Tatyova, Benthic Druid

Tatyova, Benthic Druid

Legendary Creature — Merfolk Druid

Whenever a land enters the battlefield under your control, you gain 1 life and draw a card.

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Set Rarity
Mystery Booster: Store Edition (MYSTOR) Uncommon
Mystery Booster: Convention Edition (MYSCON) Uncommon
Dominaria (DOM) Uncommon

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Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
2019-10-04 Legal
Block Constructed Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Tatyova, Benthic Druid occurrence in decks from the last year

Commander / EDH:

All decks: 0.04%

GU (Simic): 1.03%

Tatyova, Benthic Druid Discussion

Joe_Ken_ on Commanders that are hard to ...

8 hours ago

Muldrotha, the Gravetide is pretty hard to make bad.

Tatyova, Benthic Druid is also pretty hard.

Deadpoo111 on ¤=[]:::::Sword of the Elder Ones:::::::>

1 week ago

I think you could add more blink effects to be honest. I've found that Golos land decks are incredibly successful when they blink a lot because it protects your cards and gets more etb effects. Some really good options are Ghostly Flicker, Ephemerate, Soul Herder, and Conjurer's Closet. In addition, some super good landfall effects like Tatyova, Benthic Druid and Rampaging Baloths can pack a serious punch. Finally, I don't think I've ever seen a Golos deck with a maze's end wi con not run Scapeshift because if you have enough lands, you can win the game bby searching for the gates and maze's end. Very cool concept and a fun blend of strategies! +1

Scytec on Deck building strategies

2 weeks ago

I personally mostly agree with MagicalHacker's categorical approach. Though I personally follow The Command Zone's outline with some caveats.

10 Card Draw, 10 Ramp, 5 Board Wipes, 5 Spot Removal

The caveat being it is heavily dependant on your strategy and your commander. For example, if you're playing Tatyova, Benthic Druid it may be fine to drop to 7 Card Draw spells and 8 Ramp spells because you have a very consistent option freely accessible. Honestly if you start here, your decks overall will become more consistent and you will move from the issue of cutting cards to tuning you deck, which in my opinion is much harder. Hackers approach is an excellent way to go about it though. Just make sure you have the tools necessary to accomplish your goals. Good luck! Happy brewing.

I will say GhostChieftain does have a point though, there is something to be said for lowering your CMC curve. I, as a rule, like to be somewhere around 3 CMC average overall. Except in my Mayael the Anima deck where i need tons of big creatures to utilize her ability. So...caveats everywhere. Haha

Psicraft on In Tatyova - Cards Draw YOU !!!

1 month ago

Hey Blackerlotus13,

i love like your Tatyova, Benthic Druid - Deck. I built my Tatyova deck in a more focused direction around Tatyove in order to be able to play in more lands and get a massive card advantage. You can take a look at my deck and maybe you will find something that fits your version well.

Tatyovas adventurous journey if interested.

I have a small package of suggestions:

Mystic Sanctuary a perfect recursion with Tatyova…

Oboro Breezecaller / Trade Routes to bounce lands back and Play again…

I would cut Time Spiral because i dont like to give opponents Fresh new Cards and answers.

zephyr6066 on Uro, Titan of Self Mill

1 month ago

hecubus333, Thanks! I'm glad you enjoyed it so much. Uro, Titan of Nature's Wrath's ETB abilities are just so abusable that I had to build a deck around him.

As for wincons, the primary one is milling yourself and then using Jace, Wielder of Mysteries or Thassa's Oracle. I chose these rather than Laboratory Maniac because they are more resilient. You'll notice we don't run that much interaction, so we want to be able to win and not have that win threatened. Of the two, I prefer Thassa's Oracle more since the win condition is an ability so it doesn't matter if it gets destroyed. The trouble with lab man or jace is that if it gets removed and you go to draw that last (nonexistant) card, you lose instead, so Thassa's Oracle provides that resiliency. And then I chose Jace for the same reason because planeswalkers are typically harder to get rid of. Also both oracle and Jace are what I like to call "self-contained wincons" meaning that they come down and you win assuming you meet the conditions without having to do anything else.

There is one other alternative hard wincon in the deck if the self mill strategy isn't viable, and three soft wincons if it gets to that point. Generally, the soft wincons are designed as ways to lock down the game and stall out until you can get one of the hard wincons to actually win the game.

The alternative hard wincon is a Lifegain + Aetherflux Reservoir strategy. Uro gains us a ton of life, so why not capitalize on this with other lifegain spells? Horizon Chimera, Skola Grovedancer, Tatyova, Benthic Druid, The Great Henge, Shadowspear, etc, function as a lifegain package to pad our life total because people will definitely be attacking us. This buys us time to find responses or to outright win. It also helps you pay for Glacial Chasm's cumulative upkeep cost to prevent those attacks outright. Finally, in long and grindy games, we can simply use our massively inflated life total to blow out opponents with the deathstar that is Aetherflux Reservoir, which itself also functions as a lifegain engine. Plus, all of this lifegain is doubled by Alhammarret's Archive, which is just nutty. Piloting the deck, I've managed to gain 110+ life in one turn so it's definitely a viable strategy.

Onto the soft wincons:

The first soft wincon is to take infinite turns with Nexus of Fate. So the way this works is that with the self-mill we're doing, our deck gets pretty thin. Basically, at some point, if we've milled out successfully, Nexus of Fate will be the only card left in our library which means we draw it every turn since it shuffles itself back into the library if it would hit the graveyard as a replacement effect. This has the bonus of preventing us from milling out since then we always have a card to potentially draw whenever we need to at that point. However, not that this isn't a wincon by itself, which is why it's called a soft wincon, but it does mean you have all the time in the world to find a way to get one of the hard wincons out. Basically the play is to cast Nexus of Fate, pass turn to yourself, and then use the upkeep Genesis trigger from Genesis being in your graveyard to get back Thassa's Oracle for the win. Alternatively, you can just take infinite turns and force everyone else to concede if you absolutely can't win.

The next soft wincon is a little complicated, but basically it's a loop involving Peregrine Drake, Deadeye Navigator, and either Words of Wind + Uro or Panharmonicon + Venser, Shaper Savant to force your opponents to bounce all their permanents, including lands. At that point, most of them will choose to concede the game because they have no permanents or land. If not, you can keep looping, but to draw cards instead to get one of the other wincons to win the game outright. Here's how the loops work:

1) Words of Wind + Uro, Titan of Nature's Wrath To start, you make infinite colored mana with the Peregrine Drake/Deadeye Navigator combo, and then cast Uro, or flicker it with deadeye if Uro is already on the field. With Uro's abilities on the stack, you pay 1 mana into Words of Wind to replace your next draw with forcing every player to bounce a permanent. Obviously, you choose to bounce Uro to your hand. With infinite mana, you keep looping this gaining life each time while forcing your opponents to bounce all of their permanents, including lands. At that point, if they dont concede, you can draw cards by not using Words of Wind and having uro sac himself to the command zone. From there, you dig for either Aetherflux Reservoir or Thassa's Oracle or Jace, Wielder of Mysteries to actually win the game.

2) Panharmonicon + Venser, Shaper Savant For this loop, a Panharmonicon is not required, but makes it easier to do because of the double ETB triggers. First, we begin like previous making infinite mana with Peregrine Drake/Deadeye Navigator. This lets us cast Venser, Shaper Savant. And we target an opponent's permanent to bounce to their hand. If you don't have Panharmonicon, you pair venser with Deadeye Navigator, and use deadeye's flicker ability to keep flickering venser ad nauseum until all your opponents permanents (including lands) are bounced to their hand. At that point, if they don't concede, you can use venser to bounce uro to your hand or use infinite mana to cast him and flicker him to draw cards until you find Aetherflux Reservoir or Thassa's Oracle or Jace, Wielder of Mysteries to actually win the game. Panharmonicon just makes the loop more efficient because you can target two of your opponents' things at once.

The one thing to note with these loops is that you should be careful not to overdraw though, because Guardian Project and The Great Henge are all mandatory draw effects that trigger when a creature enters the field.

Finally, the last soft wincon is Finale of Devastation. I call it soft because the deck really isn't designed to go aggro and attack with its creatures. But basically, if you have a lot of creatures and find an opportunity, you can use a really big finale to finish off the last few players at the table maybe after you used Aetherflux Reservoir to take out a few other players. The finale is honestly just there as a creature tutor with access to both your deck and graveyard.

Overall, the deck is really resilient because you really don't care too much about what your opponents are doing, you just want to mill yourself and gain life to either win off of Thassa's Oracle/Jace, Wielder of Mysteries, or by deathstaring everyone via Aetherflux Reservoir.

Hope this helps, and feel free to let me know if you have any thoughts or suggestions! ^_^

triproberts12 on Let's talk Dragons, forgetting symbol:R.

1 month ago

If it'll still feel like a dragon deck that way to you, then sure. My experiences building UG druids under Tatyova, Benthic Druid have taught me that it is very easy for a deck to turn into good-stuff by working to heavily into a non-tribal thing. I think what will happen is that once Favorable Winds and Gravitational Shift go in, it will just turn into a typical Alela deck as go-wide with faerie tokens and scry away your dragons becomes the optimal play every time. I've played against "scarecrow tribal" decks that run all 3 Conspiracy's, and it mostly just felt like a MLD deck. I never count Changelings as tribe members for flavor purposes, either.

Phule451 on Sea Monster Tribal

1 month ago

Crush of Tentacles is a great form of flavorful removal. Cryptic Serpent and Deep-Sea Kraken are a couple other fatties you can cheat in for less mana. Also kinda surprised you don't have Halimar Depths in your build. Stormsurge Kraken can be fun, but I am biased in this as lieutenant cards are kinda pet cards for me. Reef Worm is fun, and just gets bigger and bigger. Tatyova, Benthic Druid could also get you some more card draw. Hope this helps, I know I love my sea monster deck, though I went mono blue.

munky702 on List of all infinite combos 2.0

1 month ago

One of my new favorite ones is a bit of a set up perse, but it can be devastating. It technically can go under infinite lifegain and draw, but definitely infinite damage.

Tatyova, Benthic Druid with Baral, Chief of Compliance Mystic Sanctuary and Sunscorched Desert in play. Desert not so much, since you can draw into it. Ghostly Flicker being reduced by baral makes it 2 Mana, bouncing desert and sanctuary, having sanctuary pull flicker back to the top of the library, the draw trigger from tatyova on the stack from desert, and loop to do it again.

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