Master Symmetrist

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Brawl Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Pre-release Legal
Quest Magic Legal
Standard Legal
Vanguard Legal
Vintage Legal

Master Symmetrist

Creature — Rhino Druid

Reach

Whenever a creature you control with power equal to its toughness attacks, it gains trample until end of turn.

EDH 30 / 13
Chef's Kiss feature for Good Soup

mclaughlin2408 on Elf Deck (Black and Green)

1 year ago

jags I like that one too. I found Aggressive Mammoth which looks like it could also be beneficial and also Glorious Sunrise. I think this deck may move pretty fast so having something like Glorious Sunrise which gives me the ability to pump with trample, but also draw a card if needed could be beneficial.

Also, I found Master Symmetrist. Question on this one, it states "whenever a creature you control" does that mean I would have to pick just one, or would it apply for all creatures I have, and attack with, that have the same power and toughness?

ViscountVonSausageRoll on Green Counter Gang

1 year ago

I like. One thing that sticks out is you don't have any way aside from 1x Master Symmetrist to give trample to your dudes. This could allow absolutely behemoth creatures to be chump-blocked.

In stickin' with the theme of +1/+1 counters, may I suggest Crowned Ceratok, or Bramblewood Paragon?

Also if you're looking for themed green mana ramp Gyre Sage is pretty dope.

razelfark on Quandrix Devotion

2 years ago

Hello Raknulfr,

I have tested the deck out and it has been performing very well most of the time.

The issue with removal has been surprisingly not that big of a deal. The only issues with removal is when someone uses a sweeper over targeted removal, and the sweeper is usually Extinction Event or Shadows' Verdict at which point Heroic Intervention just wasn't doing much even though it is in the side for white/red sweeper counter play.

Targetd removal play arounds are mostly you make sure not to play Scute Swarm until you can land drop with him and hopefully make it a double land drop for the turn to make sure you can keep it on the field. Remember to play land from hand after resolving the scute if possible to prevent your opponent from blasting it before moving to cast another spell, this is to keep your opponent from getting reaction priority to kill it before you can get a trigger.

Another thing about the removal protection, a lot of people are running cards that hit "Nonland" cards like Binding the Old Gods and Skyclave Apparition . What this means, is that having Ashaya, Soul of the Wild on the board all our non-token creatures will be considered lands. This also means that any nontoken creature that enters the battlefield will trigger Scute Swarm . This combo is soo strong I am thinking of adding another Ashaya just to make it more consistent. Small note: Ashaya does shrink when Tanazir Quandrix uses his attack trigger, so keep in mind.

As for the Master Symmetrist , this card is not going to do much for us. If we have either Tanazir Quandrix or Klothys's Design with a board of scutes, then we don't really need trample as the scutes power with numbers increase enough that our opponent won't be able to block enough to matter 9 out of 10 times (plus they usualy lose their board chumping 4/4 scutes).

Some quick math for the Klothys's Design to put in perspective why I don't care for trample; if I have 7 Scutes in play they will all get +7/+7 meaning I swing with 7 creatures that are 8/8. Meaning if 3 get through, I would kill most people that don't gain life. The numbers get much scarier if you take into account you can land drop the turn you play the spell to double your scutes in play to swing for even more.

The deck does takes some time to develop its board sometimes, but that is also why there are so many ramp spells to get it going fast enough and to help make sure you can trigger as many scutes as possible.

Hope this answers some of the questions about the card decisions.

Raknulfr on Quandrix Devotion

2 years ago

I like the idea, did you try it out yet? The lack of instants/protection for your key pieces is risky considering how much removal is going around in current standart, maybe Heroic Intervention . Also, especially with the Scute Swarm and Tanazir combo, putting in 2 or 3 Master Symmetrist to give all of them trample can make a lot of difference when you canĀ“t overwhelm with 20-30 Scute Swarms already.