Druid of the Cowl


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Core Set 2019 (M19) Common
Aether Revolt (AER) Common

Combos Browse all

Druid of the Cowl

Creature — Elf Druid

: Gain .

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Recent Decks

Druid of the Cowl Discussion

Dragonman39 on Stomping with Vivien

1 day ago

Looks fun with some serious power. I'm worried that you may not have enough 2-drops if you don't draw your llanowar elves in your opening hand. You could try Druid of the Cowl for more ramping or Channeler Initiate for ramp that gets bigger as you go. I also think you might like Goreclaw, Terror of Qal Sisma! You could get a lot more on the field if you reduce the cost. I personally am trying to use Goreclaw to break Sarkhan's Unsealing! Have a look! It's not exactly what you're looking at here, but I think my deck is fun too!

Goreclaw's Unsealing

Standard Dragonman39


anyway, +1 for you! have fun with your stompy creatures!

Murphy77 on Dragon Ramp (MTG 19) copy M

2 weeks ago

Yes, I had Adventurous Impulse in place of Blossoming Defense in my initial build. It deserves a place in the side-board. Draconic Disciple was an attempt to keep ramping and keep the deck as red as possible. Druid of the Cowl is better, and it doesn't make a big difference to the number of mountains in the deck.

Murphy77 on Green Impact elves

3 weeks ago

I would definitely go for Druid of the Cowl over Llanowar Scout and consider making room for Growing Rites of Itlimoc  Flip and Ghalta, Primal Hunger

multimedia on Sarkhan, Jund Dragon Master

3 weeks ago

Hey, I really like the idea of Jund Dragons, the name just sounds cool.

There's too much strain on the manabase with black. The current manabase can't support for Contempt or Gonti. There's only 8 sources of black mana this is barely enough to splash a single card. I think you need to decide which is more important or . Dragons and Sarkhan are .

One way to help the mana situation is consider Gift of Paradise? It lets you tap the enchanted land to make two mana of any one color. This is helpful with the double black and double red cards. Paradise is additional ramp as well as life gain which is relevant in aggro matchups.

Green is the color you want the least. Currently you only really need it for Druid of the Cowl who is a two drop. I think the manabase would be much better relying on green from only dual lands not Forests. Right now you have an even amount of red and green sources of mana and as a result black suffers.

Consider this 26 land manabase (19 red sources, 14 green, 13 black):

  • 4x Slough
  • 4x Thicket
  • 2x Groves
  • 4x Crag
  • 3x Cemetery
  • 3x Summit
  • 4x Mountain
  • 1x Swamp
  • 1x Forest

Only 13 sources of black is also low to play Contempt, but this manabase and the addition of Paradise can help to consistently play these double colored cost cards.

In the deck description you mention that only the dual lands are not for post rotation. However, there's several other cards here that are not for post rotation, not only the Cycle dual lands. Glorybringer, Abrade, Push, Gonti main deck and seven total sideboard cards will all rotate. This is quite a bit of cards to leave out if you're talking about post rotation. All cards from Kaladesh and Amonkhet blocks rotate at Fall rotation.

toastySmorc on Goreclaw, Banneret of the Wildlife

3 weeks ago

You need to increase the reliability of your deck, instead of jamming it with more big creatures. I imagine you'd lose a few games to not drawing enough ramp, or having dead utility cards.

My suggestions are to


Mouth, Lightning Greaves, Bow of Nylea, Soul of the Harvest, Druid of the Cowl


Rampant Growth, Kodama's Reach, Wall of Roots, Rhonas the Indomitable

TheBloopKing on Vraska, Scheming Gorgon: Control/Evasion

4 weeks ago

Vraska, Scheming Gorgon doesn't work in standard simply for the fact that it's 6 mana and takes 4 turns for you to use it's ultimate. But since you want to use it, ill give some suggestions.

Get out of blue as you are only using it for Wall of Mist, Open into Wonder, Cancel and Unwind. It's not strong enough to be splashing blue. That gives you 12 slots to fill.

Old-Growth Dryads is a terrible card. Yes its 3/3 for 2, but it ramps your opponents and helps them get ahead. Ramunap Hydra is a cool card, but is reliant on how your deck plays. Some deserts hurt you simply because they enter tapped and set you back a turn. Song of Freyalise although ramps you, it's slow in this deck and slow in the meta. I would cut all 3 cards for other cards that speed you up and get to end game better.

Gift of Strength is a worse Blossoming Defense. Defense is more versatile and stops opponents from using spot removal on your key creatures.

-3 Cancel, -3 Unwind, -3 Open Into Wonder, -3 Wall of Mist, -3 Gift of Strength, -3 Ramunap Hydra, -3 Old-Growth Dryads, -2 Song of Freyalise

+1 Gifted Aetherborn, +1 Narnam Renegade, +4 Llanowar Elves, +4 Blossoming Defense, +4 Saproling Migration, +3 Spore Swarm, +2 Slimefoot, the Stowaway, +2 Druid of the Cowl

I realize this is a complete overhaul but I believe my suggestions will help. Llanowar Elves does for you, what you would be doing for your opponents with Old-Growth Dryads. It ramps and helps you get out a kicked Untamed Kavu or Vraska, Scheming Gorgon quicker. 2 Druid of the Cowl to help get to 6 mana quicker.

I'm suggesting tokens/saprolings because of the ultimate Vraska, Scheming Gorgon has. It adds chump blockers to save Vraska, and offers a go wide strategy. Slimefoot, the Stowaway helps you add value on your little guys dying, and adds a mana sink if you have no play. Saproling Migration adds a turn 2 option and has kicker to make 4 tokens if you need it. Spore Swarm just adds more creature count.

I'm leaving 1 Song of Freyalise as it does ramp you up, but isn't fast enough to rely on. Its a win more card in my head. Only helps when you are winning games but is dead when you aren't

Narnam Renegade and Gifted Aetherborn are two powerful creatures that offer some defensive advantage. Running a playset of both improves odds of the cards showing up most 75% of the games.

If you want to stay in blue. Opt for cheap draw. Omenspeaker over Wall of Mist. Aether Tunnel or Ghostform over Open Into Wonder depending on what you want more. Cut Unwind for Opt and switch Cancel with 2 Negate and 1 Essence Scatter.

Ravenous Chupacabra is also another card you should consider.

MurderForBrunch on Fight Fire with a Bigger Fire! Standard Dragons

4 weeks ago

Hi Wyrdd

I think I like Fiery Cannonade instead of Sweltering Suns, because as you said, it does not kill the Druid of the Cowl, but also because it's an instant.

However, the difference between 2 and 3 damage it's actually a lot. I think it might depend a bit on the local meta. If I finally find it better to run the Sun I would probably side out the Druids.

Anyway, thanks for the suggestion! I appreciate it. You definitely gave me some interesting option there! :D

FastIsFaster on Sarkhan, Jund Dragon Master

1 month ago

I agree about dorks, and I think that Elfhame Druid is the perfect dork when you know you have a lot of targets for kicker, so if you started with more kicker cards I can definitely see why you went with that one. I know a lot of people would probably recommend Llanowar Elves as the perfect dork here, but I don't think you necessarily need double (or potentially triple) green available on Turn 3, so I think the extra body on Druid of the Cowl is worth the extra turn it takes to drop.

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