Creature — Elf Warrior Druid
When Civic Wayfinder enters the battlefield, you may search your library for a basic land card, reveal it, and put it into your hand. If you do, shuffle your library.
Printings View all
|Duel Decks: Nissa vs. Ob Nixilis (DDR)||Common|
|Eternal Masters (EMA)||Common|
|Duels of the Planeswalkers (DPA)||Common|
|Tenth Edition (10E)||Common|
|Ravnica: City of Guilds (RAV)||Common|
Combos Browse all
|Commander / EDH||Legal|
Civic Wayfinder Discussion
2 months ago
It kinda looks like your deck just loses unconditionally to pacifism.
The amount of ramp you have is tremendous, but you have exactly one payoff for it. Your curve ends at five..... and it's a ramp spell.
Also, a lot of your "ramp" is... kinda bad. Cards that put lands into your hand (e.g., Civic Wayfinder and Borderland Ranger) don't really ramp you, and cards that put lands into play from your hand (e.g., Arboreal Grazer and Walking Atlas) just run you out of cards-in-hand quickly and then do nothing. Combining them is only OK.
I would cut both of those kinds of cards and add a lot more control, interaction, and big-mana payoffs.
Consider the utility of:
- Return to Nature
- Vines of Vastwood
- Woodcutter's Grit
- Ram Through
- Wildheart Invoker
- Ulamog's Crusher
- Untamed Might
- Eldrazi Devastator
(These are just examples from each category, there are plenty more of each kind if you want them. You'll have to playtest to get the balance right.)
10 months ago
1 year ago
Fixed the above to give you less cancer:
Tap for mana:
Joiner Adept (+)
Leyline Prowler (added, removed maelstrom nexus)
Paradise Druid (?)
Gleaming Barrier (?)
Farhaven Elf (+)
Gatecreeper Vine (+)
Pilgrim's Eye (+)
Ranging Raptors (+)
Sylvan Ranger (+)
Cards I can remove:
1 year ago
These upgrades aren't huge, cards I'd drop are the following:
Ambush Viper , Lay of the Land , Boundless Realms , Tower Defense , Mortal's Resolve , Fog , Burst of Strength , Panharmonicon , Lure , Verdant Haven , Sandwurm Convergence , Shapers' Sanctuary , Shapers' Sanctuary , Greenseeker , Kalonian Tusker , Oak Street Innkeeper , Duskdale Wurm , Elvish Aberration , Borderland Ranger , Civic Wayfinder , and Centaur's Herald .
These 21 cards don't do enough to warrant inclusion overall, and you can ask me about any specific drops, but I'd not run them. I would argue to run at least 3-5 more Forests (4 for now will be my estimate leaving 17 cards left to work with) and to run the following:
Yisan, the Wanderer Bard , End-Raze Forerunners , Karametra's Acolyte , Terastodon , Reclamation Sage , Primordial Sage , Wolfbriar Elemental , Ulvenwald Tracker , Rampaging Baloths , Regal Force , Temur Sabertooth , Fierce Empath , Harmonize , Rampant Growth , Primal Command , Lignify , and Beast Within
These should all round out the deck! Many are creatures that can be flashed in with big effect, like Yisan, the Wanderer Bard / End-Raze Forerunners / Rampaging Baloths / Regal Force , etc. or are card draw/removal to keep you in the game when an opponent 'goes off'. Often if green gets board wiped they hurt, and while Heroic Intervention helps out, Temur Sabertooth too, sometimes just rebuilding is the answer. Think of the value of in response to a Wrath of God you flash in a Regal Force , draw 7 cards, then on your next turn empty your hand of new creatures to win with!
I chose relatively cheap cards for this list, hoping you don't have to spend to much!
1 year ago
The above comments are great ideas. your color pie is really skewed so your deck needs to be reworked. in a normal deck you would want the land section and the spell section to look similar you are running a lot of blue lands but few blue cards. Normally this means you should swap some lands around to level it out but given Najeela's ability needs blue, you need to add some blue spells instead.
Given the budget the lands you have and the above lands are about as good as you can get. When rotation hits shock lands are going to go on sale so it might be a good time to pick them up if you want. some other lands not mentioned which you might want to look into are the vivid set great for mana fixing in the early game and for extra combat fixing in the late. Terramorphic Expanse , Evolving Wilds , and Ash Barrens are great simple searches that you can never go wrong with.
I personally prefer Lairs over the tap trilands. A land coming into play tapped can set you back a turn. Lairs can be used the turn they come into play and should be the last land you play from your hand. They can be a little clumsy if your next draw is a land though.
Review your current cards to make sure they're something you really want, given the number of mana symbols in their casting cost. Kresh the Bloodbraided might seem like a really good card but he has three mana symbols in his casting cost. The more mana symbols a spell has the harder it is to mana fix for it.
When you have the fixing and ramp power of green I'd avoid mana rocks over ramp spells you might consider swapping Commander's Sphere out for something like Harvest Season . In-fact you need to run harvest season the ability to grab every basic land in your deck is great mana fixing.
Look into cards with my personal favorite is Sylvan Reclamation exile two threats and if you don't have the mana to cast it get a land instead.
Bring to Light having land roblems search for a ramp spell. opponent about to swing in with an eldrazi next turn; bring to light removal. Want to search for and cast a creature you don't have the mana colors for bring it to light.
Sword of the Animist multiple combats means multiple searches.
Hope these tips, tricks and cards help you with your mana fixing let me know if there's another part of the deck you want help working on, and have fun!