Elvish Mystic

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CMT) 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.

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Elvish Mystic Discussion

jws on Budget Modern Deck

22 hours ago

You might want to try more one mana elves (Elvish Mystic, Arbor Elf etc.) They provide excellent acceleration and any hand with a turn one mana dork can be super explosive. Also Elvish Visionary is generally very good.

Kjartan on b/g elves

3 days ago

ELves are relatively easy to make good.

The key pieces to make an elves deck are Nettle Sentinel and Heritage Druid.

Some other really good options include:

Dwynen's Elite (As a 4-of)

Elvish Visionary (as a 4-0f)

Elvish Mystic/Llanowar Elves (as an 8 of)

Ezuri, Renegade Leader (as a 2-3 of)

Elvish Archdruid (as a 3-4 of)

Chord of Calling (as a 2-4 of)

Collected Company (as a 1-4 of)

Lead the Stampede (as a 0-4 of)

shmamby.tandenbaum on Mono Green Hydra and a Few Wurms

5 days ago

Cool deck idea, Hydras are rad. I have a few thoughts, though.

The first is that I think you've got to fix your curve. You've got the same number of 1-drops as you do 6 and 7-drops. On early turns you're more likely to to have hands full of cards that will be better suited for the late game than early. Redistributing the curve is gonna be really helpful. If you want to keep all the big creatures you've got on your list, at least reduce the count of each of them to a single copy.

Some good early game options are Elvish Mystic, Llanowar Elves, and Sylvan Caryatid. These cards will all help you ramp so you can play bigger creatures earlier. The other thing worth remembering is that with Hydra's their cost listed here is inaccurate. Mistcutter Hydra is a 1-drop, but you'd never cast it for a single forest. Worth considering.

Secondly, I think you've got too many creatures. If you were to take the creature count down to 24, you'll be doing yourself some favors. You can take those 8 cards and replace them with cards that can interact more with your opponents strategy. I'd look for cards that can remove creatures with flying like Whirlwind and creature removal, for green it's going to be spells like Epic Confrontation where one of your bigger creatures can destroy another creature outside of combat.

Hope I've given you some helpful ideas.

darmpark on Yavimaya Resurgence

6 days ago

Randomsome1, "Mana ability" doesn't refer to abilities that require mana to activate. It refers to abilities that produce mana for you. Abilities like what Elvish Mystic has. The exact ruling reads: "A mana ability is an ability that (1) isnt a loyalty ability, (2) doesnt target, and (3) could put mana into a players mana pool when it resolves." However, I have noticed that they technically wouldn't work with Rith since his ability is technically a triggered ability and not an activated one. If you wanted to copy Rith's ability you'd need a Strionic Resonator and not bracers/rings. Those would still work with Rhys the Redeemed, but I doubt it's worth putting in two whole cards that only work with one.

deepon on Mono STOMP

1 week ago

I would sideboard Thrun for Nylea, God of the Hunt as a bomb to play for the same CMC if you are sticking to devotion. Also you might want to consider if you want to be fast and aggressive or ramp up quick to really big stompy. Either way, you'll need mana dorks like Llanowar Elves/Elvish Mystic to get things jump started.

I don't like Groundbreaker since it just takes itself out of the game and can get spot removed easily. There are way better green bombs that get the job done and have staying power.

MagicMat is correct though, you ultimately will need to decide the direction this deck needs to go. If you would like to draw some inspiration for mono green, devotion, stompy deck, take a look at mine. It's only casual because of one card in the deck but I'm willing to make that concession.

https://tappedout.net/mtg-decks/27-04-17-mean-green/

Bulldawg1310 on Ideas for Eldrazi Ramp (Emrakul)

1 week ago

To kill this argument and just answer your question straight up, if youre looking to ramp into 15 mana, youre gonna want to run green and x other colors you want, it wont really matter. Youre gonna nees 4 Arbor Elf, 4 Utopia Sprawl and probably 4 each of Llanowar Elves 4 Elvish Mystics and then splash blue to play Counterspell after counter spell to keep your guys alive until you can hit 15. Once again, i wish you luck. Im interested in hearing about which way you go and your success rate. And remember, if youre having fun, youre doing it right!

Chimera115 on Rashmi, Eternities combo assistant

2 weeks ago

List of things that could be better.

1.) Better Early Ramp Play more of the low cmc mana dorks like Boreal Druid, and Elvish Mystic. Then the noncreature one mana ramp like Utopia Sprawl and Wild Growth. 2 mana dorks like Bloom Tender and Priest of Titania. Also Probably a good idea to only play one of the four mana accelerators like Vizier of the Menagerie, Oracle of Mul Daya, and 3 cmc Courser of Kruphix as the early ramp that the one cmc dork provide is much faster.

2.) Evaluate what impact a card has when played (General rule is 4 cmc or higher should put you at a significant advantage or outright win you the game)Remove the cards that dont provide significant advantage and are just general goodstuff value like Thragtusk, Vedalken Orrery replaced by Teferi, Mage of Zhalfir, Portal Mage, Mnemonic Wall replaced by Jace, Vryn's Prodigy  Flip, Nissa, Steward of Elements probably should probably be another combo piece or some sort of draw/protection.

3.) More and Better Counterspells Use better counterspells than Disallow. Like Counterspell, Remand, Unsubstantiate, Daze, Spell Snare, Swan Song, Muddle the Mixture, Mana Drain, Mental Misstep, Delay, Dispel, Spell Pierce, and Negate. Your counterspell package should really be large so you can play Baral, Chief of Compliance and get more Rashmi, Eternities Crafter Triggers on other players turns while searching for you combo.

4.) Better Lands
Off color fetches like Flooded Strand, or Wooded Foothills are still better than Evolving Wilds. Other cards like Crop Rotation can fetch Gaea's Cradle or Nykthos, Shrine to Nyx or even help fix you mana early on. Along those lines if you still feel you need more fixing Nature's Lore and Skyshroud Claim can grab fetch lands and get untapped lands which is much better. Lands like Simic Growth Chamber, Temple of the False God,and Seat of the Synod should be replaced by lands like City of Brass, Mana Confluence, and Ancient Tomb or other off color fetches to more reliably get you mana base set.

5.) Better Draw and top deck manipulation
In the category of better "draw" or more honestly hand manipulation cards like Frantic Search, Baral, Chief of Compliance, and Jace, Vryn's Prodigy  Flip are great at giving you the ability to toss tech cards like Manglehorn or Reclamation Sage when they are not needed and get better stuff. Now in straight card draw cards like Pull from Tomorrow, Fact or Fiction, and Gitaxian Probe either offer massive draw or knowledge of another opponents hand. You should play Preordain for more draw and top deck manipulation.

6.) Some combos are just better Some of the best most consistent methods of making your opponents not win the game.

a.) Isochron Scepter + Dramatic Reversal infinite mana and untaps let you do stuff like draw your deck with Sensei's Divining Top, Stroke of Genius, Pull from Tomorrow, and Enter the Infinite

b.) Seasons Past + Dramatic Reversal after drawing your deck to generate infinite mana by looping Seasons Past to recurr Dramatic Reversal followed by a draw spell.

c.) Seasons Past + Hurkyl's Recall This one requires more artifact mana rocks and is usually a backup plan to Dramatic Reversal being exiled somehow. Same strategy as the last combo with a set of rocks as follows: Mox Diamond, Simic Signet, Mana Vault, Grim Monolith, Mana Crypt, and Sol Ring.

Start off by tapping or playing any rocks that generate you mana then play Hurkyl's Recall on yourself.

Cast these rocks and generate 3 colorless 2 blue and 1 green mana.

Use Noxious Revival to get back Hurkyl's Recall having 3 colorless 2 blue in pool.

Cast Frantic Search getting Seasons Past and Hurkyl's Recall back and discard two nonland high cmc cards. going to 1 colorless 1 blue. Then use the untap to go to 1 colorless 2 blue 2 green in pool.

Now use Hurkyl's Recall again on yourself going to 1 blue 2 green in pool.

Replay Mana Crypt, Mana Vault, Grim Monolith, and Sol Ring going to 6 colorless 1 blue and 2 green in pool

Then cast Seasons Past back the land Hurkyl's Recall, Frantic Search + discarded cards, and Noxious Revival.

You can repeat this to generate infinite colorless mana and then cast Simic Signet in the loop to generate inifinite colored as well.

Winning the Game with inifinite mana

d.) Seasons Past + Beast Within + Reality Shift - use Beast Within to destroy a permanent then Reality Shift the beast to make them manifest a card. Then use Seasons Past to loop this until all opponents have no decks.

e.) Infinite Mana + Stroke of Genius- Use this plus Noxious Revival + Seasons Past to make all opponents have no cards left in their deck.

f.) Beast Within + Swan Song-Beast Within all of their stuff then bounce it with something like Cyclonic Rift Then start playing permanents that can be destroyed and Beast Withining your own permanent. Loop with Seasons Past to create infinite beasts. This also works with Swan Song by countering your own spells and looping with Seasons Past.

The combo you use depends heavily on what you have available in your deck once you achieve infinite mana. The goal is to have a diverse enough list that not everything you need can be exiled.

Hope this helps out.

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