|Commander / EDH||Legal|
Printings View all
|Commander Anthology (CMT)||Common|
|Commander 2014 (C14)||Common|
|Commander 2013 (C13)||Common|
Combos Browse all
Creature — Elf Druid
When Farhaven Elf enters the battlefield, you may search your library for a basic land card and put it into play tapped. If you do, shuffle your library.
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|Have (10)||ironax , raymaverick97 , NOGzFTW , darthnuchi , Lucretian , angesoir , bakunet , Supremespeed , Yawkcorb , Reliva|
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Farhaven Elf Discussion
JuQ on Pam's Deck
5 days ago
Eerie Interlude maybe a good protection against board wipes and also help you trigger your "enters the Battlefield" abilities while you selectively leave your tokens on the battlefield.
Is Burgeoning worth the spot on this deck? you have only 7 lands that produce green mana and enter the battlefield untapped on the first turn. A second turn (or later) burgeoning is kinda of a waste of burgeoning. On top of that the land count is quite low and you have very little card draw (you need a lot more) so will run out lands in your hand pretty fast. Maybe I would try some of the Creatures that fetch you a Land when they enter the Battlefield like Satyr Wayfinder, Gatecreeper Vine, Sylvan Ranger, Farhaven Elf or Solemn Simulacrum just to name a few.
I'd say you have too many high costs for that kind of Land base. I also see you have a lot of double and triple color costs on all the colors, that may be a problem during the games as you won't always have Chromatic Lantern.
Is it worth to run Pili-Pala and Grand Architect just for the chance of having them together and going infinite? Let's say you cast Congregation at Dawn and you tutor them together, where would you even spend all that mana? I guess to Populate infinitely with the Vitu-Ghazi Guildmage or to cast the Craterhoof Behemoth If you really want to go that way, maybe you should include either River Hoopoe or Thrasios, Triton Hero to tutor together with the other two with Congregation at Dawn to draw your whole library, play all your spells and give your guys haste with Akroma's Memorial that you would include and would eventually draw (it's a bit pricey but so are several other cards in your deck).
1 week ago
So after a quick look at the deck here are a few suggestions I have (a grain of salt with the size of your choosing.)
Since you care about sacing creatures and possibly bringing them back, creatures with ETB ramp triggers might be better than the ramp spells. For example Sakura-Tribe Elder, Farhaven Elf, Burnished Hart, Solemn Simulacrum, Yavimaya Elder,...ect. If you need a ton of ramp mid game you could always run Selvala, Heart of the Wilds.
2 weeks ago
Dark Ritual isn't very good in casual Commander decks that play mostly fair, the way yours does. The short-term boost in mana you get isn't really worth the card, and it doesn't even help you power out Skullbriar, who is your strongest weapon.
Since you like to sacrifice creatures (and like to have creatures to sacrifice), I'd replace Dark Ritual and Rhystic Tutor with creatures that fetch land out of your deck, such as Farhaven Elf and Wood Elves. Sakura-Tribe Elder is also good, though in this deck you probably want the Elves since they stick around after fetching a land and you can then use them a sacrifice fodder.
If you're looking for inspiration, I have a Skullbriar deck of my own: Skullbriar Attacks!. It's focused more on making Skullbriar a gigantic monster than on sacrificing creatures, but it might give you some ideas. If you're looking for sacrifice-related inspiration, my deck What the Hell Are Graveborn? has lots of that stuff. Good luck!
2 weeks ago
You might consider Sphere of Safety. With that many enchantments, it can easily get to +5 per creature. Propaganda and Ghostly Prison are also great in multiplayer environments, and can help you stabilize while you're setting up your devotion. Otherwise, maybe throw in more mass removal? You've got tons of recurrance, but only two wraths. Decree of Pain and Supreme Verdict are my favorites.
Ramp would be helpful for hitting the very specific mana requirements of the lieges, e.g. Cultivate, Kodama's Reach, but you'd have to add basic lands, haha. I have a similar enchantress five color deck, and I run ~1-2 of each just for those kinds of ramp spells. Also/or, creature based ramp might work better for your deck: blockers early game, devotion late game. Dawntreader Elk, Primal Druid, Sakura-Tribe Elder, Farhaven Elf. They'd also be fodder for your sac elements, and recurring them would really help you develop your late game.
Finally, I feel like there's a bit too much graveyard recurrence. The gods are indestructible, so unless you add self milling stuff like Hedron Crab or more fodder, it seems unnecessary. Or were you going to sac the lieges and recur? Bit confused on that front.
Love the addition of Shifting Shadow. The "destroy" on indestructible gods is really clever. +1
2 weeks ago
Looks like you've got 2x Pull from Tomorrow in the deck atm.
As for suggestions, I really like mana dorks with Tishana, because they give you more draw while ramping you up to her. In general I think you just need more ramp to support such an expensive commander. Somberwald Sage and Shaman of Forgotten Ways are some really powerful mana dorks. Farhaven Elf and Wood Elves are land ramp on a stick. Rishkar's Expertise seems like a great fit here, letting you basically double your hand with Tishana on the board.
2 weeks ago
First off, I love the idea of trying to build a creature only deck. Seems like a lot of fun, but I see a couple problems with this build.
No ramp. You run so many lands, but no ramp. Take out like three of those lands and replace them with things like Wood Elves, and Farhaven Elf. Even some of the normally worse creatures like Ondu Giant might be better than running so many lands. Another option might be Frontier Guide since you are running many untap effects, and it could be a useful mana sink for those turns where you don't need to counter anything.
No draw. A control deck needs draw, otherwise it has no way of keeping up with the rest of the board, especially in a multiplayer format. Run things like Mulldrifter, Arcanis the Omnipotent or Jace's Archivist for good draw. Another great card that would be on theme for you would actually be Mercurial Chemister since he can draw you cards, and can also be used for control.
No visible win-con. Your best win con I can see is swinging with Frost Titan, which is not a very reliable win con. You need some big swingers who can act as finishers. I would recommend at least running a Pathbreaker Ibex, or something similar to help you win after you've soft-locked your opponents.
Those are the big problems I see with the deck. Now for a few card suggestions. The only card I can see being underwhelming is Guile. You only run 12 cards that counter spells, and with no draw to ensure you get multiple of them, Guile will turn into 8 mana for an 8/8; that is very underwhelming. The only three cards I would recommend are the praetors in your colors: Jin-Gitaxias, Core Augur, Vorinclex, Voice of Hunger, and Urabrask the Hidden. These three allow for a lot of control over your opponents, and would advance your strategy (plus the green and blue ones count towards the ramo and draw categories I was talking about)
Hope this helps, and enjoy your deck!