
Flying
Whenever Rith deals combat damage to a player, you may pay . If you do, choose a color, then create a 1/1 green Saproling creature token for each permanent of that color.
Rith is a midrange tokens engine that flies in for combat damage, then pays to flood the board with Saprolings keyed off a color's permanents. You ramp into Rith on turns 4-5, connect, name the most common color in play (often green from your own tokens/mana dorks), and snowball into an overwhelming go-wide army. Convert that army into damage with anthems or a single explosive overrun.
Add fast mana and ramp (Sol Ring, Birds of Paradise, Cultivate) to land Rith ahead of curve and pay her trigger reliably. Prioritize token doublers (Doubling Season, Parallel Lives, Anointed Procession) plus payoffs like Craterhoof Behemoth and Skullclamp to convert tokens into wins. Round out with protection and evasion—Rogue's Passage, Lightning Greaves, and Heroic Intervention—so Rith connects and your board survives sweepers.
The most-played cards for this commander, built from aggregated deck data (the Mythic Graph). Build public decks to seed it.
No combos found for this commander on Commander Spellbook.
Same color identity (GRW), by popularity.