|Commander / EDH||Legal|
Printings View all
|Duel Decks: Elves vs. Inventors (DDU)||None|
|Commander Anthology (CM1)||Rare|
|Commander 2014 (C14)||Rare|
|Magic 2013 (M13)||Rare|
|2012 Core Set (M12)||Rare|
|2011 Core Set (M11)||Rare|
|2010 Core Set (M10)||Rare|
Combos Browse all
Creature — Elf Druid
Other Elf creatures you control get +1/+1.
: Add to your mana pool for each Elf you control.
Elvish Archdruid Discussion
3 days ago
Hello xFatalxKombat, I really like the deck and I'm sure it will be a lot of fun to play. Nevertheless, I have some comments. You have 2x Elvish Archdruid in the deck, as a replacement I would like to suggest you:
If you like, you can take a look at my eflen deck, it follows a very similar game plan. Marwyn, Queen of Elves (EDH)
2 weeks ago
Basically, being a creature is relevant to Farhaven Elf for the following reasons:
1) there a multitude of ways to recur etb effects (dozens of ways to blink or reanimate).
2 weeks ago
There are a few things that make farhaven situationally better and many green decks have at least something in them that makes farhaven being a creature spell or an elf relevant. The most blatant of them is that elf tribal is a thing and those decks don't want an eldrazi spawn when they can have another beefy elf with Elvish Archdruid or Ezuri, Renegade Leader on board. There are also cards in green that allow you to cast your creature spells as though they have flash such as Yeva, Nature's Herald and Vivien, Champion of the Wilds and holding up the mana is usually the right play if you have the option. Some cards let you benefit from casting spells such as Beast Whisperer and Zendikar Resurgent . Some commanders benefit from playing creatures like Animar, Soul of Elements and some from having creatures in the graveyard like Meren of Clan Nel Toth .
Non-creature spell based decks on the other hand don't generally play spasm because there are more mana efficient spells that they could be playing, and mana efficiency is pretty important when you don't have big ol beaters on board.
I am not by any means saying that spasm is bad or that one should always play farhaven instead, just that more decks get more benefit from farhaven than spasm.
3 weeks ago
Cards that I would cut:
Regeneration , Executioner's Hood , Natural End , Bladed Pinions , Revive , Nature's Spiral , Staff of the Wild Magus , Crashing Footfalls awesome if you can cheat the suspend on it, not worth it otherwise, Prodigious Growth , Feasting Troll King and Trail of Crumbs you lack enough of a food theme to run these well enough to include, Moldgraf Monstrosity the random return makes this lackluster, Jaddi Lifestrider , Soul of Zendikar the activation is kind of expensive, Tuinvale Treefolk doesn't do enough to warrant inclusion, Canopy Cover and Web auras not the best here, I'd cut one of Planewide Celebration or Once and Future , and finally, Sandsteppe Mastodon
No Sol Ring ? This a ban in local meta?
If you happen to own them, some cards that you may want to think about: Tendershoot Dryad , Beast Within , Inspiring Call and Garruk, Primal Hunter . Yes, that means more cutting but they should be worth it in this deck.
4 weeks ago
1) It is always difficult to make this decision. I would say if you are happy with your deck compared to your playgroup there is no need to just chuck more money at it.
2) Artifact removal in green should not be a worry there are plenty cards to do so i would be more worried about creature removal, Song of the Dryads Acidic Slime & Beast Within are great removal versatile removal for mono green
6) Sword of the Paruns Umbral Mantle and Staff of Domination any of these combined with your commander when she as a few counters on her makes unlimited mana! (also will work with Wirewood Channeler , Elvish Archdruid and Priest of Titania )
1 month ago
- Basalt Monolith produces , and we have a hard time dumping that mana. Our curve is very low, and the only spells we run that include generic are Armageddon and Teshar, Ancestor's Apostle , as well as arguably the X cost creature tutors.
- Basalt Monolith will be taxed by Kataki, War's Wage
- Basalt doesn't untap itself after we use it outside of combo
- Seeker of Skybreak has a body, which means it can be pumped via Anafenza, the other Anafenza, or Elesh Norn
- Seeker is an elf, relevant for Elvish Archdruid and Priest of Titania
Basalt does have a few benefits over Seeker though
- Harder to remove permanent type
- No summoning sickness, you can engage the combo right away
- No colored mana cost requirement (this has never been an issue in this deck, but still worth noting)
If you want to play this deck, you could choose to run Basalt Monolith in place of Seeker, or you could run them both. I have opted to run just one, as the two piece library flipper combo is still going to be slower and harder to assemble than Hermit Druid by himself.
1 month ago
If you aren't Super stuck on it being elves only I would suggest adding Karametra's Acolyte , it's such a huge mana dork and since you are playing elves, Wirewood Lodge is a must have, you can use 1 mana to untap your Elvish Archdruid for even more mana. Mul Daya Channelers are pretty bad in my opinion, I've tried them, they are only occasionally good mana dorks, so along with Mul Daya Channelers you cut 1 forest for the Wirewood Lodge and I think it would make this deck stronger over all.
2 months ago
Alright, lets look at Loyal Retainers in another way.
You're running 7 legendary creatures outside of your commanders (which we will assume you WONT send to GY), so there are only 7 creatures that Loyal Retainers can return. Assuming a 99 card deck, 7 in starting hand, and 2 specific cards to see (retainers + legend), you've got a 7% chance to get Retainers, and a 41% chance to have one of your legends in your opener. After 5 draws, you're only at a 60% chance to hit a legend.
Now lets compare to Life . Same chance to see the card, 7%, but it works with 29 creatures instead of 7. Geometric calculator is telling me 91% chance to see a creature in your opener that works with Life . After 5 draws, 98.8% that you'll have a critter.
Obviously Retainers does have some benefit. It can be used to make an infinite etb/ltb loop for winning. How valuable is that to your deck though? Loyal Retainers can only be used BEFORE combat on your turn, and Tymna gives you cards AFTER combat. Your main source of card advantage is going to cause you to have to wait a rotation after finding all the pieces to your combo. This is a massive downside. You can already assemble infinite loops with Saffi + Titan, or Saffi + Karmic.
Lets imagine another scenario. You have the Saffi on the board with Retainers, but you have Sun Titan/Karmic Guide in the graveyard. Loyal Retainers can't grab that half of your combo back for you.
- Sacrifice Saffi Eriksdotter targeting Karmic Guide
- Sacrifice Karmic Guide . It returns to battlefield, we put ETB trigger on stack targeting Reveillark
- After Reveillark returns to battlefield, we sacrifice Karmic guide. We now have both Saffi + Guide in GY
- Reveillark is sacrificed, we will return both Saffi AND Karmic.
- We now pull creature 1 we want from GY with Karmic
- Sacrifice Saffi, targeting Karmic. Sacrifice Karmic, it returns from Saffi effect, giving us Reveillark again. Sac Karmic so its in GY, then sac Reveillark to give us Karmic + Saffi. Karmic entering gives us creature 2 from our GY. Rinse and repeat until you pull entire GY and combo finish.
You're running Kiki and splinter twin but you don't have any creature payloads to win. If you want to value reuse/copy creatures with an ETB, there are more cost efficient ways of doing it. I recommend you either cut these or put in Village Bell-Ringer or Combat Celebrant to have a Kiki payload. Overall though, I would just cut this combo.
You're running Yisan and Birthing Pod but you aren't running the cards to make them go. You need effects that untap them based off creature ETBs or actives, which are slot intensive. Yisan is dope, but if you aren't running the cards to support it you're running a slow tutor. Once again, I'd cut these if you aren't going to build around.
You are trying to fit too many combos in. Pick 1 or two that overlap in card usage and cut the others. Its better to do two things extremely well than it is to do 5 things mediocre. You should run reanimation loops + protean hulk + sac outlets, OR you should run kiki combo + pod/yisan lines. The hulk/animation loops both require sac outlets to be present on your field, while kiki/pod lines require untap effects. This will let you reuse your combo cards in multiple spots which will help reduce dead draws. Nothing feels worse than when you're holding 3 different pieces to three different combos that have very little utility outside combo lines. This is also why you're struggling to find space for more stax and ramp pieces.
You are also running a pretty high amount of beater cards. You should pare them down and run only the most efficient beater cards with high utility. Cathars' Crusade is a nice card but it does nothing on its own and buckles from Wrath effects. Compare to Elesh Norn, Grand Cenobite which gives a buff but can also beat even if its your only creature. It also hurts your enemies board presence greatly. Bitterblossom is a fantastic card but you aren't getting as much value out of it because you aren't running enough pieces to slow down the game. Keep it but consider that a 1/1 flyer doesn't do much if your opponent is able to drop their giant dragon commander, you have to slow the game! Champion of Lambholt will provide you with free swings, but if you just lock the game out instead you don't need the evasion and this card doesn't beat that well. Custodi Soulcaller is a meme card, it requires either haste or an untap step (so its slow), you have to swing to use it, and its limited in what it can grab, and it gets worse the fewer players there are.
Price of Glory is a wonderful hate card, but unfortunately far less effective than you think. Compare to Grand Abolisher . Abolisher can beat down, which is your game plan. Abolisher 100% protects your combo window. Price of Glory doesn't stop the counterspell that stops your combo, it just exacts a massive price for your opponent casting it. However, when faced with the option of losing the game or losing two lands, every single opponent is going to choose the two lands. Strong card but you don't need to run it.
Zombie Infestation is a nice discard outlet, and great when you're ahead and have locked the board. Just like Bitterblossom though, you have to slow the game or this card will be outclassed by the casual stompy 6 drops that are allowed to hit the table. Stax up or cut out.
Cryptolith Rite is strong when you have a mana sink or tons of critters. Tymna will keep you stocked up on cards to dump with, while Tana gives you the critters. If you can afford it, Carpet of Flowers will outperform this card though. Keep it around if you don't have access to the Carpet.
What Goes In
So after cutting down all the shenanigans, heres what you want to add
DORKS: You get cards for hitting with creatures. Dorks are creatures that give mana and come out very fast. The maximum density of turn 1 dorks means Tymna turn 2, means free cards turn 3. This will improve the consistency of your deck more than anything else you can put in. You're currently missing Llanowar Elves Fyndhorn Elves Boreal Druid Deathrite Shaman Arbor Elf Elvish Mystic . These have the bonuses of working well with Priest of Titania and Elvish Archdruid , which will help you if you decide to run mana denial cards like Winter Orb or Armageddon (which I recommend both). Deathrite hates on GY and will ramp consistently with fetchlands which are prevalent in the format, extremely value. Arbor Elf can ramp more than 1 in tandem with Utopia Sprawl and Wild Growth . These dorks will help guarantee strong starts and consistent power to your deck I can't stress this enough.
ROCKS: Adding in the signets/talismans is going to ramp you, color fix you, and work in tandem with shutting off your opponents mana. Really really recommend these especially if your playtesting leaves you unhappy with mana availability.
STAX: This deck only works when you slow the game, I also want to stress this. Yeah you have some neat combos for winning discretely, but you are primarily a beater stax deck. Your commander gives you cards PER TURN, your other commander gives you CREATURES PER SWING. You want to games to go longer so you get more turns for more cards and more free creatures. It really isn't that hard dude. Cards that slow down the game will help you far more than they help your opponent, even symmetrical ones. This is why the deck runs Blood Moon despite being a four color deck. If you let your opponents start tutoring and dropping their big creatures, they will do better in combat than you and you will have a real bad day. If you hit their mana, stop their tutors and draw, and destroy their engines, you will pull ahead from the massive value you generate in the command zone. Please look at Root Maze Winter Orb Armageddon Rule of Law Deafening Silence Eidolon of Rhetoric Stranglehold Collector Ouphe Kataki, War's Wage
If you want to run a stax deck, you have to run the slow down pieces. If you want to build a cool reanimation combo deck, I recommend switching commanders or lists, take a peek at Karador Boonweaver
This list is certainly looking a lot better with the first round of revisions! With some more cuts and shaving off some combos, you will improve its efficiency a lot!
P.S. I couldn't open the choice guidelines tab you made sorry bud.
Elvish Archdruid occurrence in decks from the last year
All decks: 0.13%
Commander / EDH:
All decks: 0.03%