Elfhame Druid


Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Standard Legal
Leviathan Legal
Legacy Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Uncommon

Combos Browse all

Elfhame Druid

Creature — Elf Druid

: Add .

: Add . Spend this mana only to cast kicked spells.

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Elfhame Druid Discussion

SynergyBuild on Standard (Post Rotation) Elves

3 weeks 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.

Boza on T2G

1 month 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.

jk_nobody on Tatyova Simic Ramp

2 months ago

Elfhame Druid might be better than Druid of the Cowl. Lower P/T, but adds an extra mana to cast kicked Grow from the Ashes sooner.

Wittmonster on Stomping with Vivien

2 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!

CMConover on Hallar, Fire Kicker

2 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.

FastIsFaster on Sarkhan, Jund Dragon Master

3 months ago

I agree about dorks, and I think that Elfhame Druid is the perfect dork when you know you have a lot of targets for kicker, so if you started with more kicker cards I can definitely see why you went with that one. I know a lot of people would probably recommend Llanowar Elves as the perfect dork here, but I don't think you necessarily need double (or potentially triple) green available on Turn 3, so I think the extra body on Druid of the Cowl is worth the extra turn it takes to drop.

FastIsFaster on Sarkhan, Jund Dragon Master

3 months ago

Do you find you get enough use out of Elfhame Druid as opposed to something like Druid of the Cowl? Your only kicker in the main is Verix Bladewing, and I am just curious to see how your experience has been. Druid has extra toughness and the ability to deal 1 damage, and I just wonder how often you have Elfhame out and are holding Verix waiting to kick it

hnki on Upgraded Obby (Duel Deck)

4 months ago

About Black's creature base:

The weakest creature in the deck by far currently is 2x Blistergrub, a holdover card that came with this crappy precon. This creature's only value is to hopefully beat down against a board that consists of weak dorks that can't block it efficiently, like Llanowar Elves and Elfhame Druid. It quickly loses value as green can easily put out its 5-drops as early as turn three, blow it out with a Wall of Roots, and make it worthless in general. It's quite likely that these will be cut in the future to make room for 4x Deathbloom Thallid, a creature with much better aggressive stats and much better value, or even better, a hypothetical 3-drop monoblack flyer that synergizes with sacrifice effects or graveyard recursion. I would enjoy such a card in this deck if I knew of its existence, so I will keep searching.

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