Boreal Druid

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
Coldsnap (CSP) Common

Combos Browse all

Boreal Druid

Snow Creature — Elf Druid

Tap: Add (1) to your mana pool.

Boreal Druid Discussion

SynergyBuild on Yisan is running slowly.

1 month ago

$20ish Budget way to make Yisan very fast:

Add in Arbor Elf , Fyndhorn Elves , Wirewood Symbiote , Seeker of Skybreak , Temur Sabertooth , Priest of Titania , Elvish Archdruid , Boreal Druid , Devoted Druid , Great Oak Guardian , Autumn's Veil , Nature's Claim , Natural State , Caustic Caterpillar , Reclamation Sage , Desert Twister , Copperhorn Scout , Wood Elves , Somberwald Stag , Manglehorn , Marwyn, the Nurturer , Rishkar, Peema Renegade , Leaf Gilder , Heart Warden , Fyndhorn Elder

Drop out Taunting Elf , Verdant Force , Vorinclex, Voice of Hunger , Wild Beastmaster , Worldspine Wurm , Pathbreaker Ibex , Mycoloth , Kamahl, Fist of Krosa , Gyre Sage , Giant Adephage , Elvish Piper , Cultivator of Blades , Bramble Elemental , Avenger of Zendikar , Tooth and Nail , See the Unwritten , Triumph of the Hordes , Overrun , Overwhelming Stampede , Overrun , Genesis Wave , Explosive Vegetation , Zendikar Resurgent , Growing Rites of Itlimoc  Flip, Umbral Mantle , Lifecrafter's Bestiary

Total of 26 swaps.

The switches lists speed the deck up and make it win through an easy and efficient combo, all fetchable by Yisan. The combo uses Great Oak Guardian , Temur Sabertooth , and Wirewood Symbiote . With these and enough mana producing creatures, you get infinitely large creatures or with 1 more mana, infinitely large creatures and infinite mana, and untaps which can be put into Yisan to fetch Caterhoof and give the team trample.

All together, the deck will also run enough early-game interaction like Caustic Caterpillar , Manglehorn , Reclamation Sage , Natural State , Nature's Claim , the already run Lignify and Acidic Slime , and catch-alls like Desert Twister and Yisan fetchables like Somberwald Stag .

With all of this in mind, it is a little weak to removal, but with Eternal Witness and Temur Sabertooth both fetchable with Yisan, I feel it can be okay.

How does this sound?

SynergyBuild on Selvala, Explored and Returned with tokens

2 months ago

griffstick big fan of selvala EDH, I run a cEDH version of the deck, that uses Selvala for her incredible stax&combo potential, but love this more casual version too, good luck crushing your opponents in life&mana advantage man!

I'd give you some recommendations, but a lot are expensive, things like Teferi's Protection over Dauntless Escort and other things in that line, but I do have a few cheaper swaps like Swords to Plowshares over Path to Exile, the land can make much more of a difference than the life.

You have those in the maybeboard though, so here is what is left:

Dorks like Avacyn's Pilgrim, Elvish Mystic, Birds of Paradise, Llanowar Elves, Boreal Druid, Fyndhorn Elves, etc. to get that turn two Selvala, to gain a ton of mana really fast, Umbral Mantle, Sword of the Paruns, and Staff of Domination to turn extra mana into more cards and life and more mana, allowing you to get a lot of value, and Priest of Titania, Elvish Archdruid, and Wirewood Channeler to go infinite mana with those cards. After you get infinite mana you get infinite draw power with untapping/tapping selvala with her ability and the untapper from before.

Use a Green Sun's Zenith to keep filling your deck inbetween draws, while your opponents deck out. Cool combo right?

Cards like Fauna Shaman, Stoneforge Mystic, Worldly Tutor, Green Sun's Zenith, Sylvan Tutor, Enlightened Tutor, Open the Armory, Steelshaper's Gift, Birthing Pod, Survival of the Fittest, and Recruiter of the Guard, Woodland Bellower/Fierce Empath, etc. can all fetch it out!

JohnnyCRO on Intet of Infinite Dreams | Primer

2 months ago

@hkhssweiss

Sorry for taking my time, exams are a thing.

I completely agree that red is meh compared to those 2. IMHO green and blue are the strongest colors in EDH, while red leaves much to be desired here. Every deck containing red I ever tried to theorycraft/build ended up having red as a splash for artifact removal, a wheel or two and a few looters (Mizzix, Kess, even Daretti was more colorless than he was red). It's just that the moment I saw Bloom Tender I started drooling over a potential t3 Intet. And just as that thought make me happy, it made me just as sad to realize that it often "just" provides .

Even if it cannot go toe to toe with Zur, Teferi and similar decks, it can at least make itself relevant there. Thus both becoming a more important deck at the table, instead of being that deck that's 2 turns slower than the rest of the table, and increasing the possibility of surviving long enough to drop Intet and s(t)eal the win here and there.

  • Bring to Light - I love that rainbow lands interaction. I'm tepmpted to put it in the next semi-casual UGx deck I'll build (this might never happen, but let's keep up the good vibes). Still, we agree that id doesn't pull its weight as it is now.

  • Dack - nothing to add here

  • Nissa - I see your point. However IMO at 5 mana you should be making preparations to drop Intet instead. Also, she taps you out without providing any card advantage right away, thus opening a hefty interaction window which opponents can use to set you back more than Nissa was worth. In my experience you need a healthy amount of draw and filtering to reach 5 mana, and after that relying on her to draw cards for every land drop might not give you as many cards as you'd want/"deserve" from such an investment. Precognition Field is no Necropotence, but if you're looking for a draw engine this might be it. You're constantly a card ahead and you immediately get the chance to interact with the board/stack just as if it has drawn you a card right away. I wouldn't recommend it as an optimal choice, but I'd play it over Nissa, at least as a draw engine.

  • Heroic Intervention - I tested it briefly in Edric. And though they aren't that similar, it never did anything that a counter wouldn't be able to. But I often wanted it to be a bit more useful when opponents took the initiative and tried to push for a win.

  • red counters - as I stressed out, and we agree here, it's a meta call. We also agree on Swan Song and the reason I didn't mention it. It's one of the best counters in the format, but in a deck where you depend on your creature(s) getting through, giving anyone flying blockers isn't a good idea.

  • Krosan Grip - leave it in then. I myself kept it in my Tasigur for a long time and now I'm pointing it out whenever I see it in a deck fast/optimized enough that such cmc might be a problem.

I'd leave in Natural State depending on your meta. If you need multiple pieces of artifact/enchantment removal, this one is very underestimated IMO, and it even gets better the more competitive your meta is. However if you want/can remove a removal bc you have too much or you often use it to remove things you'd rather counter, sure.

Also Ponder is very valuable IMO. Digging 3 cards deep is quite good, and the ability to reshuffle and get a random card is also useful. At the low low price of , even sorcery speed can't diminish its usefulness IMO. I've only just noticed that you aren't playing Preordain either BTW.

Dack -> Delay, Bring to light -> Pact and Heroic intervention -> Negate are all tremendous upgrades IMO. I'd just like you to think about Nature's claim, Ponder and Nissa once more. But if you end up doing it your way, it's cool. The pilot and the builder surely knows his deck better than me, I'm just giving suggestions here.

I'm glad that my comments and advice are of help to you.

1) this is a tricky one. Good thing about KReach/Cultivate with high-cmc generals is that they both ramp you and their fix your next land drop. This is important bc high-cmc generals demand a land drop or two more than cheap ones (unless there is some insane artifact ramping going on, but that is too glass cannon for my taste), and this way you can manage to pull off those land drops elegantly while doing additional ramping. This 2 for 1 use makes it possible to have the perks of lower land count while still hitting your drops well. Of course this works best with cmc 5 generals (my best friend is playing Sigarda, Host of Herons this way and it's doing wonders for him. Hate seeing her t3/4 consistently just as much as I'm proud to have helped). However cmc of 6 would require another land drop or more ramp. And what's the point of playing ramp if it just ramps you halfway into something you want? It's about designing a good curve so your spells can work off one another. In this case, it would mind optimizing your ramp package to reach 6 mana consistently (maybe 7-8 with the new interaction package in case your meta has plenty of removal, this one is a tactical decision more than anything else). So if we say you hit your first 3 land drops, for the sake of simplicity, the question should be what can get you from that to 6 mana the fastest. With manabase as finely crafted as yours, KReach/Cultivate don't get you further than a Sol Ring or a Fellwar Stone, and by no means farther than a Mana Vault/Mana Crypt since their ensured 5 mana with raw ramping for 1 immediately isn't worth to you more than ramping for 1 cheaper ramp spells do (since your target spell, your general, has cmc of 6, not 5), but they do it on earlier turns so you can play Intet faster on occasion and they give mana without the need for green or for 3 mana already available to you.

In short; IMO cheaper ramp, be it in the form of spells, dorks or rocks, wouldn't serve you any worse than these do. But cheaper ramp would be more useful on early turns and could help you get away with a bit greedy hands. And though this covers my point, I wanted to explore it a bit more to make a wider point about ramp in general. Why those 3cmc spells are kicking ass in my friend's Sigarda, Host of Herons, why I'm planning to fill my Grand Arbiter Augustin IV with 2 cmc rocks and why Edric decks play even Boreal Druid over things like Fellwar Stone. It's about your curve, about key spells you're looking to cast and about how those two influence the card choices you make.

2) Sadly, again, red has so few excellent cards that IDK if I even could recommend many. Synergy build gave you some awesome suggestions, Orcish Lumberjack and Imperial Recruiter might indeed be what you're looking for. Apart from that, I don't think I can be of help. :-/

P.S.

Sorry for all the spelling mistakes I (might) have made. As you can imagine this took me some time to get down and I'm at least 4h behind on sleep. Thank you in advance.

saralach on selvala big stuff

2 months ago

Too many lands. Get more dorks. Priest of Titania, Elvish Mystic, Boreal Druid, and Birds of Paradise.

Some creatures to go with are Phyrexian Soulgorger, Great Oak Guardian and Rhonas the Indomitable. With Rhonas, Guardian, and Temur Sabertooth you can pump your guys and give them trample.

SynergyBuild on Lets make Rashinal decisions

2 months ago

Yes, I apologize, I think you misunderstand. I said I was upset over your previous comment on the Tier list, not that I was upset at you. Semantics.

You don't run Mental Misstep, a cEDH staple, Blink of an Eye, a second Into the Roil, Snapcaster Mage, a classic that though Mission Briefing beats, I think would be better with both, Arbor Elf, Priest of Titania, and Boreal Druid for more mana, with Bloom Tender & Devoted Druid as other possible additions.

Gitaxian Probe, a free cast on your turn, Rapid Hybridization, a second Pongify, Repeal (I am a personal fan of this, bouncing Mox Diamonds and Chrome Moxs to make them use another card and I replace mine is really nice, while triggering Rashmi.), High Tide to make more mana, Enter the Infinite, the best wincon in this list, Sapphire Medallion, a huge boon to this deck, giving you tons of mana, and Unsubstantiate as another counterspell that has a lot of versatility.

I'd also drop Spell Snare

SynergyBuild on Lets make Rashinal decisions

2 months ago

Telepathy is trash. Either A your opponent is holding Mystical Tutor+Summoner's Pact so you know to hold a Delay open, or B no one has anything, so they look at you as the only threat, and you lose.

Or C and you get no information, because if you know the meta then you can guess almost exactly what is in each opponent's hand based on their actions. So you wasted a card, information that you are bad because you run Telepathy, and mana.

Yes. It is trash. Also, why Quirion Elves? It is bad as a two-mana dork against almost strictly better Bloom Tender, or combo-significant Devoted Druid, or the Elvish Mystic/Boreal Druids that are much more mana efficient.

Your landbase also seems weird, why not the other 5 fetchlands, and why do you run Ash Barrens xD?

I would also suggest Treasure Cruise but I know it is a difficult choice as to what you drop for it. It isn't an instant, but does synergize with the instant/sorceries you run. Its okay you don't run it, but I imagine it wouldn't hurt.

hkhssweiss on Tenebu's Gravedigging Tendencies | Primer

2 months ago

SynergyBuild

I was actually running Apprentice Necromancer for awhile, I always felt that it was a bit too slow. In addition my meta is super heavy on graveyard hate, in your perspective would you still consider running Apprentice Necromancer?

As for Avacyn's Pilgrim I am in a bit of a dilemma in what I would cut for it, as I been running into a bit more white since the re-inclusion of Fiend Hunter and Silence/Angel's Grace tech. Boreal Druid I would not include due to heavy color requirements.

So far my 'weakest' cards feels like Krosan Grip, Angel's Grace, and Caustic Caterpillar, your thoughts?

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Boreal Druid occurrence in decks from the last year

Modern:

All decks: 0.01%

Commander / EDH:

All decks: 0.09%

Green: 1.11%

Golgari: 0.22%

GW (Selesnya): 0.11%

G/U (Simic): 0.12%

RG (Gruul): 0.08%

BUG (Sultai): 0.07%