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Enchantment — Aura
Whenever enchanted land is tapped for mana, its controller adds (Green) to his or her mana pool for each Elf in play.
Elvish Guidance Discussion
2 months ago
I'm honestly terrified of removing a forest. Ambush Commander has been so integral and one more forest being removed will hurt what he contributes inconsistent explosiveness.
2 months ago
I would suggest a sub-elf tribal theme along with the tokens you produce, because some of the best advantage for Rhys lies within the elves. Priest of Titania does wonders when you have mana dorks like Elvish Mystic, Llanowar Elves, Fyndhorn Elves, and Joraga Treespeaker. In addition Elvish Guidance is a beast of a card. Regal Force can help you draw plenty of cards and can work really well if you decide to add in Green Sun's Zenith or Chord of Calling, they also have additional use aside and are great cards by themselves! Natural Order is a great card that can be used to grab your big creatures for the price of your token. The last one I would recommend would be Craterhoof Behemoth which is a huge game ender.
Hope that helps!
4 months ago
Wirewood Symbiote and Scryb Ranger would both be excellent for your commander, and Lifecrafter's Bestiary can provide you with tons of draw. Regal Force is good as well, and Greater Good can provide you with fantastic filtering in response to removal. I'd also maybe go with an eldrazi (take your pick on which one) over Primal Surge, which would probably be a better card in your deck if you ran more big creatures and less total instants and sorceries. Kindred Discovery, Herald's Horn (which I'd prefer to Emerald Medallion), Heirloom Blade (especially since buffing your commanders attack just nets you 3 mana with it) and maybe Grave Sifter could all be good too. And since you're working with so much mana, I think a Darksteel Plate to protect your commander could pull a lot of weight as well; speaking of things that give indestrutctible, Heroic Intervention saves you from a board wipe ezpz. Staff of Domination is pretty similar to Umbral Mantle in its ability to let you combo off with your commander. Elvish Guidance can be good if you find you have large boards often. Also you're missing the best card ever printed for mono green commanders, Beast Within. Personally I like Oblivion Stone over Nevinyrral's Disk because disk is slow, even if it is 3 less mana total to blow up the board (not like you'll often have mana issues), but thats more of a personal preference of mine. Does Presence of Gond usually do much?
Anyway, I really like your deck, and I've been thinking about making an elf deck for a while so I think I'll probably make mine pretty similar to yours, same commander and all. Cheers!
5 months ago
So I'm brewing a deck, and yes it is the first deck that came to mind when I saw her, to abuse Estrid.
The idea is simple, enchant all your lands and ramp into oblivion...
So far here are all the cards that I'm including to enchant lands...
- Fertile Ground
- Dawn's Reflection
- Elvish Guidance
- Verdant Haven
- Market Festival
- Wild Growth
- Gift of Paradise
- New Horizons
- Nylea's Presence
- Sheltered Aerie
- Squirrel Nest
- Spawning Grounds
- Unbridled Growth
- Urban Burgeoning
- Sunken Field
- Weirding Wood
Now do i go full blown awkward and turn all my lands into dudes to win or do I just ramp into eldrazi or some crazy combo wincon?
6 months ago
Tested Marwyn over Mana Reflection, here are my thoughts:
So, Marwyn, the Nurturer isn't bad... but it isn't exactly breathtaking either. Its biggest problem is that it's excellent on exactly turn 2 if you had the T1 accelerant, and it's absolutely awful off the top of the deck. All the mana dorks that cost more than 1 (Devoted Druid, Priest of Titania, Voyaging Satyr, Wall of Roots, Wood Elves, and Elvish Archdruid) are fantastic. In fact, given that Wall of Roots and Wood Elves cost virtually 1 and 2 mana respectively, Archdruid is currently the only 3-drop mana dork in the whole deck. And Archdruid is almost strictly better than Marwyn; the +1/+1 is largely irrelevant (sometimes improves cycling efficiency with Greater Good, sometimes turns off your own Skullclamp), but Archdruid will always make at least as much mana as Marwyn under most normal circumstances (as Marwyn under normal circumstances will only make mana equal to the number of other dorks that came in after her). The synergy with Craterhoof is also cute... until you realize the circumstances that she both doesn't have summoning sickness and didn't have to fund Craterhoof's mana cost are extremely minimal. Unlike Devoted Druid, she both doesn't untap after tapping to pay for Craterhoof, and she can't abuse Earthcraft to get around summoning sickness like the Druid can. She also has absolute 0 synergy with Sabertooth. She doesn't go off with either Sabertooth+Craterhoof (because she can't untap herself like Druid) or Sabertooth+Crossroads (because she goes back to 1/1 status after bouncing herself). If you have Sabertooth+Crossroads+Craterhoof she can go off if you control at least 16 creatures (spending 5 to bounce/recast her 10 to bounce/recast hoof), but Druid also goes off with far less work.
The games you get her out exactly turn 2, she'll be just as good as Archdruid is all the time, but elsewise leaves much to be desired. I don't think she's necessarily better than either Ley Druid or Fyndhorn Elder, which is a big problem since they don't make the cut in this deck either.
Mana Reflection on the other hand has been one of those "You don't know what you've got 'till it's gone" situations. Reflection can't be tutored for and it is expensive, but its effect is absolutely massive. Any effect that creates multiple mana goes off with it in a massive way. It's very hard to lose with it after you untap with it, and the instantaneous value it provides is also high. I think the effect is actually comparable to Greater Good, in that it's a card that turbocharges the deck with very minimal extra conditions.
I think if you wanted Marwyn, the Nurturer to find a slot in this deck, it'd be over:
-One of the 28 lands that always produce green mana and don't have summoning sickness (warning: this number is low)
-Maze of Ith, which doesn't produce mana but is far more powerful at protecting Freya
-Scavenger Grounds, losing utility and cutting non-Arbor mana-producing lands down to 32 from 33.
-Eye of Ugin, losing long-game utility with one of your many land tutors (not recommended)
-Ramunap Excavator, losing long-game utility (but both are 3-drop creatures)
-Dosan, losing your ability to interact with control decks
Honestly, my biggest problem is that the circumstances for this card are low; she's good in your opening hand, yes; but is she that much better than any other half-a-dozen broken openers? What about every other point of the game? Is she really that much better than Ley Druid anyway (Ley Druid+Cradle or Nykthos is absurd)? Is she even better than Elvish Guidance (doesn't count itself or count towards creatures, but has a more powerful and instantaneous effect)?
The fact that she's 3-mana does mean she's curvable, unlike Karametra's Acolyte or Argothian Elder (which we'd run if they curved Freyalise), but until then I have problems finding this card making the cut. Let me know your thoughts, and if you have any ideas of how she'd fit in!
Thanks again for all the suggestions; even if Marwyn didn't end up making the cut at first, it was a lot of fun testing her out!
8 months ago
Wirewood Symbiote is a must in an elf deck as it is suedo hexproof. Also Coat Of Arms I think works against you in this deck, sure it's good for you but it's also good for the enemy. If you are playing cEDH then that means there will be a Krenko deck and all your doing is helping them.
Cut Doubling Season & Mana Reflection, you don't need them honestly because with Elvish Archdruid, 3 other elves and Staff of Domination/Paradox Engine you have infinite mana. With 5 other elves you can draw out your deck, and have infinite life. As far as doubling season goes you don't need to make double tokens you are gonna put like 6 elves out give them Ezuri-run (Ezuri's Overrun) 3 times or so and win. Go wide doesn't often work in cEDH.
Elvish Guidance is basically another Archdruid, highly recommended.
Also lack of haste will be the death of you so I'd suggest Concordant Crossroads and only play it once you are ready to go in.
If you want to take a look at my cEDH Elf deck, Elven Fury, feel free too. There are a lot of cards in there you don't have and they do things that you might need your deck to do. +1
8 months ago
Elves are fun, and Eldrazi are fun, so Elfdrazi is also fun. I am a bit curious about this sub theme of +1/+1 counters though. The eldrazi titans are plenty big enough to kill with out those, and anything thats conscripted becomes bug enough with out them. Plus the life gain from Wellwisher seems a bit odd in the deck. I guess I don't see why not just lean way into the ramp and add some stuff like Arbor Elf and Elvish Guidance or Seeker of Skybreak and use some tutor effects like Fierce Empath to find the titans. Just a few thoughts. Like I said I like what your doing.
Elvish Guidance occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%