|Commander / EDH||Legal|
Printings View all
Combos Browse all
Creature — Elf Druid
: Add .
: Add . Spend this mana only to cast kicked spells.
Price & Acquistion Set Price Alerts
Elfhame Druid Discussion
1 week ago
Greenwood Sentinel is a cheap elf with vigilance!
Reclamation Sage IS CRUCIAL to get rid of pesky enchantments!
Steel Leaf Champion is an amazing early game bruiser
Multani, Yavimaya's Avatar is an amazing mono-green card that keeps coming back for more late game
2 months ago
I have found more success with a storm varient using Underrealm Lich and Beast Whisperer to draw through the deck, Marwyn, the Nurturer, Druid of the Cowl and maybe Elfhame Druid for ramp can be insanely good at storming off, finishing it with an Izoni, Thousand-Eyed+Poison-Tip Archer+Find / Finality to kill in one, fell swoop.
Steel Leaf Champion is also a good card in that deck, and given less of a black splash, I imagine it could fit here!
2 months ago
I couldn't work out why you had so many lands, then it occurred to me that you might be squashing more in to pay for later Kicker costs.
A better way forward would be to have lots of Creatures that help you Ramp (mana dorks). Perfect for this deck, where you want to be able to Kick things as early as possible.
You've got 4x Elfhame Druid, which is a good start.
From my perspective Grow from the Ashes comes into the game too late to help with a Ramp strategy. Two extra lands on Turn 5 is worse than two extra mana by Turn 4.
In their place I would try 3x Llanowar Elves (the most Rampiest Ramp Creature there ever was) and 3x Skirk Prospector (killing itself for glory, like all good Goblins). You might need to play around with the numbers after some testing. It might be more like 4x Elves / 2x Skirks.
I run 4x Verix Bladewing in a Dragon deck and the thing is INSANELY good. You might think about running 3x. If you do, drop your mana dorks back by one.
If you make any changes let me know, and I'll take another look at this.
Hope that helps.
3 months ago
While I understand your concern with the removal of one of our major players, Beast Whisperer, I think you misunderstand. I don't generally intend to drop it unless I can maximize its' triggers the turn I drop it. The deck likes to empty its' hand on a single turn with all of the mana, and that allows me to get triggers generally before it is removed.
Elfhame Druid is actually the third worst elf I run, with Pelt Collector and Elvish Rejuvenator beneath it. Really, I like the idea of running the large threats from Ghalta, Primal Hunger to Impervious Greatwurm to Impervious Greatwurm, but it simply isn't useful enough in the deck game 1. Most of the deck that are showing promise post rotation, while yes losing to a giant fatty over time, lose much of their instant-speed interaction required to stop the version I am currently running. Without Fatal Push and Abrade in the format, people will have to run Cast Down, Seal Away, and Murder, which simply are not extremely efficient against out deck, without the speed and resilience that the other removal had.
Additionally, I have yet to see a real aggro deck put up a fight against this deck, so it has that going for it, where if I was to run more fatties, I would be open to a go-wide strategy, that the current version is well-matched against.
With Militia Bugler, I simply don't want to splash any colors, because consistently trying to get white on three generally requires more than the four of Temple Garden, and that is all I would consider running, because Steel Leaf Champion is such a major part of the list. The Bugler will see play is the 3rd deck I build with Beast Whisperer in standard, the second a . The Bugler list will be a value-town deck, built with Bugler and Whisperer as major parts of its plan.
4 months ago
Now, as an avid mono G player in MTG Arena, there are a few suggestions I would like to make:
Limit your mana ramp - anything that is not a turn 1 Elves is not particularly good, but there has to be a limit. You have 20 cards that can find you extra lands, which is way too much. Limit it to 10 - 4 Llanowar Elves and 4 Druid of the Cowl and 2 Elfhame Druid. Cultivator and raptors are slow and conditional, grow is slow and useful at getting extra colors that are not present.
Use the space to expand your midrange options - Thrashing Brontodon is a great 3 drop that should have 4 copies here. An extra way to get more cards or filter your draws like Treasure Map Flip will be also useful here - there comes a point where extra lands are not needed and you need the action cards. More Ghalta, a second carnage tyrant are also good additions.
4 months ago
5 months ago
Dragonman39 Thanks a lot! I'm aware of lack of 2-drop creatures in this deck, in fact, i used to have additional mana source in the shape of Elfhame Druid, cause i also used some kicker spells like Untamed Kavu, but that proved to completely swarm the field with manadorks leaving all stompers out. Goreclaw, Terror of Qal Sisma, however, should work wonders in this deck, thanks for the idea!
5 months ago
I love Elfhame Druid for that double green onto kickers, Everflowing Chalice for a mana rock and burning off with Hallar, and Strength of the Tajuru as icing on the cake for counters onto Hallar, with enough mana it becomes a wincon when you cast your next kicker and burn for all that damage and then Trample at them, or even better, a good ol' Fling.