Nylea, God of the Hunt
Legendary Enchantment Creature — God
As long as your devotion to green is less than five, Nylea isn't a creature. ( in the mana costs of permanents you control counts toward your devotion to green.)
Other creatures you control have trample.
: Target creature gets +2/+2 until end of turn.
|Have (2)||, gildan_bladeborn|
Combos Browse all
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
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Latest Decks as Commander
Nylea, God of the Hunt Discussion
2 months ago
Thanks for the suggestion! I kind of forgot about this card (Branching Evolution) since it was released with Jumpstart at an absurd price, but now that the supply meets the demand that card is actually pretty good for the deck. I might consider it for the next upgrade, I still need to play the deck more with the recent card I've added before making a swap. But if I had thought of it during my last upgrade of the deck I would have probably replaced Unbound Flourishing with Branching Evolution.
To answer your question about those 3 cards and why I removed them from my deck:
Don't get me wrong, this card is powerful and has a sweet art. I love it, or rather I loved it. This card is good with X spells and X abilities, but the more I upgraded this deck the less card I had that could work with it. I hold on to that card as much as I could, but after a few games I found out that it was most of the time a dead draw because I either didn't have any spell or abilities that worked with it or had already cast them... I was sad when I removed it from my deck, but it is for the better. I still want to build a deck where this card could really shine.
For example, right now in my deck, it can only work for 12 Hydras. Two of them are for Monstruous abilities that don't even work when copied and for no spells at all. So in the end, only 10 cards work with this and the second ability of the card will never be used. Too little chance of being used is what made me decide to cut it.
This is also a cool card, but the CMC/MV is too high in my opinion. This card comes up too late in the game when I have already cast a bunch of Hydras so both effects become a little bit useless. I found out that I preferred cards with smaller CMC/MV that draw me cards like Elemental Bond and Garruk's Uprising rather than this one because those keep me going during the game, transforming my creatures into cantrips really early on. The mana doubling aspect is pretty good too, but I can ramp so easily that I don't need that much many at any time so I didn't feel it had any impact on there too. Also, it is a big magnet for removal so spending 7 mana for nothing always feels bad when it gets removed before you can even use it.
This deck needs evasion in the form of Trample or being unblockable. I did cut Nylea, God of the Hunt, but I'm thinking of putting her back in just because of Ohran Frostfang and how Trample and Deathtouch work together. She was doing fine in the deck, I just found that sometimes she feels like a dead draw when you have other Trample enablers already in place and I never found myself using her ability that much. But I did like the fact that she was Indestructible.
Right those are the cards I'm using to give Trample to my creatures:
Brawn > hard to be removed
Garruk's Uprising > this card does so much
Dragon Throne of Tarkir > literally one of my best finishers in the deck by giving Trample + a BIG Buff
Rancor > because it can trigger Gargos and recure itself
Vivien Reid > with her Ultimate
And those are the cards to make my big Hydras unblockable:
Glaring Spotlight > because it can allow me to fight my opponents' creatures even if they have protection on them and protect my board or allow for a final swing (or sometimes just a "player removal" swing).
Bellowing tanglewurm > because I just love it and found it really useful, but if your meta is full of green decks, maybe not a good idea for you. But could probably be the one to be cut if I bring Nylea, God of the Hunt back.
And that is all!
Thanks again for your comments I greatly appreciate it and I'll go take a look at your own Gargos list too soon!
3 months ago
Great list! I’ve been working on a Gargos build and I’m curious what your experience has been with the cards Unbound Flourishing, Zendikar Resurgent, and Nylea, God of the Hunt. I see that they were on your original list and then moved to the maybeboard. Were these cards not as effective as they seem? Also have you tested Branching Evolution? I’m definitely including Whip Silk on my list, what a great find!
5 months ago
Always happy to see another Multani deck! Love the amount of ramp in your list. Will reconsider that in my own version :). Here are some cards for you to consider:
- Grothama, All-Devouring is another way for you to draw a lot of cards without saccing Multani.
- Overwhelming Stampede and Pathbreaker Ibex are nice ways to convert Multani’s power into a win.
- Nylea, God of the Hunt, Bellowing Tanglewurm, and Akroma's Memorial are additional options to give Multani evasion.
- Crashing Drawbridge and Hall of the Bandit Lord are some nice haste enablers to consider.
- Thought Vessel can also be fitting here. I also run some cheap land tutors such as Crop Rotation to find Reliquary Tower more reliably.
And for basics that show Yavimaya: check the Forests from Urza’s Saga ;).
Hope there are some tips there that you like! Check my list here: Maro Multani, the Elemental of Surprise | V-AFR
6 months ago
Great minds think alike! I try to do the same thing in my list (https://tappedout.net/mtg-decks/maximum-jank-lureflankingbandtrampage/) except I use Captain Sisay as the general in order to grab things like Gabriel Angelfire , Odric, Master Tactician , and Nylea, God of the Hunt
6 months ago
Ah, my favorite color. Not coincidentally, my wife hates it. I love ramp, I love the utility, the pervasive value, and I even like the shortcomings because I feel they're sporting. At the time of writing this I have three mono-Green decks. My oldest deck is a Green deck. I have been watching Green so closely as each set comes out that I didn't even need to research the legends available in order to write this.
But enough squeeing about my preferences (for now). Let's talk turkey. Picking a best color is highly subjective: while I'd like to say that all five colors are equal in strength, it can't be said honestly. Black has the tutors and thematic viciousness to fight for the top. Blue's strength in control and draw make its long-debated position as most competitive highly secure. White and Red are solidly trailing the others. Where does this leave Green?
Green has a unique capacity to destroy (or fight) anything, but not all the thing: Beast Within and Acidic Slime are great, but unless you're an enchantment, artifact, or bird, then you don't need to concern yourself with Green boardwipes. The utterly absurd advantage that comes of Green's affinity for ramp is often shattering. However, all arguments for Green's strength are undercut by an unfortunate fact: if you can't smash face in the combat phase, you can't usually win. Helix Pinnacle. Epic Struggle. Against these two cards and the odd sorcery referencing some sort of windy calamity, the other colors have actual themes: Black has vampirism, Blue has milling, and Red has burn. Even White has a small but potent spread of alternate wins, generally tied to life totals.
However: a jack of all trades is a master of none, but ofttimes better than a master of one. Let's consider whether Green is a specialist or a generalist: Blue has control and draw, but Green has a fine well of draw effects to pull from, a true wealth of hexproof and... and whatever keyword they'll eventually assign to "can't be countered." The sheer scope of creatures with game-changing effects that Green can tutor, while comprehensive, isn't quite the same as tutoring anything (shut up, Black). That said, a well-placed Tooth and Nail can win the game just as readily. Green can't burn players but can fight any creature and Terastodon any party of super-friends. No, Green isn't a powerhouse on the stack or outside the combat phase, but the raw versatility of Green isn't something the other colors can readily match.
Personally, I can't comfortably argue that Green is the most competitive mono-color in commander. However, I will argue that it's the most generally capable, and like all the colors a powerhouse in the right hands. Whether my hands are the right ones isn't the question: Green is the color I'm most comfortable with, the color I feel most capable with, and my answer to the most important question in any game: "What are you happiest playing?"
Today, we discuss three most prevalent trends in Green. Chonks: the biggest beasts on the battlefield. Ramp: mana for days. Land: all the land (bear with me, I know those last two are rather close). As always, please bear in mind that our focus here is not necessarily competitive but rather on thematic, archetypical commanders.
There are a lot of ways to make creatures threatening. Artifacts like Coat of Arms or Argentum Armor, auras like Green's own Blanchwood Armor, and everything in between. Green has another approach as well, tending toward, rather than making creatures threatening, instead making threatening creatures. Just look at the Primordial Hydra (or pretty much any hydra). Other colors have their own fatties, to be sure, but until the Eldrazi came Green's only real rival for the Bigger-is-Better Belt was Blue's theme of large, typically overpriced fish (Colossi also bear mentioning). Colored kaiju tend to come with additional costs beyond mana once they reach a certain size, examples being Death's Shadow or Jokulmorder. The only cost Green generally asks is mana, and frequently at a discount. Hehehehe...
Sometimes you just need a hulk, and at a trampling 12/12 Ghatla is the hulkest legend there is, provided you don’t go poking around the Blind Eternities for plane-eating spaghetti monsters. Like a certain strange woman lying in a pond, you might never have to pay full price for this general. That is a great, beautiful, thundering apex predator of a wonderful thing.
I love Selvala, but do her grievous wrong: I rarely remember the card draw because of all that sweet, sweet mana. In justice, this magnificent beast would be cozy in the ramp section, but filling your hand by dropping one chungus after another, then getting what’s likely a full refund on the mana? That’s what I call incentive! I'd consider her for a commander any day, except... well, we're coming to that.
The original mama-bear brings a fine pair of goodies to the table: a discount for your hefties and overrun-lite on the charge for such big boys, ensuring they heft even more heftily. Arm & Hammer owe her an endorsement deal. Hefty!
Anyone with a pile of rocks can manage fast mana. Black and Red both have decent options. Green, though, has been the ramp champ for time immemorial. Since mana burn is a thankfully dusty memory, you can flood that pool to your heart's content without the risk of accidentally frying yourself. Whether your taste runs toward slamming lands down with Cultivate effects, boosting the output of those lands with Mana Reflection, or tapping dorks like Priest of Titania, glorious excesses of mana can be yours!
Readers may recall I mentioned an Ashling deck with 99 mountains in the red article. Sometime after seeing it, I noticed a copy of Sasaya in my collection. 64 lands and a handful of mana dumps later, I had a deck that either died quietly or detonated into splendid, jaw-achingly excessive victory (seriously, it’s always one or the other). Wakeroot Elemental, Helix Pinnacle, and Sprouting Vines are just a few of the fabulously facetious options available to this, my favorite kamigawan commander. Nothing will be the same after your first opponent gets smacked in the face with Killer Bees for absurdly lethal damage. I have this deck built, and adore it. However, my favorite, to which we are by degrees coming, is not Sasaya.
I miss Rofellos, but since he’s banned we might as well talk elves somewhere in here. Boy howdy are there a lot of good elves: the tribal synergy in ramp alone is good enough that they get played where other decks would play rocks, and there’s more than that up their pointy-eared sleeves. Rewarding oneself for playing elf-ball with the mana to make said ball bigger is just good sense. However, slapping something like Strata Scythe on her will get some fine results too. Enjoy that general damage, or the effects of Umbral Mantle. And, if general damage isn't your thing but elfball is, pour all that mana into Ezuri, Renegade Leader.
It's the simple things in life you treasure, and Azusa is nothing if not simple. There many ways to ramp, but doing so in the true green style means dropping lands faster than your opponents. Fill your hand, empty your hand, repeat. The raw advantage that Azusa represents is incredibly intimidating. Just be sure to bring a Horn of Greed so you don't run out of steam.
I acknowledge that this is somewhat under the "Ramp" umbrella. Again, bear with me. If you check the phrase "Search your Library" on Gatherer, Green has more cards than any two other colors combined, the catch being that most of those cards tutor basic land. If you consider a color's tutor strengths as thematic commentary (shut UP, Black), this suggests that Green has a lot to say on the matter of land. Whether tutoring, untapping, or animating and wrecking face a la mana base, no other color is as tied to the land as is Green. Just think on the implications of, say, Life and Limb and the aforementioned Coat of Arms (or any boardwipe, especially if Yavimaya, Cradle of Growth is out).
What's the opposite of a conniption? Whatever that is, I had one when they printed this glorious godsend to all green combo players. The sequoia-sized middle finger Ashaya sends to Cyclonic Rift is only the beginning. Consider that Kamahl, Heart of Krosa becomes Keywords-on-a-Stick with our girl out. Consider that anything which untaps lands now untaps your mana dorks too. Consider that Argothian Elder UNTAPS ITSELF. The only reason Ashaya isn't heading one of my Green decks is because, degenerate as she is, she doesn't have Partner, turn into a broke-ass enchantment, or... we're coming to that. Nearly there.
"Screw your boardwipes" about sums it up. Both Khamals can animate lands and buff them, but this one's wording is much, much meaner if you've got to teach some trigger-happy nuker a lesson.
One of my favorite Green cards is Constant Mists. There are enough other sacrifice effects in Green, as well as lands that drop themselves, that Titania can become a real menace in short order. Bring Glacial Chasm, a few effects like the Oracle of Mul Daya, and the all-important Crucible of Worlds. Trust me. It works. There's a guy in the local playgroup who does this with a most politely evil smile.
And, for my personal favorite:
Ok, is anyone who's made it this far actually surprised? Omnath is all that is Green, and I've been gleefully running this stompy monstrosity for over a decade. Who needs Voltron when you can simply turn on a glorious green engine of mana, throw out some trample (I prefer Nylea, God of the Hunt), and turn an opponent into so much paste? Don't feel like attacking? Save it for next turn! The banking mechanic alone would be enough: an early Vorinclex, Voice of Hunger is the best you can hope for if you're silly enough to let Omnath sit on unspent mana for even a turn. That he gets bigger with each mana in the pool is just a treat. A vicious, opponent-killing, delicious treat.
That's it for this round. Thoughts and questions are welcome. I hope you enjoyed it, and will come back next week for Azorius!
7 months ago
I'll include some recommendations if you're interested:
Tokens: Thinking along the lines of MOAR TOKENS, Second Harvest and Rhys the Redeemed . You could also consider Call the Coppercoats , Deploy to the Front , and Nomads' Assembly . Awakening Zone , Giant Adephage is fun.
Trample: I'd recommend Nylea, God of the Hunt if you're willing to shell out the extra bit.
Protection: Fanatical Devotion
8 months ago
9 months ago
Aside from the power 9 and the original dual lands, Gaea's Cradle is probably the most high-demand card on the reserve list. Years ago, I almost bought one at $80 for a token deck but backed out because it didn't seem worth it and now it's just absurdly expensive. Even non-reserve list cards are really expensive at the moment. Wizards has done a very poor job of keeping supply in line with demand. I bought my playset of Nykthos, Shrine to Nyx for $11 during Theros, but now it would cost $120.
Bellyaching aside, let's talk about gods. Nylea, God of the Hunt is best used as a mana sink for when you have excess in the late game. The only creatures you currently have that make really good use of her trample ability are Scute Mob and Heroes' Bane , and End-Raze Forerunners might make it redundant if that's a card you want to top out at. If you do include Omnath, Locus of Mana , old Nylea would be a great partner for him. As for Nylea, Keen-Eyed , I'd usually prefer the cheaper Duskwatch Recruiter Flip unless sending stuff to the yard or keeping it on top is of vital importance. Even though Rhonas the Indomitable looks just like the first Nylea, many small differences compound into making him a much stronger card. He costs 1 less, his activated ability costs 1 less, his combat requirement is easier to meet, and he has that excellent deathtouch/indestructible pairing. The card is honestly pretty bananas and would fit very well in your deck if you can afford it. God-Eternal Rhonas is more niche. He also serves a very similar role to Forerunners as a means of finishing the game. I'd normally choose the 5-cost option over the 7-cost one, but the creatures you can currently develop before dropping Rhonas on 5 have relatively low power. Turning a bunch of 1/2s into 2/2s just isn't that impactful, so I'd add new Rhonas only if he had bigger creatures to buff. Finally, Bow of Nylea is a very nice and surprisingly flexible tool for a deathtouch deck. If you could get ~3 copies, you could drop some of the existing DT creatures like Wasteland Viper and Deadly Recluse , add in more Fynn, the Fangbearer , and shift to a very aggressive line of play. Otherwise, I think a singleton copy would be totally fine.
In my suggestions for ramp options, I was basically just using Cultivate as a stand-in for all the 3 CMC 2 land search spells like it. Nissa's Pilgrimage is objectively better in a forest-only deck, although the odds of you having Spell Mastery in the early game with only 5 instants/sorceries in the deck (3 of which are situational) is essentially zero. I also listed Harrow specifically since I've had the most success with it out of all the Cultivate effects save for Harvest Season in token-heavy decks. Being able to immediately convert the untapped lands into a Rampant Growth or any 2-drop creature makes for incredible tempo, and the instant speed is great for bluffing. Seeing a counterspell after the land sac is brutal though so I do understand the hesitation. If that's your biggest worry, I'd also keep an eye out for Allosaurus Shepherd (high budget), Veil of Summer (mid budget), and Autumn's Veil (low budget) as options for the sideboard.