Sythis, Harvest's Hand
Legendary Enchantment Creature — Nymph
Whenever you cast an enchantment spell, you gain 1 life and draw a card.
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|Commander / EDH||Legal|
Sythis, Harvest's Hand Discussion
2 days ago
I think there are two questions:
What commanders are good for a new player to play themselves?
What commanders are good to play against new players?
To answer the first question I think you want straightforward decks that are easy to play. There needs to be some decision making for the new player though. A lot of the fun is in figuring out the right play to make and taking that away from new players may make them bounce off the game. But care needs to be taken to make sure the decision making doesn't rely on in depth knowledge of the deck or the other decks in the pod. I think having solid card draw is also very important. You don't want a new player to run out of cards. So maybe an enchantress like Sythis, Harvest's Hand .
For the second question I think the most important things are what not to do. Don't play combo or stax against a new player. Group hug isn't the worst idea but I think voltron or battlecruiser are probably two good choices. It might be a good idea to play a lower or mid-powered graveyard deck so they'd get a chance to see that the graveyard is your friend.
2 weeks ago
For your main board, you could trim a couple lands for some Sythis, Harvest's Hand . I also see some decks running Gryff's Boon over Spirit Mantle . Idk about that one, though. Also, if you are looking for budget lands to help smooth out games, Branchloft Pathway Flip, Brushland , and the other copies of Razorverge Thicket can all be decently cheap. Sunpetal Grove and Canopy Vista could also be decent options especially with more basics in the deck.
3 weeks ago
shadow63 I see!
1empyrean Hmm... So I have, say,
Sythis, Harvest's Hand
. I play
, untap 5 lands and draw a card. Because I control both effects, I can order them in such way that I first untap and then draw. I use 1 mana to activate
Words of Wind
and take back Treachery while everyone has to bounce something. But then I am 1 mana short to recast Treachery unless I have something like
, isn't that so? (Obviously
Yennett, Cryptic Sovereign
can cast Treachery for free, but it's only once per turn.)
So it's really like a complicated but repeatable
with the upside of also eventually forcing my opponents to bounce their lands which really should end the game.
It seems then that Tuvasa the Sunlit would be a reasonable commander. I see now what can be done, thank you!
4 weeks ago
Firstly, thank you for your response. Secondly, I allotted time to finalize and play Enchantress's Destiny (EsD) v1.0 MB and Sb.
Thirdly, I will address your wonderings. Green Sun's Zenith (GSZ) was included to act as three additional copies of any Sideboard (Sb) card for Game 2/3 while operating as the fourth Argothian Enchantress , third Destiny Spinner and Sythis, Harvest's Hand Game 1. Why? Having one of any MB creature on the battlefield is enough to play (Two Enchantresses is optimal). The idea was to remain optimal for Game 1 and flexible Game 2.
Since then, I scrapped the GSZ concept but kept the GSZs. The deck operated better in testing (Against friends and during solitaire) and earned a 5-0. Why? I am looking forward to a new 1-3 Mana Value Green identity Hate-Bear in the near future. This deck needs a solid MB Hate-Bear against Combo decks.
Dryad Arbor was a planned inclusion, but I wait to include cards until I have the physical copy(ies). At the momenent, I am teetering between 1-2 Dryad Arbor (DA) and 2-3 Serra's Sanctum (SsS). It is likely to shift to 2 MB DA and 2 MB SsS/ 1 Sb SsS.
Thank you, again, and be well.
1 month ago
councilofautumn - Yes! Sythis, Harvest's Hand , Sanctum Weaver and Resurgent Belief , probably. Not sure what to replace yet. I'd like to take more reserve list cards out of the deck (so I'm less anxious about carrying it around), but the ones that are left are fairly important.
1 month ago
I have been using a tweked version based in this deck and it is a blast. Props to the user of the deck.
After many games the things I have changed and think are for the best in my personal experience:
The 2 things I am most concerned every game are: Sigarda indestructibility and enchantress effects to keep the game flowing. Every game I opened with this pieces the game goes smoothly. That and obviously a piece of ramp but I think that´s well covered.
With the draw engine, I don´t own argothian and verdurant enchantress, but I added Season of Growth (one of the best as it survives wipes), Eidolon of Blossoms , Sram, Senior Edificer and Kor Spiritdancer . Sythis, Harvest's Hand will go to deck as soon as I get her.
Have some tech according to my group, but I have to say Hushbringer is a MVP in this deck.
1 month ago
I've wanted this fabulous little treasure for awhile as it definitely belongs in the deck. It combos with Privileged Position to make our entire board invulnerable, and ourselves too if we also have Solitary Confinement on the board. To top it off we can always sacrifice it in the later game to tutor any enchantment we want, which can often be game winning. Open the Vaults is at best an emergency card that most of the time does nothing. Wraths in general are declining in the format, and mass enchantment removal is even more rare. It still does nothing if they exile our enchantments, and we can still mass recur them with either of our planeswalkers, or stop the wipe in the first place with Arcane Denial . Its just not worth the slot.
We have a new enchantress on the block! And this isn't just any old enchantress, but a legendary one who costs two mana, is an enchantment creature (hence super tutorable) and has no restriction on cards that can be drawn per turn. Fabulous! Rest in Peace is only good as graveyard hate, and I'll probably just slide Scavenger Grounds into the mana base to replace it. It'll be better of in my Ranar the Ever-Watchful deck. :)
We finally have an enchantments tribal version of Elvish Archdruid , or a non-land version of Serra's Sanctum . Amazing! All the mana this can generate will allow us to cast Omniscience easily, at which point we won't need it any more. As for the Island, this deck draws cards like mad and can definitely do with only thirty-six.