|Commander / EDH||Legal|
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|From the Vault: Realms||Mythic Rare|
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Land Creature — Forest Dryad
(Dryad Arbor isn't a spell, it's affected by summoning sickness, and it has ": Add to your mana pool.")
Dryad Arbor is green.
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Dryad Arbor Discussion
15 hours ago
That's certainly something to consider. The Deed also hits my own equipment from Stoneforge Mystic unless it's a Batterskull, which is why I'm hesitant to maindeck it. Pernicious Deed works a lot better in decks that are trying to ramp into Thragtusk and such. Card selection in a midrange deck like this can get a little tricky because of the balance between synergy and power. Obviously slamming Deed would be an argument in favor of "power", but then the question is whether it's worth the cost in synergy. Same with Toxic Deluge, but with Empty the Warrens so big right now I feel like a sweeper maindeck is relevant. Definitely something for me to think about though.
The mana is a little weird, but it works. I do it more often in Modern, but I'm not scared to throw down a filterland or even a check or fastland if it fits. Being able to cast Hymn to Tourach off a turn 1 Horizon Canopy or Dryad Arbor can be a big surprise too, and they often aren't expecting the hymn when they see the non-black source turn 1.
22 hours ago
I think you need to slim down your sideboard. Pick the matchups you have the hardest time against, and then work from there. When I played boggles, I had 4 slots for affinity, 3 for living end, and 2 Sigarda, Host of Herons
Dryad Arbor is a must for this deck. Being able to crack a fetchland for one to take a sacrifice effect, or surprise block is what helps this deck steal wins.
If you really want to throw your opponents for a loop, put in Open the Armory to tutor up exactly the aura you need to win the game. I only tried with 3 copies of it, but it can shore up some inconsistencies you'll have from not being able to budget in Horizon Canopy
3 days ago
Hey, glad you liked my list. Thanks for referencing me, Daedalus19876.
My deck focuses heavily around Titania herself, so being able to get her out ASAP is really important. Personally, I don't like the Panorama lands because it costs mana to sacrifice them. Instead, I choose utility lands that synergise well with the essential cards in the deck. For example, I don't run many artifacts, but the ones I do run are critical to the strategy. Being able to recur them with Buried Ruin is important. I also run Inventors' Fair despite not having many artifacts to turn it on. Being able to tutor for Crucible of Worlds is that important. To assist with activating Inventors' Fair I added Tireless Tracker. The nature of the deck benefits the Tracker greatly and the clue tokens it generates not only grant me essential card draw, but also activate the Fair. Although, I might be making some changes to that substrategy soon with the more easily tutorable Ramunap Excavator.
The infinite mana combo with Food Chain is cute, but the deck should be able to generate immense amounts of mana without it (especially if you have Gaea's Cradle) and I don't see any way for you to abuse the infinite mana.
I'd also definitely recommend Garruk Wildspeaker and Nissa, Vital Force. They are by far the two best planeswalkers for a mono green deck. Garruk with Cradle + Deserted Temple or any combination of them or/with Lotus Vale/Scorched Ruins is disgusting. Nissa is also everything a mono green deck wants: ramp, recursion, and card draw. If my opponents aren't able to stop me from ulting her there is a strong chance that I win that game.
The only creature tutors I use are Green Sun's Zenith (tutor for Dryad Arbor turn 1, puts the creature directly into play, and it shuffles back into the deck), Chord of Calling (instant speed, puts it directly into play), and Tooth and Nail (it's a win con, duh).
I like Parallel Lives and Doubling Season. I opt to not use Primal Vigor because it helps my opponents and I don't think the effect is powerful enough to warrant more than 2 card slots for extra consistency. Doubling Season is also worth the 1 extra mana on the chance of playing one of my two planeswalkers while it's in play. Getting that Nissa ultimate is extremely powerful.
I'm also not a fan of mana dorks in EDH unless it's an elf tribal deck that can make use of them outside of "tap add a mana," so I wouldn't run BOP.
I am thinking of replacing Cultivate and Kodama's Reach with Three Visits and Nature's Lore though. I haven't decided if the one less mana is worth it for also getting one less land (granted it comes into play untapped). With so many ways to play extra lands in my build, I haven't had a problem with the 3 cost ramp spells yet.
4 days ago
Arbor Elf usually isn't a solid choice as for elf decks as you already tend to go for unlimited mana/life with Essence Warden.Immaculate Magistrate is a cool card, but with the mana cost it usually wouldn't be thrown into an elf deck.
Ezuri, Renegade Leader(as well as Craterhoof Behemoth) is usually a one of which can be fetched with Summoner's Pact. I respect that you're trying to bust out Eldrazi's with elves, but I just feel like other elf decks combo better together.
Not sure what your strategy with Dryad Arbor is. That is a sideboard card for my Infect deck, that I would bring in against a Liliana of the Veil (they use the -2 to make me sac a creature, I crack a fetchland and sacrifice Dryad Arbor instead of my infect creature. I've never seen anyone mainboard a playset.
You'll definitely want to throw in some Nettle Sentinels for your Heritage Druid. Take a look at my friend's deck Call Elves for some Elf deck pointers. This isn't 100% current, but I still use it for play testing. At the moment he is pondering over splashing in a little bit of black for Shaman of the Pack.
5 days ago
6 days ago
Lol I can't tell whether you're being sarcastic or not about the "amateur" thing, but "curving out" would mean playing something on each turn. I would want lots of 1-drops because it ups the chances I will be doing something during the first turn of the game, then less two drops, and so on and so fourth. Ideally, this means we are likely to things like play a 4-drop on turn four, two 2-drops, or one 3-drop and one 1-drop because the curve is structured so we are less likely to see cards of increasing costs. This means we are building the deck such that it will perform as efficiently as possible on each turn of the game with as few lands as possible. Is this a sufficient explanation?
We ideally want to maintain the "decreasing staircase" curve, so if we were to remove something like Constant Mists we could not replace it with Choke without removing an additional 3-drop and adding a 2-drop. If we don't follow these kind of procedures when building a deck that is excels during the early turns, we promote the chances of getting awkward openers and poor subsequent draws.
That being said, the effectiveness of Red Elemental Blast and Constant Mists depends on your meta. Are you the fastest, most oppressive deck? Then, Constant Mists probably isn't necessary because if you get too far behind then you probably already lost. Most competitive decks experience a lot of blue in their meta's, so cards like Choke and Pyroblast are quite commonplace cards.
We ideally want to keep your aura count in the range 18 - 20, this will result in the lowest variance so you were correct in calling me out on one of the previous posts.
Cyclonic Rift, Toxic Deluge, and Arcane Lighthouse are the most commonplace answers to our strategy. Since you know this, Nevermore is a much more useful card. You should always be naming Rift or Deluge if blue or black is at the table. You unfortunately also have to worry about sacrifice effects, which is why I encouraged you to include Dryad Arbor awhile back as fetching it up can save you in a pinch. The most commonplace sac-effect you will have to be weary of is more than likely Living Death. It's difficult to account for sac-effects though as they warrant the addition of very narrow cards like Tajuru Preserver or Angel of Jubilation, which we don't want. I guess what I said was a bit roundabout, but Nevermore is probably the best option to stop people from playing the aforementioned problematic spells. Nevermore should rarely be a dead draw you either name a problematic commander or one of the aforementioned cards.
I have no idea what "Timmy player" means, could you elaborate? Recommending an "interesting" deck to someone is difficult because everyone has a different idea of what is interesting. If you enjoy quality decks that perform consistently, then the cEDH tier list has plenty of examples of decks that do just that. I can't really vouch for how interesting they are though. I guess some of the one's that I found to be more interesting were an angel of glory's rise + child of alara combo deck, a captain sisay paradox engine storm deck, a combo-control grand arbiter deck, and a pretty standard sliver overlord deck.
Finally, it would really help me with future suggestions if you could be more vocal about what proposed changes you plan to act upon otherwise it feels as though I am trying to read between the lines and find how exactly you intend to change the deck (which effects the curve, which in turn effects the cards I suggest).