Steelgaze Griffin

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Steelgaze Griffin

Creature — Griffin

Flying

Whenever you draw your second card each turn, Steelgaze Griffin gets +2/+0 until end of turn.

TheVectornaut on Improbable Alliance

1 month ago

I don't have a ton of experience in second draw / second cast decks, but I do know that you'll probably get more value out of threats that come down early and start accruing permanent advantage. Bloodhaze Wolverine fails the latter check, and Steelgaze Griffin fails both. I'd look at cards that get counters (Knowledge Seeker, Faerie Vandal, or even Kraum, Violent Cacophony with built-in card draw) and/or I'd look at making tokens (Mischievous Mystic, Emrakul's Messenger, Homunculus Horde, or Thopter Fabricator) In your colors, I might consider Irencrag Pyromancer for the removal too. The next step is to make sure you have a reliable source for drawing every turn. Looting with Evie Frye and Merchant of the Vale is fine but comes with a heavy upfront cost. I'd prefer to consolidate the deck around cheap fliers or other even more evasive creatures to play into cheaper Coastal Piracy effects like Curiosity and Curious Obsession. Faerie Mastermind is another great include if you don't mind a little bit of symmetry. With or without Improbable Alliance itself, there are a lot of powerful faerie-themed cards available to the strategy. It could be worth going into black or full pivoting to dimir for other tribal staples like Bitterblossom, Bitterbloom Bearer, Spellstutter Sprite, Vendilion Clique, Obyra, Dreaming Duelist, Scion of Oona, etc. This also makes cards like Banner of Kinship way better. If you prefer to stay in red though, and given the types of Tormenting Voice and cantrip effects you're running, you may get better mileage out of just committing to a spellslinger strategy that temporarily pumps a few big hitters. Monastery Swiftspear, Kiln Fiend, and Nivix Cyclops come to mind from older decks I've seen. Toss in some Assault Strobes and the like and lethal shows up fast. White also has some interesting magecraft creatures from Strixhaven that could fit the strategy. In summary, I'd either focus on swapping out some of your instants/sorceries for more consistent draw sources and payoffs (probably involving faeries) or I'd do the opposite by switching up your creature lineup to better payoff the spells you currently have.