Farhaven Elf

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CMT) Common
Commander 2014 (C14) Common
Commander 2013 (C13) Common
Shadowmoor (SHM) Common

Combos Browse all

Farhaven Elf

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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Farhaven Elf Discussion

RazortoothMtg on Stonebrow and His Band of Beasts

1 day ago

Why is Wild Wanderer in the deck? It'd probably be better to have 3-drop ramp spells so you can have T4 Stonebrow, like Cultivate/Kodama's Reach, or if you really want a creature that ramps, Wood Elves and Farhaven Elf are options. Also, I've found that Sylvan Safekeeper is one of the best cards a green deck can have, basically shutting off all removal. You won't even need to use it becauseno one wants to cast removal on something if it won't do anything.

spectrevr4 on Plunder the Graves Upgrade 3.0 (Stax)

3 days ago

Took out another Forest, and a Farhaven Elf and put in Llanowar Elves and Elvish Mystic. Hopefully these changes as well as some more to come will start to get the mana curve a little lower and also accelerate things.

FireStorm4056 on [PRIMER] Death & Staxes: Competitive Meren EDH

3 days ago

spectrevr4

Not to worry! There are a lot of ways to speed things up. Looking at your list, here are a few things that I recommend:

  1. 1-drop mana dorks. Enough to be consistent with them in the early game. This is the surest way to speed up your clock and put you ahead of the table. Note that cards like Farhaven Elf are repeatable... but how often do you find yourself actually doing so? In my experience the tempo off a T1 Llanowar Elves is so much better than potentially getting a second land off Farhaven Elf. Most of the 1-drop dorks are quite cheap ($$), with Birds of Paradise topping things out at $4-ish. These will not only provide you with acceleration, but also can potentially replace higher-costed slots currently in your decklist (such as Into the Wilds, which has good long-term potential, but often you've already lost by that time). Even better, on later turns, dorks are cheap enough that you can still play them AND do something else useful - whereas if you play a Farhaven Elf, chances are that's all you're doing for the turn.
  2. Carefully evaluate engines that don't give you immediate return on investment. Black Market has big payoff potential but it doesn't do anything the turn it hits... there might be some other ways to build the deck that give you similar ramp but play out much quicker. Be creative, as it doesn't need to be a direct replacement. For example, Earthcraft and Cryptolith Rite are alternatives you might consider. They each cost 3 cmc less (so can be played earlier and don't take up a full mid-game turn) and make all your creatures IMMEDIATELY tap for mana (so no buildup required). With Meren + one non-dork on the board an Earthcraft is effectively free since they can immediately tap to generate two more mana. Again, the payout potential might not be as high as Black Market, but they hit a lot faster and (initially) harder.
  3. Don't rely on creatures for all of your removal. In my experience, Acidic Slime was almost always just a Nature's Claim for 5x the price... and it's a dead card for quite a long time due to its high cost. You should definitely still pack creatures with removal on them, but it's worth considering the best noncreature removal too (Abrupt Decay, etc). This is especially important when you are facing combo decks - often a single well-placed removal spell throws a wrench in all of their plans.
  4. How do the combo decks in your group win? Most of the mill combos I'm aware of rely heavily on artifacts, not only for the combo, but for ramping and card advantage. These types of combo decks are really, really weak to silver bullets like Null Rod, Damping Matrix, Pithing Needle, and Phyrexian Revoker. Paired with a few tutors you can land them reliably and often save the game without even having to think about much else. You already run some of the best tutors too so no real issues there! If decks are consistently winning on T3-4, then in most cases their plan is fragile to targeted removal or silver bullets. If you are running both then you will have a lot more ways to deal with these issues!
  5. Answering tron is tough if you restrict yourself to engine-based creature removal. My list has actually shifted away from most of the popular "kill" engines - note that I don't have The Abyss, Magus of the Abyss, Dictate of Erebos, etc. For the most part I pack a lot of targeted removal and Fleshbag Marauder effects to solve these problems... For example, I find the efficiency of a one-time Dismember is usually far better than hassling around with getting an Attrition engine setup - you might try a similar approach! My best reasoning is the following - you'll already have enough to do with creatures and Meren (it's not like you're lacking targets), so playing spell-based removal means you can do more per turn rather than have to decide on a single choice for your Meren trigger.
  6. Since we're playing stax/control, you have to take a long, hard look at every card that doesn't provide a strong boardstate advantage (card advantage, tempo, resource generation, etc) or hinder our opponents somehow. Verdurous Gearhulk stands out to me as something that doesn't really fit a "niche" - it is "good" but doesn't really play towards any plan of ours. So I question whether it is worth including. Compare him to something like Creakwood Liege, who can offer a similar boost to P/T on the board, but costs less and can generate a strong 3/3 critter each turn (to be used for combat, finisher, or sacrifice fodder).
  7. I'm not a huge fan of Death Cloud personally, it's just so expensive a price to pay for a symmetric effect. Pox and Smallpox are already in your list and very cost-effective - Death Cloud has always seemed to me like it cost just too much for what it offers.
  8. Clearly you are running Bitter Ordeal for a reason, and I would guess it's to answer the combos you've been facing :) I tend to prefer silver bullets like Null Rod (since they are widely useful regardless of opponent)... but if exiling combo pieces is the goal, might I suggest Sadistic Sacrament instead (sorry, card tags aren't working on this one for some reason)? It may not be the most efficient spell... but it is wicked fun to land against a combo player at the right time and a little more consistent than Bitter Ordeal :)

jeannieboef

This is something I plan to address, but haven't had the time to write up quite yet. Some of the answers you're looking for are in the replies I've made in the comments - I will add a section like this soon enough.

SirSh4ggy on Welcome to Azir's Sandbox Game

1 week ago

You need to lose those mana rocks in favor of land ramp, especially because of your commander's ability.

There's like a ton other that are just better than rocks (since you're playing green/white), but these are some of my personal favorites.

Pal00ka on Ezuri, Claw of Counters

1 week ago

Just did a quick 1v1 w this and my Gonti deck for fun so here's what I would advise from that brief play and looking at your list:

No one likes infect so if you don't always want to be archenemy then I would cut them for unblockable threats like Triton Shorestalker & co.

Ezuri needs more protection. Lightning Greaves, Ring of Evos Isle and those already suggested would be a good idea. Your plans slow down like whoa if he cannot stick.

Cancel is meh, tbh, even Dissolve is better. I personally like using counters that replace themselves even though they usually cost a little more. Arcane Denial, Statute of Denial, Failed Inspection and Dream Fracture.

Progenitor Mimic is cute but if you want a clone why not Altered Ego since it gets counters (on theme)?

Cards that I saw and I was confused why they were even in here were Majestic Myriarch (not many creatures have keywords on them), Loam Larva (kills your next draw, how about Farhaven Elf?), Kruphix, God of Horizons (Thassa, God of the Sea and Nylea, God of the Hunt make more sense), Triskelion (expensive, slow, win-more), Orochi Hatchery (Snake Basket is better imo), Planar Bridge (so expensive to use), and Inexorable Tide (feels win-more).

Hope something helps!

GoldenDiggle on Riku's Forces

1 week ago

A friend of mine runs a very creature heavy Riku Build, and has a lot of success with Chancellor of the Forge because it creates tons of tokens. (Chancellor A enters, creates X tokens with X being creatures you control + Chancellor, Riku copy triggers and you pay , Chancellor B enters creating X more tokens, and you end up with 3/4 of your creatures being haste goblins.) Craterhoof Behemoth, Majestic Myriarch, and Champion of Lambholt all work well as huge beaters that get out of control, even with small fields.

Depending on what your manabase looks like, Boundless Realms can get you a ton of mana out of nowhere. On average it looks better for you than Traverse the Outlands (yes it is a good card, but let me explain). The average creature is below 3 power in your deck, and only 1 is above 5 power, not counting clones, with the biggest being 13 (Verdurous Gearhulk copied and putting all counters on 1 of them). This means you would be spending to get anywhere from 4 to the very rare 23 lands. (Though with bigger creatures this becomes no problem.) With Boundless Realms copied, you are going to get anywhere from 6 (assuming you play it turn 5 with an opening hand of Sol Ring, 2 Signets, Guilded Lotus, and 3 lands) to the rest of your basics in your deck for a mere more than Traverse the Outlands.

As far as ramp goes, Sakura-Tribe Elder, Farhaven Elf, and Yavimaya Elder are very good, perhaps even better some of the other cards you have, particularly the artifacts. Ramp in Riku needs to be both castable before turn 4, in the case that it's in the opening hand, but also worth the value of when it has the option of being doubled later in the game.

That being said, artifacts are nice, but only if they are legitimately better than a spell that can be doubled later game. I would drop the signets, possibly the Dynamo and maybe even the Lotus, they may be great, but the simple fact that they cant be copied later game (when running a Commander that literally copies) means that their value decreases as the game continues.

I admire that you want to value cantrip with cards like Preordain and Ponder, but it seems a bit tedious when you could focus on ramp to drop a Prime Speaker Zegana, or Shamanic Revelation, which when copied, both would flood your hand.

ImtheRealBear on R/G Landfall

3 weeks ago

Cool deck! I would recommend Sakura-Tribe Elder or Farhaven Elf over Natural Connection. I also think taking out Architect of the Untamed could work well, in favor of some more damage. You could try out Avenger of Zendikar.

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