Retaliator Griffin

Retaliator Griffin

Creature — Griffin

Flying

Whenever a source an opponent controls deals damage to you, you may put that many +1/+1 counters on Retaliator Griffin.

Latest Decks as Commander

Retaliator Griffin Discussion

mitcho78 on Geralt of Rivia

6 months ago

protection Hammer of Nazahn Darksteel Plate Shield of the Oversoul Indestructibility Timely Ward Bastion Protector Boros Charm Heroic Intervention Valorous Stance Inspiring Call Flawless Maneuver Deflecting Swat

wipe boad and boost yourself Subterranean Tremors Storm's Wrath Deafening Clarion Hammerfist Giant Fault Line Warmonger Starstorm Scourge of Kher Ridges Pyrohemia Chain Reaction Ryusei, the Falling Star Lavabrink Floodgates Into the Maw of Hell Shivan Meteor Star of Extinction Blasphemous Act Volcanic Offering

other fun card Coalhauler Swine

fighting for exemple Titanic Brawl Dromoka's Command Khalni Ambush  Flip Inscription of Abundance Ulvenwald Tracker

redirection Spitemare Boros Reckoner Rite of Passage Pariah's Shield Pariah

same effect Vigor Retaliator Griffin The Ozolith Phytohydra

get back monarch Soltari Visionary Zealot il-Vec Loyal Apprentice Lieutenant Kirtar Selfless Spirit Blinkmoth Nexus and all flying creature Academy Raider Haunted Cloak Shadowspear get trample Captain's Hook Cobbled Wings Pyreheart Wolf Trailblazer's Boots Frontier Warmonger Court of Ire Regal Behemoth and creature with trigger

boost and finish Pathbreaker Ibex Thunderfoot Baloth

become huge Inquisitor's Flail Solidarity of Heroes Hydra's Growth Invigorating Surge Furnace of Rath Kalonian Hydra Duelist's Heritage on yours creatures and on a creature attacking you

Block more or become blocked Bloodthirsty Blade and all goad Nemesis Mask Lure Brave the Sands can block 2 creatures with your commander Entangler Goblin Diplomats

juste some exemple, make a choice now :)

TheVectornaut on ornithology

6 months ago

At the moment, it looks like you basically have two different decks mashed into one. If you cut your 120 cards into two decks of 60, you'll essentially have double the options to play while improving the power level of both. The two main strategies I'm seeing here are Naya ramp/midrange and some sort of bird/flying tribal. I'll give some of my budget suggestions for both archetypes.

For Naya ramp, you definitely want to focus on the mana dorks like Birds of Paradise, Ilysian Caryatid, and Knotvine Mystic before using the extra mana to play your threats like Godsire, Titanic Ultimatum, and Atarka, World Render. Midrange will forego some of the lower and upper ends of the curve to play efficient midgame creatures like Retaliator Griffin, Managorger Hydra, and Llanowar Visionary. Some other ramp options include Voyaging Satyr, Sakura-Tribe Elder, Rampant Growth, Arbor Elf, and Utopia Sprawl. Some other bombs include Hornet Queen, Vigor, Archetype of Endurance, Terastodon, Armada Wurm, Gruul Ragebeast, Rakeclaw Gargantuan, Spearbreaker Behemoth, Woodfall Primus, and Warstorm Surge. Some midrange threats are Wild Nacatl, Woolly Thoctar, Spellbreaker Behemoth, Burning-Tree Emissary, and Bloodbraid Elf.

For birds, I'd definitely recommend swapping red out for blue. This lets you play flying buffs like Empyrean Eagle, Watcher of the Spheres, Skycat Sovereign, Jubilant Skybonder, Favorable Winds, Flurry of Wings, and Stolen by the Fae. Some options that stay in white are Sephara, Sky's Blade, Emeria Angel, Midnight Haunting, and Battle Screech. Some additional bird stuff could be Aven Mimeomancer, Pride of the Clouds, Wingmate Roc, Kangee, Aerie Keeper, Call, and Murmuring Mystic. These types of decks generally go as wide as possible, buff the team with anthem effects, and swing in the air for the win.

Cards I see in this deck that don't fit in either archetype are Ajani's Pridemate, Pyroceratops, End Hostilities, Planar Outburst, Star of Extinction, Giant Growth, Moonhold, Double Vision, Furor of the Bitten, and Darksteel Pendant. At least, those are the first that spring to mind as targets to replace first. Anyway, let me know if you have any questions about my suggestions and I wish you good luck with your build!

PriestessKikyo1 on Autumn: Days of Earth, Wind, and Fire

4 years ago

I could try out Collected Company.. Would have to figure out where to put it. Taking off a single Meglonoth and Retaliator Griffin would give me room to run two. I'll have to see how it plays.

Much appreciation for the comment and vote, Snydog17! I've always been a bit of a flavor junkie myself.

Venser_the_Sojoner on counters

4 years ago

First of all you listed it as standard, not modern. Here are the edits I would make.Add 1 Abzan Falconer. Its just a great card late game and can help you aggro early game.Take out Angel of Invention- it doesn't add counters, just buffs our army. I would add a noncreature anthem if you really like the effect.Add 2 Avatar of the Resolute. Its just super good in this deck. a 5/4 reach trample for GG, yes pls.Take out Enduring Scalelord. I personally just don't like having a high curve.Why only 1 Kalonian Hydra????? add two or three, its great in this deck.I would take out the Retaliator Griffin. it's only a 2/2 for 4.Take out the Sunscorch Regent. It takes too long to be good.Personally I don't like Death's Presence or Cathars' Crusade. I would take them out but if you like them then go for it.

Why Whirlwind???????? I guess it could go in the sideboard.

Hope this helps.

AngelOfDivinity on flying angel samurai things

4 years ago

I'm certain Retaliator Griffin is a mistake.

snotice on Mayael - Queen of Counters

5 years ago

I really like your deck, but the CMC is too high. I think you have a ton of good stuff within the deck, but it feels like it will take some time to set up. I would first suggest moving your land count to at least 37. It will help with consistently landing a land. Here are some suggestions to improve the consistency:

Creatures:

Spearbreaker Behemoth for Sigarda, Host of Herons: You have Avacyn, Angel of Hope why do you need anything else? Sigarda protects you from all those eldrazi and black sac effects.

Retaliator Griffin, Primordial Hydra for Wall of Omens & Wall of Blossoms: Primordial would do better in a deck that focuses on +1/+1 counters and the Griffin is way too situational. It just seems out of place in this deck. These walls will help slow the attacks from early attacks and allow you to gain some card advantage as well.

Terastodon for Austere Command: You have no way to get rid of mass amounts of creatures nor artifacts/enchantments. It is versatile and helpful all in one spell.

Knotvine Mystic for Oracle of Mul Daya: I know it's expensive, but nearly nothing can replace this as a way to ramp you to victory. Mul Daya gets you where you want to go quickly.

Druid of the Anima for Eternal Witness: more recursion.

Blazing Archon for Balefire Dragon: removal >>> defensive maneuvers.

Apocalypse Hydra for Homeward Path: Great hydra, but it isn't too strong unless you have X >= 5. In contrast, protecting your investment from the opponent is important and this land helps you get there.

Meglonoth for Forest: more lands will help your deck become more consistent and green is very demanding of a color.

Enchantments:

Breath of Fury for Mirri's Guile: your commander is about the top deck and even if your deck isn't completely centered around your commander, this enchantment allows you to keep bad hands and work around the top deck.

Grasslands for Canopy Vista & Mountain Valley for Cinder Glade: These new tango lands allow you to mana fix even more and are simply a better tapped land.

Sorceries:

Resurrection for Skyshroud Claim: best four CMC non-creature ramp spell, period. Recursion is awesome, so it is a personal decision.

Armageddon for Wrath of God: Though you have a lot of creatures within the deck, your curve is currently at 4.55, meaning it will take you some time to get those 35 creatures out (regardless of all the cheating cards within the deck).

Hope this helps! :)

Mhykol_E on High Five Naya

5 years ago

Hi, I also play Mayael. She is really fun and I would love to help you.

(Sylvan Primordial is banned in EDH, ask your playgroup first if you can play it before you put it in your deck)

I like the idea of tokens, but Mayael doesn't get any benefits from tokens so I would remove the cards like Assemble the Legion, Raised by Wolves and Cathars' Crusade.

Non-Basic lands are almost always better than Basic lands. I'm not going to name them all but these are important; Jungle Shrine, Ghost Quarter and Temple of the False God.

Also, remove some lands basic lands for ramp cards and just more spells. Cultivate, Explosive Vegetation, Kodama's Reach, Nature's Lore, Rampant Growth, Ranger's Path, Skyshroud Claim and Khalni Heart Expedition are just too good to pass out on for ramp. (remove Everflowing Chalice, it is one of those cards that is good in every color. Also add Obelisk of Naya and the Signets.

You need to make the creatures bigger. You can put even the bigger ones out for 6 with Mayeal, so remove some of the smaller ones like Odric, Master Tactician, Retaliator Griffin, Ogre Battledriver, Ogre Battledriver and Zhur-Taa Druid (I think you get it). Then add some big guys like Paleoloth, Aegis Angel, Gruul Ragebeast, Archetype of Endurance and Pelakka Wurm.

Last of all Crystal Ball to get the big guys on the top and I know that Lightning Greaves is not budget but it's really good.

If you want to check, here is my build: http://tappedout.net/mtg-decks/the-rise-of-mayael-the-anima-edh/, It's not 100% of what I play right now but close to it. Maybe that you can get some idea's out of it.

Hope I helped, +1 and good luck. Mhykol Eclipsed.