Elvish Harbinger

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Elves vs. Goblins (EVG) Uncommon
Lorwyn (LRW) Uncommon

Combos Browse all

Elvish Harbinger

Creature — Elf Druid

When Elvish Harbinger enters the battlefield, you may search your library for an Elf card, reveal it, then shuffle your library and put that card on top of it.

{T}: Add one mana of any color to your mana pool.

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Elvish Harbinger Discussion

jonny909090 on Your worst fears are coming (Turn 4)

4 days ago

Elvish Harbinger is used as a tutor to get more Arbor Elf's. Also it allows me to diversify my mana sources. I play Elvish Harbinger, Karametra's Acolyte, and Chromatic Lantern so that my opponents cant just destroy my land/enchants and completely screw me over. I also like to have Kodama's Reach as a way of cycling more of the lands out of the deck, so you are more likely to draw something useful. Voyaging Satyr is a good card, but I don't use it because I would have to swap out something else or go above 60 cards. Same goes for Fertile Ground. Thanks for the feed back.

hungry000 on Your worst fears are coming (Turn 4)

1 week ago

Voyaging Satyr is another untap land ramp creature that you could play, it would speed up your deck a lot if you added some more enchant land ramp like Fertile Ground too. They're cheaper and probably better (in terms of speed) than Elvish Harbinger and Kodama's Reach.

Calyptic on Guilt-Leaf (Needs Suggestions)

3 weeks ago

@ akselodd

Thanks for the suggestions! I agree this deck has been running a bit slow, and I'd definitely like to speed things up. I came into building this with the impression that "Well it's okay that it's a little slow, their hands are gonna be pretty much gone" which is not completely right.

I've taken in most of these suggestions to help them, the only differences being instead of putting in Herald of Anguish I'm going to keep Rhys the Exiled for his life gain (And only 1 Black Mana to keep him from dying should he be blocked), which after a Memory Jar combo you mentioned, would be at least 23 life. I'll take it.

Also, I'ma keep Gnarlroot Trapper in instead of the Elves of Deep Shadow simply because Trapper can give an Elf Deathtouch, which limits your opponent on what to block with, out of a desire to keep certain creatures alive. I agree the Mana ability is nowhere near Deep Shadow's ramp, but to me that Deathtouch is worth it in threat.

Finally, I actually used to have Elvish Harbinger in this deck alongside Quirion Elves, but I switched out Ms. Elf Tutor for Diabolic Tutor (I think we can agree would be the more useful tutor in this deck). I would NOT mind putting her back in to tutor for something like i dunno, Rhys the Exiled, however I don't wish to replace Quirion Elves specifically with her.

EDIT: I've decided to replace Memory Jar with her and stick it into the Maybeboard. It's a VERY useful card but it's pretty damn pricey, so it'll sit there to be bought at a point after I've bought this deck in full. In the meantime, I've filled that slot with Elvish Harbinger, and am still looking to more suggestions from the TappedOut community.

akselodd on Guilt-Leaf (Needs Suggestions)

3 weeks ago

I would suggest cutting: (worst at the bottom)

  1. Scepter of Fugue. In my opinion it's too slow and not impactful enough but i can see why you would play it.

  2. Shrieking Affliction. It's simply too slow. Even if you get someone empty handed it's still just 3 life they are losing. That's not good enough.

  3. Rhys the Exiled. I think Rhys is okay. It's not explicitly a bad card it's just that you can in my opinion run better cards.

  4. Torment of Scarabs. As I've now said many times before, too slow with too little impact.

  5. Coercion. In my opinion, this is the worst card in the deck. it's extremely inefficient and can only be used once. should absolutely not be in the deck.

Now some cards i think should be in the deck: (worst at the bottom)

  1. Memory Jar. This is a amazing card in the nath deck. i know it's pricey but if you can afford it, you will not regret it. I mean it's five mana for 21 elves in a four player game with nath out.

  2. Beastmaster Ascension. It can potentially just win the game out of nowhere.

  3. Planar Void. This really wants to be Leyline of the Void but Planar Void is a hundreth of the cost of a leyline but still works about as well. Sure you have to exile your own cards but your deck has no discernable recurrsion in the first place.

  4. Arterial Flow. You don't care about the vampire part of it, you care that it's a three mana Unnerve.

  5. Herald of Anguish. I have to be honest. this card is not amazing but I just wanted you to atleast know about it. I loved slamming down this when i played my nath deck. At worst it usually makes people discard a card and then it eats a removal spell.

Some cards i think should be swapped: Gnarlroot Trapper > Elves of Deep Shadow. Simply better ramp.

Sheltering Word > Swiftfoot Boots. Better and more reliable protection.

Quirion Elves > Elvish Harbinger? I dunno. this feels like it's a upgrade but it's your deck.

Anyway I hope this helps with your deck!

stecyk on Ghave that Bitch a Combo

2 months ago

@vault - I'm not entirely sure why you're running Crucible of Worlds. I see that you are running the fetch lands and crucible allows you to replay them, but I doubt you'd want to burn a tutor to get your crucible. You're also only running, by my count, 10 legal targets to fetch, but there is overlap with those targets, and you've got 7 fetch lands. I see in earlier iterations you were running Azusa, but you aren't anymore. It looks like you've only got one card that is allowing for additional land drops, so Crucible seems even less fruitful. You've got plenty of dorks... Maybe it's too slow, but Elvish Harbinger will at worst get you a dork and at best get you Oracle of Mul Daya or Bloom Tender. It also provides a mana fixing option as well. You could swap out one dork for the Joiner Adept and then all your lands become dual lands and you're probably mana fixed immediately.

Weathered Wayfarer could help tutor up any land, but it may be too slow. My only argument for including it is because you're land count is at 33 and it would guarantee a land drop every turn if you are running behind or on the draw... a possible replacement for Farseek. It's a stretch but Cryptolith Rite could be useful. It all depends how many of those dorks and/or saprolings end up on the board.

I could be wrong, none of these suggestions may improve tempo at all.

Meridion on Sugar-Free Elves

2 months ago

I fell that Elvish Harbinger are not good in this deck, since you don't need other colors so it's value is low.

PookandPie on Marwyn, the Midwife [[Needs Help]]

2 months ago

A lot of the cards in the deck seem to be leftovers from Multani when Marwyn really wants to be an Elf deck, of which you're not really running enough.

Umbral Mantle + Marwyn makes infinite mana. Spend 0 to equip, tap Marwyn for 1, untap her by paying 2 additional mana from other sources, and then tap her for 3, then pay that 3 to untap her again, and now she taps for 5. You'll net gain X + 2 mana every iteration of this loop.

Staff of Domination is expensive but worth it. Once Marwyn taps for 6 mana (which is as simple as casting some Elves), you can generate infinite mana, draw as many cards as you want, and gain as much life as you like.

For your creatures, you need to run Boreal Druid, Fyndhorn Elves, maybe even Joraga Treespeaker. In the case of the former two, they let you cast Marwyn on turn 2, instead of 3. Your ramp should be aiming to put her down t2, and if it costs 4 or more mana to ramp you should drop it. Animist's Awakening, Cultivate, Grow from the Ashes, Harvest Season, Hour of Promise, Kamahl's Druidic Vow (you have a whopping 3 legendary permanents in this deck), Kodama's Reach, Map the Wastes, and even Splendid Reclamation (unless you're playing against land destruction, otherwise it's an extremely blank card), and Tempt with Discovery. You don't need land cards in your hand anymore; this isn't Multani. Adventurous Impulse can go too. Replace all of these cards with Elves or cards that produce Elves- Imperious Perfect, Elvish Champion, Farhaven Elf, Arbor Elf, Elvish Harbinger, Boreal Druid, Fyndhorn Elves, Elvish Archdruid, Priest of Titania, Elvish Visionary, Fierce Empath, Immaculate Magistrate, Joraga Warcaller, Wirewood Channeler, Nullmage Shepherd, Lys Alana Huntmaster and more, are just some of the cards you could add. The Elf lords are important, but make sure you run every 1 drop Elf that taps for mana (and if you want to go full elfball with it, run Heritage Druid as she enables absurd plays with the right starting hands). Heck, even Dwynen's Elite isn't bad here since it's +2/+2 to Marwyn when they enter play.

Bottom line is: Marwyn wants Elves to enter play in order to grow. If you run few Elves, she won't grow very much.

So, you add more Elves and now Marwyn can tap for boatloads of mana by turns 5-6, so what do you do with that mana? Genesis Wave, Slate of Ancestry, and Ezuri, Renegade Leader make solid mana sinks. Similarly, Yisan, the Wanderer Bard and Skyshroud Poacher give you something to do with your oodles of mana too. You could add more tutors and draw (Chord of Calling is a personal favorite but there are cheaper options).

Instead of Hour of Promise, you could use Sylvan Scrying to find something like Nykthos, Shrine to Nyx, but if you're not going to be running Nykthos then either card is pretty mediocre so I wouldn't bother with it.

Aerial predation is cute, but Beast Within kills whatever and a 3/3 token hardly matters in a format with 40 life.

Ancient Animus is also cute, but it's heavily reliant upon your board position (IE, you already have to be 'winning' in order for Animus to do anything), whereas Song of the Dryads turns someone's Commander into a tree and, unless they have something that lets them sacrifice a land, they can get stuck without their Commander for a whole game. It's one of the best removals in green, truthfully.

Blossoming Defense gives you 2 extra mana out of Marwyn, but you could just cast Elves to get that instead. Heroic Intervention saves your whole board state from board wipes at only 1 mana more, which seems like the stronger inclusion.

All of those buffing equipment cards can probably go, too. Blackblade Reforged/Strata Scythe is adorable, but why use that when Coat of Arms is a thing? On another note, Thousand-Year Elixir would oftentimes let you get as much, if not more, use out of Marwyn and other mana dorks by letting them tap the turn they come into play, not to mention untapping them.

Anyway, I know this is a lot of recommendations but I hope this helped. My wife's been playing Elfball with basically every possible Commander since 2013 so I've learned a lot about it while helping her tune her Elf deck.

geojedi on Dwynen's tribe

3 months ago

A couple of ideas that come to mind immediately are:

Triumph of the Hordes - this is a basic win con in mono-G

Imperious Perfect - token pumper and power ramping creature.

Ezuri, Renegade Leader - Regeneration and Overrun on a stick.

Elvish Harbinger - an inexpensive creature tutor and extra body.

Throne of the God-Pharaoh - with all the tap effects elves have, this is a good way of racking up the damage.

Nissa, Voice of Zendikar - blockers, buffs, and card draw.

Elvish Promenade - Elf Tokens galore.

Immaculate Magistrate - power booster.

Harmonize and Lead the Stampede - Excellent card draw and inexpensive.

Green Sun's Zenith - though fairly pricey, this card is one that finds its way into every green edh deck I have built. It is simply that good.

Mosswort Bridge - Easy to get the ability to pop.

Gleeful Sabotage - take out multiple targets with this.

Genesis Wave - easily capable of hitting double digits for X and gathering a massive field in no time.

Regal Force - Excellent way of refilling your hand, especially if your opponents are running loads of board wipes.

Soul's Majesty - Similar in purpose to Regal Force, but as a noncreature tech.

Shapers' Sanctuary - More card draw.

Heritage Druid - mana dork

Essence Warden - Get life from creatures coming to the field

Gaea's Herald, Dosan the Falling Leaf and Prowling Serpopard - making your creatures less likely to be interacted with before having effects on the field.

Vanquisher's Banner - power boost and card draw.

Primal Command and Evolution Charm - modal cards almost always are value, and these are no exception.

Bellowing Tanglewurm - makes it quite difficult to block unless they are running the same colors.

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