Very good with Burst of Strength.
Posted By:
Existential
(2/12/2013 3:50:07 PM)
This card just screams break me.
Posted By:
Jayrome23
(2/14/2013 2:08:53 PM)
Use this to get a Worldspine Wurm out by turn five and then start swinging XD.
Posted By:
GhostCounselor
(3/26/2013 6:23:00 AM)
One thing that's easy to forget about this card is that it is very useful if you are having bad luck getting lands. While normal mana dorks kinda mitigate the problem, gyre sage is especially useful because as you keep casting your 3 ~ 4 mana creatures, she can help you build up to the bigger ones when you cant seem to draw lands.
Posted By:
TheBringer
(3/26/2013 1:50:55 PM)
Quest for the Gemblades and Hunger of the Howlpack are what really make this IMO.
Your opponent basically has to choose between beefy creatures eating his health total or a potential turn 3 or 4 engulfing slagwurm,pelakka wurm, or any other big thing you want.
T1 drop a mana producer
T2 drop this guy
T3 drop quest, beast within, hunger of the howlpack, attack with this guy
T4 you're either attacking for 4+ a turn or you just bought a 7 cost creature
Mind you, horrendous card disadvantage here, be careful. Consider graft, evolve triggers, or other ways of getting free counters on her without the disadvantage.
Posted By:
blurrymadness
(3/28/2013 11:37:56 AM)
I am ashamed that it took me so long to realise just what this card could do. Like Keeper of Progenitus and Sacellum Godspeaker, I just saw it as an awkward attempt at a rare mana dork.
It was only when I saw Burst of Strength did my brain then suddenly turn to Hunger of the howlpack and that 1 drop green enchantment that gives you a counter a turn.
It should NOT have taken me this long.
Posted By:
psychichobo
(4/8/2013 11:52:09 AM)
This card with 4 counters + Umbral Mantle = infinite mana. Really fun in Kraj EDH for similar reasons.
Posted By:
Megaa
(4/18/2013 10:35:54 PM)
Turn 1: Forest Arbor Elf
Turn 2: Forest Gyre Sage
Turn 3: Miracle a Blessings of Nature, play a mountain Mountain
Tap Gyre Sage for 4, play Increasing Savagery
At this point you should have 1 untapped Forest, a Mountain, and an arbor elf, tap them for Feral Animist
Turn 4: Tap the mountain and play Legion Loyalist. Tap Gyre Sage for 9. Flashback Increasing Savagery, leaving 2 in the mana pool. Play Burst of Strength, leaving 1 in the mana pool, and untap Gyre Sage. Tap Gyre Sage for 20, so there's 21 in the pool. At this point if you went first, you should be out of cards. Pump Feral Animist 7 times, and attack with Arbor Elf, Legion Loyalist, and Feral Animist, who should be a 256/1 with trample first strike and can't be blocked by creature tokens.
If you went second, you can play another Burst of Strength for 20 in your pool, and tap for... (see all)
Posted By:
burdgod
(7/8/2013 12:38:55 AM)
I feel like people are overlooking the fact that this isn't just another mana dork; in any deck that's halfways suited for it, this'll become a sturdy beater surprisingly quickly.
It's a turn-2 drop for evolving your Experiment One or your Cloudfin Raptor, and it's easily evolved by Crocanura, Renegade Krasis, or Elusive Krasis afterwards.
Not to mention all that extra mana is great for Ooze Flux.
Posted By:
Ataraxiom
(7/24/2013 6:53:04 PM)
Combo with varolz, the scar-striped to feed counters without using evolve.
Standard speed
T1- land, tap for mana producer
T2- land, tap for gyre sage
T3- swamp, tap for Varolz
T4- discard creatures into graveyard then scavenge counters
Modern flare
T1- forest, Summon mana producer
T2- swamp, gyre sage, death's shadow goes to grave
T3- swamp, tap for Varolz
T4- scavenge death's shadow for one mana add 13 counters to gyre sage and swing with 17 mana
Posted By:
CountRodrigo
(9/26/2013 12:02:37 AM)