Druid of the Cowl

Legality

Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Standard Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Aether Revolt Common

Combos Browse all

Druid of the Cowl

Creature — Elf Druid

: Add to your mana pool.

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Druid of the Cowl Discussion

multimedia on Nissa, Genesis Mage HOD

4 days ago

Hey, consider more 2 drop creature ramp? Druid of the Cowl or Naga Vitalist along with Avid Reclaimer can help to ramp into Nissa's Encouragement and/or Brambleweft or Nissa herself. Believe it or not Encouragement is the best card in the deck because it can tutor for three different cards and put them all in your hand. If you have more Encouragement add them, I would play it as a 4 of here. More Encouragement will also help if Nissa or Brambleweft is killed because it can tutor for either from the graveyard.


djnewellmit on Nissa - Learning to Ramp?

5 days ago

Tardigrade_Cain You've listed some good Modern ramp spells, but this deck appears to be a Standard build.

IMSluggo I've been working on a Simic (fancy name for blue-green) build to take advantage of the blue-green ramp available. Take a look at my similar deck Nissa's Awakening for some ideas (but a lot of my main pieces will be rotating out next month).

From my recent experience, I've found Druid of the Cowl to be a good substitute for Channeler Initiate and Servant of the Conduit thanks to its higher initial toughness. With 3 toughness, it survives the most common removal of Magma Spray and Shock, and the Druid can also block creatures from the popular aggro decks. Too many times I've had my Channelers or Servants die before my next turn to benefit from their any-colored mana ability.

The blue cartouche, Cartouche of Knowledge works nicely in combo with all of your huge green monsters.

Smalls2004 on Mono Green Rhonas's Convergence

6 days ago

It looks like you're trying to play a ramp deck but without the normal ramp tools. Your main win condition is to get your big monsters on the board, and that means always hitting your land drops and getting extra mana on the board. That being said, I would look to run Hour of Promise along with Hashep Oasis and Desert of the Indomitable. Hour of Promise lets you get more lands out, working perfectly into your ramp strategy, and then if you've got enough deserts out it creates some creatures to block or to add more pressure on the board. Hashep Oasis makes one of your creatures even bigger if needed, and Desert of the Indomitable can be cycled if you've got enough mana and need to look for something else in the deck.

Since you're running mono-green with the exception of Ajani, you don't really need the Aether Hub. The Channeler Initiate and Oath of Nissa will give you the one white mana you need to get him out. I'd also drop the Naga Vitalist for Druid of the Cowl. It does the same thing for the same cost, but has one extra health making it a better blocker and is still rotation proof.

Overall this looks like an interesting deck, and with some more adjusting it could become fairly powerful. However I think with the current meta shifting towards aggro and midrange decks, this deck is just too slow to keep up. Good luck to you though!

lilgiantrobot on Dromoka, The Eternal Counters

1 week ago

36 lands is as low as I'd want to go here. So if I were going to cut 5 cards, they might include the following.

Cached Defenses/Dromoka's Gift - I don't like the cards that only Bolster, since you can't pick your target and they only affect one creature.

Sandsteppe Mastodon - Very powerful, but as a one time ability on a high costing card I'm not a fan.

Dromoka Captain - I feel like this will take too many attacks before it starts generating real value, and on its first attack is so easy to block and kill.

Not Forgotten - Pretty narrow at sorcery speed.

There are some other cards I'd consider making swaps for too, but I think these are less important than upping our lands first. But some choices:

Naga Vitalist/Druid of the Cowl/Honored Hierarch - These could be Rampant Growth, Kodama's Reach, or Cultivate. Things that put lands into play are usually better in Commander, since board wipes are so common. The Rishkar, Peema Renegade mentioned earlier would be the only creature I would really consider here, but thats just me.

Celestial Flare/Swift Reckoning - Looking at removal, Blessed Alliance has a little more flexibility. Beast Within is a little costly, but its one of the best things green can run since it hits everything. Sylvan Reclamation fixes land, or gets rid of two problem artifacts or enchantments, very useful! Ainok Survivalist is another possible option, again b/c you don't have many things to deal with artifacts or enchantments. Caustic Caterpillar is worth a look too.

If you already have the cards in your list, then try them out before swapping over this is all just general thoughts since I haven't played the deck. Adding those lands is really my #1 desire.

multimedia on Mono Green Standard

2 weeks ago

Looks good, good luck at Game Day.

I recommend playing 4x Attune with Aether this gives you more energy production for Cub and more ways to get a Forest which you need only using 20x total lands which is pretty low. Druid of the Cowl is another option in place of Cub. Druid can help you ramp into turn three Hydra or turn four Flagship while also being a source of mana to use to cast Last Stand. Druid isn't affected by Last Stand's lands don't untap next upkeep restriction.

Looks like Deserts are pretty important for your deck to function to it's fullest. Both Hydra and Naga are pretty lackluster if Deserts are not active. You only have one way to get a Desert into your graveyard by cycling Indomitable and you have no way currently to dig for a Desert, consider more ways. I suggest Vessel of Nascency because it can do many things here. You can use it to potentially find a Desert while also potentially putting another Desert into the graveyard. It can potentially find Hydra or Flagship. It can help to fuel Excavator's ability to play lands from the graveyard. Eight Deserts is not a lot for how important they are, Vessel can help to essentially dig for Deserts. Vessel can also help to put Mouth into the graveyard which is my next suggestion.

Feed works with a lot of your creatures especially Hydra, Naga and the Vehicles. Gearhulk can also help make any of your creatures have 3 power. Feed is the best part of Mouth / Feed because you can cast it from the graveyard; it has potential to be pretty powerful with mass draw. Feed would give you much needed draw currently you're only getting draw from Indomitable Desert.

Consider cutting 4x Evolving Wilds for 4x more Forest. 8x Forest is a very low amount you will be mana screwed too much, especially playing five drops. Wilds has synergy with Excavator, but I don't think you need this synergy and Wilds doesn't work with Deserts. I also suggest adding 2x more Deserts giving you 10x total Deserts. I recommend 2x Hostile Desert.

You're playing some cards main deck that are better off in the sideboard such as Life Goes On, Appetite for the Unnatural and Gift of Strength. In my opinion your better off playing these cards only in the sideboard and increasing the amount of cards that are good in just about all matchups main deck like Blossoming Defense and Nature's Way. Blossoming is by far the best pump survival spell you can play for it's mana cost. Same goes with Way it's most likely the best pusedo fight spell because your opponent can't fight your creature back, it's only a one way exchange that favors you and it gives trample. It could be damn good with a 5/4 Snake or a 5/5 Hydra.

Good luck with your deck.


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