|Commander / EDH||Legal|
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|Dark Ascension (DKA)||Common|
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Creature — Elk
G, Sacrifice Dawntrader Elk: Search your library for a basic land card, put it onto the battlefield tapped, then shuffle your library.
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Dawntreader Elk Discussion
1 week ago
80% Comp Muldrotha, I whipped that up in a couple hours. Cards like Mystic Remora become a 1 mana per turn cost, same with Unbridled Growth which you can sac to draw. board wipes affect you less, Armillary Sphere and Dawntreader Elk let you fetch lands. All sorts of good stuff can be done.
Your graveyard becomes and extension of your hand, like Tasigur, the Golden Fang but better.
With Deadeye Navigator you can use Muldrotha's effects additional times.
1 week ago
Alright so initial thoughts: needs more ramp, needs more card draw and needs more interaction.
Ramp: You are in green so there is a lot of really good and cheep ramp you should add. You have the three two mana rampent growths which are good, but you should have at least 10 pieces of ramp in your deck, generally I like the higher mana ones that get two lands. The two mana ones are better in faster playgroups, but with how slow our games usually are, card efficiency and advantage is more important in my opinion. Cards I suggest: Cultivate, Explosive Vegetation, Kodama's Reach. You might also consider running all the signets though you may not need them. Also a note on mana, I'd say you should still run at least 36 lands, 34 is a bit low. For budget reasons you can probably cut the scry lands too. Look at: Kazandu Refuge, Highland Lake, Simic Guildgate, Timber Gorge, Woodland Stream. You also need to add some Mountains to your deck, at least 4 I'd say. You can also try to reduce the number of tap lands but yeah.
Card draw: One note first, make sure you add Ancestral Statue. Honestly your card draw isn't to to bad. I'd include Fierce Empath to for tutors, Skullclamp is always great card draw too. Secret Plans is cheap and goes with your deck. Trail of Mystery is also a good card, remember you can unmorph inside of combat too. Salt Road Ambushers is also a morph card that goes really well with other morph creatures. Remember megamorph is the same thing as morph, except when it flips it gets an extra +1/+1 counter. Whisperwood Elemental is crazy good card advantage too. Ixidor, Reality Sculptor is really crazy good when you can turn expensive un-morph creatures face up for only 3 mana too. Master of the Veil is also really good to rebuy some of the unmorph effects.
Interaction: This is one you could use some more work on. Most of your interaction will come from creatures but you still need to have some. For artifact and enchantment destruction you should be running a few of these: Acidic Slime, Nantuko Vigilante And a few ways to interact with creatures: Thousand Winds And maybe some spell removal: Beast Within, Primal Command, Shatterstorm.
Cards I dont think are pulling their weight: Recurring Insight is bad imo, if you want Fact or Fiction is better I'd say. Ashcloud Phoenix really slow and probably not going to recur. Broodhatch Nantuko interesting if you block a big creature and unmoroh it but even then I dont think its that good. Dawntreader Elk unless you are returning it from the graveyard I like other ramp more. Desolation Twin only good when you are ahead and even then questionable. Fathom Seer good card, but may not always have two islands, or just needs to be a consideration when you are ramping. Protean Hulk really good for combos and sometimes ok for value. In your deck of high cmc creatures though not as good. Unless he's a combo piece I'd say you can cut him. Thelonite Hermit dont think its worth it. Thought Harvester good if you are comboing it with Ancestral Statue or the like for a game winning combo, so probably fine, doesn't do much if you are not comboing though. Tishana, Voice of Thunder probably only good if you are already winning, may be fine but also cuttable for budget reasons. Flash really doesnt need to be here. Swan Song is a great card but can also probably be cut.
On other notes, your curve is looking pretty good, and overall it looks like a good deck. You can move a few cards around for budget reasons, but really your almost as low as you can go. Cards you can probably cut for budget reasons: Solemn Simulacrum, Voidmage Prodigy, Shaman of Forgotten Ways, Rootbound Crag, Protean Hulk, Cinder Glade, and Swan Song. Other than that it gets iffy I'd say. Let me know if you have any further questions.
1 month ago
I have a definite contempt for stax in commander. Leave the spiky trash for legacy.
Targets include Dawntreader Elk, Entomber Exarch, Mesmeric Fiend can be sac'd in response to the etb which resolves in this order: first you sac it, then it leaves the battlefield, then it enters. Essentially exile a card in an opponent's hand. Primal Druid, Reclamation Sage, Thragtusk, and Veteran Explorer.
1 month ago
2 months ago
@VincentVonVeltschmerz I'd suggest removing Dawntreader Elk. Sakura-Tribe Elder already has the same effect, and can be looped with Shirei. Plus the overall ability to loop with Shirei is more valuable than an extra land fetch.
2 months ago
Good point on greater good. Ezuri Predation and pollenbright Wings are obvious cuts. Cut some high CMC cards to get your deck average under 4.
2 months ago
You might consider Sphere of Safety. With that many enchantments, it can easily get to +5 per creature. Propaganda and Ghostly Prison are also great in multiplayer environments, and can help you stabilize while you're setting up your devotion. Otherwise, maybe throw in more mass removal? You've got tons of recurrance, but only two wraths. Decree of Pain and Supreme Verdict are my favorites.
Ramp would be helpful for hitting the very specific mana requirements of the lieges, e.g. Cultivate, Kodama's Reach, but you'd have to add basic lands, haha. I have a similar enchantress five color deck, and I run ~1-2 of each just for those kinds of ramp spells. Also/or, creature based ramp might work better for your deck: blockers early game, devotion late game. Dawntreader Elk, Primal Druid, Sakura-Tribe Elder, Farhaven Elf. They'd also be fodder for your sac elements, and recurring them would really help you develop your late game.
Finally, I feel like there's a bit too much graveyard recurrence. The gods are indestructible, so unless you add self milling stuff like Hedron Crab or more fodder, it seems unnecessary. Or were you going to sac the lieges and recur? Bit confused on that front.
Love the addition of Shifting Shadow. The "destroy" on indestructible gods is really clever. +1
5 months ago
Cryptolith Rite and Burgeoning don't seem like great choices for ramp in this deck. You've only got 12 cheapish creatures in the deck to make use of Cryptolith and both Golden Hind and Dawntreader Elk's abilities make them pretty redundant with it. With only 21 lands in the deck, Burgeoning seems really unreliable; most of the time it's only going to be useful if you can cast it on turn 1 and it doesn't help you get out of mana-screw. I would swap them out for something like Rampant Growth and Nature's Lore, or, if you don't mind having off-tribe creatures in the deck, Sakura-Tribe Elder and Elvish Mystic.