Gryff's Boon

Gryff's Boon

Enchantment — Aura

Enchant creature

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.

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Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Commander / EDH Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal
Casual Legal
Custom Legal
Quest Magic Legal

Latest Decks as Commander

Gryff's Boon Discussion

Peoyogon on Tana the Enchantress

6 months ago

Wow, this looks like a lot of fun! I must say, I don't see a lot of enchantress + Voltron + red; I really like that you are going into a unique build that's all your own!

I really like Retether; I use it in my mono white Sram, Senior Edificer Voltron deck and it is amazing! Conviction/Gryff's Boon/Flickering Ward (in acending order of efectivness) are also deceptively good cards if you reliably have enchantresses out on the field.

I know you are wanting to keep to a strict theme but if you want any emergency 'go-wide-now panic buttons, Second Harvest, Glaring Spotlight, and Overwhelming Stampede are powerful options that still seem like they would operate well within the greater strategy of your deck.

BRG24 on Felidae Cult

9 months 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.

CJH123 on Uril, the Dollar Store Yeti (Budget EDH)

1 year 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 switch Winds of Rath out for Gravitic Punch.

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.

CJH123 on Uril, the Buttstalker

1 year ago

If you're running Shielded by Faith, I'd run Siona, Captain of the Pyleas too (for the combo).

If you're running Bear Umbra, I'd probably run Hellkite Charger too (for the combo).

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.

I'd also consider replacing Three Dreams and Winds of Rath with Gravitic Punch and Chandra's Ignition.

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.

Things like Escape Velocity, Talons of Wildwood and Gryff's Boon help you rebuild after a boardwipe.

CJH123 on

1 year ago

I like Angelic Gift and Setessan Training because they replace themselves and offer evasion.

Escape Velocity and Gryff's Boon help you rebuild / mitigate the impact of enchanting a Kor Spiritdancer or Champion of the Flame in the early game.

I'd rather Boros Charm over True Conviction, as it's very expensive.

I'd rather Gravitic Punch or Chandra's Ignition over Plea for Guidance or Single Combat, as you may as well just win the game at that point.

DaveofCanada on Curious Control -- Kestia Enchantress

1 year 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.

Not 100% sold on it but another thing that came to mind about cheap CMC auras was Instill Energy and Mind Harness but without the totem armor/buff, they might not do enough to warrant adding.

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.

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