Dungrove Elder

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Dungrove Elder

Creature — Treefolk

Hexproof (This creature can't be the target of spells or abilities your opponents control.)

Dungrove Elder's power and toughness are each equal to the number of Forests you control.

Andramalech on Mono green superramp

11 months ago

eww... alright, lemme help.

Andramalech on Forest of Illusion

1 year ago

Giving me the impression I need to break out my favorite tree (Dungrove Elder) to show how busted green hyper ramp has become.. Balaam__ as always another one of those 'huh.. hadn't thought of that one...' type decks. I mean, similar ideas? Sure, but you always have some kind of flavorful element that makes me dig deeper.

_Delta_ on Simic Lands

3 years ago

Also Rites of Flourishing or Teferi's Ageless Insight would be a decent swap for Staff of Nin. There are a lot of better effects for drawing cards.

Consider a few creatures like Dungrove Elder, Centaur Vinecrasher, Awakened Amalgam, Beanstalk Giant, as well as perhaps some more spells to take better advantage of all the mana you should be able to generate.

Drestlin on G/W +1/+1 counters exile

3 years ago

Oh wow the cost of that card, not for me XD I have a set of rishka, Prema renegade, missing the others. I hadn't considered ramping on opponents turns, that does sound pretty nice.

I need some giant €cheap creatures to dump on the table. On the other hand, Vizier of Remedies + Devoted Druid and you have infinite way faster than fishing or other forms of ramping. By turn 4, possibly even before with some other ramping shenanigans I can't think of right now. Maybe it's the rest of the combo to fish out all the lands. At that point one might want some stuff like Dungrove Elder or an old Ivy Elemental. Just need to keep it alive for a turn or give it trample.

Drestlin on Hexproof ramp n pump

3 years ago

I've found that having that +3 +4 +5 from Primal Bellow and Blanchwood Armor sinergizes nicely with Dungrove Elder; they are also a nice pump to have against -something/-something in case i don't happen to have a vines to keep a Talara's Battalion down Harrow is also another way to put down Talara's Battalion on turn 3. Always loved the fact that you put lands untapped. Tried to use Cultivate but it's definitely not the same - lmk what i could change it for!

Fog has been a recent addition that i actually have not tested yet (but wanted to post the latest "version" of the deck here), so i could ditch it. i was running 3x Sylvan Caryatid but found them kinda useless both as defense and/or for mana.

Basically, i have run 3x Sylvan Caryatid instead of 3x Silhana Ledgewalker and 1 extra of Rancor Vines of Vastwood and Primal Bellow instead of the 3x Fog. Also a single Fertile Ground for an Abundant Harvest but i feel like the second ones are more useful and flexible. Found that often i have extra Rancor in my hand and that feels meh but agreen Fog might be on the useless side.

What would you change those cards for instead?

Maxcoh on Yeva - Mono Green

4 years ago

Some New Additions, not going to say what was removed but in most cases the cards that came out were underperforming cards that were either just big threats like Dungrove Elder or worse versions of cards that got added such as Garruk's Horde:

Elvish Mystic - I tried to not put in just a 1/1 mana dork for as long as I could but honestly there's no reason not too. Especially now with the extra card draw/play from the top of the deck it is not a dead card late so it becomes so much better.

Outland Liberator  Flip - So this actually is something that I thought would be good to talk about. Krosan Grip was actually the card that came out here. In a sense, I'm trading split second for the fact that it's a creature card so that I can cast it off the top of the deck or as an instant. It's also cool because the werewolf cards from the new Innistrad pair SUPER well with Yeva since you can just pass your turn a lot of the time to flip them and then cast your creatures on their turns. I'll keep an eye out for other of the new wolves that would fit in well (or maybe even some old ones depending).

Tireless Tracker - So yeah. Card is just nuts. Card draw engine that turns itself into a threat. I added A LOT of more ramp in this version as well so this guy can benefit a lot from some of the other new cards. This also gives me the idea to look at some other landfall cards in the future as well, right now it's just this and Baru, Fist of Krosa that really benefit but we'll see.

Vizier of the Menagerie - Yeah so this is just a 4 CMC Garruk's Horde. Not much else to say. Also doesn't make you reveal which is also pretty nice.

Kodama's Reach, Nature's Lore, Skyshroud Claim, Khalni Heart Expedition - These all fill into the "really good ramp spells" category so yeah they all came in. Kodama's might be on the chopping block if I need to cut a ramp spell first, or maybe Ranger's Path.

Lifecrafter's Bestiary - One of those "just belongs in green creature deck cards". Turns things into card draw for extra mana, smooths out your draws just by existing. Great card.

Thought Vessel - Just honestly a small good mana rock with minor benefit. Just testing this out, could also be replaced pretty easily.

Helix Pinnacle - Probably the card I'm most excited about trying in the deck. With all these untap land effects, mana doubling, instant speed cards, this seems like a reallllllly good way to win. It's cheap, efficient and you can definitely pump out 100 mana in a turn cycle with this deck.

Autumn's Veil - Worse Veil of Summer is probably still worth it.

Hunter's Insight - This is maybe good card draw? Honestly just checking on it, probably at this point it could just get taken out but we'll see.

Thoughts about the deck: The deck now functions how I think it should pretty consistently. You ramp and then hold up mana to play threats and draw a bunch of cards. Newer cards added a lot of depth and trickiness to the deck and I'm going to continue in that direction.

Next steps - Craterhoof Behemoth and Avenger of Zendikar are cards I'm looking at just because that just ends the game. Tooth and Nail in addition to those two maybe but I'll have to get and test them first to see how it plays.

STARMOTHER on Budget Treefolk

4 years ago

Hey NonetheWeisser thanks for the suggestion. I didn't put it in because I have quite a few cards like Dauntless Dourbark and Dungrove Elder which already have same power and toughness. Also the activated ability is not super useful because I have no defenders anyway. Maybe I just don't understand the use of Assault Formation? Let me know if you have other thoughts!

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