|Commander / EDH||Legal|
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|Core Set 2019 (M19)||Common|
|FNM Promos (FNM)||None|
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Creature — Elf Druid
When Elvish Rejuvenator enters the battlefield, look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order.
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Elvish Rejuvenator Discussion
5 days ago
Creatures: (Maybe do an elves sub-theme? they seem really good for your deck) Beast Whisperer, Book Devourer, District Guide, Acidic Slime, Reclamation Sage, Llanowar Elves, Elvish Mystic, Scavenging Ooze, Arbor Elf, Inferno Titan, Hornet Queen, Genesis Hydra, Elvish Rejuvenator, Satyr Wayfinder, Primordial Sage, Garruk's Horde, Nullmage Shepherd, Protean Hulk, Dryad Greenseeker
Enchantment Sarkhan's Unsealing
Primeval Titan is banned
2 weeks ago
Hey, consider midrange instead of aggro if you want to utilize the graveyard with Golgari? I suggest midrange instead of aggro to build around four cards with synergy: Find / Finality, Golgari Findbroker, The Eldest Reborn, Ravenous Chupacabra (in control matchups swap out for Plaguecrafter). I think if you want to play aggro with Golgari than play Green Stompy splashing black: Llanowar, Collector, Thorn, Harpooner, Champion, Ferox and Ghalta.
The midrange graveyard Golgari engines are Find/Findbroker and Findbroker/Reborn. These engines can get back creatures(s) or with Findbroker any permanent. Find can recur Findbroker. Reborn can reanimate Findbroker which then lets you recur Reborn. Findbroker can recur Reborn. Ravenous in this case becomes a very powerful creature removal spell because it's a creature, you can keep recurring it. Like Ravenous you can use other utility creatures and keep recurring them: Plaguecrafter, Thrashing Brontodon/Reclamation Sage, Plague Mare, District Guide/Elvish Rejuvenator, Deathgorge Scavenger, Burglar Rat, Izoni, Thousand-Eyed, etc. Most of these can be in the sideboard and the recursion makes these very good sideboard creatures. The same can be said for good permanents that Findbroker can recur: Arguel's Blood Fast Flip, Vraska, Relic Seeker, Field of Ruin (also good with Glowspore).
Using cards that you're already playing here: Branchwalker, Jadelight, Glowspore and Vraska to put creatures and permanents into your graveyard and then use Find/Findbroker/Isareth/Reborn to get them back. Doom Whisperer or Underrealm Lich can be the finisher who can also put cards into your graveyard or who can be recurred with Find/Findbroker/Reborn. Whisperer is better than Lich, but much more expensive price if that matters.
Here's an example:
- 4x Glowspore
- 3x Branchwalker
- 4x Jadelight
- 3x Guide or Rejuvenator
- 2x Isareth
- 4x Ravenous
- 3x Findbroker
- 2x Whisperer or Lich
- 1x Izoni
- 2x Vraska Queen
- 4x Find
- 3x Trophy
Good luck with your deck.
2 weeks ago
the reason why I use Elvish Rejuvenator is you can reanimate the card and bring it back as a chump blocker or fodder for Vraska. Otherwise I would to speed up the deck.
3 weeks ago
While I understand your concern with the removal of one of our major players, Beast Whisperer, I think you misunderstand. I don't generally intend to drop it unless I can maximize its' triggers the turn I drop it. The deck likes to empty its' hand on a single turn with all of the mana, and that allows me to get triggers generally before it is removed.
Elfhame Druid is actually the third worst elf I run, with Pelt Collector and Elvish Rejuvenator beneath it. Really, I like the idea of running the large threats from Ghalta, Primal Hunger to Impervious Greatwurm to Impervious Greatwurm, but it simply isn't useful enough in the deck game 1. Most of the deck that are showing promise post rotation, while yes losing to a giant fatty over time, lose much of their instant-speed interaction required to stop the version I am currently running. Without Fatal Push and Abrade in the format, people will have to run Cast Down, Seal Away, and Murder, which simply are not extremely efficient against out deck, without the speed and resilience that the other removal had.
Additionally, I have yet to see a real aggro deck put up a fight against this deck, so it has that going for it, where if I was to run more fatties, I would be open to a go-wide strategy, that the current version is well-matched against.
With Militia Bugler, I simply don't want to splash any colors, because consistently trying to get white on three generally requires more than the four of Temple Garden, and that is all I would consider running, because Steel Leaf Champion is such a major part of the list. The Bugler will see play is the 3rd deck I build with Beast Whisperer in standard, the second a . The Bugler list will be a value-town deck, built with Bugler and Whisperer as major parts of its plan.
3 weeks ago
Then, why don't you add Chromatic Sphere and Chromatic Star? It gives you green mana and also lets you draw a card. A cheap alternative could be Prophetic Prism. To make space for theese cards I'd cut Elvish Mystic, Elvish Rejuvenator and Llanowar Elves
1 month ago
Brewing with Elves for Guilds of Ravnica Standard has been amazing fun because Elves have so many options right now (and more are still to be revealed). More than any other time I can remember there's been this many playable Elf options in Standard :) Elves are in both Golgari and Selesyna guilds and each guild brings something different to the tribe. So many possibilities; why not combine them? This weekend I've done just that and as a result this deck has changed, it's now Abzan.
White for Emmara, Soul of the Accord and Trostani Discordant and black for Assassin's Trophy and Swarm Guildmage. Having access to both black and white for the sideboard will open up a lot of versatile options; some are Knight of Autumn, Shalai, Voice of Plenty, Midnight Reaper and Duress. Emmara and Trostani add a new Solider token theme with Elves. New Trostani is pretty powerful for a five drop with Elves because she can give them all +1/+1 as well as make tokens who have lifelink. She's great at stabilizing against aggro as well as making my army of Elves and tokens safe from Goblin Chainwhirler's ETB ability.
Shes another anthem effect for the tribe to go along with Elvish Clancaller. Against control she puts out 5 power, 8 toughness over three bodies, good recovery from a board wipe. Trostani is great with ramp with Elves following a Trostani after a Steel Leaf Champion is a power play. Currently I'm playing 2x Trostani main deck, but I could see playing a third copy since she's another anthem effect for Elves.
A three color manabase is tricky and it's the main thing I worked on this weekend; can't play three colors if the manabase is shitty. I came to conclusion that Abzan could work with Steel Leaf Champion and Assassin's Trophy because of Overgrown Tomb, Temple Garden and by adding two cards District Guide and Song of Freyalise. Both these cards can help to fix colors of mana.
Guide is an underrated card. I tested Elvish Rejuvenator instead of Guide, but came to the conclusion that Guide is better even though if I reveal a land with Rejuvenator I can put it onto the battlefield tapped (including a dual land). Guild only puts the basic land I tutor for into my hand, but the difference is Guide can as long as I have a basic land in my library tutor for a land. Rejuvenator can miss in the top five of my library. With 30 creatures I was finding this was happening and Rejuvenator is a terrible card if he doesn't get me a land.
The 1 toughness vs 2 toughness is another factor since I'm relying on Elvish Clancaller as the tribal lord (reason to play Elves) or Trostani as anthem effects. A 3/3 Guide is much better than a 2/2 Rejuvenator with one of these anthems. 2/2 Guide survives Chainwhirler's ETB, 1/1 Rejuvenator doesn't.
I've been waiting for a reason to play Song of Freyalise with Elves and Emmara, Soul of the Accord is now the reason. Emmara and the tokens she can create have amazing interaction with Song. With Song Emmara can be ramp of any color as well as create more fuel for even more ramp the next turn. This interaction creates more creatures for more ramp, more color fixing, but these creatures are also making Song much better for it's chapter three ability which can be a win condition now.
Another reason I added Song is to make Beast Whisperer better. Using Elves as ramp instead of attacking to play even more Elves and draw cards. This is doing things that are good with Song it's adding more creatures to the battlefield who can be more ramp the next turn and it's creating a bigger army to smash my opponent with chapter three of Song.
I don't want to be attacking with Whisperer unless I know for sure it's safe. He's much better to have alive on the battlefield then attacking and doing some damage. With Song I can use Whisperer as ramp to help to play Elves which in turn is making Whisperer double useful (draw and ramp). Whisperer's draw allows me to trim the numbers of cards making it easier to build a clear core (4x Llanowar, 4x Thorn, 4x Clancaller, 4x Champion, 4x Trophy) while also having enough draw power to help to draw supporting cards.
I'm playing both Swarm Guildmage and Conclave Guildmage. It's amazing that both the Golgari and Selesyna Guildmages are Elves; these guys provide a lot of utility for the tribe. I'm been very impressed with Swarm, much less so with Conclave. Swarm in combination with Song's chapter three ability can wreck my opponent. Song gives all my creatures vigilance, I can attack with all of them including Swarm and then with five mana I can tap Swarm and give all my creatures a pump and menace. Song gives vigilance, trample and indestructible to my creatures until EOT and Swarm gives them menace EOT making my army pretty much unstoppable for the turn potentially winning the game.
Conclave is a lone 1 of because it's abilities while good are less needed and as impactful as Swarm. Giving Steel Leaf Champion or 6/7 Thorn Lieutenant trample are good reasons to play Conclave, but these are too situational scenarios. Emmara is the same exact casting cost as Conclave and she's a much more integral part of this deck's new strategy.
Assassin's Trophy is a card that's worth playing and heavily testing a three color manabase to play it. This card is powerful that theoretically I don't need to play any other removal because it can destroy anything including a damn land. Giving my opponent a basic land that they can put into play untapped does have it's disadvantages though when against aggro especially red with burn spells. As a result Trophy is a not good removal spell for the early the game, it's a mid and late game removal spell when lands matter much less to my opponent. I'm playing 4x Trophy main deck right now, but if aggro is dominate in Standard then I could see cutting some for other removal early game removal like Seal Away or Cast Down.
1 month ago
I'm going to add the following cards:
- Gallant Cavalry
- Nature's Lore
- Young Wolf
- Supply-Line Cranes
- Sultai Emissary
- Hired Blade
- Viashino Pyromancer
- Viashino Pyromancer
- Goblin Instigator
- Elvish Rejuvenator
- Plagued Rusalka
- Carrion Feeder
- Sinuous Vermin
- Phyrexian Ghoul
- Bloodflow Connoisseur
- Driver of the Dead
- Azra Bladeseeker
- Brindle Shoat
- Jungle Wayfinder
- Nissa's Pilgrimage
- Coiling Oracle
- Peace Strider
- Pierce Strider