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Garden of Freyalise FlipCombos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | 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 |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Vintage | Legal |
Rules Q&A
Disciple of Freyalise
Creature — Elf Druid
When this enters the battlefield, you may sacrifice another creature. If you do, you gain X life and draw X cards, where X is that creature's power.






Kazierts on
Slimes against opening hands [Casual/Jank]
4 months ago
BirdieGirlie, because the deck needs a critical mass of SAHs, there's not a lot of space for other cards such as interaction. MDFCs help in this scenario by having a lower opportunity cost.
Originally, I had more copies of Bridgeworks Battle Flip, but during playtesting I noticed that I barely used it, so I started cutting more and more. Disciple of Freyalise Flip works well with Nourishing Shoal against aggressive decks. Since the gameplan is to cast SAH every turn, I opted for a card that I can cast without paying. Although you're probably correct and there's a better card for those slots.
AndWelcomeToTheJam on
Abzan Express
5 months ago
Suggestions are as follows. Lifegain payoffs: Enduring Tenacity, Exemplar of Light, Amalia Benavides Aguirre, Archangel of Thune, Karlov of the Ghost Council, Attended Healer
Utility creatures: Disciple of Freyalise Flip, Haywire Mite, Witch of the Moors, Valentin, Dean of the Vein Flip, Rodolf Duskbringer
Flex: Pestilent Cauldron Flip
Ramp: Prize Pig
Protection: Flawless Maneuver
Mass Removal: Sunfall
Land: Plaza of Heroes
Eilel on
Selvala, Heart of the Wilds
6 months ago
RAMP:
Quirion Ranger (commander untap)
Scryb Ranger (commander untap + flying en prod blue)
Awaken the Woods (mana sink)
Archdruid's Charm (ook removal)
Goreclaw, Terror of Qal Sisma (ook trample enabler)
Nyx Lotus (late game super ramp wss)
Lands:
Oran-Rief, the Vastwood (ik vind niet super maar ik ken genoeg mensen die m dat wel vinden)
Myriad Landscape (niet te veel tap lands spelen maar denk dat deze wel kan)
Card draw / advantage
Vivien, Monsters' Advocate (buiten de ability ook tutor op de -2)
Garruk's Uprising (ook trample enabler)
Battle Mammoth (creature en soort ward voor alle creatures)
Disciple of Freyalise Flip (kan je als een landslot spelen, dus eigenlijk gratis include. als je niet nodig hebt als land heb je carddraw en lifegain)
Regal Force (creature)
Tutor
Finale of Devastation (ook haste enabler)
Recursion / Graveyard
Bala Ged Recovery Flip (ook een land)
Long Rest (kan elk type kaart terug pakken, mass recursion)
Enablers
Concordant Crossroads (haste)
Surrak and Goreclaw (trample + haste)
Temur Sabertooth (combo kaart, alles met etb kan je opnieuw spelen, ook voor meer carddraw etc)
Ulvenwald Oddity Flip (Trample + haste en +1/+1 enabler als die geflipt is)
Thousand-Year Elixir (geeft je commander soort van haste en kan untappen)
Removal
Scavenging Ooze (graveyard)
Rampaging Yao Guai (ook mana sink)
Beast Within (raakt practish alles)
Terastodon (super goed)
Khalni Ambush Flip (fight spell die je als land kan spelen)
Bridgeworks Battle Flip (fight spell die je ook als land kan spelen)
Protection
Tyvar's Stand (of een mana sink)
Lightning Greaves (haste voor je commander met 0 equip)
wincons
Goldvein Hydra (mana sink en eventueel super late game extra ramp)
Ochre Jelly (mana sink + trample + moeilijk vanaf te komen)
Silverback Elder (removal / card draw / lifegain)
Alternative wincons
Triumph of the Hordes (als je een teringlijer wilt zijn)
Optimator on
Ubangi Stomp
6 months ago
ProgramIncomplete on
The Mycotyrant
9 months ago
Sure thing!
When I decided to build this deck I really wanted to lean into the descend theme so I challenged myself to run as few non-permanent spells as possible. I think my initial list had like 1 or 2. Overtime, I ended up adding more since I realized I needed efficient self mill payoff cards like Reanimate and Overwhelming Remorse or else the deck was a little too clunky. Currently I'm running 9 but I'm looking for oppurtunites to cut some without losing power or efficiency.
But still, even though it isn't "pure permanents" I still tried my best to cover all of the deck's bases with permanent spells. We have permanents that can remove threats like Chupacabra Echo and Reclamation Sage; permanents that can draw cards like Skullclamp and Izoni, Thousand-Eyed; permanents that can ramp us like Sakura-Tribe Elder and Aftermath Analyst; permanents that mill like Mesmeric Orb and Ripples of Undeath; permanents that can bring stuff back from the grave like Journey to Eternity Flip and Animate Dead; we even have The Meathook Massacre and Invasion of Fiora Flip as our boardwipes.
One really nice upside to having everything our deck wants to do on permanent spells is that it makes cards like Malevolent Rumble and Cache Grab really consistent at grabbing something useful. And I recently added Revival Experiment which seems like a really nice payoff for going all in on permanents.
Anyway, the basic idea of this deck is self-milling and using my commander's ability to swarm the board with tokens. Usually we want to spend the first couple turns setting up, hopefully getting a repeatable mill effect on the battlefield like Mesmeric Orb or by pairing one of our dredge cards with a discard outlet like Matzalantli, the Great Door Flip or Geier Reach Sanitarium. Once we've got our mill engine set up, then we can cast our commander. We want to make sure he triggers his end step ability the turn he enters so we can start getting our tokens online.
The tokens really are the core pillar of the deck. They can be sacrificed for value with cards like Skullclamp and Wight of the Reliquary; we can turn them into mana dorks with Insidious Roots; they can gain us a ton of life off of Essence Warden and Ayara, First of Locthwain; and they can present lethal by giving our Craterhoof Behemoth an army to buff. We also have the ability to drain the table to death with the aforementioned Ayara or Mirkwood Bats if we manage to mill enough cards. And of course, since they pump our commander, we can also win with commander damage.
Since we're milling so much the deck also has a reanimator subtheme. Reanimate and Animate Dead can bring back wincon creatures like Craterhoof and Ayara. Squirming Emergence can reanimate any permanent so it's an awesome way to put planeswalkers into play or snag an engine piece or even wipe the board with Invasion of Fiora Flip. Similarly, Rise of the Witch-king let's us bring back any permanent while also forcing our opponents to sack a creature which is nice.
A new card that I'm actually testing right now is Chthonian Nightmare. The fact that it's a repeatable reanimate effect for only 2 mana seems really strong. And even if you don't "charge it up" by repeatedly reanimating creatures that cost less than 3, roughly 75% of the creatures in my deck are 3 or less anyway and among those are some really impactful targets like Eternal Witness, Reclamation Sage, Six, and Accursed Marauder just to name a few. Very excited to see how it performs!
Alongside the reanimator subtheme we have an aristocrats subtheme. As mentioned earlier the tokens make great fodder for stuff like Skullcamp and Wight. And we have creatures that either sack themselves, like Sakura-Tribe Elder and Aftermath Analyst, or want to be sacrificed, like World Shaper. All that sacrificing can net us additional value off of Liliana, Dreadhorde General or Mirkwood Bats since he triggers on token sacrifice as well. We also have Disciple of Freyalise Flip, a great reanimation target that can draw us a ton of cards by sacrificing our creatures that grow in size as our graveyard does like Splinterfright and Souls of the Lost.
So yeah, that's the deck. It can be a bit slow and the lack of instant speed interaction is definitely a drawback but overall I like it a lot and it can have some explosive turns. You just have to be careful not to mill yourself out which is why I added in Kozilek, Butcher of Truth. He's a bit random so I might replace him with Elixir of Immortality. We'll see.
P.S. Apologies for the long winded reply, hopefully it was insightful.
Gidgetimer on Gitrog, Ravenous ride and MDFC
10 months ago
You will not be able to put the back face lands into the battlefield off of The Gitrog, Ravenous Ride.
The Gitrog, Ravenous Ride allows you to "put land cards from your hand onto the battlefield" not "play lands". The difference between the wording is slight, but important.
In all zones except the stack and the battlefield MDFCs only have the characteristics of their front face. MDFCs like Disciple of Freyalise Flip can not be put onto the battlefield from The Gitrog, Ravenous Ride's ability. MDFCs that are lands on both sides allow you to only put the front face in off of The Gitrog, Ravenous Ride (Darkbore Pathway Flip could be put into play, but Slitherbore Pathway Flip could not).
If an effect were allowing you to play lands from somewhere besides your hand, or allowing you to play extra lands then you can put any face of a MDFC that is a land into the battlefield.
Chino90 on Gitrog, Ravenous ride and MDFC
10 months ago
Can I use The Gitrog, Ravenous Ride's saddle ability resolution to put MDFC (such as Disciple of Freyalise Flip as lands onto the battlefield?
nbarry223 on
Viga-BOOM! (Primer + SB Guide)
11 months ago
So as of right now, I am going to be doing these swaps with current spoilers:
Maindeck
+1 Disciple of Freyalise
Flip
+1 Urza's Cave
+1 Bojuka Bog
+1 Spelunking
-1 Courser of Kruphix
-1 Explore
-1 Golgari Rot Farm
-1 Arboreal Grazer
Sideboard
+1 Six
+1 Shifting Woodland
-1 Colossal Skyturtle
-1 Khalni Garden
I also really like the idea of having access to Vexing Bauble, so I will probably be trying to make room for that as well, at least to test out.
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