|Commander / EDH||Legal|
Printings View all
|Vintage Masters (VMA)||Common|
|MTG: Commander (CMD)||Uncommon|
Combos Browse all
Creature — Elf Mutant
: Add to your mana pool.
Forestcycling (, Discard this card: Search your library for a Forest card, reveal it, and put it into your hand. Then shuffle your library.)
Price & Acquistion Set Price Alerts
Elvish Aberration Discussion
1 month ago
I still have mixed feelings about Sylvan Scrying. I started out with more land enchantment than is sane, and I originally intended to keep it in specifically to pull Darksteel Citadel to enchant. But I guess that I am likely better off switching it out for Cultivate like everyone else does.
Fatestitcher vs Kiora's Follower is the exact kind of match-up that I agonized over. As I read it, I thought their tap abilities were more or less equivalent, Stitcher can tap things but that doesn't matter. I erred on the side of Stitcher for his unearth ability in case something happened and an I wanted him back, but maybe that isn't worth it. Maybe Kiora's Follower is better after...
I didn't have any plans for Ashnod's Altar, so you're right. I kept it as a sac outlet 'just in case', but I'm not running any Theros gods that can switch their creature status on and off, so I admit it serves even less of a role in the deck. I'm still hesitant to cut it for purely subjective reasons. All I needed was some outside confirmation to cut Aquastrand Spider, thank you. I feel vulnerable to flyers, but I guess there are more clever ways of dealing with them.
Actually, I have Hua Tuo, Honored Physician in just because he can repeat his ability, instead of just a single-use sorcery. I didn't actually think about interactions with Kraj. Agh, you say he's bad? I was keeping him in in place of something with a costly cmc like Praetor's Counsel or just a single-use spell like Regrowth or Nature's Spiral? Am I better off with one of those?
I'll get Cyclonic Rift later, but I thought Capsize works as a single-target bounce for now. Morphling is pricey, and a tangent thought is that Torchling is part of my potential justification for a temur colored pseudo Kraj deck in the future. I have Inspiring Call on hand, I'll put it in. I'm an idiot and for some reason assumed that Scavenging Ooze had to exile a card from your own graveyard. Oops. I'll add him to my to-do list.
1 month ago
Hi from /tg/! On the topic of cuts...
Soul of New Phyrexia is nice in theory, but I think the mana investment is a bit steep for not doing much immediately. Ideally you want to be able to hold up 5 mana on the turn you're playing with him. You only have 34 lands, admittedly with a healthy quantity of mana creatures, but even so, 11 mana seems ambitious for just situational protection.
Elvish Aberration is also a lot of mana for a pretty shrug worthy effect. Mana dorks are ok if they're low cost or offer interesting utility, and this fatty does neither.
Sylvan Scrying doesn't actually ramp and you don't have any mind-boggling utility lands. I don't love it.
Both your unsures seem like ez cuts, they're pretty bad for you. IDK what jank absurd thing you expect to do with ashnod's altar but I don't recommend. And the spoder is just underwhelming. Like, worse than Spidersilk Armor, and that's a low bar. As for yyour fun-tricks, the very fact that they're so classified makes them feel a bit too cute. If they aren't combo pieces, I'd say they're not good enough.
I ran Hua Tuo, Honored Physician in my Kraj, for a time. It's bad. I know why you want it, I know there isn't much recursion in UG that synergizes with Kraj...Still bad.
You have no Cyclonic Rift, which should only be true if you're against it on principle. Otherwise it's too good to ignore. I also like Morphling and Inspiring Call a lot. I also don't see any graveyard hate, so Scavenging Ooze at least is pretty sweet. Maybe could stand a hair more creature removal, like Curse of the Swine.
2 months ago
Thank you for the suggestions.
My playgroup has a house rule which doesn't allow taking more than one extra turn in a game, so sadly Sage of Hours isn't going to be in the deck. The combo does work, and goes infinite as long as Experiment Kraj can get five counters each turn (the copied ability of Sage of Hours on Kraj gives Kraj the ability to remove five +1/+1 counters from himself to take an extra turn, so that gets pretty devastating really fast).
Viridian Joiner is a really nice one! I'll go playtest it, and it probably is going to make it in the deck (it's better than most mana dorks that are already in it).
Kruphix, God of Horizons is a really good card, but I wonder if he does enough in the deck. Although he's never really a dead card, most of the time the effect is not as great as I first thought it would. Maybe he goes in the deck sometime, but for now, he's not going to make it in.
Jodah's Avenger and Elvish Aberration were both considered for the deck once (Elvish Aberration even was in the first version of the deck), but both didn't make it to the deck ultimately because they are too expensive for what they do. They have nice abilities, but I prefer cheap creatures with scaling power through the game or more expensive ones with big, splashy effects. Also, at the time, there were way too much 6-drops in the deck, so only the best could stay (more than 20 cards were 6-drops, of which one was my commander).
Training Grounds doesn't do as much in the deck as you would think at first. Most activated abilities are very cheap and have no generic mana. The creatures that do get affected are Gilder Bairn, Arcanis the Omnipotent, Duskwatch Recruiter Flip, Fertilid, Heroes' Bane, Jolrael, Empress of Beasts, Knacksaw Clique, Pili-Pala, Plaxcaster Frogling, Shaman of Forgotten Ways, Simic Guildmage, Spike Tiller, Spike Weaver, Ulvenwald Tracker and Vigean Graftmage. Those seem like a lot, but it's only a small third of the creatures (15 total), and some of the affected abilities are either only reduced by , or not used that much. If Training Grounds would be cheaper prise-wise though, it would easily have made the deck.
Again, thanks for the time you took to help me with the deck.
2 months ago
If you want extra card draw and counters Shapers of Nature is pretty good.
I don't know if this is how it works but extra turns Sage of Hours.
9 months ago
I don't remeber if I have already suggested this, but since most of your devotion is green you could use Karametra's Acolyte in your ramp. She's thougher than the 1/1 elves, and she gives more mana the more green permanents you have in play.Druid of the Cowl is another slightly more expensive card to replace the elves.
The same is true for Drumhunter.
Dryad Arbor can be more difficult to hit with spells than your elves.
While a lot more expensive, Elvish Aberration is a lot more difficult to 'kill.
One of your best bet, however is Elvish Archdruid, which both makes your other elves more powerful, and can tap for mana based on the number of elves you have.
10 months ago
To generate infinite mana with Ooze/Quillspike/Devoted Druid, you actually need another creature in the graveyard with an ability that taps for at least 2 mana - otherwise all you get is an infinitely large Ooze, not terribly useful for killing multiple opponents that turn (although Jarad, Golgari Lich Lord can make it happen, he - and thus, the ooze - can't sacrifice himself/itself).
11 months ago
I'd be a bit careful. Ramp is nice and all but your curve jumps from 2 to 7. I could see have a lot of awkward hands. Elvish Aberration, Kozilek's Predator, or Overgrown Battlement/Axebane Guardian can help bridge the gap a bit.
Also you are a bit lacking in the removal department. Rabid Bite or Prey Upon can help once you get your fist big creature. Ambush Viper is sort of like removal if you cast it after they declare their attackers but before you pick your blockers.
1 year ago
You have to make some cuts somewhere, which means you will have to make the tough decisions to cut some very good cards.
Welcome to the world of Magic deck building.
If I were you I'd make my plan to win:
put cards in my graveyard + get back the most powerful ones = get big Creatures on the field early to smash face + get cards in hand that destroy Opponent Creatures
A secondary idea is to Regenerate as many of your Creatures as you can. You may have to drop this secondary idea to get your number of cards to 60.
Cards that fall outside that equation, such as ones that make your Opponent discard cards, will have to go.
I would ditch these ones:
Duress (I KNOW, it's a bloody good card, but something has to go and it doesn't fit the theme)
I'm iffy about Rakshasa's Secret - it fits the theme but you've got so many other ways of putting cards into your Graveyard. You don't want to end up milling yourself
Liliana's Specter (keep this if your Opponent has a lot of fliers)
Necromancer's Assistant - body is too weak
Those to me are the clear cuts.
You will also need to look at cards with conflicting aims - some of them need to Delve, which removes cards from your Graveyard, whereas others get bigger the more Creatures or other cards you KEEP in your Graveyard.
My feeling on this is probably to ditch the ones that get bigger depending on the number of cards in your 'yard. This is because, with the amount of cards you will be discarding, you should be able to play your Delve cards quite early.
You need to get rid of 10 more cards to make the deck 36 Non-Land cards. Then add 24 Lands.
Be careful when Delving to keep four cards with different types, to get Delerium bonuses.
I hope that has helped a bit.
At the very least you can see how I chose cards, and can do that for yourself if you decide to build a different way.