Dwynen's Elite


Format Legality
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Elves vs Inventions (DDU) None
Magic Origins (ORI) Uncommon

Combos Browse all


Dwynen's Elite

Creature — Elf Warrior

When Dwynen's Elite enters the battlefield, if you control another Elf, create a 1/1 green Elf Warrior creature token.

Price & Acquistion Set Price Alerts



Recent Decks

Dwynen's Elite Discussion

DankStompy on GB Elves

1 day ago

Bulldawg1310 yeah you can try to justify 18 lands with magical christmas land scenarios all you want, but that doesnt mean crap. btw you don't "add 3 forests". you add 3 green mana. and i never said ramp was "bad". i'm saying you're ENTIRELY dependant on mana dorks. what happens when that Heritage Druid gets Fatal Push'd before you play Dwynen's Elite? now you've got 2 forests and only ONE elf. you lose.

Wubyxx on Shaman of the Pack Elves

1 month ago

I play Abzan Elvish Throne I would change the 2 Golgari Rot Farm and Llanowar Wastes for x4 Blooming Marsh. The Sylvan Messenger are too slow since they just add the elves to your hand and cost 3g Lead the Stampede cost 2g put let's u look at 5 cards and add them to your hand or rock Collected Company 3g look at 6 put 2 in the battle field flipping 2 shaman of the pack for 4 mana at instant speed is a game changer Heritage Druid is amazing play it turn 1 Dwynen's Elite turn 2 gives you another 3 mana for Elvish Archdruid speeding you up and buffing your guys for consistent turn 4 kills

Hexbringer0 on Ezuri leader of the woodelves

1 month ago

For example....Cloudstone Curio and Dwynen's Elite= 2 mana per elf as much as you can....add in Aluren and it becomes infinite elves. Aluren is a huge risk card depending on your meta however, but i have never had another deck in my meta take better advantage of it then me in a game so idk...

PookandPie on Marwyn, the Midwife [[Needs Help]]

1 month ago

A lot of the cards in the deck seem to be leftovers from Multani when Marwyn really wants to be an Elf deck, of which you're not really running enough.

Umbral Mantle + Marwyn makes infinite mana. Spend 0 to equip, tap Marwyn for 1, untap her by paying 2 additional mana from other sources, and then tap her for 3, then pay that 3 to untap her again, and now she taps for 5. You'll net gain X + 2 mana every iteration of this loop.

Staff of Domination is expensive but worth it. Once Marwyn taps for 6 mana (which is as simple as casting some Elves), you can generate infinite mana, draw as many cards as you want, and gain as much life as you like.

For your creatures, you need to run Boreal Druid, Fyndhorn Elves, maybe even Joraga Treespeaker. In the case of the former two, they let you cast Marwyn on turn 2, instead of 3. Your ramp should be aiming to put her down t2, and if it costs 4 or more mana to ramp you should drop it. Animist's Awakening, Cultivate, Grow from the Ashes, Harvest Season, Hour of Promise, Kamahl's Druidic Vow (you have a whopping 3 legendary permanents in this deck), Kodama's Reach, Map the Wastes, and even Splendid Reclamation (unless you're playing against land destruction, otherwise it's an extremely blank card), and Tempt with Discovery. You don't need land cards in your hand anymore; this isn't Multani. Adventurous Impulse can go too. Replace all of these cards with Elves or cards that produce Elves- Imperious Perfect, Elvish Champion, Farhaven Elf, Arbor Elf, Elvish Harbinger, Boreal Druid, Fyndhorn Elves, Elvish Archdruid, Priest of Titania, Elvish Visionary, Fierce Empath, Immaculate Magistrate, Joraga Warcaller, Wirewood Channeler, Nullmage Shepherd, Lys Alana Huntmaster and more, are just some of the cards you could add. The Elf lords are important, but make sure you run every 1 drop Elf that taps for mana (and if you want to go full elfball with it, run Heritage Druid as she enables absurd plays with the right starting hands). Heck, even Dwynen's Elite isn't bad here since it's +2/+2 to Marwyn when they enter play.

Bottom line is: Marwyn wants Elves to enter play in order to grow. If you run few Elves, she won't grow very much.

So, you add more Elves and now Marwyn can tap for boatloads of mana by turns 5-6, so what do you do with that mana? Genesis Wave, Slate of Ancestry, and Ezuri, Renegade Leader make solid mana sinks. Similarly, Yisan, the Wanderer Bard and Skyshroud Poacher give you something to do with your oodles of mana too. You could add more tutors and draw (Chord of Calling is a personal favorite but there are cheaper options).

Instead of Hour of Promise, you could use Sylvan Scrying to find something like Nykthos, Shrine to Nyx, but if you're not going to be running Nykthos then either card is pretty mediocre so I wouldn't bother with it.

Aerial predation is cute, but Beast Within kills whatever and a 3/3 token hardly matters in a format with 40 life.

Ancient Animus is also cute, but it's heavily reliant upon your board position (IE, you already have to be 'winning' in order for Animus to do anything), whereas Song of the Dryads turns someone's Commander into a tree and, unless they have something that lets them sacrifice a land, they can get stuck without their Commander for a whole game. It's one of the best removals in green, truthfully.

Blossoming Defense gives you 2 extra mana out of Marwyn, but you could just cast Elves to get that instead. Heroic Intervention saves your whole board state from board wipes at only 1 mana more, which seems like the stronger inclusion.

All of those buffing equipment cards can probably go, too. Blackblade Reforged/Strata Scythe is adorable, but why use that when Coat of Arms is a thing? On another note, Thousand-Year Elixir would oftentimes let you get as much, if not more, use out of Marwyn and other mana dorks by letting them tap the turn they come into play, not to mention untapping them.

Anyway, I know this is a lot of recommendations but I hope this helped. My wife's been playing Elfball with basically every possible Commander since 2013 so I've learned a lot about it while helping her tune her Elf deck.

HashMasta on Elf deck lel

1 month ago

Well since you are new i can kinda understand some things now (no offense :c)

first thing above all else. you need 60 cards in a deck. not over. Otherwise you already are in bad shape. Don't worry though when i started playing I had an eldrazi standard deck back in oath of the gatewatch being released. It had i think 79 cards in it with like 30 something lands. was very bad XD. It had good cards but it just was never consistent so finally my friend sat down with me and we trimmed it down to 60 and it became much more smoother and I started winning fnm shortly after :p.

So for getting down to 60, I would suggest you cut the elvish abberation because it just wont have as much use in modern as other things. Lich's Mirror is just a terrible card. All it should say is "you have 1 more turn to play a land and die". Since it wont reset opponent at all it will just draw it out for 1 more turn and waste time. Helix Pinnacle should go as well. unless you find a way to go infinite with mana, get rid of it. Cause it will probably take more than 10 turns to actually win if your lucky and modern games usually end at about turn 9 or before. Immaculate Magistrate is a good card but it shouldn't be used in modern. If your gonna play something like elves, you want multiple explosive creatures and not 1 big creature. Engulfing Slagwurm seems like a dead card for an elf deck. It has no other synergies with your other cards and its not an elf.

Sorry If I sound a little rude I know it sucks having someone say to take a bunch of cards out but trust me it will help big time.

So now that we are back to 60 cards, lets go over another thing that new players don't catch on to usually. If you want to have a good consistent deck, you will want to have 4 of and 3 of with cards so you can get the most out of it and be confident to play with it. Unless it is a legendary card then it just depends.

I would suggest getting rid of the other Engulfing Slagwurm and Ezuri's Archers. There are not a lot of flyers in todays modern meta unless you go up against like a jeskai aggro deck or something which is not that often.

Let us also get rid of the Coat of Arms and Door of Destinies. Even though it seems like a bad idea, if you really think about it then the cards are gonna be worthless. for instance, Coat of Arms is a good card, but what if you went up against goblins? or merfolk? or humans? or slivers? or allies? See where im getting at now? and with Door of Destinies by the time you cast it you will probably have all your elves cast or at least the majority of them.

Let us also get rid of 3 of the Elvish Promenade. I say keep 1 because it could still be useful in an elf deck, just not as a 4 of cause it won't win you the game. However it is a great utility. I would cast this as late as possible without having it be a dead card so you can get the most out of it. Or possibly more ramp for Elvish Archdruid. I would also get rid of Imperious Perfect and Lys Alana Huntmaster

So in total that takes out 14 cards, now lets fill it back in. 1 more of the Elvish Archdruid is a good start, having 3 is a strong way to ramp. 1 of each Elvish Mystic Llanowar Elves. Now lets add some cards. Dwynen's Elite is probably one of the most strong elf cards so I would strongly recommend get a 4 of and get 4 of Elvish Visionary. the visionary is another strong card considering how much mana elves get its basically a free 1/1 that draws :p. Nettle Sentinel is another great card so would get 3 of those. And with all that you should have a much more consistent (and better version) of elves.

Now later on if you get the money, I would also get some expensive stuff like Cavern of Souls, Verdant Catacombs and Wooded Foothills to thin out your lands so you can draw more of spells instead of lands. I would also swap out your Naya Soulbeast and Worldspine Wurm for 2 Craterhoof Behemoth because that is just game ending in elves. Would also get rid of the 2 Genesis Wave for 2 Chord of Calling. But this is when you get the money. Would also get some creatures like Heritage Druid and Ezuri, Renegade Leader

I hope this information will help you annihilate opponents and win all the FNM matches :D. If you want to see my version of elves I will post it down below. I decided to go golgari colors instead of mono green however but the basic things I told you here is also in there so you can see how it works out.

Just elfing around

Modern* HashMasta


xyr0s on Elves And Spells

1 month ago

Heritage Druid would not do great?!? That would be because you haven't noticed how it works. It has an ability, that requires you to tap 3 elves to get 3 mana. But - and this is important - it is NOT a tap-ability. Meaning you can use a newly summoned elf for this ability. And if you use Nettle Sentinel for activation, and spend the mana on playing another creature, your Nettle Sentinel will untap, and be ready to be used right away again for even more mana, for example along with the newly summoned creature. The druid doesn't need to tap itself, and you can use its ability while it is tapped - as long as you have 3 elves to tap, you can keep getting mana. Chord of Calling is popular with elves, because you can get the missing piece of your elf-mana-engine, or your win-con when you have enough elves on the table, with it. Dwynen's Elite is also pretty good, since it's 2/3rds of 3 mana on its own.

An outdated, but maybe revivable variation of elves, splashed blue to play Beck occasionally along with Cloudstone Curio - card draw engine FTW.

Duke.Fleed on Green/Black Elves

1 month ago

This is a great start to your own take on modern elfs. If I can make a few suggestions, I think this deck can become very competitive.

1st: one thing you want to focus on in modern is having very impactful turns 1 and 2. To enable this, you should consider playing less 3 drops and more 1 and 2 drops. A few cards I would recommend is: Elvish Mystic (more copies of llanowar elfs is always good), Heritage Druid+Nettle Sentinel (means butt tons of mana very quickly), and Dwynen's Elite (gives you multiple elves at once).

2nd: a big problem that people have when they have too much mana is that they alread cast all their cards in hand and need to draw more. Especially in green, drawing cards is hard. Here are a couple good draw spells for elfs: Elvish Visionary (is an elf for your elf synergies, draws you a card too), and Lead the Stampede is one of the best ways to refill your hand in a creature heavy deck.

3rd: end game closers are important. Ulamog, the Ceaseless Hunger is definitely a way to close the game. However, 10 mana is pretty hefty, even for an elf deck. Here are some suggestions, maybe not to replace ulamog, but maybe to go along side: Ezuri, Renegade Leader is the most popular way to win the game in elfs because if you have tons of mana you get tons of damage (also he can be found with Collected Company), Craterhoof Behemoth is a very fun way to win (the more creatures you have, the more you win), Hornet Queen though it doesnt just win you the game, it is able to make it very hard for your opponent to attack you and puts you in a very good position to win.

I hope you found this helpful and I know you'll enjoy the modern format. If you want to fine more cool decks, check out my tapped out page or my podcast: mtgcoldbrew.buzzsprout.com

Hexbringer0 on Sharpen Your Ears

2 months ago

One more that doesn't have to do with mana.

Dwynen's Elite + Aluren + Cloudstone Curio = Infinite elves. Add a haste granter and hopefully that an auto win.

Load more