Sylvan Caryatid

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Sylvan Caryatid

Creature — Plant

Defender, hexproof

{T}: Add one mana of any color to your mana pool.

DatShepTho on The Walls are closing in!!!

2 months ago

Two of my favourite Arcades Defenders support I recommend: Brave the Sands Hold the Gates

Defenders I recommend: Wall of Blossoms Wall of Omens Vine Trellis Sylvan Caryatid

You've got pretty much all of the good defenders, but I think the deck lacks a bit of ramp and the spot removal could be more efficient. Just the typical your Swords to Plowshares, Pongify and Beast Within style cards, maybe Darksteel Mutation if you're feeling mean.

Dani3377 on I got to Tomorrow

10 months ago

You have so much token creation that I just worry that whether or not to cascade in the late game might become a hard decision because tokens can't be shuffled back into your library but are permanents, meaning they just die.

Goblin dark dwellers only works on instants and sorceries, you can't use it to play seasoned pyromancer from the grave. Pyromancer is a creature.

What if you did Collected Company with things like Sylvan Caryatid and cascade creatures.

Some sort of singular pay-off creature like maybe Elder Deep-Fiend, where you could play cards like Sylvan Caryatid and the 2-mana cascade creature instead of Shardless Agent. Anything that ramps you on turn 2 into turn 3 company means your chances of hitting a cascade on turn 3 are enhanced from normal because you're only running 4 copies of cascade creature.

Whatever pay-off creature you choose, the alternate path to victory could be just ramping normally into casting it.... There are better cards than deep fiend but I was just thinking off the top of my head. The deck would work in different ways depending on the draw. With more 2-3 drops you could likely play more creatures before you cascade, leading to a bigger resulting boardstate. Ramp and card draw creatures. Nissa, Vastwood Seer  Flip and Reckoner Bankbuster and Tireless Tracker come to mind. Im sure there are others, I've been out of modern for a while.

SufferFromEDHD on Hmm, These Walls Are Made of Wall

11 months ago

Wall of Tears aggressive.

Wall of Nets really aggressive.

Wall of Hope kind of epic.

Sylvan Caryatid very epic.

Overgrown Battlement is a power creeped Vine Trellis.

9-lives on A Vast Network of Spies

1 year ago

I recommend Sylvan Caryatid

NV_1980 on Mayael and Friends

1 year ago

I drew 10 hands from this deck to confirm a suspicion I had about the deck, that turned out to be correct. With 7 of the starting hands that I drew (and the follow-up five cards), I couldn't do anything except summon Mayael and then I had to wait until enough turns had passed to use her ability. Not sure if this is what you intended, but I would prefer a bit more speed. My conclusion: your deck needs more mana-fixing. Therefore, I'd recommend cards like Chromatic Lantern, Fellwar Stone, Dryad of the Ilysian Grove or Prismatic Omen. Maybe add Sylvan Caryatid to replace Fyndhorn Elves. Other than this, I think the deck looks just fine.

skibulk on It's My Rite to Poke the Dinos

1 year ago

When using cards cards like Pestilence, I find the filter lands come in handy: Twilight Mire.

Now you have a few options to upgrade Llanowar Dead: Ornithopter of Paradise, Llanowar Loamspeaker, Sanctum Weaver, Sylvan Caryatid, and Biophagus.

ndame24 on Counter Deck

1 year ago

Rebullet I'm more than willing to cut Scavenging Ooze and reduce the number of other cards to make room for more lands. That is why I added Sylvan Caryatid though so I could offset the number of lands I was running while also allowing for slight mana ramp.

My thoughts on non-creature cards is to be prepared for anything but mainly focus on removal since the main engine of the deck which is Kalonian Hydra and Exava, Rakdos Blood Witch is a bit slower. So keeping the opponent in check while I build up my strategy was my thinking there. So you suggest only running 4 copies of Assassin's Trophy for removal? Or run that and maybe a couple Thoughtseize as well to aid in removal?

For the other non-creature cards, my thinking on cards like Inspiring Call and Colossal Majesty is so that I can manipulate my own deck and draw the cards I want quicker. I was finding that I was ending up with no cards in my hand more often than I wanted. I do agree that adding more counters, since that is the focus of the deck, would be more beneficial than some of the others that I have.

As far as Domri, Chaos Bringer goes, I was primarily focused on using his first ability which gives slight mana ramp and allows a creature to either have haste or gain a +1/+1 counter. And then his second ability was to manipulate my deck so I could get the creatures I want sooner. After using him though, I did find that he was more beneficial in late game so it did slow the deck down a little. I'm thinking about cutting down Domri, Chaos Bringer and Exava, Rakdos Blood Witch down to 2 each.

I do like the idea of adding Managorger Hydra though. That is the first time I have ever seen that card.

I like some of the additions you made to the deck you created as well. Going to consider mixing in some with what I currently have.

ndame24 on Counter Deck

1 year ago

Rebullet after looking at yours, I feel like Pioneer is the better moves. I've gotten it to play faster with Sylvan Caryatid. Working on getting in some cards that help draw as I've been finding I get stuck with no cards in my hand somewhat often when playing this weekend.

I'm trying to figure out how to incorporate some basic lands. I'm just afraid that being a JUND deck that if I take out dual lands, it will slow the deck down because I may not draw the lands I need. When you said you wouldn't run more than 4 check lands, did you mean more than 4 of each check lands or 4 check lands total in the deck? Also, would something like Fabled Passage be a good land to add along with some basic lands?

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