Song of the Dryads

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Song of the Dryads

Enchantment — Aura

Enchant permanent (Target a permanent as you cast this. This card enters attached to that permanent.)

Enchanted permanent is a colourless Forest land.

SaberTech on Which Mono-Color is the Most …

1 month ago

I think that Green is the most powerful all-around colour in Commander. Multiplayer games are even more of a resource management challenge than MtG usually is, and Green is the most efficient at giving you more of the resources that you need. You are usually facing down three opponents worth of resources that can all potentially be turned against you so the faster that you can get to a state where you are drawing more than one card a turn, putting more than one land a turn into play, and casting more than one card a turn, the better off you are. Green's ability to ramp better than any other colour unlocks multiple and more powerful plays faster than the other colours. That's a very significant advantage in a format where mass land destruction is generally shunned outside of the most competitive tables.

Backing it up, Green has a bunch of strong card draw options. Guardian Project, Beast Whisperer, Sylvan Library, Greater Good, Toski, Bearer of Secrets, Ohran Frostfang, and Return of the Wildspeaker are just some of the options that jump to mind.

Green is very capable of spamming a bunch of tokens into play, giving it an option for rapidly increasing its resources on board.

Craterhoof Behemoth and, to a lesser extent, Triumph of the Hordes are some of the more notorious non-combo ways to close out a game.

When you are mostly using creatures as your win conditions Green actually has some pretty strong tutors in cards like Worldly Tutor, Eldritch Evolution, and Shared Summons among others.

Where Green falls short is in its creature removal options. Fight effects are its main options but it does get Beast Within as a general answer to most things while Lignify and Song of the Dryads can actually be strong ways of neutralizing annoying commanders for extended periods of time. It has plenty of great ways for dealing with artifacts and enchantments though, so no issues there.

Other colours may be able to do particular things better, but Green does lots of things well on top of its inherent advantage at ramping. Other colours may be able to use mana rocks to try to keep up but green has access to those as well. That ramping ability is what tips green into first place over Black for me.

Rhadamanthus on What happens if you Copy …

3 months ago

Lots of stuff going on here, but the key thing to keep in mind is that an object's copiable values are its base characteristics as modified by the results of any copy effects being applied to it.

In the first question, the copy will just be Princess Yue. She has a different name from the one who's turned into a Moon, so the Legend Rule doesn't get applied.

For the Consecrated Sphinx question, it depends on how the Sphinx was turned into a land. If it was from a type-changing effect like Song of the Dryads then the copy will just be a Sphinx with the added enchantment type from Copy Land's effect. If it somehow became a land through a copy effect being applied to it (I don't have an example but there's certainly some way to do it), then the copy will be that land plus the enchantment type.

Because Clever Impersonator (making this a land is hard because of the restriction, but possible), Vesuva and Thespian's Stage all function by way of copy effects, any copy of them will also be a copy of whatever they copied. A copy of a Stage pretending to be something will still have the ", " ability because having that ability is part of the copy effect.

Yoif on Behold, a Man!

3 months ago

NV_1980 I have minimal ways to deal with artifacts/enchantments such as Naturalize and Song of the Dryads and Season of Gathering, but I will likely add Steelbane Hydra as it is a great recommendation to deal with the limited removal issues.

I will replace a land for Ghost Town and likely put in Traverse the Outlands but I don't think I'll use Awaken the Woods

I did have Scythecat Cub in but removed it for I believe Ouroboroid While the deck is landfall based, it's mostly a +1/+1 deck and I like the different styles of win conditions it has between quickly scaling counters, mana ramp to bring in heavy hitters, land control with Strip Mine + play cards from your graveyard effects.

Otherwise, I'm glad you like the deck. I've made several changes to it but it's the first deck I've spent quality time building and improving, Bill is just the goat I love him.

theNeroTurtle on Byrke/finneas counter overload, WIP

6 months ago

I like where it is heading for sure. Has a lot of potential. Since this is your first Commander deck, a lot of people swear by and a lot of people argue against it... so it just comes down to where you land, but to me I would be on the "swear by it" side when it comes to a solid balance of removal of some kind. If there are threats on the table and no one can deal with them, then it's over. That's why cards like Song of the Dryads are so valuable. If someone is becoming a problem, you have ways to deal with it. I would cut down a few creatures and sprinkle in a little control to board stabilize.

theNeroTurtle on miku 3

6 months ago

Seedborn Muse + Yeva, Nature's Herald will allow you do dump the creatures in hand on other players’ turns.

Beast Within and Vorinclex, Voice of Hunger are also some pretty good green cards.

Song of the Dryads is a great card.

Profet93 on Lost Identity

7 months ago

When you say scute mob, I thought you meant scute swarm, my bad. Mob is a blast from the past, almost forgot about it. Mob is actually a potential cut should you wish to add in an additional card (or a land for that matter if you feel you need it). Speaking of 1 toughness creatures, you have 9 creatures excluding mob. Skullclamp would be a consideration but you said you have enough draw. Nevertheless, worth noting.

One potential swap could be removed scute mob for Beast Within, the classic green removal card. Or if you're so inclined, Song of the Dryads can fill up the lush card spot. It is great to use on opposing black and red commanders who usually lack enchantment removal. It can hit opposing utility lands as well. Moreover, if they attempt to remove anything that the enchantment is on, you can use strip mine in response to draw the land. I think beast is better for instant speed bluffing but it really depends on if you leave any mana open when ur pass ur turns Skillville

Profet93 on NevisCF's Mono-Green Mana Ramp

7 months ago

NevisCF

You have a bit too many lands. I hate missing land drops but in a mono green ramp deck, you are more than okay with cutting some lands. I usually go for 37 myself depending on the deck. I would suggest to go to 38 and then add more if you consistently are getting mana screwed. Removing those 4 lands will provide you with crucial additional slots. In those slots, I recommend you add in more draw since draw will enable you to establish more land drops which should mitigate any potential concern.

Ancient Tomb/Castle Garenbrig - Ramp

Gaea's Cradle - Super ramp (not within budget but worth proxying)

Deserted Temple - Untap nykthos, cradle or use as a political tool. Not needed but worth mentioning.

Mirrorpool - A pet card of mine thats fun, not necessary but enjoyable. Would require some additional non basics which I can recommend. Given you are playing mono green ramp, you have a lot of room for non-basics. Nothing too crazy given all ur green 1 drops but definitely more.

Turntimber, Serpentine Wood  Flip - Land if you need it, creature if you dont

Beast Within and Song of the Dryads - Removal. I know you are mono green ramp but if an opponent is stopping you from advancing, you need an answer. The latter is extremely powerful on Black or Red commanders that have a difficulty with enchantment removal.

Momentous Fall - Used in response to removal, beware of the blue player.

Greater Good - SUPER powerful card you should definitely add. Acts similar to the above and also fills ur GY for creeping renaissance.

Sylvan Library - Draw/Filter

Tooth and Nail - Wincon

Rishkar's Expertise - Draw + tempo that can "bypass" targeted removal.

Harmonize - Simple draw, not ideal but worth mentioning

Regal Force - Tooth and Nail --> Avenger + Regal = Mass Draw. Regal can be powerful if you are set up right as well.

Bane of Progress - Meta dependent. Affects 10% of ur deck, worth considering.

Eternal Witness - Recursion.

Skullclamp - Makes ur 1/1s into draw, punishes removal.

Crow_Umbra on Card creation challenge

9 months ago

Ego Death

Enchantment - Aura

Enchant creature. This spell costs less to cast if it targets a Legendary creature.

Enchanted creature loses all abilities and is a colorless Citizen creature with base power and toughness 0/1 named Nobody. Enchanted creature cannot attack or block.

"The Dimir had many methods of dealing with operatives and troublesome individuals. The loss of self unravels more than most could ever know."


I originally wanted to make this a spell named Identity Crisis , but that name is already taken lol.


Create a Red or White version of Witness Protection or Song of the Dryads to continue this prompt.

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