Creature — Elf Warrior
Elvish Reclaimer gets +2/+2 as long as there are three or more land cards in your graveyard.
, , Sacrifice a land: Search your library for a land card, put it onto the battlefield tapped, then shuffle your library.
Printings View all
|Core Set 2020 (M20)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Elvish Reclaimer Discussion
4 weeks ago
BTW I have no idea if Dark Depths is appropriately powered for modern. But to be honest, I would be shocked if it caused problems. I think it would actually make for some sweet decks, even if they didn't have the most interactive gameplay.
Without Crop Rotation I doubt it could be that problematic. Elvish Reclaimer and Wrenn and Six would be obvious build-arounds. And now that Field of Ruin exists there is plenty of land hate running around that can mess that kind of deck up. Teferi, Time Raveler and Jace, the Mind Sculptor are also very good hosers for the 20/20 token.
4 weeks ago
Kird Ape and Loam Lion are just to small. The goal of Zoo is drop a 3/3 on turn one and start mid-game by turn 2. Nimble Mongoose and Elvish Reclaimer are 1 drops I don't mind drawing later in the game.
4 weeks ago
I like the idea of bit 1 drops but Nimble Mongoose and Elvish Reclaimer are to slow imo. Cards like Kird Ape, Loam Lion or Narnam Renegade. You should also consider Tireless Tracker for more grindy match ups.
1 month ago
Shriekmaw was originally in the deck. It does have some downside from time to time but it was benched for the sake of more land in the deck (38 lands to 43). My reasoning for the cut has been that I'm typically focusing on my own progression and looking to protect what I'm doing versus trying to interact/stop what they're doing (I found I was often choosing between my own ramp/setup vs. removal. Yeah there are cases to be made but on average it was a 2nd choice and I had to make cuts). There are still a couple safety valves (Cyclonic Rift/ Toxic Deluge) and steal effects (Treachery Agent of Treachery) along with some reasonable counter magic and a touch of targeted removal. It wasn't an easy cut though and may change again.
Birthing Pod/Prime Speaker Vannifar are more tutor effects and the deck has a few at the moment along with a reasonable amount of draw effects. As long as I've been playing the deck, it's been consistent at finding it's pieces so I hadn't been worrying about addressing/improving that part of the deck. At some point I might tinker with these types of options though.
Panharmonicon is one I've wanted to include (it's in my maybe pile) especially when I can't keep Yarok on the board but I don't own it so haven't had the chance to try it out. Sire of Stagnation could be another card worth investigating (although I haven't been unhappy with the draw in the deck) but alas it's another card I currently don't own.
Thassa, Deep-Dwelling along with a few other similar effects just seemed a little slow (if I've gotten my triggers, I want to be moving on to the 'next step' versus looking to abuse what I already have). The deck is very lands focused so there's enough triggering going on that way (also why I revamped my land count recently to improve consistency of those triggers/effects)
Dork's are fine and there in some of my other decks but they always feel hit or miss in commander (unless your cedh skewed with your curve). Sometimes you're dork, dork, 0 mana rock, 0 mana rock, and oh look I have 6200000 mana on turn 2! And then there's the Turn 13 top deck of Birds or the targeted/boardwipe removal and now you're mana screwed/way behind. I just tend to favor land ramp as long as I'm in green. Generally harder to interact with the land than it is with dorks/rocks. While the folks at my LGS do play competitively, I'm not often worried about T3-4 kills and as long as I'm playing ahead of the curve on mana (and snowballing) then I'm fine with it. If I have to look at speeding up even further, then these are definitely the places I'll look though!
Titania, Protector of Argoth is as I mentioned in the description. Folks figure out quickly what to disrupt and if they can then single cards like Titania definitely fit the bill for finishing the game. It synergies well with the deck (Elvish Reclaimer, Springbloom Druid, Life from the Loam, Scapeshift, Crop Rotation, Crucible of Worlds, Ramunap Excavator, Splendid Reclamation, Muldrotha, the Gravetide and all the fetches as well as Command Beacon, Nurturing Peatland, Waterlogged Grove and Strip Mine). This along with other cards like Avenger of Zendikar, Dread Presence and Field of the Dead are great synergistic cards that help back up this alternate win condition.
Thanks for the suggestions. I will try some of them out at some point (whenever we finally get back to the table).
1 month ago
1 month ago
Looking good! It's hard to screw up Muldrotha. Just go to value town. Your selection of creatures seems great!
That said, I would include a little more ramp. You are at eightish, which is where one usually wants to be in an EDH deck, but Muldrotha is usually kill-on-sight and 6 CMC. Try to use more things that permanently get a land into the field, which you already have a good amount of, like Cultivate and Kodama's Reach. Also, Wood Elves, Farhaven Elf, and Wayfarer's Bauble can be brought back for value--making them particularly good. Elvish Reclaimer is an interesting choice too.
The one-CMC dorks (Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Boreal Druid, Arbor Elf, Wild Growth (and to a lesser extent Birds of Paradise and Utopia Sprawl) are all extremely good generally for their speed and chumping ability. If they get whacked or boardwiped they can slowly be brought back later. Getting Muldrotha out as soon as possible is very worth it. I don't run many mana dorks in my Muldrotha deck. I would run as few artifact rampers as possible, since you don't have to (as you run Green). Lands are always safest. Commander's Sphere being brought back for the card draw is nice--probably better than the Darksteel Ingot.
Good job on including Evolving Wilds. I would also add Terramorphic Expanse and maybe Myriad Landscape, Warped Landscape, and Blighted Woodland. The Mirage fetches (Bad River, et al) are decent but better with fetchable lands that have two colors--like Sunken Hollow and Watery Grave. Be sure to include Opulent Palace. Exotic Orchard, Grand Coliseum, and Command Tower are worth including too. On a budget, Vivid Marsh, Vivid Creek, and Vivid Grove are all good too. That all said, I still like running a healthy amount of Basic Lands for repeated fetching.
Protecting Muldrotha is important. Kaya's Ghostform is an excellent choice. I would also include a combination of Aspect of Mongoose, Canopy Cover, Alpha Authority, Diplomatic Immunity, Alexi's Cloak, Cloudform, Mystic Veil, Robe of Mirrors, Mirror Shield, Whispersilk Cloak, Neurok Stealthsuit, Mask of Avacyn, and Swiftfoot Boots. Usually the Enchantment Auras are considered weak because they can be two-for-one'd, but Muldrotha can bring them right back!
Personally, I believe every single EDH deck should run at least two boardwipes, and more if you can find the room. Sometimes it's just an emergency. On a budget in Sultai colors I like Crux of Fate and Gaze of Granite the most, followed by In Garruk's Wake (should have the mana!), Deadly Tempest, Decree of Pain, Extinction Event, Hex, Nevinyrral's Disk, Oblivion Stone, Killing Wave, Hythonia the Cruel, Life's Finale, Massacre Girl, Necromantic Selection, and Black Sun's Zenith. Pernicious Deed is great too.
Not everyone likes doing this, but I love running Enchantment-based removal in Muldrotha since it can be reused. Many have strong effects but still aren't worth it since they can be removed but Muldrotha gets rid of that drawback! Things like Corrupted Conscience, Inevitable End, Kasmina's Transmutation, Ichthyomorphosis, Lignify, and Lay Claim. I've actually had good luck with things an innocuous as Universal Solvent.
1 month ago
Hi VexenX. I've been a long-time supporter of your deck, and I'd like to thank you for putting your heart into it and updating it over the years. I own a copy of OM_RATH in real life and I'd like to offer a few suggestions since I've had the chance to playtest it very thoroughly.
Firstly, I think Ancient Tomb is a must-include. There are too many occasions where I've wanted to fish it out with Crop Rotation or Elvish Reclaimer for early game ramp to get Omnath, Locus of Rage in 1 turn earlier. It's not easy to cut a land from your list, but I think Gruul Turf should be the first one to go. While we're on the topic of lands, I love the potential of Command Beacon, but I've found it surprisingly underwhelming in my games. Although it's ability is game-defining in specific match-ups, I've found myself using its ability a very small percentage of the time. Thus, I'm currently running a 7th mountain in it's place because I find myself running low on basics more often than I find myself using Command Beacon's ability. Would you consider the same?
Next, I think you should reconsider fitting World Shaper into the list. There are too many occasions that I wish I had the option to fish it up late game with Natural Order or any other tutor so I could sac it to an outlet for an extra Splendid Reclamation effect for when I inevitably build a healthy number of lands in the graveyard. I would recommend cutting Traverse the Outlands.
While the topic of graveyard synergies is still fresh, I'd also like to recommend replacing Chord of Calling with Finale of Devastation. I get how tutoring in a Craterhoof Behemoth at instant speed is flashy, but there are too many times that tutoring for 1 less mana or having the option to tutor from the grave to get early game ramp engines online is more useful.
Lastly, in case you haven't read the cards in the newly released set Ikoria, Lair of Behemoths, the new Migration Path is a strictly better Explosive Vegetation. It's an auto include, but up to you on whether it should be a replacement or addition.
Glad I finally found the time to put in my two cents as a fellow play-tester. I'd be interested to hear your feedback. Deuces!