Griffin Guide

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Legality

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

Griffin Guide

Enchantment — Aura

Enchant creature

Enchanted creature gets +2/+2 and has flying.

When enchanted creature dies, create a 2/2 white Griffin creature token with flying. (Dying is being put into the graveyard from the battlefield. Tokens enter the graveyard before they cease to exist.)

Santiago1011 on Zeriam: Stax on Stacks of Griffins

1 month ago

SufferFromEDHD, first I'd just like to say I like the username lol.

What would you remove for the maybeboard cards? Griffin Guide is on flavor but not actually that useful imo. Crackdown is great and Flagstone is pretty good too. Griffin Canyon is also decent. If nothing else I can untap something to block? But I should always be doubling my board after t4 with untapped griffin tokens so blocking also isn't really a problem, right?

SufferFromEDHD on Zeriam: Stax on Stacks of Griffins

1 month ago

Everything in the maybe should be main board.

Confused by the lack of Griffin Canyon!

Griffin Guide discounted by that Transcendent Envoy.

Crackdown nice tax in mono white aggro.

Dust Bowl really good late game in a deck full of basic lands. Also Flagstones of Trokair.

legendofa on Favorites and Bests

1 year ago

I like these questions. Just giving everyone a chance to talk about themselves is an underrated art form.

My favorite color pair is . I'm happiest when I can out-resource my opponents in as many ways as possible--mana, cards in hand, board presence, etc., and the combination of 's ramp and creatures, and 's removal and discard, and their overlap in graveyard recursion, draw power, and lifegain, is what drew me to this combination. I'm happiest when my opponents have run out of steam and I'm still going strong, especially after they've thrown their best at me.

I can't pick out a strongest color pair; their strengths and weaknesses can't really be compared. The strongest color combination is the one that you're most comfortable using and that brings you the most satisfaction.

I would not remove from the game. It's arguably the most technical and tactical color, and it provides checks on a lot of different formats. If you've never seen a Saskia vs. Edgar vs. Dragonlord Dromoka vs. Atla EDH match, it's a race to see who gets out the most, biggest creatures out the fastest before someone combos off or beats everyone else down. If you enjoy that, great! It can be a lot of fun. But I like a little more tactics and trickery, and provides that angle that the other colors don't have. Counterspells, unlockable creatures, and Control Magic effects may not always be fun on the receiving end, but they provide a needed depth to gameplay.

The main three ways I see creature Auras being made stronger are recursion (Rancor, Spirit Loop), replacement (Griffin Guide, Mantle of the Wolf), and protection (Diplomatic Immunity, Indestructibility). If the Aura provides a new threat when it goes away, or just refuses to go away, it makes the two-for-one problem much more manageable.

My favorite tribe is Skeletons. They're more interesting than Zombies, smell better, require less care and feeding, and Zombies are spotlight hogs, getting new powerful cards almost every set while Skeletons keep getting maybe one or two cards a year (usually worse than a Zombie option). Outside of being the forgotten cousin of Zombies (one of my least favorites--can you tell?), I like Skeletons on their own merits. The skull and bone aesthetic is always popular, going back at least to medieval Memento Mori art, and Skeleton Scavengers's Regenerate was one of the first complex abilities I learned how to use properly, so they have some nostalgia factor for me as well.

For lands, I almost always go for the 40% and adjust as needed--faster, lower-cost decks get less; slower, more controll-y decks get more. I try to err on the side of having a couple too many lands than not enough. I do have a goal of one day owning a Legacy or even Vintage Dredge deck, though, and those can have single-digit land counts (does anyone have a pile of Lion's Eye Diamonds or Bazaar of Baghdad they want to give away for free?). I don't usually use the MDFC lands myself, but I've seen them used well, and the Pathways are a great option if you can't or don't want to shell out for the shocklands, fast lands, or other big-money lands. (They're still above what I would call truly budget, though.)

wallisface If I may speak for the OP, this doesn't appear to be focused on any specific format. It's asking questions about what you enjoy, how you feel about certain cards and effects, and general chatting.

Brutal_B on Shu Yun, the Silent Tempest

4 years ago

Hell yeah! Another heroics deck! I have one too but Daxos the Returned commands mine, same idea tho.

Some creatures that I don't see here that could benefit the deck are Celestial Ancient , Danitha Capashen, Paragon Dawnbringer Charioteers , Graceblade Artisan , Lagonna-Band Trailblazer , Sram, Senior Edificer , Wingsteed Rider , Umbra Mystic and my personal favorite Thran Golem .

Some enchantments I really like in my deck are Celestial Mantle , Daybreak Coronet , Divine Favor , Face of Divinity , Griffin Guide , Hope Against Hope , On Serra's Wings Angelic Destiny and Bonds of Faith can go offensive or defensive. You should look into some umbras like Felidar Umbra and Hyena Umbra .

Windborne Charge is a great little pump spell for a good cost. I'm surprised you're not running any enchantment tutors. Crystal Chimes is great graveyard enchantment recursion.

I noticed you have some token generation. Intangible Virtue could be an option. With that said Sigil of the Empty Throne is an excellent card in decks like this.

I realize I've only suggested white cards but that's the only overlapping color our decks share.

Sorry to spam this comment with so much but I got excited. I love the heroic mechanic and I'm glad to see other people utilizing it. A big enchanted +1 from me!

Meurth on

5 years ago

Beware that Umbra Mystic has anti-synergy with both Angelic Destiny and Griffin Guide. I recommend playing at least 24 lands with this many 4-drops.

Scion_of_Darkness on Token spam

6 years ago

Geist-Honored Monk and Crusader of Odric count / equal to creatures, and that ability can be granted with Pennon Blade as well. Seraph of the Masses has a pretty high casting cost for it's ability, but flying can be gotten cheaper with Auras and Equipment. Griffin Guide for instance. A good Creature for Auras is Brood Keeper for generating Tokens. Conviction if you want to go that route.

Keep Lightning Bolt and + 2 Raise the Alarm and -2 Krenko's Command. Maybe invest in Isochron Scepter and focus on Instants. Boros Charm for damage and Dawn Charm for utility so you can choose different modes for different situations.

Boros Charm and Isochron Scepter come with a price tag but everything else is reasonable.

S1ydevi1 on Uril Smash! (Retired)

6 years ago

Uril is pretty dumb. Had Griffin Guide, Armadillo Cloak, Flickerform, Spirit Loop, Spirit Mantle, and Felidar Umbra on him. So he was a 22/22 flying, hexproof, pro creatures with triple lifelink on him. I gained 66 life each time he hit because Cloak and Loop are triggered abilities, not actual lifelink.

nyoumans on Uril's Revenge

6 years ago

Also, sorry to be Debby Downer, but cards like Murder Investigation and Griffin Guide do not trigger unless you let Uril go to the graveyard instead of returning to the command zone. For rules purposes, the word "die(s)" translates to "go(es) to the graveyard from play."

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