Elvish Mystic

Creature — Elf Druid

: Add to your mana pool.

Price & Acquistion

Ebay

Elvish Mystic Discussion

Hexaflexagon on Angels On High

2 days ago

At first, I was like "Who's the Commander?" and then I saw...

You may want to add some mana ramp such as Elvish Mystic, Llanowar Elves, Avacyn's Pilgrim and Solemn Simulacrum

You may also want to consider Kefnet's Monument, Oketra's Monument and Rhonas's Monument as a form of advantages and mana ramp at the same time. Also the Pearl Medallion, Emerald Medallion and Sapphire Medallion for the same purpose.

RedmundR2 on Gruul Zoo

3 days ago

Some cards I would consider over the Plains + Wild Nacatl combo:

Noble Hierarch + Elvish Mystics for the mana ramp + exalted is always nice.

1x of Hazoret the Fervent for the situations where you are in top-deck mode and need consistent and hard to remove damage is a good choice I feel.

Courser of Kruphix is solid for a deck like this, helps you control your draws and gains some life for utility.

Smuggler's Copter for the 3/3 body, with evasion and a looting effect to cycle your deck for damage or utility stuff.

And if you drop the plains stuff and add more basics, you can consider Magus of the Moon.

Catalog9000 on Help me make my R/G ...

4 days ago

Boza, while I personally do see your point about the mana restrictions, your comment of: "it is impossible to have 12 total mana any sooner than turn 5" is not entirely accurate.

I build speed-Gruul decks all the time. Gruul is super easy to pump out massive amounts of mana. BUT - you have to build for it.

We are assuming you have your hand of 7 cards. Works well if you went 2nd, so you have card advantage each of your turns. That draw really helps.


Turn 1: 7 - 8 cards in hand.


Turn 2: You played 2 cards last turn and drew 1 this turn. 6 - 7 cards in hand.

  • T2: Any other land that doesn't enter the battlefield tapped. You'll want to play something like Generator Servant, another 1-drop Dork, if able you can do both but let's not get greedy here. Normally I take a hand with a Servant that can be played T2

Turn 3: You played 2 - 3 more cards and drew 1. 4 - 6 cards in hand.

  • T3: Land. You're Gruul so you need to hit tempo. You now have three lands, and 2 - 3 additional mana at your disposal in creatures. At this point, I usually tap all lands, tap my Dork, sac my GS and play a Savage Ventmaw, swinging for 4 and adding . On T3, with six available mana floating from your Ventmaw, you can pay for either a second Savage Ventmaw, a Mana Reflection, or even work up to a Zendikar Resurgent. You get that 7th mana by either discarding a Simian Spirit Guide.

Another option you have available is to, instead of playing a Ventmaw, you tap out everything you've got for your 6 mana. You float 5 of it and use for an Infernal Plunge and target your Dork. This adds back which pushes you into 7. If you are lucky enough to have a Simian Spirit Guide on top of your Infernal Plunge (Don't count on it) you could theoretically nail a Vorinclex, Voice of Hunger.


Turn 4: There's a lot you could have done last turn. Between playing a land, a Ventmaw / Reflection / Resurgence and giving up an Guide / Plunge, it's hard to really tell where you are at currently. This all becomes situational at this point.

  • T4: This is normally where I begin to play big spells. See the Unwritten, Genesis Wave, Hydra Broodmaster, Dragon Broodmother. You could do all of this on T3, if I'm being honest. You do this by swinging with Ventmaw on T3 and dropping any of these 6-drop spells immediately after. But that aside, you play a 4th land. You'll either have 4 mana from lands and 6 from Ventmaw + Dorks, or you could have 8 mana from lands when you consider it'll be doubled via Enchantments + Dorks. Since Mana Reflection doubles Dork mana, too, that could easily tip you at or above 10 mana T4. So you can see just how easy it is to hit 12+ T5.

If you were lucky and hit a T3 Savage Ventmaw who was hasted by Generator Servant (Happens a lot in my decks with the frequency I play them), you could even dump his six into a Mana Reflection. This means on T4, you have 8 mana from lands, 2 mana from a single Dork, and 12 mana from Ventmaw. That's 22 mana, on T4.

To put that into perspective: That's an X=19 Genesis Wave, a Hydra Broodmaster that you also turn Monsterous for 7 () which gets you 7 7/7 tokens, that's an X=20 Rolling Thunder, an X=21 Crater's Claws which deals 23 Damage from the Ferocious trigger...

Gruul, if designed properly, is the single most powerful ramp color combination in the whole game, in my non-professional opinion (lol)

sephiroth2308 on "I can make... a million of me!"

1 week ago

I used to run Essence Warden and Soul Warden in this deck, actually. I cut them because there were more optimal cards to put into their slots (Elvish Mystic for Essence Warden, and Avacyn's Pilgrim for Soul Warden.) I reasoned that I didn't need more lifegain in the deck, since I already have so many sources of it, and juggling those triggers with everything else became a headache. Adding a more consistent mana base was higher on my priority list.

Deranged Hermit is definitely a good inclusion in this deck! My one hangup about it is the high mana cost and the Echo cost. Dropping 5+5 mana isn't exactly high on my to-do list. It's definitely a good card, but I can't decide where it should curve in.

zenozia on Kruphix - WIP *Help Appreciated*

1 week ago

hi your list is very interesting but I feel it's kinda slow to support a 4.15 cmc

acceleration : Exploration, Skyshroud Claim, Somberwald Sage, Oracle of Mul Daya, Explosive Vegetation, Llanowar Elves, Fyndhorn Elves, Elvish Mystic

creature: Coiling Oracle, Rashmi, Eternities Crafter, Altered Ego, Clever Impersonator, Azusa, Lost but Seeking

sorcery: Green Sun's Zenith, Rishkar's Expertise, Genesis Wave

land: Nykthos, Shrine to Nyx

instant: Mystical Tutor, Brainstorm, Chord of Calling, Mana Drain

artifact: Everflowing Chalice play this I swear. Thran Dynamo, Gilded Lotus, Simic Signet

enchantement: Rhystic Study, Burgeoning, Mystic Remora

I will probably cut some of your win condition and some creature if I were you

Coyotl on Druidic Vengence Mk4**

1 week ago

Hmmm... Druid's Deliverance sounds pretty neat, but I don't know what to take out. After some play testing I find that I can generate tons of mana, but generally prefer to need more forests. I swapped out one Elvish Mystic with Civic Wayfinder for that purpose. I like Gilt-Leaf Archdruid but unsure of how to make it work with the already existent saproling swarm of doom.

Oloro_Magic on Garruk Beast

3 weeks ago

Hey so overall the first impressions haven't been too good, the deck sometimes works and gets off to an explosive start but its draws are always a guess to say the least, mulling into oblivion is a problem I faced repeatedly. There is much too much variation at this juncture in the way the deck feels and plays, in other words we need to streamline this a bit. And to do that one needs decide which route the deck is going to be taken, and personally i feel a mono-green stompy or devotion list would best suit what is already here.

So firstly lets get over what should be removed:

Pretty much everything, I'll save a bit of time by just saying that a lot of the one-of's and two-of's have better alternatives, the only creatures i would keep are Llanowar Elves, Kalonian Tusker, and Obstinate Baloth (and even then Obstinate is better in a sideboard); the most important cut is Krosan Warchief it just isn't modern legal unfortunately. In addition to these creature cuts I would cut all the pump spells as well as Ring of Kalonia, and i know you have built this deck around it but also Primeval Bounty, I never once resolved this card in testing, I never even wanted to.

With all these cuts in mind we have a pretty blank slate to work with: lets start with the mana a deck like this wants 24 lands in my opinion, 4 of those (if financially viable) should be Nykthos, Shrine to Nyx to generate copious amounts of mana, there is also an argument for something like Treetop Village. This leave us 46 slots in the mainboard, the vast majority of which will be creatures:

So here the decision really is yours 2 of these sets should be in the deck, you want 8 accelerators in my opinion, these are the most budget friendly options; note however that if you choose to play Arbor Elf then you also want Utopia Sprawl.

One or the other both may be too much.

In my opinion you want both of these, they provide great curving threats whilst also fueling the devotion gameplan. These are your best threats.

A resilient threat that works well with the devotion plan.

The big payoff, a huge threat that hits the board and makes an immediate impact.

The rest of the creature slots can be devoted to silver bullets so to speak, things like Scavenging Ooze or Reclamation Sage to have some mainboard hate, Courser of Kruphix for more acceleration, Tireless Tracker as just a great card.

As for non-creature spells, a few come to mind as worth it (left entirely to your discretion):

Provides much needed flexibility in combat as you can focus on curving out whilst still being able to pump.

Protection as you will go wide, this is usually a sidebaord card but can see play in the main as a one-of depending on meta.

Our removal of choice, flexible and efficient, great for getting those last points of damage in.

A must if you play Arbor Elf, with that combination of cards it is possible to make 4 mana on turn two.

I personally believe he is good enough to see play, he is flexible enough that i can see him being quite effective.

This would require lowering the curve and removing anything above 3 mana but company is an incredible tempo play in a deck like this, providing some much needed acceleration, however you sacrifice the devotion plan in favor of it, and likely play Eternal Witness to recur company.

In the end the deck is yours so these are all just suggestions, i hope they help, I really see this more as a stompy list in need of a focus, hopefully the above provides some inspiration. If i have completely missed the mark however in what you are trying to do then let me know and I'll adjust. I'd also be more than happy to help with a sideboard.

randomthing on Putting myself out there

3 weeks ago

lol "meta slave" Nillstan, none of your comments actually help Poidem improve his deck (Which is what he was asking for in the first place)

I agree with TheDevicer completely. This deck as it is will definitely not hold up at a shop, and would need some serious improvements to do so. If you insist on playing this, all the comments on your deck provide sound advice. It boils down lowing your curve and finding focus in how you want to win. Value mid-range seems to be what you like to do so get yourself some more powerful, lower CMC creatures to beat your opponent with. Some that come to mind are Ghor-Clan Rampager or Huntmaster of the Fells  Flip. You can also get a some better mana dorks like Llanowar Elves or Elvish Mystic. (Though Birds of Paradise would be best they might be expensive and I don't know your budget.)

Also a note: to be a "meta breaker" you have to KNOW the meta. If your new to modern I highly recommend what TheDevicer said. GOOD LUCK!

Load more