I think all of them have a somewhat similar playstyle and are easier to build around, since they don't have at least one of those exiles clauses.Īnyway, back to Gyrus, the build I favor for him is to don't focus on big creatures nor go all in on dredge (although using it as a way to fill your GY if needed is fine). If you liked him you can take a look at ], ], ], ] and ]. Just that he is tougher to build than traditional GY-centric commanders. Also, those creatures are usually big and IMO needing a big Gyrus is a problem.Īnyway, am I saying that he is unplayable? No, by any means. Yes, some cards like ] can make the tokens permanent, but the necessity of this type of cards makes everything a bit awkward in this playstyle. But the second exile clause also prevents this. The other option would be to focus on creatures that can give you resources by staying on field, like ] or ]. But the exile makes each of them single use only. If he didn't need to exile a creature from your GY you could reanimate a ] every turn to make a big board for cheap, or a ] to remove pesky enchantments. The problem with Gyrus though is the double exile clause. This allow you to see more cards and have access to more resources. So for example, if you have a ] and a ] in your GY and uses a ], instead of drawing 2 cards you can choose to put 10 cards in your GY an get both to your hand instead. The idea behind matching gyrus with dredge is to fill your GY fast and get good options to trigger his ability, since he allows your GY to become your second hand. By nature, it uses resources that are very hard for other players to get rid and if well built brings a lot of inevitability to the table, since you can keep bringing your dudes back. GY decks are some of the more powerful casual commanders archetypes. Gyrus is a dude I've trying to make it work for some time, but I'm never exactly satisfied with it.
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