from creatures/artifacts against wipes. Works extremely well with Arbor Elf and Voyaging Satyr

Landcycling

Tutors basic land of your choice to your hand. There are a couple downsides though 1) Doesn't ramp you at all 2) Most cards with landcycling aren't very good for the actual spell. Landcycling does have a few big perks though 1) its an activated ability, which makes it MUCH harder to interact with and mostly immune to stax effects 2) minor bonus utility of actually playing the card 3) it will become a land eventually so it dodges more hate than other permanent types. This would be effective if you had other strong stax decks in your meta, or a crazy amount of counterspells, but otherwise I'd try one of the other ones I listed first.

king-saproling on Fight me bro

3 months ago

Nice you picked a really cool general for your first EDH! Nice to see Gruul getting some love. You do have a lot of noncreature stuff though, which your general seems to hate.

You might swap some of those noncreature things out for some of these: Ruric Thar, the Unbowed , Krosan Restorer , Magus of the Candelabra (this guy is super good when your general is out, all your lands will effectively make 3 mana each!), Voyaging Satyr , Reclamation Sage , Genesis Hydra , Savageborn Hydra , Apocalypse Hydra , Garruk's Horde , Garruk's Packleader , Duskwatch Recruiter  Flip, Drumhunter , Artisan of Kozilek , Ulvenwald Tracker , Foe-Razer Regent , Gruul Ragebeast

kamarupa on Bang Bang

3 months ago

I think you need faster ramp and probably more land to cast so many high powered spells consistently. Since this is casual, Wild Growth is pretty budget friendly. Fertile Ground is good, too. I suggest you cut Urban Burgeoning and Selesnya Locket for a 4 land enchantments that double the mana per tap. Since you're trying to populate, I also suggest cutting 1x of each of your highest CMC creatures in favor of some 1CMC mana dorks: Avacyn's Pilgrim can help mana fix for white, and Elvish Mystic or Llanowar Elves will ramp green. A possible 2CMC creature: Voyaging Satyr will double down on enchanted lands.

Personally, I'm not a big fan of of Elvish Visionary, so I'd cut that in favor of a spell that actually gains card advantage instead of just can-tripping, especially since there's not an Elf Tribal sub-theme. For budget, I think it doesn't get much better than Harmonize . If you ramp hard, Mentor of the Meek offers some synergy and is repeatable.

I'd cut Common Bond and add 2x more lands.

I think it's also worth considering more aggressive disruption in the form of Beast Within / Generous Gift . You could use them on yourself if you wanted a 3/3 to populate, or on pretty much anything an opponent controls.

Inkmoth on Yeva Draw-Grow

4 months ago

Sorin_Markov_1947: The deck only has 15 elves including Yeva, Nature's Herald , which makes Elvish Archdruid inconsistent, that and I don't care to buff my elves with the exception of maybe, Marwyn ? Earthcraft allows me to storm off without worrying about summoning sickness while also becoming a Mana Reflection if I have Utopia Sprawl / Wild Growth on a Forest. Voyaging Satyr is for all intents and purposes a Mind Stone with summoning sickness, but once summoning sickness wears off it's a Crop Rotation away from storming off at instant speed. The primer goes into great detail regarding each and every card choice and this deck has been tried and tested so much that I can assure you that it works as is.

Deadpoo111: The actual list is $1,599.00, which I just verified with TCGPlayer. The budget version is actually $195.93 (TCGPlayer verified as well), but I place it at $230.00 cause card prices fluctuate and it had spiked up to $230 when it was originally $200.

The term budget is VERY relative and in this case. Paying for 14% (230/1599) of the original list's total and only losing about 1-2 turns worth of speed is a HUGE bargain and DEFINITELY budget if your goal was to play this without spending $1k+. Also, please note that a good portion of these cards are typically abundant in decent-sized collections, unless of course you're starting from scratch. BUT, back to relativity: The budget version is "Budget" relative to cEDH AND its original variation.

Thank you both for taking the time to read my guide! :D

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