|Commander / EDH||Legal|
Printings View all
|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
Creature — Elf Shaman
When Elvish Visionary enters the battlefield, draw a card.
Elvish Visionary Discussion
1 week ago
PlatinumOne i've got a mono green elves. My deck list is this: creatures:
Lands: 20x Forest
I know it's a budget list but i'm basically new to magic...
1 week ago
Elves loses a lot of explosiveness without the 1 cmc mana dorks; you really need to play them. Not only do they let you cast your bigger threats earlier, but they also let you flood the board with creatures faster, which works well with your payoffs ( Shaman of the Pack , Poison-Tip Archer , and Dwynen, Gilt-Leaf Daen benefit from large boards, Lys Alana Huntmaster benefits from having lots of mana to cast creatures).
Llanowar Elves , Elvish Mystic , and Elves of Deep Shadow (to help out the black splash) are all inexpensive. I'd cut a mixture of Eyeblight's Ending , Prowess of the Fair , and Gilt-Leaf Ambush to make room for at least 10 of those cards. You can even cut 2 or 3 lands if you have 12 or so mana dorks--competitive Elves decks play 18 lands and still make enough mana to cast their entire hand by turn 3. I'd also recommend you play Elvish Visionary ; like Silvergill Adept in Merfolk, it's one of the cards that keeps the fuel pumping and is just really good in general.
1 week ago
@ i_tappedwrong: Agreed - I have been using that. Naturally, this is a budget deck - I have sort of exhausted the fitting cards in my collection that would have appeared on EDHREC. My budget for adds is generally capped at $3. I am very much aware of the $20+ cards that would improve the deck, those are definitely out of budget.
I would like to know what directions to take the list in general. I obviously have a token strategy with lots of death triggers to capitalize on and lots of removal.
I would like to get opinions on the amount of removal, draw and ramp in the deck. I have attempted to go full ham on green ramp. I think that there are also good draw and cycle cards available. My intuition is that I am being too heavy on removal.
If the deck is functioning, I should be getting favorable trades from tokens and ideally each token death is netting me a card and costing all opponents a permanent. But my very limited testing shows that this is going to take lots of time to setup (read: too slow).
I would like suggestions to ensure that I can make impactful early plays for the board that aren't going to empty my hand before I have time to get some things going.
Elvish Visionary for example seems to work well because she cantrips, and is a great pawn for death triggers. I would love to hear thoughts on the mix of ramp/draw/removal.
For removal, since ideally I would be favorably trading away tokens at a good clip, I want to ensure that my removal is either fast and broad based ( Assassin's Trophy hitting all perm. types), 2+ for 1, or removal plus utility like price of fame. Suggestions welcome.
There's a secondary graveyard utility theme going on to a small degree. I am not sure to what extent I should push this or pare it back. I like to maximize my resources and with green it seems foolish not to get some graveyard utility, but i don't want to lean on it too much. I had considered Deadbridge Chant , but that seems way way to slow to ever be playable.
In my meta I am up against 75% animars, jhoira weatherlight cpt. and krenkos. Also, tasigur, and Gaddock Teeg.
1 week ago
Ymmv is "your mileage may vary"
Sounds like the pod is kinda 75%-y if he's banking on mld... but I'd like to see it, as I imagine a staxy divergent build would be cool in Windgrace. Abusing Defense of the Heart into kiki-conscripts / into a hulk based win seems simple with a good value engine in the cz.
Yeva isn't just an orrery in the cz. Yeva represents the same threat that 2 untapped islands shows, while acting as a form of "protection" for your combo, as you don't have to decide whether you're going to play interactive or try to combo in your turn as it's then available across all turns! That's like... a huge buff! For this reason I feel Yeva is stronger than Yisan, as Yisan is in front of your opponents and your steps to winning are broadcast - despite any protection you may have.
I'll have to test out Shaman in Yisan, as a win con at 3 verses seems strong. Below are some questions and suggestions I have from reviewing your creature base.
Pros: patron can be used time & again with Wirewood Symbiote to generate the CA you need to win - that's pretty nuts; Cons: patron requires your opponents to be using creatures.
patron can find you a win condition by being flickered via cloudstone curio repeatedly until you draw a win; furthermore he can be used to flicker & buff your board until you are able to swing for lethal - win con, divination and half of an engine.
Cool things: repeated uses can turn off a tymna/edric deck by buffing everybody's creatures to stop the advances. If opponents are mostly creatureless (ie: divergent / storm), then this card is dead. This could be fixed by using Forbidden Orchard with excess land untaps...
TKS is a win con - by bouncing & replaying he can exile all relevant cards from their hands as they come in & force opponents to deck.
Cons: Requires 1 waste (from a colourless rock/boreal druid/1 of very few lands that help with this) Can't be flashed from yeva (big oof)
does nothing on it's own.
doesn't win the game.
On combo turns this removes the need for haste enablers with PE
cons: Not always online. Does nothing on it's own. Not a fantastic engine on it's own - but a semi-efficient elf at 1 mana.
2 weeks ago
Inkmoth: Happy to help! I added you on discord (username AcademyHeadmaster), but I'm not super well-versed with the platform so let me know if you don't get my message. In terms of the deck, I've got some more ideas to fix the card flow problem. Upon further consideration I don't think my previous suggestion of Guardian Project will cut it (too slow, not a creature for yeva, and you already played a lot of creatures by the time you drop the enchantment anyway). Multani's Acolyte might be enough as a second, albeit worse, Elvish Visionary . I wouldn't mind increasing the number of elves for the mana producers who rely on it and I found that Generous Patron type effects really overperform. As you said in the primer, it's an early body that replaces itself and can later be important as an elf for mana producers or for Growing Rites of Itlimoc Flip. Similarly, how much would it hurt to run Viridian Zealot over Caustic Caterpillar . I think the elf synergies justify the one extra cmc in this budget build. Sometimes you just need one more elf for Priest of Titania type effects to go infinite and in that case I wouldn't mind just running out Viridian Zealot . Finally, I've found that Cryptolith Rite has underperformed. Too many of your cards already produce mana and you don't want to be running out cards like Reclamation Sage just to tap because you have a rite out. Maybe Joraga Treespeaker as another mana elf? I'm going to try these changes for now and I'll get back to you on their performance
3 weeks ago
PlatinumOne. I'm aware of how elves existed before Collected Company . I got into the archetype right before that card was revealed. The deck I knew of was a combo deck based off of Cloudstone Curio with the Heritage Druid combo and Elvish Visionary . I like the B/G version a lot better.
3 weeks ago
Legion564 During the loop to create abundant G mana ( Riftsweeper + Necromancy + Elvish Visionary + Culling the Weak ) it's shown that you can create abundant reanimations of Riftsweeper . By casting Beast Within on your own Necromancy you can generate 3/3 beasts to your heart's content.
Jaecen on Animar Sec
1 month ago
I've categorized the cards in your deck here: https://deckstats.net/decks/50753/1215572-animar
The following analysis is based on that categorization. Several cards are in more than one category, so I've categorized them based on their primary or common case. E.g. Ancient Animus is both "Removal" and "+1/+1 Counter Interaction", but you're going to cast it to kill something -- the +1/+1 counter is a nice bonus.
There's no explicit or stated goals of the deck, so I can't evaluate the cards against that. If you have a goal, let me know.
The core effect of Animar is to play creatures, which grows Animar. As Animar grows, he helps you play more (and more expensive) creatures. Some notable limitations:
- Animar only decreases colorless costs
- Animar only cares about creatures
- Animar only cares about casting creatures
Animar is cheap to cast and protects himself from most removal (due to his protection from Black and White). Because of this, we can assume that we will get him out early and keep him out long enough for him to provide benefit. We'll build the deck assuming Animar is on the battlefield at all times.
Since Animar reduces the colorless component of creature costs, we'll get the biggest benefit from colorless creatures. As with any unlimited cost reduction effect, we should look for ways to break the free case. The obvious one here is to bounce and recast colorless creatures for free.
Since we're playing all of these (hopefully free) creatures, Animar will grow quickly. Giving Animar good evasion will give us to win on commander damage quickly.
To best abuse Animar, we want:
- Many creatures across a range of mid to high colorless costs
- As many of those creatures in our hand as possible
- An many +1/+1 counters on Animar as soon as possible
- A means to make Animar unblockable
The easiest way to break Animar is to create an engine that casts colorless creatures and bounces them to your hand as many times as possible during a turn. We'll want ETB/LTB effects on those creatures and cards that care about creatures entering and leaving the battlefield. Additionally, we'll want cards that care about +1/+1 counters on a creature.
Favor creatures over non-creatures, as you get a discount on creatures. Try to keep colored costs to a minimum - avoid double or more colors in a cost.
Abusable Colorless Creatures:
- Myr Battlesphere creates four Myr tokens
- Precursor Golem creates two 3/3 tokens
- Artisan of Kozilek reanimates a creature
- Duplicant exiles a creature
- Anodet Lurker and Peace Strider gain three life
- Electrostatic Pummeler and Multiform Wonder give three engergy
- Reservoir Walker gains three life and gives three enery
- Grim Poppet gives three -1/-1 counters to put on something
- Meteor Golem destroys something
- Mirror Golem exiles a card from a graveyard
- Pierce Strider drains three life from an opponent
- Skyscanner draws a card
- Mindless Automaton draws a card via a +1/+1 counter interaction
- Solemn Simulacrum tutors a basic land into play
- Thought-Knot Seer can effectively mill and oppenent with ETB and LTB triggers
- Triskelion deals damage via a +1/+1 counter interaction
- Workhorse grants colorless mana via a +1/+1 counter interaction
- Oblivion Sower steals lands from your opponents deck
- Panharmonicon !!!
- Cream of the Crop
- Decoction Module
- Impact Tremors
- Leyline of Vitality
- Hardened Scales
- Simic Ascendancy
- Path of Discovery
- Warstorm Surge
- Wild Pair
- Herald of Secret Streams
- Thassa, God of the Sea
- Whispersilk Cloak
- Protective Bubble
- Aqueous Form
- Keeper of Keys
- Key to the City
- Passwall Adept
- Rogue's Passage
- Aether Tunnel
- Cloak of Mists
- Suspicious Bookcase
- Marchesa's Smuggler
- Tricks of the Trade
We'll want to get as many creatures down as quickly as we can. Card draw and other card advantage effects are valuable.
- Vizier of the Menagerie
- Sunbird's Invocation
- Stolen Strategy
- Rashmi, Eternities Crafter
- Garruk's Horde
- Descendants' Path
- Elvish Visionary
- Fierce Empath
- Wall of Blossoms
Changes to the Existing Cards
I would consider cutting way down on the amount of ramp. Mana dorks get the deck running early, but they don't have any synergy with the core effects. I suspect that's what was leaving you feeling like you had a dead hand.
Cards that seem particularly problematic:
- Wild Cantor . Requires a sac for effect. Doesn't get cost reduction. A dork that taps for mana would be better.
- Tinder Wall . Same as Wild Cantor sans the cost reduction bit.
- Vivid Creek and Vivid Crag . These both ETB tapped, don't have basic land types, and only provide off-color mana twice. If would strongly consider running Amonkhet cycling duals over these.
- Ancient Ziggurat . Be careful, as this mana can only be used for casting creature spells. I don't like this land in most decks.
- Bond Beetle . I have no idea why this is in here. It works once and has very little synergy with the deck. Verdurous Gearhulk would be better, but still not great.
- Green Sun's Zenith . I think a cheaper card that tutored to hand and then let you cast the card would be better, as you'd get the cost reduction effect and other synergies. No cards come to mind, but there are lots that look at the top X cards and tutor to hand ( Gift of the Gargantuan , etc.).
Elvish Visionary occurrence in decks from the last year
All decks: 0.1%
Commander / EDH:
All decks: 0.04%