Elvish Visionary

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Battlebond (BBD) Common
Commander Anthology (CM1) Common
Duel Decks: Nissa vs. Ob Nixilis (DDR) Common
Commander 2015 (C15) Common
Magic Origins (ORI) Common
Commander 2014 (C14) Common
Magic 2013 (M13) Common
Duels of the Planeswalkers (DPA) Common
2010 Core Set (M10) Common
Shards of Alara (ALA) Common
Promo Set (000) Common
Promo set for Gatherer (PSG) Common

Combos Browse all

Elvish Visionary

Creature — Elf Shaman

When Elvish Visionary enters the battlefield, draw a card.

Browse Alters

Price & Acquistion Set Price Alerts

BBD

CM1

DDR

Ebay

Recent Decks

Elvish Visionary Discussion

TheBloopKing on Why Every Commander is Competitive

9 hours ago

this is a very well made post. My personal suggestions

Every commander needs at least 8 mana rocks. Mana rocks serve a couple purposes depending on which ones you put in. Either they ramp you up mana like Hedron Archive or Mind Stone or they help you mana fix like Manalith. I run Signets simply because they do both. Also cards such as Ruby Medallion are relevant all around, including removing part of the first commander tax.

Decks should have at least a couple ways to add cards into your hands. You covered most of the blue ones such as Brainstorm

White Draw: Wall of Omens, Alms Collector, Mentor of the Meek, Aura Blast, Puresteel Paladin, and anything with "cycle on it"

Green Draw: Harmonize, Explore, Elvish Visionary, Soul's Majesty, Primordial Sage, Shamanic Revelation

Red Draw: Tormenting Voice, Wild Guess, Faithless Looting, Magmatic Insight, Cathartic Reunion, Wheel of Fate, Reforge the Soul, Expedite, and any of the guys that say "Discard a card, Draw a card"

Black Draw: Phyrexian Arena, Damnable Pact, Grim Haruspex, Sign in Blood, Ambition's Cost, Underworld Connections, Night's Whisper, Read the Bones, Harvester of Souls

Multi-coloured Draw: Abzan Charm, Shaman of the Great Hunt, Fathom Mage, Fevered Visions, Spiteful Visions, Painful Truths, Edric, Spymaster of Trest

Artifact Draw: Skullclamp, Staff of Nin, Mind's Eye, Mask of Memory, Howling Mine, Horn of Greed

I know I missed lots of draw but should give people an idea of what kind of draw you can access in the specific colours.

Icbrgr on Elves: Elvish clancaller

1 day ago

I think I agree shadow63. Mono Green Elves/devotion definitely have a new option to consider for sure but I think the Lord perk is a pretty crowded feild despite being cheaper. Other Lord's give other desirable perks such as forestwalk, token generation or crazy Mana acceleration... Where Elvish Clancaller's Mana ability seems like it wouldn't be used likely.

I honestly think that other 2CMC Elves would be more desirable just for offering more utility or combo potential such as Elvish Visionary, Fauna Shaman or Devoted Druid... Or even deck thinning with Sylvan Ranger.

JoshFox on Golgari Elves

4 days ago

Went 2-2 at the LGS beating Affinity and Mardu, and losing to Grixis and Mardu. Playtested Elvish Clancaller in lieu of Elvish Visionary. I never used the fetch ability, but the lord ability helps with speed, consistency, and beats. Also, playtested Pulse of Murasa in lieu of Collected Company. Worked well a couple of times but overall I missed CoCo.

With 8 lords now in the deck I wonder if Mutavault could work. Not sure you can play with 2 utility lands, though, and Pendelhaven protects Elvish Clancaller and Heritage Druid from k-command and c-brutality.

YaminoNakani on Animar

1 week ago

Biggest issue I see here is a lack of focus and not enough creatures for a creatures only matter deck.

Animar, Soul of Elements wants two main things: Cast creatures and get +1/+1 counters to cast larger creatures. Everything in the deck should be focused on those two goals.

Setting up the deck to achieve this purpose will make it efficient and powerful. All cards should therefore do one of the following:

  1. Ramp up to Animar.

  2. Protect Animar.

  3. Place counters on Animar.

  4. Cast game ending creatures for cheap or free.

  5. Draw cards to allow us to do 1 through 4.

Priority should be given to cards that does something now > does something before your next turn > does something on your next turn > does something eventually.

Because Animar offers a discount based on creatures played, the deck shouldn't be filled with only high cmc game enders, but creatures from low to high cmc, preferably with as little colored mana symbols as possible, to give the deck a natural progression to casting free or cheap high cmc game ending creatures.

Let's split the deck into 3 parts. Pre-Animar setup, Post-Animar setup, Finale.

Note that $: (0 to 0.99), $$: (1.00 to 4.99), $$$: (5.00 to 9.99), $$$$: (10.00 to 19.99), !$!: (20.00+)

Unnecessary on a computer, very helpful on a phone.

This section will be all ramp, and protection to get Animar out quickly and make sure he is secure.

- The land base should be arranged to where there is more emphasis on , then , then since can color fix and can offer protection.

- Exotic Orchard is pretty good and cheap and can usually offer every color in multiplayer, especially if an opponent has a Command Tower out or even a Vivid Grove without even needing charge counters. - Kazoo lands such as Simic Growth Chamber, Izzet Boilerworks, and Gruul Turf are good in casual EDH where there is lack of land destruction and they artifically increase your deck ammount by posing as two lands in one. Though overall you do not want too many tap lands as you'll constantly be a entire turn behind.

- Birds of Paradise creature ramp & color fix. $$$

- Carpet of Flowers could be a dud or amazing ramp with two main phases. $$$

- Shrieking Drake easy continuous counters. $

- Sol Ring Always. $$

- Voyaging Satyr creature ramp & color fix. $

- Zhur-Taa Druid creature ramp & burn. $

- Bloom Tender creature ramp. !$!

- Coiling Oracle ramp or card draw. $

- Cyclonic Rift removal or 1-sided board wipe. $$$$

- Explore ramp and card Draw. $

- Den Protector cast for free with morph and surprise Regrowth. $

- Sakura-Tribe Elder creature ramp and color fix. $$

- Sylvan Caryatid creature ramp and color fix. $$

- Beastcaller Savant creature ramp and color fix. $$

- Kiora's Follower creature ramp or vigilance on a stick. $

- Rattleclaw Mystic creature ramp and color fix. $

- Walking Atlas potentially free creature ramp. $

- Ainok Survivalist cast for free with morph, surprise Naturalize. $

- Dream Stalker Cast a Boomerang for . $

- Elvish Visionary a better, creature version of Aggressive Urge for this deck.

- Stratus Dancer an almost Negate. $

- Willbender basically Redirect. $

- Simic Charm so versatile. $

- Hooded Hydra Normally, not a good card. However in this deck. It can become massive and a dangerous thing to see a Wrath of God. $

- Lightning Greaves Protection and quick haste for a large creature. $$

- Spellskite For those , & removals. $$$

- Ring of Kalonia Ramp every turn and makes Animar a lot more threatening. $

This section will be about setting up our board state to win. All cards from this point onwards will be casted after Animar has been casted.

- Fierce Empath Tutor for something big. $

- Man-o'-War Another Shrieking Drake. $

- Sage of Fables Emergency card draw. $$

- Pestermite Vigilance, chump blocker vs flying or stopping a giant creature. $

- Guided Passage One of the best card draw and pick your poison spells ever. $$

- Pir, Imaginative Rascal A creature hardened scales and specific tutor. $$

- Sylvok Replica A quick Naturalize. $

- Cloudstone Curio An auto include if you can afford it. $$$$

- Temur Ascendancy Makes all your casted creatures threatening and some card draw. $

- Ancestral Statue The best Shrieking Drake for this deck. $

- Phyrexian Metamorph Costs 2 life and can do so much for you. $$$

- Purphoros, God of the Forge Ends the game with one of the Shrieking Drakes. $$$$

- Solemn Simulacrum Free ramp, chump blocker and card draw. $$

- Faerie Artisans It doesn't look like much, this is card can get crazy. $$

- Toothy, Imaginary Friend A growing monstrocity that explodes into cards. $$

- Altered Ego with lots of counters on Animar, Soul of Elements and depending on the board, this card could be a massive threat. $

- Herald of Secret Streams Let Animar, Soul of Elements go nuts. $

- Spike Weaver When you need to buy yourself some time. $$$ - Forgotten Ancient Let your opponents ramp you fast. $

- Silent Arbiter Protection against swarm decks. $$

- Mulldrifter Cheap card draw and flying blocker. $$

- Peregrine Drake Budget Palinchron. $

- Xenagos, God of Revels Game ender. $$

- Vesuvan Shapeshifter On your upkeep, you may pay to clone the biggest and baddest mofo on the field. $

- Zealous Conscripts Your friend just played Darksteel Colossus and you only have left, what do you do? $

- Deepglow Skate Potential huge ramp for just . $$$

- Draining Whelk A different kind of Mana Drain. $$

- Duplicant Free Mind Control. $$

- Soul of the Harvest Huge card draw with a Shrieking Drake. $

- Primordial Sage Huge card draw with a Shrieking Drake. $

- Deadeye Navigator and Peregrine Drake or Great Whale = infinite mana. $$

- Progenitor Mimic Very dangerous to copy one of the heavy hitters in this deck. $$

- Consecrated Sphinx All the card draw. $$$

- Deadwood Treefolk Repeatable creature recusion. $

- Steel Hellkite Situational, but very deadily against token decks. $

- Great Oak Guardian Great, quick surprise block when tapped out. $

- Pathbreaker Ibex Quick, game ender. $$

- Thunderfoot Baloth Setup for getting past defenses. $$

- Scourge of the Throne Depending on the situation, can be deadly. !$!

- Great Whale Another budget Palinchron - Stalking Vengeance Please don't use Wrath of God. $

- Hamletback Goliath Good setup for a game ending creature. $

- Palinchron So expensive, yet so infinite mana. !$!

- Balefire Dragon Destroy all the creatures. $$$$

This section will be about ending the game with giant behemoths.

- Stormtide Leviathan Swing in with impunity. $

- Platinum Emperion Deletes a win condition. $$$$

- Vorinclex, Voice of Hunger Can win the game on its own. $$$$

- Stonehoof Chieftain Win through commander damage. $$$$

- Nullstone Gargoyle Nothing but creatures from here on. $

- Void Winnower Turns the game into an odd match. $$

- Kozilek, Butcher of Truth Card Draw, Mill Protection and Devastating power. !$!

- Jin-Gitaxias, Core Augur Look ma, no hands! $$$

- Darksteel Colossus Not something people want to see cast for 0 or worse, cloned. $$$$

- Ulamog, the Infinite Gyre Vindicate, Mill Protection and Devastating power. !$!

- Blightsteel Colossus Not something people want to see cast for 0 or worse, cloned. !$!

- It That Betrays Now clone it. $$

- Emrakul, the Promised End Take out the combo or sacrifice player easily. $$$$

lagotripha on Who u know here? Help wanted

1 week ago

Ok, so I'm seeing a deck that wants arcane adaptation and descendants path to drop big spells. Fair enough.

I highly reccomend more 1 and 2 drop creatures. Making sure that your t3 Descendants' Path hits something turn 4 is valuable. But how to assess those creatures is important. You want to be sure you have big creatures on top of your deck, and you want to avoid needing arcane adaptation where possible.

To do this, is best to assess a small set of cards you'd be using together rather than a lot of individual cards. Getting a set of cards that work well together is better than a bunch of disparate parts- getting a set which acts as a backup plan to arcane adaptation is even better.

One method to find these sets of cards is to look at what creature type you want to name with Arcane Adaptation and go all in on it.

Naming druid means Treefolk Harbinger and Arbor Elf can cheat in Gilt-Leaf Archdruid, while Arbor elf, Elvish Mystic etc can combo with Utopia Sprawl to just flat cast bigger creatures.

Naming shaman lets you use Eternal Witness Burning-Tree Emissary and Elvish Visionary, or look for Purity with Flamekin Harbinger.

Pretty much every tribe has big game-changing spells and 1 drops that work well. I'd focus on tribes that like stalling/controlling the game (Spellstutter Sprite lists), Protecting their own creatures (spirits/illusions), or already cheat their big stuff in (Preeminent Captain and Incandescent Soulstoke). There are plenty of tribal lists on this site to raid for ideas.

Changeling tribal is a neiche option which I'll mention here- Mothdust Changeling, Shields of Velis Vel etc- there are Haakon, Stromgald Scourge/Basal Sliver/Skeletal Changeling combo lists you can raid for ideas.

The second way is to look for things that can get value out of your big spells.

Unexpected results is super unreliable- I don't like to play it outside of Inverter of Truth builds. Similarly, Elvish Piper is an expensive removal magnet.

Looking at discard/reanimation is one option, with Unburial Rites Lotleth Troll, Zombie Infestation and their more expensive counterparts pointing to a G/B value plan.

Looking at CMC matters is another- Nourishing Shoal, Blast of Genius, Kindle the Carnage, Nahiri's Wrath and so on all offer ways for your big spells to impact the game when you aren't casting them for free.

The final option is other Arcane Adaptation combos, to improve card quality by building in redundancy. Turntimber Ranger and any creature goes infinite if you name ally, Haakon, Stromgald Scourge and Ashes of the Fallen, Myr Turbine and tons of creatures, Quest for Ula's Temple and Inkwell Leviathan is a thing.

The big thing is to pick one plan, and stick to it. Its a lot more difficult to disrupt three spells doing the same thing than three different things. Fix your mana curve with a smooth 'I want this or this t1, this or this t2, and this or this t3' plan, and it'll run smooth.

Good luck, and happy brewing!

multimedia on

2 weeks ago

Hey, with a high 4.27 deck CMC and a low land count of 34 lands consider adding some ramp (land ramp creatures, mana rocks, and dorks)?

Karador cares about creatures, three that stand out who land ramp are Sakura-Tribe Elder, Burnished Hart and Farhaven Elf. Elder and Hart can sac themselves which is good with Karador. Dorks can help to ramp into Karador or other cards and when they die they also help to reduce the CMC of Karador. Consider Llanowar Elves, Avacyn's Pilgrim, Elves of Deep Shadow and Deathrite Shaman?

Signets (Golgari Signet and Selesnya Signet) are great budget two drop mana rocks. Fellwar Stone is another good mana rock and of course Sol Ring which should be in every Commander deck :) Ashnod's Altar is a nice artifact with Karador able to sac creatures to make mana which is good with Karador making ramp to play creatures or him and reducing his CMC at the same time.


Consider more draw? Two very good creatures who draw are Disciple of Bolas and Elvish Visionary. These two creatures draw when they ETB this is good with Karador and a sac outlet (Viscera Seer) because you can keep casting one of them turn after turn from the graveyard drawing cards. Disciple sacs a creature when it ETB putting a creature into the grave and drawing cards is a good strategy with Karador.

Other creatures who have great ETB abilities which you abuse with Karador are Reclamation Sage, Ravenous Chupacabra, Fleshbag Marauder, Karmic Guide and Reveillark.

Good luck with your deck.


enpc on Ramp deck help!

2 weeks ago

Elf ball is probably the way to go. 4x Llanowar Elves, 4x Elvish Mystic, 4x Arbor Elf, 4x Elvish Archdruid, 4x Lead the Stampede, a couple of Ezuri, Renegade Leaders, 4x Elvish Visionary for draw.

And most of those will be in the elves vs inventors precon deck.

SynergyBuild on Animar, Soul of Combos - Turn 3 Win

1 month ago

Animar as a commander nearly negates all colorless costs on all of the creatures, leading Mana Vault/Sol Ring/Mana Crypt and the other such effects to be a waste of a card slot, and the instants, artifacts, sorceries and enchantments can be paid for easily by the dorks and lands. Chrome Mox is already being run, and Mox Diamond is only meh in this build, 30 lands is a bit to little to run Mox Diamond

Panharmonicon is useless for comboes here, and it's value outside of them is negligible, like a second card off of Elvish Visionary

Tooth and Nail is a waste of mana, mana that you won't get a competitive table.

Without Banishing Knack, Mirran Spy is useless, and visa versa is true too. I wouldn't suggest that being run, as it sucks.

Aetherflux Reservoir is a much worse win outlet than either of the other options, Altar of the Brood, Impact Tremors, etc. are all much better in terms of mana, but none of those are good, because they can't be tutored for. Reckless Fireweaver is a much better option, though sadly it doesn't work outside of the Ancestral Statue, otherwise it'd be better than the other options being run.

Crop Rotation is quite powerful, but I don't think it is a second Gaea's Cradle powerful, yes it can tutor, but that means it has a cost, and it is a blowout when it gets countered early on my a Mental Misstep. Things like that are probably why it doesn't deserve a spot.

Palinchron is already run

Load more