Snow Creature — Elf Druid
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Boreal Druid Discussion
16 hours ago
17 hours ago
I would drop your land count and add in some alternate mana sources. It will allow you to have quicker starts, and make you less vulnerable to land destruction like [armageddon].
Elvish Mystic, Arbor Elf, Llanowar Elves, Fyndhorn Elves, Boreal Druid, and Elves of Deep Shadow are all quite cheap and worth using. Some slightly less budget options are Birds of Paradise, Deathrite Shaman, and Carpet of Flowers. I would drop about 2 lands for every 3 alternate sources you put in.
Since you're not wanting to go the Food Chain route, some good alternate win conditions are Xenagos, God of Revels and Atarka, World Render. Both allow Prossh to one-hit a player by sacrificing all six of his tokens.
CUTS: Deepfire Elemental, Walker of the Grove, Charnelhoard Wurm, Sek'Kuar, Deathkeeper (most of your creatures will be tokens), Ogre Slumlord, Burn at the Stake, Acidic Slime, Hunted Troll, Deathrender.
3 weeks ago
One word. Well maybe two: Doubling Cube.
other things I noticed include:
Boreal Druid doesn't add green, just colourless. Maybe switch out?
Vorinclex, Voice of Hunger is amazing, but he's expensive (dollar wise) so you may not want him in.
Tree of Redemption is damn good.
Are you sure that you want Azusa, Lost but Seeking and other Explore effects? I can't see many spells that put lands into your hands, and there is very little card advantage spells that I can see (which I can understand because if you don't use all your mana it isn't a waste.)
Another spell that I would suggest is Helix Pinnacle. Because its fun.
Also, if this is a Voltron deck, through in some equipment. Unblockable equipment, such as Trailblazer's Boots and Prowler's Helm, protection equipments such as Lightning Greaves and Whispersilk Cloak (which also makes it unblockable), and doublestrike equipment, such as Fireshrieker and Grappling Hook (which can also work as targeted removal).
1 month 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.
2 months 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.
2 months ago
For a faster ramp add in:
4x Boreal Druid
Maybe as a replacement for:
4x Myr Servitor
4x Wild Cantor
2 months 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
2 months 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.