Druid of the Cowl
Creature — Elf Druid
: Add to your mana pool.
Price & Acquistion Set Price Alerts
Druid of the Cowl Discussion
3 hours ago
4x Ulamogs seems to be a little much. I know you want to see the Eldrazi as much as possible, but what happens when you get two in your hand and can't cast it yet? Sylvan Advocate could make a good swap in for one Ulamog.
17 hours ago
After playing tonight, I found there is not much card draw. I'm fresh out of Phyrexian Arenas, so the Observer is the next best thing I have.I also found I was on over 100 life for most of the night, so Ayli and Reservoir get a trial.
1 week ago
considering you have Kiora, Master of the Depths in your list I'd say Weaver of Currents as Kiora's +1 allows you to untap creatures. With some changes (building more heavily around Kiora though, while she rotates out soon) an ideal play could look like this:
Ideal play Show
- T1: land G/U
- T2: land G/U --> any 2 CMC mana-dork (like Druid of the Cowl or Naga Vitalist)
- T3: land G/U --> tap mana-dork for mana --> play Kiora and use +1 --> untap a land and the mana dork --> you have 2 mana for your disposal
- T4: with what you would have on board now and Kiora's +1 you would have access to 6 to up to 8 mana depending whether you play another land this turn or have played another mana-dork in the previous turn (Could potentially unlock Nissa's ultimate on turn 4!). Let's assume you play Weaver of Currents in this turn.
- T5: now you would have access to up to 12 mana when using Kiora's +1 on Weaver of Currents, depending on the amount of lands and mana-dorks you have in play.
An alternative route without a 2 CMC mana-dork on turn 2, Weaver of Currents on turn 3 and Kiora on turn 4 allows for up to 10 mana on turn 5.
Obviously these changes would change how the deck would play.
4 weeks ago
4 weeks ago
djnewellmit-- thanks for the comment and +1!
Interesting feedback. A quick note: no live play testing has been conducted. I plan to do so with the current list more or less as is and see what's up.
All creatures are at least initial sac targets, including eldrazi and manadorks.
Most cards here are trying assist toward the plan to have eldrazi available in hand and on the battlefield already by turn four and every (or most) turn thereafter.
Aid from the cowl exists to replenish sanctum from sac, flip sac material, or dig cards (oath /from beyond).
Glimmer costs four so isn't hittable by TK. Nor is it hit with oath, benefaction, or aid from the cowl. If I were to dip into card draw it'd be for Pull from Tomorrow.
Nissa is cool.
So is Lifecrafter's Bestiary.
But I don't know how they fit at this time without more testing.
Agree with your final comments regarding manadorks. I kept servants because they get two activations and that seems to be enough until they are eaten by eldrazi. I swapped channeler early on because I felt it was a lightning rod typically targeting itself with -1/-1s making it even the slightest more vulnerable. Druid of the Cowl gets the nod for getting out of Shock range. I do agree though that this mix of dorks needs work along with likely many other things about the deck.
As I say this is a draft until further testing. Thanks again for the comment!
4 weeks ago
Fun! Since you don't do much early game, might I suggest Rampant Growth to get those lands into play earlier? Fyndhorn Elves isn't really modern legal, so why not Llanowar Elves? And, judging by how this already costs 300 dollars, money is not a problem, so I'd say Birds of Paradise is better than Druid of the Cowl. And Khalni Hydra is a great hydra you can play early on with all those mana dorks in play - it would also let you play around with devotion and use things like Karametra's Acolyte.
4 weeks ago
Ok, Kaledesh and up.... In my opinion, there are a couple ways to focus on a deck like this with only 3 sets to choose from: either a machanic focus, or just the good stuff build. The machanic focus would be your energy build or the -1-1 counter builds. The good stuff just jams the best stuff.
Either way, I would get a 4th Channeler Initiate in there. He is your only ramp currently, and with 10 cards in your deck that cost 5 or more, you want to see them as consistantly as possible. Plus, after a few ramps, he's a pretty good beater. You might also want to consider Druid of the Cowl or Servant of the Conduit as additional ramp. I really feel like you want to see a ramp guy on turn 2. That allows you to play your big creatures faster.
And about those big creatures- with mana dorks on 2, you'll want a few 4 drops in there because they're really good a turn early. Crocodile of the Crossing is a really good fit. Any of your mana dorks can hold the -1 counter he gives, and that allows you to start the pressure swinging for 5 on turn 3. Plus, if you used the Initiate, giving him the counter gets you an extra use of his mana ability. Other 4 drops worth of consideration are Bristling Hydra, Champion of Rhonas, Armorcraft Judge, Outland Boar (for budget), Skyship Stalker, and Vizier of the Menagerie. Obviously depending on your build type, some are better than others.
Going up the curve one more, you've got the Arborback Stomper, the Ridgescale Tusker the Riparian Tiger, and way at the top, don't forget the Verdurous Gearhulk. And you might want to consider Samut, Voice of Dissent. Giving all your creatures haste is a good thing, but if you have a channeler out (or if you went the energy build route you could have the servant or an Aether Hub available) you can use him to untap an exerted Glorybringer after combat or as an end of turn effect so he's ready to go next turn.
The last thing I would suggest is a little bit of card draw. Adding in Cathartic Reunion, Tormenting Voice, or even Mouth gives you a little bit of refueling power. It also gives you an outlet to pitch the Honored Hydra. Embalming him is way better than casting him. And pitching Mouth to the reunion or the voice gives you that as another option.
I know this isn't giving you a "this card is better than this card", but I hope it gives you a general direction for your build.
1 month ago
And replace Druid of the Cowl with Deathcap Cultivator. It serves the same purpose but has late game potential with death touch so it isn't useless if you draw it later on as much as the other one is.