Dryad of the Ilysian Grove

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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
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Vintage Legal

Dryad of the Ilysian Grove

Enchantment Creature — Nymph

You may play an additional land on each of your turns.

Lands you control have are every basic land types in addition to their other types.

nbarry223 on Viga-BOOM! (Turn 2)

1 week ago

I've added a specific rules section, for some of the more common issues/questions that come up when piloting the deck.

I'm thinking maybe layering with Dryad of the Ilysian Grove and playing Vesuva untapped as nothing (with Dryad's effect to produce mana) could be mentioned as well, but I'll add those in later.

Let me know if there's anything else that anyone can think of that could merit inclusion there, or any other section that needs updating. I just gave the description a once-over for the current 75, I believe it is up to date now.

NV_1980 on Mayael and Friends

3 weeks 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.

nbarry223 on Viga-BOOM! (Turn 2)

3 weeks ago

Hmm a turn 3 Dryad Arbor is not nearly as good as an Elvish Reclaimer or Arboreal Grazer. It does get significantly better as turns go on, but at that point a better threat may be better.

The landfall enabling and synergy with increasing land count for Dryad of the Ilysian Grove and Scapeshift may be enough for it to be a decent lategame threat, but objectively it’s kind of meh early.

Still going to test, but it’s not as good as a tutor like Eladamri's Call was. Diabolic Intent also looks like something to test for that reason, but I don’t really like cards that rely on a resource I can’t guarantee (in this case having a creature to pitch and mana). I’d be very hard pressed to play this particular tutor t2.

plakjekaas on Dual Land Cycles that You …

3 weeks ago

Especially the red one is questionable if it ever gets printed, because of its silly combo potential with Valakut, the Molten Pinnacle. For the modern Primeval Titan decks, Dryad of the Ilysian Grove already does the same, I know, but that one can't actually be found by Primeval Titan itself.

The blue one too, would have way too heavy implications on modern, with Boil and Choke being modern legal cards, and the same goes for the white one with Flashfires also being a modern legal card. Seeing how Armageddon was never in Modern either, I suppose it might take a while until they might ever show up, and if they do, it will probably be in a commander product.

Alesamuel on Jodah Big Spell

1 month ago

I would recommend some of the Eldrazi titans, such as Kozilek, Butcher of Truth, Ulamog, the Ceaseless Hunger as some big top end bombs. Some ramp creatures wouldn't go amiss either, such as Birds of Paradise, and Dryad of the Ilysian Grove.

In terms of Instants, Sorceries, and Enchantments, getting some more of the Ultimatum cycle (Brilliant Ultimatum, Cruel Ultimatum, Emergent Ultimatum) might be a good idea, and Sunbird's Invocation would be a good idea too if you are casting such big CMC cards.

Another recommended addition would be Nicol Bolas, God-Pharaoh as it is just a straight up good card for the colour and big mana theme.

I'd recommend replacing the tapped tri-lands (Arcane Sanctum, Crumbling Necropolis, Frontier Bivouac, Jungle Shrine, Mystic Monastery, Nomad Outpost, Opulent Palace, Sandsteppe Citadel, Savage Lands, and Seaside Citadel) with the shock land cycle (Blood Crypt, Breeding Pool, Godless Shrine, Hallowed Fountain, Overgrown Tomb, Sacred Foundry, Steam Vents, Stomping Ground, Temple Garden, and Watery Grave) as they are easier to fetch for or find with ramp spells.

Final notes: Give the deck a little more of a creature focus, having as few as you have right now you'll find there is very little to hit with your reanimation, but other then that, good job on the first draft! looking forward to see how it plays out!

Ardees on Gates? Nine Fingers Keene Competitive

1 month ago

If you are aiming at 'competitive' in the technical sense of the term (as in 'cEDH' or 'competitive EDH'), like the title seems to suggest, I see many staples missing that unfortunately make the deck quite far from being competitive.

Artifacts: you should be running at least Mox Diamond, Chrome Mox, Mana Crypt, Sol Ring, Arcane Signet, Mana Vault, Jeweled Lotus, maybe even Grim Monolith and Lion's Eye Diamond.,

Tutors: you are missing Vampiric Tutor, Imperial Seal, and Worldly Tutor and Green Sun's Zenith if you run any combo, win, or strategy whatsoever based on creatures. You could also add Wishclaw Talisman and Solve the Equation, and, although not a tutor, Peer into the Abyss, which works quite nicely with Thought Vessel.

Lands: any competitive deck plays true duals, namely Underground Sea, Bayou, and Tropical Island. Same for shocklands and at least 6-7 fetchlands in a 3-color deck like this one. You could also consider lower the number of lands, depending on whether or not you want to keep the Gate strategy

Protection: any competitive deck that plays blue automatically plays top-end counterspells, namely Swan Song, Arcane Denial, Force of Will, Force of Negation, Pact of Negation, Fierce Guardianship, Mental Misstep, An Offer You Can't Refuse, and Flusterstorm. You are also missing key cards like Cyclonic Rift or Chain of Vapor. Needless to say, ideally a competitive deck playing blue also plays Timetwister: not a counterspell but a must card (yeah, the price is another topic of conversation).

Creatures: I understand the Gate theme but you are missing some high-value creature cards in here, most notably Dauthi Voidwalker, Malevolent Hermit  Flip, Lotus Cobra, Azusa, Lost but Seeking, Tatyova, Benthic Druid, Ramunap Excavator, Dryad of the Ilysian Grove, Oracle of Mul Daya, Elvish Reclaimer - to name a few. Much depends on the strategy of your deck, although don't let keywords aligned with your strategy (e.g. 'Gate') fool you into thinking some cards are good for that.

Enchantments: a few staples in the current competitive meta: Rhystic Study, Mystic Remora, Sylvan Library, Burgeoning, Exploration, maybe Abundance and Necropotence

Removals: you could most definitely swap some of your removals for something better and more competitive, such as Force of Vigor, Nature's Claim, Abrupt Decay, Assassin's Trophy, and more.

Now, I totally understand there is a budget situation going on with upgrading to competitive MtG (spoiler alert: MtG is a pay-to-win type of game, research confirms), but generally the term 'competitive' sticks to decks that, to the very least, include most if not all cards mentioned above - without mentioning the fact that any competitive deck needs running at least one winning combo. At this stage, your level is more looking towards casual. This isn't to criticize you or anything of course, pretty interesting build, just not really a competitive deck in its strict sense.

If you want to try the competitive experience, my suggestion is to proxy cards by printing them online - this should cost around 10 bucks on colored and good quality paper, and effectively save you more than 7k worth of cards.

nbarry223 on Viga-BOOM! (Turn 2)

2 months ago

So yeah, thinking about it logically, Savor the Moment isn't the worst card on its own. It's also pretty good with an Amulet of Vigor out, and not a lot of lands in play (one of the scenarios where Scapeshift is bad). It basically translates into "draw a card, take an additional combat phase, your land plays for the turn reset" - which seems pretty good for only 3 mana. If I have nothing going for me already, I would basically be paying 5 mana to draw a card, when finding this off of Bring to Light, which doesn't sound all that great. However, I do think it may be a step in the right direction, since it is a lower CMC and is actually relevant in a lot of situations where Scapeshift isn't. I can also find Dryad of the Ilysian Grove as a backup if I'm in a position where it's just a glorified "draw a card."

The main thing I can think of that is a potential downside I need to play around is casting Summoner's Pact during the normal turn, then being unable to pay for it during my extra turn without an untap step, if I am silly enough to forget (completely my fault if I end up losing that way).

I think I'm going to make the switch, thanks for the idea! I'm hopeful it will be a more relevant card than The Gitrog Monster was. I may tweak my manabase and sideboard alongside the swap, because I am thinking 2 copies of Bring to Light is feasible now that there's a failsafe option that's relevant enough (Savor the Moment can always go out in games 2/3 for more powerful and narrow targets).

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