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 .

Price & Acquistion Set Price Alerts




Recent Decks

Druid of the Cowl Discussion

multimedia on Elves of Ravnica

1 week ago

Just updated with the new budget version, Budget Elves of Ravnica.

The strategy is some what different to account for the considerable decrease in deck price. Notable main deck cards excluded are: Pelt Collector, Steel Leaf Champion, Trostani Discordant, Knight of Autumn and Temple Garden. It's also Selesnya tribal Elves with Elvish Clancaller using convoke with Emmara, Soul of the Accord, Venerated Loxodon and Conclave Tribunal. The difference is I've added a ramp strategy with Marwyn, the Nurturer and Druid of the Cowl. The added ramp is for main deck Shalai, Voice of Plenty. The budget version can go aggressive with Loxodon or midrange/ramp with Marwyn/Shalai/Loxodon.

I decided to add main deck Shalai over main deck Whisperer because Shalai is much better against aggro than Whisperer. With the loss of Steel Leaf Champion in the budget version than the power level is decreased a lot therefore I need to add something that could recoup some power level; Shalai with ramp is my answer. Whisperer is still a powerful strategy with Elves, but for now he'll go in the sideboard for midrange/control matchups.

The sideboard is much different to also account for the decrease in deck price. Most notable card excluded is Vivien Reid. Unfortunately, Vivien is not a budget card for Standard. In her place I've added more Whisperer and Find / Finality. Find is quickly becoming one of my favorite cards in Guilds of Ravnica; I find my self putting it in all my green decks. Find is very good at recovery after removal or nonSettle board wipe; two mana to recur two different creatures is very good.

Finality is good too especially with Marwyn and Shalai and I could see adding some Woodland Cemetery to play it, but for now I'm leaving black out in the manabase. With the lose of Vivien, the budget version needs alternative ways of card advantage for midrange/control matchups which Find provides. Citywide Bust replaces Settle the Wreckage and is a significant downgrade, but it's a necessary answer to Carnage Tyrant or Ghalta, Primal Hunger. Reclamation Sage replaces Knight of Autumn.

drunktank on Graveyard Games

1 week ago

That's what I mean. You need to T1 green source to cast Llanowar Elves. In this list there are only eight lands that can tap of green on T1. Having access to Breeding Pool in January of next year will likely make this a much more playable deck.

Alternatively if having access to 3 mana on T2 isn't part of the ramp strategy, you may want to consider Druid of the Cowl instead

Naj187 on Oops No Spells (mono-green stompy)

2 weeks ago

I like a lot about this. With so many creatures you should definitely consider Adventurous Impulse (i know, it's a spell!) and if not that, I would definitely up the land count to 24 or 25. And if not that, i'd consider adding some Druid of the Cowl for additional ramp to your big creatures. You're going to find it hard to cast Carnage Tyrant and some other high drops when you need to. You're also missing some critical 2 drops, i would recommend Thorn Lieutenant and Kraul Harpooner

Red_X on Bolas Beyond the Trees

2 weeks ago

You have an awful lot of ramp and not much to ramp into. Multani, Yavimaya's Avatar, would be a good option, or Chromium, the Mutable if you want to keep with dragons. Llanowar Scout would be better as just Druid of the Cowl, as you don't have a way to get a bunch of lands to your hand and don't need the potential color fixing. Thran Temporal Gateway I think is just way too slow, as it's 8 mana for an instant speed bolas. I think there's probably other improvements you could make to the deck, but adding more payoffs and getting rid of some of the bad options would be a good place to start. Like the deck.

MarcelGilneas on Mister Mammoth's Flying Circus

3 weeks ago

I am said friend that requested that this be posted. So my personal commentary for this deck:

1) Remove Revitalize - At one point I was also quite fond of cards that gain life, but they don't really help you win so much as they help you not lose. Even if this one draws a card too, it also is a card you need to spend so all it does is replace itself.

2) Remove Oakenform, Knight's Pledge - I tend to avoid Auras that buff creatures quite a lot unless there's certain circumstances. It's entirely too easy for your creature to die and for you to lose an extra card this way. The buff is tempting but it's too big of a draw back in my eyes. Squire's Devotion is a special case since it comes in with an extra creature.

3) Remove 1 each of Forest and Plains - This just looks like too much land, especially with the recommendations I'll be giving later on. You probably want to put yourself at 26 lands tops.

4) Move Plummet to your Sideboard - You already have a not insignificant amount of anti-air options. If the deck is strictly flying creatures, that's when you move in Plummet. From your maybeboard, Naturalize or a different version Forsake the Worldly should also be sideboard material.

5) Inspired Charge - I'm not particularly fond of this card; you seem more interested in going tall than wide in this deck. But try it for now and see how well it works. It makes sense with your Mammoth, so I wouldn't outright cut it yet.

6) Llanowar Elves and Druid of the Cowl - The elves you have in here so far are good. You will definitely want more of these guys to make sure you can cast your big goofs as soon as possible.

7) Rabid Bite, Take Vengeance, Gideon's Reproach, Divine Verdict - these cards are going to be your removal suite. They should all be main deck for right now, until you can find better options. Rabid Bite will always be prime for you, though.

This is not a bad start for a deck that is a modified Welcome Deck. You'll definitely want some consistency so you'll want more of your best cards and less of your not quite as good cards. As always, practice makes perfect for deck building.

vomitpile on GB Stompy (GRN Standard)

3 weeks ago

Druid of the Cowl lets you play a hexproof threat on turn 3 which is definitely what the deck wants to do, with Pelt Collector adding another good 1 drop, your hands without Llanowar Elves can still accelerate and if they waste a removal spell on a 1/3 to keep that from happening, then awesome. If it proves to not be worth the potential dead slot and is too slow, then swapping them out is easy enough but slamming Vine Mare or Nullhide Ferox a turn early is worth giving it a shot.

I have been thinking about swapping Find / Finality to the side, since the fewer conflicting cards with nullhide the better, I hadn't actually seen Kraul Harpooner in the spoiler, that could find a place here easily

eragon795 on GB Stompy (GRN Standard)

3 weeks ago

I'm afraid that wouldn't work, sorry. The collector won't even trigger if the creature isn't big enough when it enters, so stacking triggers doesn't work here.

In terms of the deck, I really don't think Druid of the Cowl is good in this deck. It's a 2-drop 1/3 which is not what you want to be doing in Stompy. I also think Find // Finality is more a board card. I'd probably like to see a couple of Kraul Harpooner and Brontodon in those slots instead.

Other than that, good deck!

ChrisKB on Mono Green Stompy

3 weeks ago

Hemppa the reason I have chosen Thunderherd Migration instead of more creature ramp cards such as Druid of the Cowl or Drover of the Mighty is because as a Red Aggro player before rotation (I know, Boooo, Hisssss), creature ramp isn't permanent. If i have any mana left open on your end of turn and a burn spell, you can be sure that ramp and potential blocker is disappearing. Thunderherd Migration will give me permanent ramp for the rest of the game.

Because I am used to being an aggro player I like to swing everything at combat and not leave blockers, Root Snare allows me to do this and entice my opponent to either do the same or at least commit more attackers than he would otherwise without the threat of losing any life points myself. This also helps against Life Gain decks which are big at the moment as it stops them just gaining back what i took off them the turn before negating the difference in combat damage between the two of us each turn.

Thinking about going up against control decks means i'll now probably add your suggestion of Nullhide Ferox to my sideboard because of it's hexproof but it's definitely not something i'd want main as it has too many downsides to me.

DragonKing90 my thinking behind having Gigantosaurus main and Carnage Tyrant sideboard was that Gigantosaurus gives me a better chance at getting Ghalta, Primal Hunger out as early as possible because of it's high power and toughness and lower cmc. As one of you previously stated Carnage Tyrant is great against control decks which is why it is in the sideboard currently, But I do see your point so will test the deck with both options properly before I come to a final decision.

I have chosen Kraul Harpooner over Drover of the Mighty because of my reason stated before about the ramp being easily removed and it doesn't become a 3/3 until it's use is finished anyway. Kraul Harpooner is chosen over Thorn Lieutenant because to me it is more useful to have the reach mainboard than the ability to pump a creature for 6 mana which would generally be my lowest priority to spend mana on anyway.

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