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Holiday
10-28-2014, 01:43 PM
This is a pretty old school combo between the following cards:

Griffin Canyon

and

Wind Zendikon or Animate Land or Kiora's Follower or Voyaging Satyr

and

Trickery Charm or Imagecrafter or Artificial Evolution

The first way to do this combo is to have Griffin Canyon in play and either enchant it with Wind Zendikon or cast Animate Land on Griffin Canyon.
Then you cast Trickery Charm or use the ability of Imagecrafter to make the creature type of the animated land become "Griffin". Then you can tap and untap the enchanted Griffin Canyon to pump it and then attack.
I am not sure if Artificial Evolution will work on Animate Land because this card does not give the land a creature type.

Another way to do this combo is to have Griffin Canyon and Kiora's Follower or Voyaging Satyr in play and then cast Trickery Charm or Imagecrafter or Artificial Evolution on either creature to change its type of "Griffin" and then tapping Griffin Canyon to pump and untap the creature and then tapping the creature to untap Griffin Canyon.

Both methods will result in a creature as large as you want.

Here's a list I've been working on. Yes, I could probably go ham sandwich and add fetches, brainstorms, and FoWs but this is for a very low budget casual setting.

Creatures
4 Kiora's Follower
4 Voyaging Satyr
4 Imagecrafter

Instants/Sorcery
4 Ponder
2 Sylvan Scrying
4 Spell Pierce
4 Daze
4 Preordain
2 Animate Land
4 Trickery Charm

Enchantments
4 Wind Zendikon

Lands
2 Simic Growth Chamber
3 Breeding Pool
7 Island
4 Forest
4 Griffin Canyon

I like the symmetry between Simic Growth Chamber and Follower/Satyr.
Daze and Spell Pierce are for protecting from disruption.
Trickery Charm can also help you dig for combo pieces and give creatures flying.

Let me know what you guys think. I'm open to any advice that doesn't involve adding really expensive cards or getting rid of the combo.

TsumiBand
10-28-2014, 02:54 PM
I'd try to center about a tribe, if you could.

Reason being that, while it's true that Animate Land + Artificial Evolution is a non-bo, Artificial Evolution + Griffin Canyon can change the text of Griffin Canyon. It will probably be easier (but still 'only cute') to change the text of the land and then find a relevant tribal card, than using Artificial Evolution with a series of creatures that aren't Griffins and don't share a creature type and change one of them around.

There are several Druids that explicitly work with untapping lands, for example - so you can cast AE on your Canyon, set it to Druid, and then draw into a Druid for great justice. Druids are not even a particularly broken tribe incidentally, so if you're aiming for casual you got that going for you (thought you still get neat ones like Coiling Oracle, Wood Sage, etc...) Plus then if the combo bails for whatever reason, you have the option of playing derpy tribal Druids as a Plan B.

Holiday
10-29-2014, 01:14 PM
I like the Druids idea. The only issue is that druids don't really have much tribal symmetry. There doesn't seem to be any druids that give all druids +1/+1 or make druid spells cost 1 less to cast.

There's Seton, Krosan Protector but I don't know how much that would really help because I'm not trying to generate huge mana to put out a fatty or something. The best tribal druid card in terms of ability is Gilt-Leaf Archdruid but she costs 5 and I would really have to devote myself to an all-in tribal druid deck to really reap the benefits of that card.

With that said, I took a stab at greener deck with more creatures.

Creatures
4 Elvish Mystic
4 Krosan Restorer
4 Voyaging Satyr
2 Mul Daya Channelers
4 Coiling Oracle
4 Wood Sage

Instants/Sorcery
4 Ponder
4 Artificial Evolution
2 Preordain
4 Trickery Charm

Enchantments
4 Wind Zendikon

Lands
2 Simic Growth Chamber
3 Breeding Pool
5 Island
6 Forest
4 Griffin Canyon

What do you think?

Holiday
11-18-2014, 01:32 PM
Here is my latest list. I ended up adding FoW, Brainstorm, fetches and Ponder because my opponent's "casual" decks were not as casual as I thought. It goldfishes turn 3 or 4 very often (although any long time player knows that means jack shit in an actual game).

Spells

4 Brainstorm
4 Ponder
4 Force of Will
4 Trickery Charm
4 Sylvan Scrying
4 Wind Zendikon
2 Unnatural Selection


Creatures

4 Imagecrafter
4 Kiora's Follower
2 Voyaging Satyr
4 King Suleiman


Lands

4 Griffin Canyon
4 Flooded Strand
4 Misty Rainforest
4 Tropical Island
2 Tundra
2 Island


Adding the King Suleiman has made it really fun. I love turning my opponent's creatures into Djinns or Efreets with Imagecrafter or Unnatural Selection. The King gives my deck a backup plan.

While Trickery Charm is only a one time type change effect, it has really been an all star when it comes to digging for other combo pieces or even giving Follower or Satyr flying to get past my opponent's blockers after I combo out.

The Sylvan Scrying is like having 8 Griffin Canyons. Plus it can find other land and is a shuffle effect, if I need it.

After some testing, I ended up cutting Artificial Evolution. It just wasn't as versatile in practice as I thought it would be. Unnatural Selection is slower, but ends up being better in the long game or against removal/disruption. I was getting two-for-oned a lot after casting Artificial Evolution on something.

This deck is really fun to play and surprisingly consistent.

TsumiBand
11-18-2014, 01:44 PM
Here is my latest list.

Spells

4 Brainstorm
4 Ponder
4 Force of Will
...
4 Flooded Strand
4 Misty Rainforest


This deck is really fun to play and surprisingly consistent.

I lol'd.

I mean haha I get it, you stepped it up because your friends weren't playing quite as casually as you thought they were. Makes sense. I like seeing Coiling Oracle doing things, that guy needs more busy work.

Holiday
11-18-2014, 03:01 PM
Yeah, I hear ya, it's kind of overkill now. It's hard when you know how to make something good and have all the cards to do so...