Elvish Mystic


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Elves vs. Inventors (DDU) None
Commander Anthology (CM1) Common
Commander 2014 (C14) Common
Magic 2015 (M15) Common
Magic 2014 (M14) Common
Promo Set (000) Common

Combos Browse all

Elvish Mystic

Creature — Elf Druid

: Add to your mana pool.

Latest as Commander

Elvish Mystic Discussion

PookandPie on Animarvelous 2

15 hours ago

Linked here from the Facebook group and as this comment got longer, I figured I'd leave it here for easier parsing than on Facebook itself.

Okay, so taking a look at this, I notice one thing right off the bat: Your deck only has 7 or so ramp spells in it (I may have missed a couple).

Animar turns top decks into fuel if they're creatures, so it's the one time I would recommend not running mana rocks. I mean, you still can, but you should run a decent assortment of dorks that let you land Animar turn 2. You currently only run Birds of Paradise.

Llanowar Elves , Elvish Mystic , Fyndhorn Elves , etc., would be better than your mana rocks. I dropped Sol Ring entirely because it doesn't help Animar "go off" so to speak, since I always need colored, not colorless, mana.

After the 1 drops, you have some good 2 drop acceleration like Sakura-Tribe Elder , Wall of Roots , and so on. I especially like Wall of Roots because it can be used the same turn its cast.

Burnished Hart could easily be removed for one of the above- it takes 6 mana to get 1 land. Sure, you can play it for free, but the activation cost is still an issue. Rishkar, Peema Renegade (2 * +1/+1 counters on Animar for casting her, plus turn another thing into a dork is niiiiiice), etc., would be more beneficial for the mana spent and better utility overall.

Warstorm Surge, Primeval Bounty, etc., aren't necessary. Surge has both Purph and Ballista which outperform it during the combo with Ancestral Statue- 3 payload is a bit much since the deck is predicated on you obtaining 1 card (so you're running 3:1 payloads to combo pieces that let those payloads outright win). Animar just doesn't want to pay full retail cost for that effect when Ballista is free and Purph is R.

Vedalken Orrery is largely a do-nothing card. Casting at instant speed is fun but Animar doesn't have to- something that just outright makes your stuff uncounterable would be a better use of mana than Orrery if playing around counters, and if playing Orrery to be cute... Animar isn't cute. You can combo quick and dirty through things like Dosan the Falling Leaf and Gaea's Herald.

The Swords are oddly placed. 5 mana to get a limited effect isn't great when your Commander lends himself better to enabling sheninagans with Prime Speaker Vannifar , Tishana, Voice of Thunder , Brutalizer Exarch , Generous Patron , Imperial Recruiter , Beast Whisperer (you run Primordial Sage and Soul of the Harvest- Whisperer is a straight upgrade to one of those, but I run all 3), Wall of Blossoms , etc.. Rhystic Study wouldn't be out of place either. Most of the above when combined with Animar and Temur Sabertooth/Cloudstone Curio make a phenomenal draw engine to get you what you need.

So, to summarize everything up:


1x Elixir of Immortality 1x Gruul Signet 1x Izzet Signet 1x Sol Ring 1x Sword of Feast and Famine 1x Sword of Fire and Ice 1x Sword of the Animist 1x Vedalken Orrery 1x Primeval Bounty 1x Warstorm Surge 1x Burnished Hart


1x Llanowar Elves 1x Elvish Mystic 1x Fyndhorn Elves 1x Sakura-Tribe Elder 1x Wall of Roots 1x Rishkar, Peema Renegade 1x Beast Whisperer 1x Imperial Recruiter (or some other tutor, they help) 1x Rhystic Study or some other draw source 1x Vannifar, Tishana, some other draw source.

If you have issues with your spells getting countered, cut something for Gaea's Herald or Dosan the Falling Leaf , or both. You could probably cut 1 land and a fatty like Utvara Hellkite who take way too long to do anything on their own in order to fit these in.

There are a few random improvements that can be made, like changing Plaxcaster Frogling to Spellskite , or swapping Hoard-Smelter for Reclamation Sage , but that can be saved for another time. More ramp and more draw engines will definitely help more than anything else. I even run Trophy Mage to get Cloudstone Curio, but that's a jank play. Spellseeker to get Weird Harvest to get Ancestral Statue and Walking Ballista in the same turn is where it's at lol.

Anyway, this was a long, loooong comment, but I hope it helps you out, man.

enpc on Sisay's Hombres - No Paradox Combos

2 days ago

Your curve seems really heavy and you don't have much low end ramp. This is especially important with hatebears as you want to start locking out opponents as quickly as possible. You have green in the deck, but you're not taking advantage of dorks or land fetch, which seems dumb since you have Gaea's Cradle in the list. Llanowar Elves , Elvish Mystic , Avacyn's Pilgrim , Birds of Paradise (in your maybeboard already), Voyaging Satyr , Nature's Lore , Three Visits and Crop Rotation would all do work here. Weathered Wayfarer on the other hand is bad here - it's not ramp and Sisay can get anything good that it can. The other thing is that most of your ramp is coming from artifacts but then you're running Kataki, War's Wage . Mox Amber is also bad here - it doesn't ramp into Sisay by itself (i.e. you need a legendary and you don't have many cheap ones), so any one or two mana ramp card would be better.

Doubling Season seems like a waste of slot here. It helps a bit with token production, but I'm guessing the main reason you run it is so you can ult planeswalkers quickly, but you already have Kamahl for this (who is better). And again, increasing your dork density both givs you beaters and more mana to sink into him.

Bear Umbra is a combo piece - you're not winning the game with it here so more low end ramp is MUCH better. I also personally think that Heroes' Podium is too expensive for what it does, but I know htat a lot of Sisay decks get defensive about this card.

dingusdingo on [[Primer v0.5]]-Omnath, the Angry Wet Jelly Bean!

3 days ago


Cut Krosan Grip Zendikar's Roil Maelstrom Wanderer Sunbird's Invocation Blasphemous Act for sure.

Add in Nature's Claim Rhystic Study Mystic Remora Worldly Tutor Natural Order

Everything else that is 4+ CMC you should highly consider cutting too. Your average CMC is extremely high at 4.16. Even with land tutor density and high land count, you're going to spend turns 1-4 doing absolutely nothing to advance your game plan. You should consider that not all elementals have the same usefulness for generating a win, so you need to up tutor density and draw effects to smooth out your games. You should also really consider a counterspell package since you have blue.

Myriad Landscape is a nice idea but slow. Cut. I don't like any of your ETB tapped lands, they cost you turns and don't generate enough advantage for it to be worthwhile. I'm not wild about the ravnica bouncelands either, but they can combo with the commander for card advantage, so I think they're worthwhile enough.

I'm not a fan of Bane of Progress or Avatar of Growth . You should run cheaper, guaranteed effects that do those things in those slots. Bane resets its own counters if you blink it, and Avatar helps your opponents as well, neither of them is a fantastic beater.

Greenwarden of Murasa has a nice effect, but you should slot Eternal Witness instead. 3 CMC cheaper so its easier to combo with repeatedly. Greenwarden is tribal and can beat, but anytime you blink it, it can't attack, and its 6 CMC for a recursion effect.

Tyrant of Discord is another similarly flashy card at too high a price. 7 CMC for an unreliable wipe is just not worthwhile. You need your boardwipes to be castable when you're in a crisis situation, not a cherry on top of strong board advantage for a win. Cut.

You run a very high density of creature copys. Spark Double is great because you can copy the commander and get extra draws and counters. Not a fan of Clever Impersonator or Progenitor Mimic . I would much rather see extra creature tutors in those slots to create a strong board state, these copies currently feel like "win more" creatures.

You should consider some more 2 CMC spell ramp to help curve into a turn 3 commander. Nature's Lore and Three Visits are both great includes, there's also Rampant Growth for budget.

Not a fan of Blasphemous Act either. Run Pyroclasm or similar instead. Easier to cast as spot removal, and 2 damage is enough to take out the majority of threats or creature based ramp/draw that land on turns 1-4. It also doesn't wipe your own board when its cast later. Similarly, Decimate is slow to cast (4CMC sorcery) and can potentially backfire (you MUST choose a target for each, so you may have to choose one of your own). Replace with Naturalize or something similar.

There are certainly some other cards I'd like to see in this build too. Exploration Ghostly Flicker Displace Waterlogged Grove Fiery Islet Lotus Cobra and some counterspells. Also consider adding in some 1 drop mana producers even if they are outside tribal, Llanowar Elves Elvish Mystic Fyndhorn Elves Birds of Paradise Wild Growth Utopia Sprawl

Victor97 on Elfvalanche

3 days ago

Really nice list! My suggestion is to include Llanowar Elves , Elvish Mystic or Fyndhorn Elves . The three of them, if possible haha It really makes a difference to drop a mana generator in turn 1 ;)

multimedia on Help with Meren plz

1 week ago

Hey, saw your forum topic asking for help. enigmadox gave you great advice; I'll expand on it some.

Include budget creatures who can sac themselves because these creatures can give you experience counters without needing a sac outlet which is another card. Needing both a creature and a sac outlet to sac that creature is more difficult to get then just needing a creature. Sac outlets are also good and you should include them, but they're not as important in my opinion as creatures who can sac themselves.

Four drop Meren can benefit from early game ramp to be able to possibly play her turn three. Budget mana dorks can be ramp in the early game or sac fodder in the mid/later game to get experience counters.

Budget lands to consider adding:

Other budget cards to consider adding:

If you like some of these suggestions I offer advice on cuts to make. Good luck with your deck.

Tzefick on New Alara

1 week ago


Thank you for taking the time to review my suggestions.

Allow me to riposte on some of your criticism.

Caretaker: Well the general idea is to provide you with enough of a bonus that losing tempo (you don't lose card advantage, as your resource is not depleted) is worth it in the long run. You say you may need a blocker down, but that Caretaker might have just given you 6 life or created some tokens or cheapened your big fattie. The benefit has to be better than what a Elvish Mystic might bring to the field.

I guess to better get my point across we should try with an example:

Mana Caretaker

Creature - Elf

Caretaker (Whenever you cast a creature spell with power or converted mana cost 5 or higher, you may return Mana Caretaker to your hand.)

When you caretake for a creature spell, reduce that spell's mana cost by .


I realize that the Caretaker mechanic might actually need to be worded as an additional cost, like Kicker to function. Anyway, the Caretaker makes casting a big creature much easier and could very well allow you to play something else as a small blocker beside the large creature.

Like I said the Caretaker and Gargantuan kinda goes hand-in-hand. The Gargantuan might not be an exact keyword mechanic but the theme would be there, and just to ease reference I called it Gargantuan.

And it seems like you got the Gargantuan theme a bit backwards. Yes it is still based on big creatures but the effect triggers on playing small creatures. So to utilize both Caretaker and Gargantuan, you want a mix of large and small creatures, symbolizing how the humanoid populace of Naya revere the Gargantuans and that the Gargantuans like being pampered for. Also the Gargantuan effects are way easier to apply broadly through the Magic collection and Caretaker has potential to also work outside the block.

Beast tribal: Well... not much to say really...

I just find it difficult to figure what mechanic or interaction that should be fitting a plane with lush mana, dense jungle, food aplenty, humanoid populace and huge beasts.

Naya's core color is green which is typically that of growth, life, beasts, nature. It cannot be anything tricky, as that is more blue's tendencies. It cannot be reckless and self-harming as that is black. It cannot be truly savage, as Naya pulls from white's color pie of a more orderly and structured hierarchy - the beasts are not forces to be directly controlled but neither are they bloodthirsty critters like those on Grixis or Jund. Nayan beasts don't exactly lust for battle but they do hunt and rampage (the latter sometimes because they are so big and simply chasing or fleeing causes massive damage to the landscape).

I figured that maybe what Naya needed was not to shoehorn a mechanic on it and instead focus on a theme, here the idea fell on Beast tribal as all the large creatures from Naya are mostly exclusively beasts.

Soulbond: I'm not sure what the flavor of soulbond is here? Also I think I may have misunderstood what you intend to do with it. Is Soulbond going to be featured on Naya or Esper? You mentioned you will pick out Metalcraft. That may just be that there cannot be three or more returning mechanics and only introducing two new.

In Avacyn Restored the idea of Soulbond was because Innistrad as a whole had a lot of spiritual, faith and otherworldly vibes to it. Avacyn Restored also cemented that the "good" forces had to trust and rely on each other to beat back the storming darkness of Dark Ascension. It was only non-black colors that got Soulbond. Green has the most at 7 cards with Soulbond, strangely enough blue ranks second with 6 and red and white at 3.

What is the flavor here? The humanoid populace binds themselves to the massive creatures? So far they have revered them, so going to soulbonding seems like they have leveled themselves with the beasts? Also it kinda stands in contrast that the beasts were before regarded as unruly or unpredictable. Not in a sinister or menacing way but rather that you don't go for cuddles with the lions on the Savannah. Soulbond seems to me more like a Bant mechanic than Naya, but you may yet convince me.

For a second I thought of a mount-rider relationship with a beast and a rider/beastmaster. So instead of the massive creatures the populace had joined forces with the lesser of the large creatures and using them as mounts to better hunt or wage war. Basically have it read the same as Soulbond but be interlocked between a rider and a mount. Although this makes the mechanic very narrow and somewhat goes into the Bant territory again with knights - although this is more a wild pairing and not a solidified mount-rider status like a knight creature. I don't think it's a good or expansive mechanic.

However I think I'll need to see some further explanation and examples to understand what you want to do with this mechanic.

Btw formatting tip: 3x dash makes a complete separation line.

Sarios254 on BEARS!

1 week ago

It`s a nice deck, but I would put Cavern of Souls , Collected Company out. They are not really casual viable in my oppinion. Collected Company . I know they are good and fit perfectly, but my playgroup would leave the table when I play this in a "casual" game. but somthing like Llanowar Elves or Elvish Mystic in the deck if you need more creature´s, but the cards are to powerful to play them casuly.

And I would exclude Life from the Loam , it doesn`t do anything in this kind of a deck.

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Elvish Mystic occurrence in decks from the last year


All decks: 0.2%

Green: 4.29%

Golgari: 2.79%

Commander / EDH:

All decks: 0.13%

Green: 1.23%

Golgari: 0.39%

GW (Selesnya): 0.97%

RG (Gruul): 1.29%

GU (Simic): 1.02%