|Commander / EDH||Legal|
Printings View all
|Guilds of Ravnica: Guild Kit (GK1)||Common|
|Duel Decks: Izzet vs. Golgari (DDJ)||Common|
|Masters Edition III (ME3)||Common|
|Ravnica: City of Guilds (RAV)||Common|
|The Dark (DRK)||Uncommon|
|Promo Set (000)||Common|
Combos Browse all
Elves of Deep Shadow
Creature — Elf Druid
Gain . Elves of Deep Shadow deals 1 damage to you.
Elves of Deep Shadow Discussion
8 hours ago
3 days ago
So my first thought is that you should run a LOT of instants, rather than just 2. Vial smasher can trigger on ANY turn, not just one, so running something like Dig Through Time would be... really good. Generally, you'll want these instants to draw you more cards, so Fact or Fiction and Glimmer of Genius are also fine choices. Cards with alternate casting costs also tend to have high CMCs: for example, Force of Will is a Lava Axe in this deck, as well as a counter spell. While Force may be a pricey card, other cards from the same cycle aren't. Contagion is well under a dollar, and can potentially also 2-for-1 with opposing creatures, while Pyrokinesis is even stronger. Misdirection and Commandeer also come to mind. If you want to get REAL spicy, Mind's Dilation is another good way to cast spell on your opponents' turns, but bear in mind this card tends to be killed pretty fast.
Flash creatures like Torrential Gearhulk also seem like pretty good ideas.
I suggest replacing Vedalken Orrery with Leyline of Anticipation . It's (very) slightly harder to remove an enchantment than an artifact, but more importantly if Leyline is in your opening 7, you avoid having to pay its cost. I can see a world where you play both, though.
I see you're running a few mana rocks, but I advise more. Two mana rocks tend to be far superior to 3 mana rocks, so Dimir Signet and Rakdos Signet are likely better than Thought Vessel or Worn Powerstone . Talisman of Dominance and Talisman of Indulgence also come to mind. Being in green means you have access to a whole host of dorks, like Llanowar Elves , Fyndhorn Elves , Arbor Elf , and Elves of Deep Shadow . These 1-drops may not look like much, but being able to accelerate you into quickly casting your general and then the following high-cost cards is a good thing. Orcish Lumberjack is a personal favorite in any red-green deck. However, if you choose to go via artifact ramp and not dork-ramp, this opens you to using effects like Pyroclasm or Volcanic Fallout to keep opponents' creatures in check. Ancient Tomb tends to be REAL nice for powering out turn-one 2-drop rocks. Depending on how blue-heavy your meta is, Carpet of Flowers can range from good to a straight-up powerhouse. If you take this part of my advice, your curve will drop significantly and you will be able to run 32-ish lands with no real problem.
You'll also probably want a good card-draw package, if you're planning to cast a lot of spells. Azra Oddsmaker is a goldmine if you have an open opponent to attack, and black has access to enchantments like Phyrexian Arena . Night's Whisper and Ambition's Cost are also good, and work well with Kydele.
Delve spells will act sort of like X-cost spells, but be easier to cast late-game and harder early-game. Empty the Pits may be interesting, but you should also consider Logic Knot , Treasure Cruise and Tasigur, the Golden Fang . Tasigur will give you an out later in the game for excess mana, and will allow you a level of recursion. In order to make these cards powerful, you need cards in the graveyard. For that, I recommend Faithless Looting , Jace, Vryn's Prodigy Flip and Dack Fayden . While these last two are pricier cards, I think looting is the best here of the three, as you can cast it turn one to filter out a hand that may be too heavy in lands or spells. The flashback is also very significant. Jace is a powerful card in that he allows more card filtration on a permanent, and allows you to snap back a spell if you want. Dack Fayden is a boss in EDH, where stealing a Sol Ring is very common. So even if you don't need to filter your draws, stealing a rock should be an option about 98% of the time.
Speaking of card filtration, Ponder , Preordain and Brainstorm are all potent cards in any blue deck. While they may not work particularly well with Vial Smasher, they all work rather well with Kydele while also giving you a cantrip to cast turn 1. A lot of times, these are the cards that make a boarderline-keep hand into a keep hand for me, as they are extremely good at finding lands and/or spells as need be.
With Kydele, cards like Windfall , Wheel of Fortune and Winds of Change all become rituals in addition to their usual effects. Running Notion Thief in conjunction with these 'everyone draws' spells is... good. Similarly, targeting an opponent with Dack Fayden 's +1 while Notion Thief is on the field is a pretty good way to tip the card-advantage scales in your favor.
I like Whip of Erebos . You should consider running some Entomb or Buried Alive effects with it, as that would allow you to get some one-shots in with powerful creatures when hitting an opponent or just when entering the battlefield. Nicol Bolas and Massacre Wurm comes to mind.
Good luck with deck building!
1 month ago
1 month ago
1 month ago
Mana Base: In an ideal world you'd have 10 duals, 10 fetches, the good rainbow lands, X shocks (built around your card colors), Gaea's Cradle, and a basic or two. Most people won't have this but you can replicate it with 10 shocks, 5 battle lands, as many fetches as you have, up to 10 check lands, and up to 10 basics (5 regular, 5 snow so they work with Tainted Pact.) Depending on your average CMC I think you can cut one land (I run 34).
Ramp: Ideally all of your ramp would be 1 CMC or less so you can use it in your opening hand to get a turn 2 Najeela. You could add more dorks like Deathrite Shaman , Avacyn's Pilgrim , and Elves of Deep Shadow . I personally don't like dorks since they die to wraths but most of the best Najeela decks run them. You could also add Wild Growth and Utopia Sprawl (depending on forest count).
I'd cut Commander's Sphere, Darksteel Ingot, Pillar of Origins (can't tap to activate Najeel'a ability), Fellwar Stone, Kodama's Reach, Sakura-Tribe Elder, Rattleclaw Mystic, and Farseek. Normally I'd say cut Chromatic Lantern but it helps fix your mana base so depending on how your revised mana base performs you can decide whether or not you still need the lantern. Also Harvest Season is cool but depends on how many basics you end up with and its slow.
Combo vs. Pump: You currently run approximately 5 cards that go infinite. When you go infinite it doesn't matter if you're attacking with infinite 1/1s or infinite 6/6s. This is a personal taste call but if you like the combo finish I would cut almost anything that pumps your team and replace it with tutors / counterspells. I'm personally not a fan of Cryptolith Rite because of needing vigilance / a ton of warriors but it helps fix your mana base so up to you. I'd also replace Bear Umbra with Sword of Feast and Famine if you have it.
I'd cut Beastmaster Ascension, Anointed Procession, Door of Destinies, Oketra's Monument, and Lovissa Coldeyes. The only pumps I do like are Bramblewood Paragon and Metallic Mimic because they come down turn two which lets you start the pain train turn 3.
Other: In my opinion you want to keep your CMC as low as possible because if you have 5 mana you could be activating Najeela or keeping up mana for counterspells/protection spells.
Here are some other random cut suggestions: Brighthearth Banneret, Grand Warlord Radha, Hearald of Dromoka, Mardu Strike Leader, Ogre Battledriver, Thrasher Brute, Behind the Scenes, Bow of Nylea, (replace Bow and Behind the Scenes with Reconnaissance and Dolmen Gate for sure) Lightning Greaves, Swiftfoot Boots, and Driven/Despair.
TLDR: Reduce CMC and focus on combo instead of pump. I want to say that I see why you put every card in the deck and I'm sure the deck works fine as is so feel free to take any of my advice or none of it. I play Najeela a lot in a semi-competitive environment and here is my deck if you want more ideas Najeela, the Blade-Blossom. I keep a ton of stuff in the Maybeboard of things I used to run or think might be cool.
1 month ago
On the other hand - how about we add some more dorks like Elves of Deep Shadow or Noble Hierarch , which might be overpriced but for we have another green source and fixing for our less relevant colors (we can only wish there might be 1 CMC dork fixing for Jund colors besides Birds of Paradise ). I might personally run Paradise Druid or get another copy of Sylvan Caryatid for now.
1 month ago
Hey, consider more one drops?
- Birds of Paradise
- Deathrite Shaman
- Elves of Deep Shadow
- Llanowar Elves
- Elvish Mystic
- Viscera Seer
- Carrion Feeder
- Noxious Revival
Birds, Shadow, Llanowar and Mystic are one drop mana dorks; these are good with four drop Meren because they can help to ramp into her and then be used as sac fodder. Deathrite is a fantastic Golgari card in multiplayer Commander because there's four graveyards to choose from. Seer and Feeder are one drops, no mana cost, sac outlets who can also sac themselves. Having a sac outlet that's a creature has good interaction with Meren because she can recur or reanimate it. Entomb is a fast way at instant speed to tutor for and put any one card you want into your graveyard such as Tribe-Elder or Frog. Revival is excellent in 40 life Commander because it's a free spell, just 2 life, and since it's an instant you can put any one card from graveyard on top of your library to draw for your next turn which is helpful with noncreature cards. If you like some of these suggestions I offer help to make cuts.
You're already playing Mikaeus and Hulk and these two are the start of an infinite damage combo, Hulk is the enabler. If you add Walking Ballista , Viscera Seer and Phyrexian Delver this completes the combo. When you sac Hulk tutor for Delver and Seer. Delver reanimates Hulk for the cost of 7 life, sac reanimated Hulk with Seer tutoring for Mikaeus and Ballista. Ballista's CMC is 0 therefore you can get it along with Mikaeus because this equals 6 CMC of creatures. Mikaeus makes Ballista a 1/1 creature because he gives all nonHuman creatures +1/+1 and Ballista is not a Human. With Seer sac Ballista this triggers the undying of Mikaeus which then lets Ballista ETB with a +1/+1 counter. Remove the counter from Ballista targeting an opponent. Then sac Ballista again, triggering undying. As long as you remove the +1/+1 counter from Ballista before you sac it with Seer this creates the undying loop. Repeat infinite times until all your opponents are dead.
The great thing about this combo is it's made up of all creatures which Meren is able to recur or reanimate. With Meren on the battlefield before you do the combo it's then infinite experience counters because Ballista keeps dying. This is helpful if one of your opponents disrupts the combo breaking the loop. You don't need the exact Hulk line to do this combo, it's just an enabler who can tutor for all the pieces, but as long as your have Mikaeus, Seer or another sac outlet and Ballista on the battlefield at the same time the combo can happen. Riftsweeper is helpful in multiplayer Commander since exile is plentiful. Sweeper can remove a card from the exile zone and put it back into your library and Meren can recur or reanimate Sweeper.
Consider Zulaport Cutthroat and Blood Artist ? Zulaport is great in multiplayer Commander because it can hit all your opponents at the same time. This is very good with sac outlets and strategy of sacing your own creatures to get experience counters with Meren. The repeatable life gain from both of these cards is also very helpful. Artist is also very good in multiplayer Commander and is unique because he makes an opponent of your choice lose life whenever any creature dies, yours and opponents. With four players in a game he can make your opponents lose a lot of life.
Consider Ashnod's Altar and Greater Good ? More powerful sac outlets that give you excellent value when you sac a creature with them. Twilight Mire , City of Brass and Mana Confluence are other Golgari dual lands that can ETB untapped; upgrades to replace lands like Golgari Guildgate, Jungle Hollow, etc. Good luck with your deck.
1 month ago
- I love this commander and think you've got a great start and idea, but you need to fully commit to the fact that this deck is all about Skullbriar being huge and smashing face, or one of his friends doing it. .
- You should put in Increasing Savagery , Hardened Scales , Solidarity of Heroes , Reyhan, Last of the Abzan , Fungal Behemoth , Vastwood Hydra , Retreat to Kazandu , Predator Ooze , Blessings of Nature to push the +1/+1 theme to the max. .
- Now, 2nd problem is having big creatures without trample. I see Tuskguard Captain and you've got Rancor already, which is 100% awesome and reusable, but you should have 2 reusable trample activators, so I recommend also adding Ring of Kalonia . .
- Having big creatures attacking also is usually stopped by awkward blocks. You need slightly better cheap removal so I recommend Titanic Brawl , Ancient Animus , Abrupt Decay . .
- 3rd Problem is when they actually block and kill something because they have no other way to deal with it. Make them hate blocking by just having Mer-Ek Nightblade on your field. And then resummon stuff with Journey to Eternity Flip! .
- 4th Problem is when you're smashing for 17 trample damage a turn, but they've got some stupid elf-shaman combo or human-ally combo that gains them 20 life a turn. And now they're at 55 life. Awkward. Get a sneaky kill in instantly with Tainted Strike on one of your big trample guys, just make sure you were about to do 10+ normal damage, and surprise win. (please put Tainted Strike in, even if you ignore every other card I suggested) .
- 5th Problem is your life-total. Sometimes you just need your 12/12 to have lifelink. Best way is Loxodon Warhammer , plus it gives you another trample activator!! .
- Also for ramp you should include Incubation Druid and Rampant Growth . I'd also use hexproof enabling with Alpha Authority .
- I would definitely remove the following since they don't fit with your deck idea overall to make room: Elves of Deep Shadow (don't need), Longtusk Cub (it ain't ever gonna happen), Witchstalker (useless against a red/white/green deck), Gaze of Granite (since it kills your things too), Animation Module (its slow and you should have better things to do with your mana than make 1/1s), Cloak and Dagger (no rogues, it's slow, Alpha Authority is better), Golgari Signet should be replace with Golgari Cluestone so you can sac/draw when you don't need mana anymore. Manalith (you have an aggro curve, don't need THAT much ramp), Plague Boiler (you're not a control deck), Skullclamp (since we're taking out Animation Module , you've got enough good draw), Wayfarer's Bauble (Rampant Growth is better), Greater Good (you're aggro not a graveyard-based-conrol deck), Preferred Selection & Primitive Etchings (because again you're not control, you want to be aggro). .
- I would also cut down on the # of fancy lands that don't add b/g, and play a few more basics for fetching with your ramp cards and being able to play commander on turn 2 more likely.
Elves of Deep Shadow occurrence in decks from the last year
Commander / EDH:
All decks: 0.05%