Generous Gift

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Legality

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

Generous Gift

Instant

Destroy target permanent. It's controller creates a 3/3 green Elephant creature token.

AstroAA on Punching in Pillow Fights

1 week ago

It has been a while indeed. Even though you're running things like Kenrith's Transformation and Song of the Dryads, I feel as if you still aren't running enough removal. A basic list of stuff you should definitely consider is:

In addition, I see you running an aura strategy. I'm personally not a fan of auras, but you do you. You're also running a rather low creature count at 12. I would definitely consider trying to add more creatures, particularly things like Collector Ouphe and Hushbringer as you aren't running many artifacts with activated abilities or creatures with ETB effects. With Collector Ouphe, you can punish your opponents for ramping via mana rocks, and with Hushbringer you can protect your enchantments against effects from Acidic Slime and Reclamation Sage. Destiny Spinner is also super helpful since she herself is an enchantment and can protect against your spells getting countered.

DawnsRayofLight on Dragon's Den

2 weeks ago

I definitely think Ancient Brass Dragon has a spot, it could help you reanimate your dragons (as well as whatever you grab from your opponents), I would maybe add that and maybe Goldspan Dragon

Three Visits and Nature's Lore over Cultivate.

Damn over Toxic Deluge

Augur of Autumn might be better than Realmwalker

Drop Aggravated Assault, Aura of Silence, Stinging Study (you have a good chunk of draw as it is), Imposing Grandeur, Spit Flame (there are better cards)

Mana Drain is nice, but I am usually not a fan of it in a deck with 4 or more colors

With this being 5 color, I am trying to debate the best early game package

maybe:

5 counterspells (from below)

An Offer You Can't Refuse, Swan Song, Wash Away, Dovin's Veto, Counterflux, Render Silent, Disallow

4-5 board wipes

Damn, Cyclonic Rift, Winds of Abandon, Supreme Verdict, Crux of Fate

7 2 drop ramps (need all)

Arcane Signet, Fellwar Stone, Farseek, Three Visits, Nature's Lore, Bloom Tender, Coiling Oracle,

4 spot removal

Anguished Unmaking, Assassin's Trophy, Despark, Beast Within, Generous Gift, Fracture, Bedevil, Abrupt Decay

Masterful on Necronomicon | Teysa Karlov | Primer

3 weeks ago

Brightwrath Great question about removal sources. 9 Sources might be considered low, but we also play Demonic Tutor, Vampiric Tutor, and Enlightened Tutor which can get Grave Pact or The Meathook Massacre to deal with creatures. So technically, if we need to deal with a game-ending permanent, we have 12 sources to do so. However, tailoring your removal to your meta is pretty important. My meta ranges from mid to high powered casual in which combo kills are somewhat uncommon, but fast ramp, high powered threats, and control are rampant. This means I've tailored this list to favor recovering from boardwipes and outspeed my opponents rather than rely on a more controlling plan. That being said, if you find yourself dying to specific permanent threats like Ashnod's Altar, Hermit Druid, or Stasis, playing more single target removal could help. Despark, Rite of Oblivion, Path to Exile, Generous Gift, and Disenchant are all strong options depending on what you need. Personally, I haven't felt lacking in that department since I have tutors, can grab Grave Pact if I need to continuously control creatures, and my meta plays artifact/enchantment decks uncommonly.

You can definitely go without running the off-color fetches. While it will make your mana less consistent, I'd run more basics than sometimes-tapped duals. A land entering tapped can be game-losing, but you'll still probably have enough multicolored mana to not get color screwed. Additionally, if you cut those fetches, you should consider not playing Brought Back since it gets a lot of its value from them. It might be a good cut for another removal spell.

Thanks for your kind words and I'm glad you like the list!

CJH123 on $50 Arcades

1 month ago

The deck has crept up to a few bucks over $50, so I'll need to trim it down.

Sunscape Familiar cut for a Plains.

Generous Gift cut for Oblation, still fetchable via Drift.

hoosteen on Revised Rin & Seri

1 month ago

IMO, as a removal spell, Decimate is neither an instant or low-mana. It can certainly do a lot of damage to the board state, but I would much rather have a Beast Within, Generous Gift, or perhaps a Swords to Plowshares or a Path to Exile.

I think you might be going a little heavy on the ramp. In a green three color deck, especially if you have all your shock and fetch lands, having three signets and three talismans is probably overkill.

Given that Rhythm of the Wild is under the ProtectMyBalls category, I'm assuming you're mostly using it for the can't be countered effect. In which case, I would consider how many of your creatures you think opponents are going to actually counter. Take a look through your list of creatures, then list all the ones you yourself would counter if an opponent played it. Then think if its really worth making those not counterable instead of some other card. While there may be a few which you don't want to be counterable, also consider the order these cards need to be played and that you will need Rhythm of the Wild out before you play your big stuff. IMO the chances are too slim.

I think the most glaring change I would make is adding some more card draw. There is very little if any explicit card draw in this deck. Given that your commander makes 1/1's left and right, consider a Skullclamp. Also, IMO Esper Sentinel belongs in any white deck. Since you're making tokens very often, a Welcoming Vampire would work well here, and also an Idol of Oblivion.

Looks like the vast majority of your Good Boys And Good Girls are actually girls and not many boys. Is that intentional? Or are the cats in MTG just generally better or more abundant than the dogs?

Otherwise, be on the lookout for the usefulness of Second Harvest. I've personally removed that from at least one of my decks since I think its kinda a "win-more" card. For it to be actually really valuable you already need to have at least a few tokens out. But, I've definitely drawn that card when I don't have any tokens out and its screwed me over. Granted, your deck makes tokens quite easily, so this might be a good card for this deck. Just something to maybe watch out for.

Lastly, take a look at your deck's average CMC. Its relatively low but you might be able to trim it down a bit. It might help to consider the CMC of a given card vs the CMC of your commander. In general, I like to make that comparison since in-game, if I have a card in my hand that is 4 CMC and my commander is 4 CMC, I am more likely to play my commander, then next turn I want to either play something 5 CMC or multiple lesser CMCs. Also, at the beginning of the game, you want to increase the chances that you're drawing cards which you can play before your commander, otherwise you have wasted turns at the beginning.

AstroAA on Lae'Zel Master Chef +1/+1 counters

2 months ago

Adding in because it dawned on me after the fact: If you wanted to further trim your CMC, replace Juniper Order Ranger with Good-Fortune Unicorn. Not as good as Juniper Order Ranger as it doesn't place a +1/+1 counter on itself, but it does still place a counter on the ETB'ing creature for two less mana.

Managorger Hydra and Knight of Autumn are both really strong. Avenger of Zendikar can get ridiculous really quickly. You should also look at including more spot removal, like Nature's Claim, Beast Within, and Generous Gift. Tutors like Chord of Calling, Worldly Tutor, Eladamri's Call, and Green Sun's Zenith can help add in redundancy.

Also, I'd advise replacing the taplands (lands that ETB tapped) in your landbase. These slow you down a lot. Things like Brushland, Bountiful Promenade, City of Brass, Mana Confluence, and maybe even sometimes Razorverge Thicket can be helpful. Also, fetches like Windswept Heath, Arid Mesa, Misty Rainforest, and Prismatic Vista can also speed you up tremendously because they filter lands from your deck, meaning you're more likely to draw a card that you can play instead of a land - albeit playing fetches like the ones I've listed can get rather expensive $$$ wise very quickly.

JoosetheMuice on Kynaios Actual

2 months ago

For adds, I think you need some finishers as well as ways to make the abundance of resources hurt your opponents more.

Some Ideas: Black Vise Xyris, the Writhing Storm Edric, Spymaster of Trest Blatant Thievery The Locust God Gisela, Blade of Goldnight Hellkite Tyrant Praetor's Council Control Magic Generous Gift

AstroAA on [EDH][Primer] Sythis Enchantress Prison

2 months ago

Hello SynergyBuild! Thank you for your comment, I really appreciate it!

You've raised some valid concerns, and given me a lot to think about. For that, thank you!

I'll be honest, I don't have that good of an excuse for not including Blind Obedience or Song of the Dryads beyond not owning them and more recently not getting a proxy made of them.

As for Generous Gift/Beast Within, I think their effects of being able to destroy a permanent are really powerful. I do think that I want to replace one of them with Song of the Dryads in the near future. I think I might end up replacing the other with Seal of Cleansing.

As for Sylvan Tutor vs Green Sun's Zenith, I'm still torn on this. I think they both have their time and place - I do find myself tutoring for either Collector Ouphe or Sanctum Weaver most of the time with Sylvan Tutor, so I do think Green Sun's Zenith is a better card in this regard as both creatures are green. However, I really like Sylvan Tutor as I think it's a strong turn one play and I don't run Dryad Arbor to make Green Sun's Zenith a strong turn one play.

After thinking about it, you're right in regard to the number of fetchlands I run. I'm going to replace Misty Rainforest with a Forest.

Finally, as for Regrowth - you're right. In a deck running things like Rest in Peace and Ground Seal it does indeed not make much sense why I'm running it. I just like it because of possibly getting something back. After thinking about it, perhaps I should lean more into the graveyard hate, running things like Grafdigger's Cage or Weathered Runestone, but then those turn off a potential Green Sun's Zenith. This is a deck designed to shut off opponent's resources, and inadvertently we will hurt ourselves; a 100% cohesion rate among cards and interactions is impossible. I just think having access to potentially bringing back something is too strong.

Regardless, thank you very much for your comment! It's gotten me thinking again about the deck, which I had kind of written off as finished. In reality, no deck is ever truly finished. Thank you!

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