Devoted Druid

Legality

Format Legality
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
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadowmoor (SHM) Common

Combos Browse all

Devoted Druid

Creature — Elf Druid

Tap: Add {{G}} to your mana pool.

Put a -1/-1 counter on Devoted Druid: Untap Devoted Druid.

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Devoted Druid Discussion

SynergyBuild on Paradox Scepter Thrasios

2 days ago

Surprised Strionic Resonator wasn't mentioned in the alternate wincons of the deck. It's combo with Paradox Engine is pretty famous among Arcum Dagsson players, and it can act as a secondary Isochron Scepter in some variations of the combo. Similarly many variants run Devoted Druid and Vizier of Remedies in their lists.

Matrixxx999 on Mushroom Hunting: Slimefoot, the Stowaway

1 week ago

Hi, SynergyBuild! Thank you for your help in explanation and for detailed description of Razaketh’s role in the deck. It is my fault that I didn’t devote enough time to a detailed description of the combo lines. One day I will find some free time for it.

Hi, mahdik! Let me thank you, for showing interest in the deck and for upvote! Honestly, most of the cards you mentioned were used in the original version of this deck, and I think they would shine in most midrange decks. First, I want to say that for now I'm trying to avoid cards that are useless outside of combos, or too slow for winning the game in the range from turn 3 to 5, as SynergyBuild quite correctly noted, this deck should win during these turns.

  1. Basalt Monolith + Rings of Brighthearth – while Monolith was not bad in tests (but still I think it is slower than most green ramp spells), Rings of Brighthearth was often a dead draw.

  2. Umbral Mantle is even more dead card outside of combo than Rings (Though I love using this card in my more midrange Rhonas deck). And It is usually requiring a numerous creature presence (at least 3 elves with Priest of Titania for example) and preferably with haste.

  3. Doubling Season, Parallel Lives, Primal Vigor, Ashnod's Altar – in original, midrange version of this deck I used Parallel Lives + Ashnod's Altar + Slimefoot, the Stowaway combo to kill the table and I found it very slow. It requires for Parallel Lives + for Altar + for Slimefoot (it is already 10 mana) + it may require you to have additional to create 1 saproling with Slimefoot if you don’t have other creature in the moment you go off. The other two enchantments are even slower.

  4. About sac outlets – as SynergyBuild is already said, most of the time, the only one needed sac outlet in this deck is Razaketh, the Foulblooded, I cut all the others for more consistency, I very rarely wanted to play Ashnod's Altar, much more often I needed a tutor, mana dork, or reanimation spell. We usually race for summoning Razaketh on turn 3 to 4 and then win, so spell with cmc 3 must be very useful for this pupose.

  5. About protection against exile effects you mentioned (Swords for example) – for now for protection I use Contamination, Cabal Therapy, Collective Brutality, and considering adding things like Hope of Ghirapur and Defense Grid. Actually Razaketh can protect itself (for example by tutoring in response things like Culling the Weak, Tragic Slip or reanimation spells). I'am considering right now using Sylvan Safekeeper, he can be used for protection even from the library at instant speed with Chord of Calling, and it can be used by Ooze from GY to protect itself. And I really like Viscera Seer you mentioned, I will try it in tests, thanks!

With Razaketh the way to victory is limited only by our imagination, that’s why it is so interesting to play with it in the deck, here is just an example of one of many lines:

  1. Start – 2 mana dorks and three lands, turn 3 (5 mana, we need only 4 to start)

  2. Play Buried Alive -> Necrotic Ooze, Protean Hulk, Razaketh, the Foulblooded

  3. Play Reanimate -> Razaketh, the Foulblooded is on the field

  4. Sacrifice tapped dork - > tutor for LED, play it

  5. Crack LED in response to Raza’s ability, sacrifice the second tapped dork - > tutor for Life, floating -

  6. Play Life for and reanimate Protean Hulk, crack Hulk with Raza’s ability, tutor for Shallow Grave, and drop Dryad Arbor (for free), Channeler Initiate, Devoted Druid, Apprentice Necromancer

  7. Sacrifice Channeler Initiate, Devoted Druid, Apprentice Necromancer (on the top of the pile), tutor for anything

  8. Play Shallow Grave for and reanimate Apprentice Necromancer, use the last to reanimate Necrotic Ooze with Apprentice Necromancer’s ability – win.

Anyway mahdik, I was already looking for additional protection, to add in to the deck without losing the speed and consistency, so thanks! You convinced me of this even more!

SynergyBuild on Mushroom Hunting: Slimefoot, the Stowaway

1 week ago

mahdik Actually this deck runs Razaketh, the Foulblooded, and enough tutors to hand to to the graveyard + reanimation to commonly plop him out near turn 4. Using him you can have him be a sacrifice outlet and a way to find the Necrotic Ooze combo to make infinite mana.

This means you can pay 2 life to sacrifice a creature, gaining you 1 life (net loss of 1 total) and dealing 1 to each opponent. Since you keep tutoring and have infinite mana, fetching Blood Artist allows you to Pay 2 life, gain 2, deal one to each opponent, and one more to a target opponent. At that point you win the game.

It is pretty consistent too, winning turn 5 most of the time, occasionally slower turn 6-7 wins, or faster 3-4 wins. He doesn't go over this line, but I think it is the most consistently fast line there is in the deck, it is the following, and needs total:

Step 1: Get Razaketh, the Foulblooded onto the battlefield with at least 2 creatures other than him.

Step 2: Sacrifice both and fetch Buried Alive and Shallow Grave.

Step 3: Cast Buried Alive, stacking Necrotic Ooze on top of Devoted Druid and Channeler Initiate

Step 4: Cast Shallow Grave targeting Necrotic Ooze, and make infinite mana by switching between Devoted Druid and Channeler Initiate's abilities.

Step 5: Make infinite tokens with Slimefoot, the Stowaway, then sacrifice one to Razaketh, the Foulblooded, and fetch Blood Artist.

Step 6: Cast Blood Artist with your infinite mana, then repeatedly sacrifice 40 of your infinite tokens, and win the game!

mahdik on Mushroom Hunting: Slimefoot, the Stowaway

1 week ago

Is it me or there's actually no reliable and (more importantly) easy way to go infinite mana? Sure Necrotic Ooze shenanigans, and there's a bunch of crazy mana enabler don't get me wrong, but with all the tutor you have you can easily integrate easy and cheap combo in your deck (Basalt Monolith + Rings of Brighthearth to name a few) as plan B. A cute Swords to Plowshares and you're down for some turns in other cases. You should diversifies your combos.

I suggest Umbral Mantle; on ANY of your heavy mana producer is an infinite combo (works with Priest of Titania, Arbor Elf, or even Necrotic Ooze in some extend). That's mostly if you stay with the enchanted land plan (which I wouldn't do but we're all different player, do what you like).

If money isn't your problem (I don't think it is), you should also consider Doubling Season, or even Parallel Lives, or moreover Primal Vigor if you don't mind helping others. They are just crazy unabler for token decks. Any of these with Ashnod's Altar (I'll talk about that card in a minute) is infinite mana with your commander in play; don't need Necrotic Ooze, don't need Devoted Druid, just an easy infinite combo that wins the game.

But the important part; play some sac outlet. Relaying on others board wipes is just dangerous (relaying on others at all is). I know the deck has A LOT of tutors and way to get your combo out; Protean Hulk and Razaketh, the Foulblooded are crazy tutor target/combo unabler, but a Path to Exile can kill the deck if you can't protect them .Spawning Pit, Viscera Seer, Ashnod's Altar will work (the 2 last ones are my favorite). Protects your saprolings against mass-bounce/exile/flicker which would make them disappear without killing them (Evacuation and Cyclonic Rift will kill your combo). You can also kill your board in response to a Decree of Pain or even a Living Death for max value. I can't say it too much, you NEED sac outlet for your combo, it's necessary.

And just because I love this card: Conspiracy. It changes the creature type of all your board to saproling (in your case); gives a lot of reach to your deck. But it might be underwhelming. Arcane Adaptation is all around way better, but ya know... blue.

There's some card that just wouldn't make the cut if I was you. Dark Confidant, Reassembling Skeleton, Bloodghast and Abrupt Decay are just underwhelming in commander IMO. Cabal Therapy and Collective Brutality (unless you intend to target yourself as a way to discard prematurely for a surprise win) are just REALLY underwhelming. Target discard in commander is no legacy.

All the cards I proposed don't go out there way off of your play style, so I hope you take it greatly :D

seshiro_of_the_orochi on Commander Swell the Host

1 week ago

So what I did with Ezuri is I jammed all the evasive weenies I could assemble into it. Herald of Secret Streams is awesome here. Two more great cards are Marwyn, the Nurturer and Devoted Druid. Ezuri also is a deck that can finish with Unyaro Bees, and doing this is a great thing to do. Some cards I don't play that are very powerful are Lighthouse Chronologist and Bramblewood Paragon.

jcsmbio07018 on Lord Windgrace MLD cEDH

1 week ago

MalcolmTent thanks for the reply and the suggestions :D To facilitate discussion I'll break down to individual cards:

Tireless Tracker: Very powerful card advantage engine on this deck. Might make the cut and it definitely makes the maybeboard :P The card I think it slots best instead of is Twilight Prophet. If you want multiple CA engines we might remove a piece of interaction. Nevertheless powerful card and will consider it for the next edits!

Null Profusion: This is bad. 6 mana for draw 2 cards a turn is not good enough. By the time you have 6 mana you want to have a walker on board and an MLD spell ready to go off. If being on topdeck mode is a problem, why not putting everyone on it and run Sire Of Insanity? That's a seriously better card at 6 mana imho :P

Painful Truths: Pretty good, on the same level as Night's Whisper, as it costs 1 more but draws 1 more card. Costing 1 more is actually pretty significant as my meta is pretty competitive and tapping out on turn 2 is pretty much less risky than tapping out on turn 3. Late game drawing 2 or 3 for 2 or 3 mana is relatively indifferent, you are relying on tutors to find wincons nevertheless. With all this in mind, both cards fill the same role and I guess the competitiveness of your meta should rule the choice, if you want to run any of them.

Sylvan Awakening: Had it been instant it would be great, indestructible to your lands in response to MLD is broken. As an offensive tool it's not good enough. I won't be ramping to dozens of lands. As a defensive tool Heroic Intervention seems better. Not really sure to which of these roles you were suggesting the card ;)

Constant Mists: As I don't plan to run multiple land drop cards, this is not as OP as it its in The Gitrog Monster. I like it, and it might be worth a spot in more creature based metas. For me, however, it will very rarely make the cut.

Heroic Intervention: Good choice, extra good in a very controlly meta, with lots of wipes and removal.

Quirion Elves: No idea why you suggest this. Isn't Amonkhet common Naga Vitalist strictly better? In fact I'm pretty sure two mana tap for any color are pretty common and better than this.... Rule of thumb is one mana dorks are OP, Bloom Tender is OP because it always taps for 2-3 mana. 2 mana dorks beside this need to tap for more than one mana or don't tap for mana: Devoted Druid and Wall of Roots come to mind as better than what you suggest. Priest of Titania is the same. Any reason why I should run Elves instead of any of these?

SynergyBuild on From the Graves of the Nel Toth

3 weeks ago

Well, Krosan Reclamation and Riftsweeper add a ton of protection for it, the worst thing is to counter the Dread Return, removal rarely matters, as the combo is fully instant speed. The hardest thing is if the remove Necrotic Ooze in response to the Blighted Bat trigger, in which you have to just activate it again for an extra mana to keep comboing out, if they do it in response to a Devoted Druid untap (the only other time), you need to just untap it in response, you can only do this one extra time though, or else it will die, so if they have two removal spells, it can hurt, but with Walking Ballista in the yard, you can respond with a +1/+1 counter if you have 4 mana open, and at that point you will have to at least netted one mana, so you only need 3 extra.

This means removal blanks against the combo almost every time. If they counter the Dread Return, Krosan Reclamation back Riftsweeper and Sensei's Divining Top. Remember, on endstep with Meren, you can toolbox your deck to go off again if you have at least 4 experience counters, or wait until your turn, if you draw Sensei's Divining Top, draw the Riftsweeper, to return Dread Return or Krosan Reclamation, and either go off when possible, use Meren to grind out a win, or bing back a Viscera Seer, so you can sacrifice Riftsweeper, after first shuffling in the Krosan Reclamation, and repeatedly shuffle in 4 cards from your graveyard into your library, and rebuild. This loop is extremely consistent.

Honestly, Hermit Druid is super consistent at protecting itself from most kinds of hate, that Riftsweeper loop even gets around most forms of graveyard hate! If you are still scared Autumn's Veil and Xantid Swarm can help out!

SynergyBuild on From the Graves of the Nel Toth

3 weeks ago

Nah, by using the five color lands (City of Brass, Mana Confluence, Forbidden Orchard, Tarnished Citadel, Exotic Orchard, and Reflecting Pool), along with fetchlands, you can build up a fast (low to no tapped lands), consistent (at getting your colors), and no-basic landbase for Hermit Druid to deck you.

Bring back Dregscape Zombie and Bloodghast, sacrifice them to Dread Return, bring back Necrotic Ooze, then use Wall of Roots's ability to activate Blighted Bat's, then make infinite mana between Devoted Druid and Channeler Initiate, then use Walking Ballista to instantly win the game!


Whoops... got a bit too into Hermit Nooze... I'l leave now.

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