Enchantment — Aura
Enchanted creature gets +1/+0 and has flying.
: Return Gryff's Boon from your graveyard to the battlefield attached to target creature. Activate this ability only at any time you could cast a sorcery.
Printings View all
|Shadows over Innistrad (SOI)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Gryff's Boon Discussion
2 weeks ago
Ah, ok, that makes sense, sorry that I misunderstood what you were looking for there. There are two types of effects that will allow you to deal with fliers, and those are cards that give either flying or reach. Flying has the potential to be used aggressively, which can be useful, but effects that give reach will also tend to be cheaper, since the keyword is worse, and that could also be relevant.
For auras that give flying, I have a few possible suggestions. Gryff's Boon is a very cheap and efficient way of giving flying, and it can then be brought back later in the game if the enchanted creature ever dies. As you suggested, Angelic Gift is the other good cheap way of giving flying, the ability to replace itself in hand is pretty big. However, if you wanted to also be able to use flying somewhat offensively as well, then perhaps Gift of Orzhova, with its extra buff and lifelink could be a nice include. If you want to use flying purely as a defensive tool, then Gryff's Boon is probably strongest since it costs so little, but the other two are certainly viable.
On the whole, I feel auras that give reach are weaker than those that give flying, mainly since reach cannot be used offensively, but that does not mean that all cards that give reach are useless. Instead, if you only need reach on one or two turns, then there a few interesting combat tricks that you could use. Tower Defense means that basically nothing will be able to deal damage to you on a turn, provided that your board is up and running. The extra toughness boost might also come in useful in matchups against big trample creatures, and so the flexibility might be worth something. Alternatively, something like Sudden Spinnerets could be very useful. Since it gives a reach counter, the reach is permanent (and often harder to remove than an aura), plus the untap part of its text would work really well with Pride Sovereign, as for just untapping to have a suprise blocker.
Personally my favourite of these is Sudden Spinnerets, but I’ll leave you with these options to think about.
On another note, while I know that you’re not a massive fan of planeswalkers, it would feel wrong if I didn’t recommend Huatli, Radiant Champion. As I’ve often said, card draw is probably the biggest weakness of the deck, and Huatli can provide a massive draw engine. When played onto a big enough board, she can come down, activate her +1 and immediately be within, or even exceed, her ultimate range, and then once you have her emblem you will basically never run out of cards. In addition, her -1 can also make a creature into a huge threat, which can be really strong if it has any form of evasion (flying or trample), or even lifelink will put you well ahead in lots of games.
Hope that this was helpful again.
3 months ago
I'd focus on enchantment ramp (à la Wild Growth, Wolfwillow Haven, Overgrowth and Sheltered Aerie) over the artifact ramp and things like Rampant Growth. This could be supplemented with things like Arbor Elf, Voyaging Satyr and Blossom Dryad.
To my mind, if things like Ancestral Mask, Soul's Majesty and Rishkar's Expertise are working out, it's because you're already winning. I'd rather run things like Gryff's Boon, Messenger's Speed and Madcap Skills - I'd also work on reducing the overall CMC of your enchantments.
I'd also think about adding something else you can win with (if Uril becomes uncastable or is otherwise removed). Fleecemane Lion could carry a handful of aura's. Alternatively, Siona, Captain of the Pyleas + Shielded by Faith with Emblem of the Warmind or Fires of Yavimaya.
3 months ago
I'd cut Brave the Sands, and AEther Web as they don't offer relevant evasion for Messenger's Speed, and Madcap Skills. I'd cut Runes of the Deus and Eldrazi Conscription as they're too expensive for Setessan Training and Angelic Gift.
The +1 of Garruk Wildspeaker (alongside all the Enchantresses) makes me think you should run more things like Trace of Abundance (rather than things like Darksteel Ingot), but they don't play well with Realm Razer.
3 months ago
3 months ago
Neat idea! Few things came to mind.
Looking at the list, Hushbringer seems a nice compromise between Tocatli and Hushwing Gryff.
Wavebreak Hippocamp seems like it would be a nice include, as a second Rashmi that also counts as an enchantment for the purpose of enchantresses + Kestia triggers.
One that might be worth running--even with the Rest in Peace--is Gryff's Boon for the cheap CMC evasion + the ability to recur if it ever falls off.
4 months ago
I like playing white weenie in pioneer, so please see my bellow recommendations.
I recommend removing 2 plains and adding 2 Knight of the White Orchids because the knight acts as a quasi plains and it's awesome to play it on turn 3 because you get to put a plains onto the battlefield and then play your land for turn, thus, giving you 4 lands on turn 3.
I recommend removing the Legion's Landing Flip and the Gryff's Boon for 3 Boros Elites because it is a lot of fun attacking with 3 creatures on turn 3 and making the elite a 3/3 creature (that's a lot of 3's :D).
In terms of the sideboard, you are only allowed 15 cards and you currently have 17 cards, so I would remove the Scavenger Grounds because you already have Rest in Peace and I would remove 1 Selfless Spirit, as you already have Unbreakable Formation to prevent against board sweeps.
I hope that helps.
6 months ago
My suggestion would be to run Flickering Ward over Whip Silk. Having more ways of protection and evasion is never bad. Only downside is you have to be careful to not remove auras already attached to your creature with protection from green and or white. Also would consider Gryff's Boon, more evasion and it is re-curable.
7 months ago
I don't like the 0 cost equipments much. Yes, they draw a card, but no, they don't help you win. They're good in a storm shell. One that capitalizes on Aetherflux Reservoir . I'd suggest Loxodon Warhammer , Gryff's Boon and other cards that are either cheap and good or strong and help a long, 5-player game.
Darksteel Mutation is great removal, and an aura that'll draw a card off Sram.
You are one of the few colors with a lot of boardwipes. And since only one player is blue, you'll usually not have any counterspells in your way. Single Combat is great for a equipment deck. Austere Command and Winds of Abandon are one sided boardwipes with your deck. Citywide Bust may work well depending on the other decks.