Gyre Sage

Gyre Sage

Creature — Elf Druid

Evolve (Whenever another creature enters the battlefield under your control, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.)

Gain for each +1/+1 counter on Gyre Sage.

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Trade

Have (4) metalmagic , gildan_bladeborn , IcyLightning , Azdranax
Want (3) Dragonalex , bender1 , Katana

Printings View all

Set Rarity
Ravnica Allegiance: Guild Kits (GK2) Rare
Gatecrash (GTC) Rare

Combos Browse all

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Historic Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Gyre Sage occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Green: 0.17%

GU (Simic): 0.68%

Gyre Sage Discussion

ZuranSorcerer on Animar +1

1 week ago

Panharmonicon

Panharmonicon works with some of the hydras, the ones that have triggered effects. Managorger Hydra for example already triggers once every time any player casts any spell. With Panharmonicon in play, any of those spells that are creatures or artifacts will trigger twice. Forgotten Ancient works the same way, though it is not a Hydra.

I Kept Panharmonicon mostly for Animar, Soul of Elements, but it’s also great for Gyre Sage, Selvala, Heart of the Wilds,

Hydra Broodmaster compliments Panharmonicon as well. It doesn’t have a triggered effect, but when it goes Monstrous it will set off the trigger for Gyre Sage x2 times! Imagine the size of the Hydras you’ll be able to cast with that much mana from your now ginormous Gyre Sage! Granted the Sage has to have lower power than the created tokens, so this three card combo is not going to occur frequently.

Besides creatures, there are other cards that have great synergy with Panharmonicon: The Great Henge and Kiora, Behemoth Beckoner each trigger twice for two cards drawn instead of one. Warstorm Surge and Unbound Flourishing triggering twice are game winners!

I added Inexorable Tide (gotta love doubling that proliferation) but I also removed two cards that work well with Panharmonicon: Rhystic Study would trigger twice, but I’m not a huge fan of taxing my opponents unless I’m playing Control (one permanent in 100 card deck isn’t enough for taxing to work imo) and Zendikar Resurgent which I debated long and hard about. In the end I took it out to make room for Inexorable Tide but perhaps there’s room for both?

I love deck building, especially the fine tuning aspect. I welcome more dialogue about this, or any other deck. Hope to hear more from you soon!

Meachman on Praetor's Army

3 weeks ago

Looks a little light on ramp and color fixing. Gyre Sage, Incubation Druid, and Devoted Druid are some nice ramp synergies in the +1/+1 counter genre. Jiang Yanggu, Wildcrafter also capitalizes on the mechanic to help you ramp/fix.

Simic Ascendancy feels gross in this deck since Atraxa can proliferate +1/+1 counters and the growth counters on the enchantment itself.

BlackoutX on Grumgully. the Generous Stompy Bois

1 month ago

Grim Initiate (pretty good for you type of +1 +1 deck)

Narnam Renegade (you could probably go full elf tribal or stompy elf since it would allow for mana ramp and just flooding the board with threats. If you really wanna abuse that nonhuman trigger use some tokens)

Gyre Sage

Pelt Collector

Contagion Clasp

Contagion Engine

Doubling Season (very expensive I personally don't thing this one is worth it)

Meachman on Marath, Will of the Wild

1 month ago

In green/red, Rhythm of the Wild is almost an auto-include.

Marath has a nice synergy with deathtouch, allowing you to spend one mana to kill any creature on the board.

Gorgon's Head and Bow of Nylea are nice options, with Basilisk Collar as a more expensive option (but it also lets you gain 1 life for each murder).

A focus on the commander means stepping up mana production is probably the next focus area. Gyre Sage, Devoted Druid, and Fertilid are all repeated, +1/+1 counter based mana, and Faeburrow Elder isn't far off. Kodama's Reach, Rampant Growth, and Wayfarer's Bauble for the early game.

And if counters are going to be so central, proliferate becomes even more helpful. Grateful Apparition, Wanderer's Strike, Karn's Bastion (which pairs nicely with you land-search ramp).

And with proliferate, some planeswalkers are worth considering, like Jiang Yanggu, Wildcrafter, Ajani, the Greathearted, Domri, Anarch of Bolas, and Domri, Chaos Bringer

Suggested cuts: Archangel, Grazing Gladeheart, Drumhunter, Spawning Grounds, Slippery Karst, Vitu-Ghazi, Druidic Satchel, Drifting Meadow, Forgotten Cave, New Benalia, Tranquil Thicket, Where Ancients Tread

Ize19 on Stomping Counters

1 month ago

Abundance, Cream of the Crop, Elemental Bond and Sylvan Library can improve your draws. Gavony Township, Opal Palace, and Oran-Rief, the Vastwood are great lands for producing +1/+1 counters, replacing some spells if you like. Gyre Sage is great ramp in a Marath deck, as is Xenagos, the Reveler. Unbound Flourishing is a must-have, as it copies whichever of Marath's abilities you choose to use. Unfortunately my biggest mana ramp is Elf based, as my Born to be Wild deck is much more Elf-heavy than your deck. Maybe take a look, see if you'd like to lean a bit more in that direction?

Doritoboy100 on Deck help Oko+Simic guild+simic mutology ...

1 month ago

Hello all, I have been playing with the Oko structure deck, that I updated using Affinity For MTG's youtube video, and just bought the Simic Mutology structure deck as well as the Simic Guild Kit, as well as some booster pack cards. I'm trying to combine them into a 75 card deck, with 15 cards I know to take out for 60. Based off the cards in these 3 decks I'd like to build the deck around a constant flow of powerful monsters through the +1/+1 counters, as well as overloading on mana and drawing a lot. Some of the main points of damage right now are Oko who can just turn everything into a base 10/10 and distribute lots of +1/+1s, vorel who can double somethings counters, zegana who gives trample, galloping lizrog which can take all the +1/+1s and double them onto himself, nylea's forerunner for trample, progenitors mimic and miming slime to make clones, and wild born preserver for reach and his +1/+1s. But I also have things like coiling oracle/fathom mage to draw a lot, and gyre sage/maraleaf pixie for tons of mana. So I'd like to just find a good strategy in this mess lol.

The total card list of everything I will have is: (stuff with "x" seems important to me) Creatures: 1 Oko, the Tricksterx, 1 Vorel of the Hull Cladex, 1 Zegana, Utopian Speakerx, 1 Momir Vig, Simic Visionaryx, 2 Cloudfin Raptor, 4 Coiling Oraclex, 1 Cytoplast Root-Kin, 1 Elusive Krasis, 4 Faerie Vandalx, 1 Fathom Magex, 1 Frilled Mysticx, 1 Galloping Lizrogx, 1 Gyre Sagex, 4 Keeper of Fablesx, 3 Maraleaf Pixiex, 1 Nimbus Swimmer, 1 Nylea's Forerunnerx, 3 Paradise Druid, 2 Plaxmantax, 1 Progenitor Mimicx, 1 Protean Hulkx, 3 Spectral Sailorx, 4 Sphinx of Foresight, 2 Surveilling Sprite, 1 Trygon Predator, 2 Vigean Graftmage, 3 Vigean Hydropon, 1 Wildborn Preserverx, 2 Zameck Guildmagex,

Instants: 1 Applied Biomancyx, 1 Disdainful Strokex, 1 Gift of Strengthx, 2 Oko's Hospitalityx, 3 Optx, 1 Prying Eyes, 1 Quenchx, 1 Radical Ideax, 2 Rapid Hybridization, 1 Return of the Wildspeakerx, 1 Voidslime,

Sorcery: 2 Flash Foliagex, 1 Maximize Altitudex, 1 Miming Slimex, 1 Selective Snarex, 2 Shielding Plaxx, 1 Urban Evolutionx,

Enchantments: 3 Charmed Sleepx, 3 Frogifyx, 2 Setessan Trainingx,

Artifacts: 2 Simic Signet,

Land: 4 Simic Growth Chamberx, 4 Simic Guildgate, 4 Thornwood Fallsx, X Forestx, X Islandx

Thanks!

WarpedZerghead on Infinite Combos in EDH - Experiment Kraj Budget

1 month ago

poorpinkus, I just recently made a Kraj deck for the same reason, to see it grow beyond control because it was designed to choose its own evolution. Doi. I have been having the same results at the moment (alpha version of the deck) and that Kraj kicks off by turn 6 or 7: I am trying to cut that down to a turn or two sooner. One thought I had was increasing creature ramp. I saw you have a 'Transmute' card, I use that mechanic heavily in another deck (Nekusar RBU) specifically to get my combo items within the 2, 3 and 4 CMC range.

Here is my deck: Kraj-Maga Tap Dancing
You'll see about 3 or more versions of the same mechanic within the deck, especially with creatures. One of the fastest guarantee win items is the tap-to-ping creatures. Just tap once, deal damage to creature or player (must include player) and there you have it. At this point I have been considering just adding more creature ramp, transmute spells, creature tutor and counter spells.

Creature ramp is the big money money of the deck and gives you a chance to bring Kraj out sooner and as you noticed, the moment Kraj is in play it just goes off. For the creature ramp though I have been trying to stick to the 2-or-more mana per tap creatures. Gyre Sage, Gyre Engineer, Incubation Druid are great since the last two can give easier access to infinite untap andthough the Engineer will produce infinite colorless/green mana if you have a single blue untap ability ready. Ilysian Caryatid is another good option for potentially having 2 blue mana (with Kraj in play) to grant true unlimited mana for all colors. But I see you've already solved the mana conversion problem with Orochi Leafcaller and Pili-Pala (sick card for this deck).

Transmute and Tutor will get you what you need (obviously) and I've added as many ways as I can to do just that. I understand though you're using a budget to keep this deck real and some tutor spells are really pricey. Chord of Calling, Green Sun's Zenith, Birthing Pod are good but are probably out of budget, but Prime Speaker Vannifar has dropped considerably and Neoform is a similar outlet. Vannifar could be a superior solution to a Kraj deck because with a +1/+1 counter on her you could have infinite untap-access to her ability, but only in sorcery speed. Another star contender is Momir Vig, Simic Visionary but for Momir to really be effective he relies on both green and blue creature spells. A way around this is using spells that "change the text of target permanent" cards like Trait Doctoring or Whim of Volrath which also has a buyback but that already has too much work involved around a 'guest star' creature. Cool thing about Momir and Vannifar: they are both elves, so if yo have a sac outlet you can add Wirewood Herald that will tutor one of them to your hand. Transmute is also a good way around your deck, simply find your win condition creature combos by CMC and get the Transmutes you need. My deck's winning combos are almost all between 2 and 4 mana, I honestly don't think I need anything over that cost, one being Endbringer at 6 CMC because there are more tap-ping guys that cost less but honestly I am considering dropping it for another ramp creature or counter spell, granted its also a draw-card source.. On to Counter spells...

I am seeing a lot of "trample" and "unblockable" but honestly this experimental blob needs to just sit and make magic happen: no need for attackers. It is far too easy to get what you need in play and use the activated ability to achieve victory; that being said, enter the counter-turtle! Infinite mana seems to be the fastest thing I can get rolling for this guy, once that happens its a matter of time before the other shoe drops for a win, a strategy is to play safe and deny as many things as possible coming your way or in the way of a boardwipe. Rake up as many counterspells as you can, especially the 'split second' ones like Last Word. Another route for spells is kicker, multikicker and strive since mana 'ain't no thang' to Kraj.

All other spells or abilities that give more +1/+1 counters and such I feel are wasted placement cards because once Kraj gets untapping things get out of hand immediately. But, Grafting is definitely the way to at least get that started so it can save you a step if you're looking for the budget route. For example, Doubling Season: sweet card but we don't make tokens and all I need is one +1/+1 counter, not double. But, I do have Vigean Hydropon to distribute +1/+1 counters to my homies entering the battlefield. In several cases the 'Graft' option can work with Momir Vig if he's in play since some are blue/green creatures.

These are all really just ideas and options I've seen work for me but I'm also bouncing them to get feedback and find that chunk of fat that can be trimmed to make a leaner and meaner Experiment Kraj deck. Essentially all my cards involve the greatest of the greatest that I am assuming I have infinite mana, untaps, etc. instead of the 'once per turn'. I want everything, all the time and without end. Good ol' "Nah brah thanks, I'm here to break the game not have tea" attitude.

Thanks for sharing and thanks for reading the great wall-o-text!

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