Arbor Elf

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Masters 25 (A25) Common
Magic 2013 (M13) Common
Worldwake (WWK) Common

Combos Browse all

Arbor Elf

Creature — Elf Druid

Tap: Untap target Forest.

Price & Acquistion Set Price Alerts

A25

M13

WWK

Ebay

Arbor Elf Discussion

Darth_Savage on win conditions NEED HELP

13 hours ago

Well for a deck based on Cruel Ultimatum, I'd suggest a discard theme. Use cards like Megrim or Waste Not to punish discard, along with cards like Gnat Miser and Barbed Shocker as well as _Windfall _ to maximise it. Lastly, because ultimatum isn't a cheap spell maybe Wildfire Eternal or Chandra, Pyromaster to help cheat it out. Note though that the deck should probably have 4x of the cards mentioned, budget alloying...

For Villainous Wealth I'd go for mana acceleration and mill. Green is great at mana acceleration and blue and black do a good job of milling. Use cards like Fertile Ground and Arbor Elf or Voyaging Satyr to give you extra mana along with Breaking / Entering, Tome Scour and Manic Scribe to keep eating away at your opponents deck...

I hope this helps and gives you some ideas.

RedmundR2 on Gruul Pride

2 days ago

I feel like your deck is begging for some more ramp. You can consider stuff like Llanowar Elves, Arbor Elf + Utopia Sprawl, Birds of Paradise etc. In modern you need to be able to have your deck either win or be in position to win by turn 4, and theres quite a few 4 and 5 drops in the deck that you wont be able to play before those turns without more consistent ramp. I also don't think Lure is necessary. Vines of Vastwood might not be necessary either as you are playing a threat nearly every turn and control decks will struggle to remove all of your threats without a board wipe regardless, which vines doesnt help with. You might want Heroic Intervention instead. I would consider adding more burn if you want to go an aggro route like Lightning Bolt. And of course for the sideboard I recommend some form of artifact removal like Naturalize, Possibly some early board control tools against aggro like Pyroclasm.

Also, i'd hardly classify this deck as a combo deck :P

multimedia on Derevi

2 days ago

Hey, saw your forum topic. If you want to abuse tap/untap and disrupt your opponents with Derevi then consider expanding on the Stax/hatebear theme? But like Bchong said if you're playing the Stax theme then you want to limit the amount of high CMC cards because you will not be able to consistently have enough mana to cast these cards.

You say you don't have mana problems, but I find that hard to believe because there's a lack of ramp here with only 33 lands. There's no one mana dorks, only one two drop mana rock (Vessel) and no land ramp spells (Into the North, Farseek, Nature's Lore, Rampant Growth, etc.)? Mana dorks and land ramp are the main reasons to play green in Commander.

If you're tapping down lands then consider adding mana dorks? Mana dorks are not effected by effects that tap lands therefore they can still make mana. Other cards that are helpful when you can untap lands with Derevi/dorks are the enchant land ramp enchantments. Most mana dorks are one mana 1/1 creatures who can also attack when you have your opponents locked down. These dorks can attack, do combat damage to an opponent and be used to untap a permanent with Derevi. Edric, Spymaster of Trest and/or Nature's Will can make attacking with dorks or hatebears very beneficial.

Ramp to consider adding:

More set-up that your opponents cards become tapped consider these cards:

There's a hatebear theme here consider expanding on it:

Budget lands to consider adding:

Consider Yisan, the Wanderer Bard or Birthing Pod? Both are very good with having the ability to untap a permanent with Derevi. They can give you a repeatable way to tutor for and put a creature right onto the battlefield, paying only one, two or three mana; this is helpful with the Stax/hatebear themes. As far as high CMC cards Sun Titan is one I suggest because he can reanimate a Stax/hatebear card especially good with Stasis or Tangle Wire.

An equipment strategy is not good in Commander unless going all out playing Voltron with a ton of equipment, cards that care about equipment and cards that can protect your creatures while being equipped. My advice is cut the equipment strategy (Helm of Host, etc.) and focus more on expanding ramp and Stax/hatebear strategies.

I will help you make cuts to add these cards if you like some of these ideas.

Good luck with your deck.


Penthoplayer on I'm gonna make him an offer he can't refuse...

4 days ago

Some basic things: Chrome Mox, Arbor Elf, Elvish Mystic, Fyndhorn Elves, Llanowar Elves, Priest of Titania, and Carpet of Flowers should all be main decked because speeding up your deck is always a positive.

I wouldn't bother with the Scrylands in the maybeboard because of the power and fixing available through fetchlands and Shocklands being so great.

I'd also go ahead and add Counterbalance because it's so good with Top.

ThoAlmighty on Sunbird's Shoal

6 days ago

@Funkydiscogod: That's what I'm going for. I want it to be as competitive as possible, but I think there's a reason nobody has ever built this deck.

@DuTogira: My goal is slamming SI on turn 4. Two Arbor Elfs, two Utopia Sprawls, or an Overgrowth lets me play it then. An elf and a sprawl let me play it on turn 3. As far as matchups go, like you said, aggro is good. Even if I don't have the Invocation, 5 bolt's worth of life for free is a massive time-buyer. Some combo decks, especially TtB, just fold to sending up to 15 damage back at their face with Shining Shoal. I'm not sure how I do against fast combo decks like storm and KCI, but based on my current version of the deck it seems bad since they can solitaire faster than me. But I don't think T4 is dreamland, unless I'm up against D&T or Ponza, and I think I'm more resilient than a TtB would be because if TtB gets countered I just wasted all my rituals, with this, I probably get the 15 life and eldrazi cast trigger, just not the eldrazi. I think what SI has going for it is consistency, but speed at a cost. How crippling that is, I have yet to find out.

ShadyWonderBoy on Angel ramp

1 week ago

If you're using fertiel ground and Utopia sprawl I would recommend using Arbor Elf so you can tap twice with your Mana to generate more I stead of using Llanowar Elves

ThoAlmighty on Sunbird's Shoal

1 week ago

The reason I'm trying to use Sunbird's Invocation is partly because I've never seen it done before, but slamming a T4 one with the help of Overgrowth, or even T3 with Arbor Elf and Utopia Sprawl, seems absurdly strong. While there are other ways to cheat on CMC, Shoals seem the most consistent, and being able to gain 15 life or redirect up to 15 damage in a pinch isn't bad either. But what makes SI so strong is that you don't need the shoal to resolve, and if I'm hitting eldrazi (I was thinking Emrakul, the Aeons Torn, Kozilek, Butcher of Truth, and Ulamog, the Ceaseless Hunger) I get immediate cast value, and a Kozilek might just draw me into doing it again. It seems insanely explosive at it's best and merely slow at it's worst. Slow can be a death sentence in modern, but I think it's still feasible. I think Elvish Piper and Through the Breach are too easy to interrupt. Yeah, I get hosed by Grafdigger's Cage but most people are running Relic instead of it. I like the idea of having early control pieces once I've played my elves and birds, Trinisphere seems good there.

I'm putting together a list, that I'll link here soon. Anyway, thank you all for your suggestions, I'll try and get back to all of you when I have time!

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