Snow Creature — Elf Druid
Tap: Add (1) to your mana pool.
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Boreal Druid Discussion
3 weeks ago
Let me start by saying that you have picked a great commander. I like Momir Vig, Simic Visionary. He is so much fun, as long as you don't mind shuffling alot. Here's my Simic deck Simic Toolbox for a reference.
Momir Vig, Simic Visionary let you build a toolbox deck that has many options and deal with a wide variety of threats. Let's use that.
I'm going to start with basic strategy, then move onto what to remove, and then what to consider putting in.
Due to the likelyhood of Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre, Gaea's Blessing, or Elixir of Immortality being in an opponent's deck, the mill stategies tand to not work well in commander games. Especially multi-player games. Now, I'm not saying that you can't mill the opponents, just don't rely on that stategy too much.
Additionally, you should be in the 34 to 38 lands range. Only having 29 lands could really slow you down. Don't rely on mana creatures because opponents will target them to hinder you.
I would remove the following:
Blanchwood Armor, only sees forest, auras aren't that good in commander, and there are better options.
Curse of the Bloody Tome, only works on a sinlge opponent.
Khalni Heart Expedition, there are much moer efficient land seach methods.
Ring of Kalonia and Ring of Thune, there are better equipments and other artifacts to consider.
Gridlock, weak tap target permanent ability. Too much of a mana sink.
Gatecreeper Vine, Creatures with defender can't attack and in later parts of the game, just disappoint more often than help. The search for a gate only nets one card.
Skullwinder helps your opponents as much as it helps you.
Wood Elves only finds a forest. Borderland Ranger, Sylvan Ranger, or Farhaven Elf may be better options. And/Or add Breeding Pool.
Without haste, creatuers that have tap abilities are just targets until they lose summoning sickness. Let's minimize those.
Boreal Druid, Kiora's Follower, Llanowar Elves, Merfolk Mesmerist are all cards to consider cutting for lands or stronger creatures.
These are maybe remove or maybe keep, depends on where you want to focus:
Fertile Ground, more land would be better.
Ghostly Touch, better ways to untap a permanent
Paragon of Eternal Wilds, only sees green creatures.
Now for the toolbox creatures. Let's really expand on your +1 counters theme. In no particular order:
From my deck, look at Cytoplast Manipulator, Cytoplast Root-Kin, Cytospawn Shambler, Forgotten Ancient, Helium Squirter, Plaxcaster Frogling, Spike Feeder, Spike Weaver, Triskelion.
Additionally Armorcraft Judge, Baloth Pup, Oran-Rief Hydra, Ainok Guide, Avatar of the Resolute, Battlefront Krushok, Hooded Hydra, Experiment Kraj, Fertilid are all fun cards with abilities that capitalize on counters.
Mystic Snake gives you a repeatable counterspell when you have Roaring Primadox or a Crystal Shard on the field.
Murkfiend Liege, makes everything stronger and untaps your dudes each turn. Truly obnoxious with a Hair-Strung Koto in play.
Gilder Bairn can accelerate your creatures and planeswalkers. But to really abuse it you need a Holdout Settlement, Springleaf Drum or Hair-Strung Koto in play to tap it.
Sphinx of Magosi has been a favorite of mine in commander decks. Flyer, card draw, and keeps gettign bigger.
Omnibian is a good way to remove an opponents blocking creature by reducing it to a 3/3 after blockers are declared and before damage happens.
Simic Guildmage is good for the counters, but if you really want to run some auras then he gets better.
Other cards to consider:
Crystal Shard lets you block and then bounce a creature you control so that you can reuse the 'enters the battlefield' triggers.
Durable Handicraft give you an option to put a counter on any creatures as it enters the field.
Hardened Scales is a great card in this deck and is cheaper than Doubling Season.
Halimar Depths, Khalni Garden, Llanowar Reborn, Oran-Rief, the Vastwood, Temple of Mystery and Treetop Village have always been good to me.
Simic Growth Chamber lets you bounce the Halimar Depths, Khalni Garden or a tapped basic. Also retriggers the landfall cards.
Writing this up has made me want to get off my chair and go build my Simic commander deck. Thanks!I hope that these suggestions help you. As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.
4 weeks ago
Instill Energy, this enchantment is underrated and isn't seen very often as usually it isn't necessarily the best choice. However, giving Selvala haste and being able to untap her once for free on your turn = all the mana. Plus late game a Primordial Hydra that you can attack with, then untap, is great.
1 month ago
For a faster ramp add in:
4x Boreal Druid
Maybe as a replacement for:
4x Myr Servitor
4x Wild Cantor
1 month ago
From yesterday's chat here are the cards we mentioned
- Abrupt Decay
- Gaze of Granite
- Pernicious Deed
- Maelstrom Pulse
- Deathrite Shaman
- Elves of Deep Shadow
- Birds of Paradise
- Arbor Elf
- Priest of Titania
- Boreal Druid
- Bane of Progress
- Living Death
- Massacre Wurm
- Sadistic Hypnotist
- Reassembling Skeleton
- Deathreap Ritual
- Phyrexian Arena
- Ashnod's Altar
- Disciple of Bolas
- Dictate of Erebos
- Blood Artist
- Pharika, God of Affliction
- Unhallowed Pact
- Falkenrath Noble
- Zulaport Cutthroat
- City of Solitude
- Exquisite Blood
- Sanguine Bond
- Sheoldred, Whispering One
- Heartless Summoning
- Mikaeus, the Unhallowed
- Grim Haruspex
- Barter in Blood
1 month ago
I don't mind a summon when it's from a respected and devoted player at all ;)
So a more aggresive approach:
- Regal Force : Do you really need this for this CMC in here?
- Shamanic Revelation : Not top par if you ask me
- Reforge the Soul : For miracle it's great. But for its normal cmc it's too costly.
- Decree of Annihilation : For it's cycling costs you do not 'cast' it. And when ruric is out, you can tiem this
- Arbor Elf : I would prefer more ramp
- Boreal Druid : likewise
These would be my first few ideas that spring to mind.
1 month ago
I did say it was a ton:
Arbor Elf x5, Valakut, the Molten Pinnacle, Misdirection (masques), Dakmor Salvage x3 (2 FUT, 1 DD), Sudden Shock x2, Wild Nacatl x2, Qasali Pridemage, Martyr of Sands x2, Nimble Mongoose, Thought Scour x4 (3 DKA, 1 DD), Skred x4, Kor Firewalker x4, Zealous Persecution x2, Firespout, Magma Jet (DD), Dissipate x2 (M15), Darksteel Citadel x2, Breakthrough (CNS), Sakura-Tribe Elder x4, Duress x4 (M13), Sulfur Elemental x2, Vapor Snag, Ornithopter x4, Wipe Away, Mystical Teachings x2, Boreal Druid x3, Volcanic Fallout (CNS), Ingot Chewer x4, Empty the Warrens x4, Punishing Fire x4, Condemn x4, Dragon's Claw x4, Combust x4, Elvish Visionary x4, Farseek x4, Edge of Autumn x4 (FUT), Repeal x4 (GPT), Think Twice x4 (TSP), Intangible Virtue x4, Raise the Alarm x2, Celestial Purge x4, Ray of Revelation (JUD), Apostle's Blessing x4, Patrician's Scorn x4 (FUT), Wispmare x4, Leonin Relic-Warder x2, Izzet Staticaster, Grapple with the Past x3, Take Inventory x2, Steel Sabotage x4, Zulaport Cutthroat x2, Blessed Alliance, Lightning Storm, Welding Jar, Stubborn Denial, Dispel (2 RTR, 2 BFZ), Faerie Macabre x2, Tuktuk Scrapper, and Energy Flux
That's everything I have that's unlisted from your wants. Everything that's listed as a match I checked to make sure I still have, so request anything. There are a few cards that I've offered to other people for trades, so if you want them I'll wait a day or two on their reply (specifically, the Eldrazi Displacers you mentioned).
Since you mentioned edition, I tried to be accurate on what printing each card is with these. I can't guarantee that everything in my binder is 100% accurate on edition, but I try to do my best to make sure each card is at least showing the correct art and card frame.
Cards of yours I'm specifically interested in are: Diabolic Intent, 2 Stoneforge Mystics, Gate to Phyrexia, Monastery Mentor, 2 Toxic Deluge, Forbidden Orchard, and Quirion Ranger, though of course I'll trade for any other matches as well.
Hope to hear from you.
1 month ago
1 month ago
So is this supposed to be a casual deck? a 75% deck or competitive? We will need to know that before we can rly give you good advice on the build.
with that in mind I would say the first step should be for you to get rid of all your tapped lands and replace them with good or at least not awful dual lands and basics Transguild Promenade is a bad card. if a land comes into play tapped it had better have a good upside or at least give you access to all your colors without a cost.On the topic of lands looking at the pie chart on the right it seems like you do not have the correct mana sources to match your needs. That is something you will have to play around with to get figured out as what total of each mana type you need depends on your final deck list mana costs.
As for having a high mana curve that is ok. IF you have enough mana rocks and dorks to support it. I would recommend cutting down on your high costed cards and ramping up your ramp spells and effects.
depending on your budget here is a small list of good mana dorks.
some not so awesome mana dorks but better then bad ones.
Also Just glancing at your list it seems as tho you are going for a token build. If that is true are you wanting to go for the make tokens ---> sack tokens for value route or the make tokens ---> turn right route? If not then what is your ultimate goal of this deck?