Beast Whisperer

Beast Whisperer

Creature — Elf Druid

Whenever you cast a creature spell, draw a card.

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Have (2) orzhov_is_relatively_okay819 , Azdranax
Want (2) jeshwa , BSwCDo

Printings View all

Set Rarity
Guilds of Ravnica (GRN) Rare
Promo Set (000) Rare

Combos Browse all


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Arena Legal
Block Constructed Legal
Standard Legal
Pioneer Legal
Leviathan Legal
Legacy Legal
Brawl Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Beast Whisperer occurrence in decks from the last year


All decks: 0.14%


All decks: 0.05%

Commander / EDH:

All decks: 0.06%

Green: 0.63%

Golgari: 0.11%

RG (Gruul): 1.2%

Beast Whisperer Discussion

GoldenBasilisk on Doran, the Siege Tower [EDH]

1 week ago

Hi there! I playtested this deck just for fun with my partner and wanted to leave some feedback :D I only played with it twice, and I won both matches because my partner got pretty bad draws.

This deck is a beast! I think you have a good amount of sweeping removal and ramp, and the mana costs are reasonable. I was able to deal a lot of damage pretty quickly, and I appreciate the toolbox-like effects of many of the creatures. The lifegain seemed to perfectly balance out the life loss from your damage inflicting lands and card draw spells. I had a lot of fun playing it!

That being said, I think it might do you some good to include more targeted removal and card draw. I get a lot of usage from Beast Whisperer in my Trostani, Selesnya's Voice deck. I would suggest something like that; card draw engines are definitely useful. I think that a few of the creatures such as Kami of Old Stone and Looming Altisaur could be replaced with creatures that have more to offer, because although they are efficient for what they do, I wish they had trample or vigilance or something. I also think including a couple tutors might be really helpful, such as Eladamri's Call, Congregation at Dawn, or even just Diabolic Tutor.

Not sure how much you are willing to shell out for the deck, but creatures like Ohran Frostfang might be good. If you play multiplayer and like elements of group hug, Heartwood Storyteller draws tons of cards. Abzan Charm is useful (I am a slut for cards that give me multiple options).

TL;DR, great deck, I enjoyed playing it and I think you could upgrade it easily with just a touch more card draw and elevated creatures.

Azeworai on Animar Elemental Tribal

1 week ago

Okay, so I am quite fond of brews that are delectation to pilot, but I am beholden to recommend some changes.

Now, Panharmonicon is a fantastic card, but there are only eleven ways to trigger the thing in this deck. Two of those are Draining Whelk and Grave Sifter, so, whilst they may have their moments, they seem lacking for doubling _ETB_s. This is my same opinion for Conjurer's Closet; what value is blinking something? Flameshadow Conjuring is in the same boat. These all become useless far too quickly, save for maybe Risen Reef shenanigans. Bramble Sovereign somewhat falls under the same folly, but I don't believe it to be as narrow.

Another thing to consider is the mana costs of cards. The majority of your curve is at three, which is probably when you would want to cast your commander. Ramp at two mana is far more ideal, as athwart to Keyrunes and Cluestones. I'd cut Temur Banner, Harrow, Gruul Keyrune for Talisman of Curiosity, Talisman of Impulse, and Rampant Growth. Wayfarer's Bauble is also of note. Llanowar Elves, Fyndhorn Elves, and Elvish Mystic each can draw cards off of some of your effects late-game whilst being incredibly effective early.

Pillar of Origins is a fine card, but it only produces mana for elemental, being twenty cards in your deck and the commander. This leaves seven lands with activated abilities and forty-two nonland, non-elemental cards that cannot be used with the Pillar. I would just use Talisman of Creativity.

Seeing as that you have ramp in the command zone, doubling down on card draw seems important. Guardian Project, Beast Whisperer, Garruk, Caller of Beasts, Primordial Sage, and Vanquisher's Banner can draw off of each creature. Kindred Discovery is an especially potent one. Shamanic Revelation and Collective Unconscious each can refill the hand well, but Tishana, Voice of Thunder may just be the best form of this effect.

I would perhaps include more elementals and/or more creature tutors. Perhaps specific creatures for situations, such as Collector Ouphe and Reclamation Sage.

If budget so allows, Thassa, God of the Sea, Rhystic Study, Sylvan Library, and Cyclonic Rift are as good as they are played.

Specific to your deck, Vivien, Champion of the Wilds just seems lovely.

Seeing the decklist, it seems to have a sparse amount of interaction. Reality Shift, Incubation / Incongruity, Imprisoned in the Moon, Song of the Dryads, Lignify, Pongify, and Rapid Hybridization are some to consider. Kenrith's Transformation even replaces itself.

I run Decimate in every deck I can. It is absolutely amazing and has literally never been lacking.

Some counter magic is always great; Supreme Will, Counterspell, and Forbid are some favourites of mine.

That shall be all from me!

I do have a couple of tribal decks along the same route as this if you so wish to peer upon them: Eladamri, Leader of Skyshroud The River Anew

Good luck and happy casting.

Azeworai on Big Tokens

2 weeks ago

Ah, tokens! Initiate the throng, then fulminate as such.

I have many suggestions.

Now, typically I am an advocate for running fewer lands in decks, however, this deck has an excruciatingly low amount of card draw. Either make way for lands or add a half-dozen cantrips.

Some of my favourite draw spells you could use are Once Upon a Time, Skullclamp, Adventurous Impulse, and Oath of Nissa. These dig for lands whilst having value late-game.

You have many anthems, some of which are quite lacking in my opinion. Syr Alin, the Lion's Claw, Kongming, "Sleeping Dragon", Selesnya Guildmage, Oakhame Ranger, Ahn-Crop Champion, Cultivator of Blades, Valor in Akros, Spear of Heliod, and Dragon Throne of Tarkir are all quite mana-hungry and little impact. They depend on a board state to work, and without one they verge on useless. I would like to call out Call for Unity in particular as being incredibly slow and capricious.

Haazda Marshal, Recruit the Worthy, and Oakhame Ranger are quite halacious in the aspect that they do not much.

Avoid Fate is interesting, but it doesn't do a lot. Many of the cards in here are restrictive depending on board state, thus I would cut this.

Painter's Servant is cute with your effects that care about colour, but I believe this to be rather inconsistent. Without Lifeforce or Order of the Sacred Torch, it's a two-mana 1/3.

I am unsure as to why Reito Lantern is even here. If you seek graveyard hate, Ground Seal replaces itself, Relic of Progenitus is awesome, as is Remorseful Cleric. Night Soil is on theme.

For what I would include, Rootborn Defenses defends the board, Druids' Repository adds far too much mana, Aura Shards and Aura Mutation shatter and batter, Hour of Reckoning kills many things, Increasing Devotion allows for rebounding eftsoons wrath, Master of the Wild Hunt is one I particularly enjoy, Sprout Swarm is difficult to interact with, Sigarda, Heron's Grace has early and late-game potential, and Devout Invocation creates tokens abound. Triumph of the Hordes can just wipe out an entire table.

This deck has almost no card draw. Mentor of the Meek, Skullclamp, and Huatli, Radiant Champion can draw many, many cards. When you get to it, Sylvan Library is fantastic. Harmonize, Slate of Ancestry, Shamanic Revelation, Collective Unconscious are ways to refill in preparation of a board wipe.

Beast Whisperer is just good value.

Swords to Plowshares, Kenrith's Transformation, and Path to Exile get problematic permanents out of the way at an excessively cheap cost.

I would recommend far more ramp. Llanowar Elves, Avacyn's Pilgrim, Fyndhorn Elves, Elvish Mystic, and/or Birds of Paradise. Incredibly quick if you get them out turn one, and oft set you far ahead enough that it doesn't matter when you get wrathed.

That shall be all from me. If you so wish, I have two swarm decks that you could reference for honing your build, each of which have tested well for the years I have had them.

The decklists: Eladamri, Leader of Skyshroud Beseeming Perfection

May fortune betide you, and the tokens your enemies. Farewell!

Silverdrake on Satyr Aggro

3 weeks ago

Looks fun! +1 from me.

A general tip on deckbuilding: you want your deck to be consistent! That means a lot of things, but the two biggest things I'd look at are deck size and card counts. By deck size, what I mean is this - you have 71 cards in your deck right now, compared to the 60 card minimum of the format. Gallia is probably the best card in the deck for your gameplan, so you definitely want to slam her on turn 2. Having 71 cards means you have a 30%-34% (depending whether you're on the play or the draw) of having her in hand to play on turn 2. If you cut down to 60 cards, then you have a 35%-40% chance. The same idea applies for every other card in the deck - it may be hard to decide what isn't good enough, but the fewer cards you include, the more likely you are to draw and be able to play your best cardds.
The other concept to consistency you should pay attention to is card counts - that is, the number of each card you're including. If we look at the Gallia example again - assuming you cut down to 60 cards, you'll have a 35%-40% chance of being able to play her on turn 2. That's with 3 copies of her in the deck. If you go up to 4 copies, you leap up to 45%-49%! Again, the same concept applies to every other card in the deck. The fewer copies of any card you run, the less you can count on it to show up in any given game. That may seem obvious, but it carries an important point - your best bet is to "trim the fat" (cut the worst cards) so you can run more copies of the better cards, that way you can rely on being able to play those better cards.

Keeping those thoughts in mind, you're free to make any changes you'd like! (Or ignore me altogether - it is your deck, after all!) To give you an idea, this is more or less what I would do:
OUT: 3x Blood Aspirant, 2x Irreverent Revelers, 2x Keeper of Fables, 3x Nessian Wanderer, 1x Nexus Wardens, 2x Pheres-Band Brawler, 1x Phoenix of Ash, 2x Anax, Hardened in the Forge, 1x Purphuros, Bronze Blooded, 2x Renata, Called to the Hunt, 1x Cindervines, 2x Impending Doom, 1x Mantle of the Wolf, 2x Purphuros's Intervention, 1x Storm's Wrath
IN: 4 Scorching Dragonfire, 1x Careless Celebrant, 1x Gallia of the Endless Dance, 1x Satyr's Cunning, 1x Rhythm of the Wild, 1x Beast Whisperer, 1x Heroes of the Revel, 1x Skola Grovedancer, 1x Icon of Ancestry, 3x Stampede Rider.

Those are just suggestions though, of course you should feel free to build the deck however you find it most fun! Whatever you decide to do, good luck with it!

MrTomDawson on Higher Power

3 weeks ago

Profet93: Crypt is honestly not necessary most of the time, given that the deck produces such fast opening turns anyway, and while a mana dork in the mid-to-late game is never a dead card (as it will pump Marwyn, draw a card or two, etc), Crypt absolutely is.

I can't afford a Cradle, is the simple answer to that one. Yavimaya Hollow just never seemed that necessary.

For Uncage, it really depends on what I need at that point. If I'm still looking to pump Marwyn and get mana, I'll generally go 2 or 3 for Priest of Titania/Elvish Archdruid etc. Sometimes 4 for a Beast Whisperer/Temur Sabertooth draw engine. There have been times when I've just used it as a tutor for Regal Force or Craterhoof Behemoth.

As for the win condition, it generally takes the form of Craterhoof Behemoth or pumping infinite mana into Ezuri, Renegade Leader and attacking for the win.

Spook9MM on Stacked abilities, or separate?

4 weeks ago

Thanks for the help. I may try and squeeze a Beast Whisperer ... like that idea!! Thanks.

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