|Commander / EDH||Legal|
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|Commander Anthology (CMT)||Common|
|Commander 2014 (C14)||Common|
|Commander 2013 (C13)||Common|
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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
14 hours ago
Amyas I'm actually glad you brought that up, Wood Elves is on my list to add in. What really makes that card great is it doesn't have to be a basic Forest (though that means little in mono Green) but it also puts the Land into play untapped. Farhaven Elf only made it in over Wood Elves due to her Druid typing. I would love a suggestion on what to remove in favor of Wood Elves please let me know what you think.
1 day ago
With the amount of basics you have I would say to either take out Farhaven Elf or Solemn Simulacrum (I say either because of the differing mana costs) I like the pick with the Ulvenwald Hydra with all the non basics. I like the doomsday thing you're trying to pull off with Laboratory Maniac, I would chuck it in my deck as well, but getting the combo reliably isn't consistent and if you draw a lab maniac during a regular game I guarantee you that he will sit in your hand forever and its the first thing you discard since it doesn't actively do something, I get that every piece serves a purpose but lab maniac doesn't serve much of a purpose except take up a valuable card slot to get to a game plan that won't happen often (good try though). My recommendation to you is that you get a Minion Reflector instead since it doubles ETB triggers with a hasty body for mana and it combos just as well as the infinite draw combo you wanted to fire off.
Add Jace's Mindseeker it synergizes well with your diluvian primordial. Instead of Goldnight Redeemer use Cloudblazer, its the card draw that sells this one and at that rate add Mulldrifter over blue sun's.
By themselves Myr Battlesphere, Avenger of Zendikar, can sure make tokens and operate as efficient threats by themselves but they need a bit more to be more relevant, Hornet Queen is in a worse position but in the same boat.Cathars' Crusade, Call for Unity and Meadowboon can shore up the fact that your value creatures and tokens are typically small while staying with your main game plan (while staying cheaper than Craterhoof Behemoth), even if that's fetching for a basic. Swap the angel of invention for the crusade. Instead of icefall reagent use Frost Titan if you want more value locking things down. You have in your deck, you want Leyline of Anticipation since if its in your opening hand its free over the orrery if you didn't have then run the orrery.
I'm under the assumption that you want to be a control variant, which is fine but you need to have more control aspects like counterspells, add Counterspell Disallow, Voidslime and Glen Elendra Archmage she also combos well the cathar's crusade. I want you to look at Ghostly Flicker and tell me how good it is after a board wipe, cards like that are not good cards, you have the right idea with adding other blinkers like restoration angel, and Eldrazi displacer, they are so much better in comparison since they are creatures and can do something versus sitting in your hand and doing nothing after a wipe. Vorinclex seems cool, but I find that stalling out my opponents does better when its my main game plan (he also doesn't have an ETB effect either), I don't see much use out of him otherwise.
A bunch of your cards are good cards but the deck needs more focus. Edric rewards aggressive decks, this deck has aspects but can't always cash in on that. This deck wants to control the board but has a big volume of unnecessary blink (cough* ghostly flicker cards exclusively) and creatures that don't control the board, unlike stonehorn dignitary and mystic snake. You can get a lot more reliable and repeatable card draw out of creatures versus instants and sorceries because you run a blink deck, so abuse that. I don't understand what you seek to copy with cards like progenitor mimic, if you want cool creatures go with a control classic like Gilded Drake.
Choose a style and go with it, if you take a look at my Roon deck you will see a lot of cards that don't seem to synergize, but they have a common and fun theme that's extremely powerful and oppressive since they have an underlying theme. I control the board then I go aggro for the win. Treat your Roon deck like an exclusively ETB/LTB midrange deck at first. There are a lot of cuts I would make if I were in your shoes, but i'm not so its really in your ball court to start capitalizing on Roon's potential. There are also a lot more things to say, but I'll let this comment sink in for now. Just ask if you need more help/suggestions, or check out my list for reference.
1 week ago
so this ended up a way longer list than i expected. anyway if i were building trostani i'd probably include these but commander decks are largly personal and often just whatever cards are easily available, so use whatever you think would work.
Growing Rites of Itlimoc ; crazy mana acceleration when its transformed.
Evolutionary Leap; trade in your tokens for other stuff.
Mitotic Slime; a lot of bodies.
Verdant Force; makes a lot of tokens if left alone for even one round of turns.
Twilight Drover; unsure about this in trostani, its been good in my ghave deck and flyers are useful.
Hydra Broodmaster; hella big army.
Terastodon; a big boy that blows up some stuff, you can even blow up your lands to make creatures in a pinch.
Mentor of the Meek; some card draw.
Rhox Faithmender; double life.
Aetherflux Reservoir; one way to kill your opponents with your high life total.
Eldrazi Monument; should be easy enough to sac one token per turn to keep.
Overrun; another overwhelming stampede.
again, i'm not saying run exactly these cards, but hopefully some of them look useful to you.
1 week ago
Hey there! I picked this deck to start with because I'm a big fan of Bant and flicker decks, so here goes!
- Karmic Guide is a must-have for flicker decks, often reanimating 2 or 3 things before it dies.
- Cyclonic Rift is one of the best board wipes in EDH, and belongs in pretty much every blue deck ever.
- Solemn Simulacrum, Wood Elves, and Farhaven Elf can all net you absurd amounts of mana.
- Krosan Grip is great for dealing with pesky Nevinyrral's Disks and the like.
- Mulldrifter and Cloudblazer can get you some serious card advantage.
- Aura Shards ensures that you're the only one with artifacts or enchantments.
- Angel of Finality deals with opponents' graveyard shenanigans.
- Reflector Mage is just stupid, especially if you flicker it several times in a turn.
- Eerie Interlude lets you flicker everything you have, leading to hilarious board states.
In any case, I hope this helps!
As I got to the end of this comment, I saw your comment on your profile; I'll be sure to take a look at that one next. For future reference, though, I don't get notifications unless you comment on my profile, just so you're aware.
1 week ago
Hey, I have several suggestions.
You don't need 41x lands since you're only three colors. 36x lands is enough especially since there's already land ramp, Signets (very good adding Signets). I suggest replacing some two drop dorks, Zhur-Taa Druid and Whisperer of the Wilds with one drop dorks.
For the manabase I recommend these budget lands:
- Pain Lands
- Yavimaya Coast
- Shivan Reef
- Karplusan Forest
- Grand Coliseum
- Command Tower
- Exotic Orchard
- Cinder Glade
These land suggestions are lands that ETB untapped you can use them for mana the turn they're played. Command Tower is one of the best lands in Commander budget or not because it can make any color that your Commander is as well as always ETB untapped.
I suggest adding the mana dorks:
If you ask me what's the best card for Temur? I would say Rattleclaw because it's a two drop dork who can make one mana or any of the colors you need. The runner up would be Temur Ascendancy which you're already playing, very nice.
As you play more Commander you'll understand how important the avg. CMC of the deck is. This deck is 4.15. What this means is consistently you will not have anything to play until turn four. This is a causal deck and not being able to consistently play any cards until turn four is okay, but even causal budget Commander decks I make the avg. CMC is 3 or below. I recommend trying to reduce it to 3. The only way to do this is to cut a quite a few high casting cost cards for lower casting cost cards such as two drops, three drops and four drops.
One thing that excited players just learning Commander and building decks for the first time tend to do is jam all the biggest best creatures/cards into a deck. But you don't need or really want to do this because it completely destroys the mana curve. The mana curve is important because it's how you determine the avg. CMC of the deck ultimately determining how fast you can consistently play the cards in the deck. The approach I use when teaching new players Commander is pick 10-12x big creatures/cards you want to play. When I say big I mean cards with five to six plus mana costs. Here you're playing 25x cards that have five or higher costs, this too many. You risk consistently getting many opening hands with nothing but these high cost cards which you won't be able to play until the late game.
Examining the high cost cards here these are in my opinion the best ones:
- Acidic Slime
- Sarkhan Unbroken
- Xenagos, God of Revels
- Hellkite Charger
- See the Unwritten
- Ruric Thar, the Unbowed
- Savage Ventmaw
- Intet, the Dreamer
- Dragonlord Atarka
- Atarka, World Render
- Stonehoof Chieftain
To help the mana curve start with keeping these good high cost cards and cutting all the rest I didn't list.
What can you add in the place of the cards I recommend you cut? Here are some budget Commander staples in Temur colors. Each is less than $1:
- Rattleclaw Mystic
- Elvish Mystic
- Llanowar Elves
- Reclamation Sage
- Coiling Oracle
- Soul of the Harvest
- Surrak, the Hunt Caller
- Altered Ego
- Mystic Snake
- Savage Knuckleblade
- Trygon Predator
- Genesis Hydra
- Farhaven Elf
- Kiora's Follower
- Loaming Shaman
- Reality Shift
- Hull Breach
- Lifecrafter's Bestiary
- Elemental Bond
These suggestions are mostly two drops, three drops with three four drops, one five drop and one six drop. Adding these cards will drastically reduce the mana curve. You're not playing very much draw other than Ascendancy I suggest adding Bond, Bestiary and Harvest to help with this.
Good luck with your deck.
2 weeks ago
2 weeks ago
Fabricate and Enlightened Tutor are actually part of my recommendations list, they're typically used to get Minion Reflector, Ashnod's Altar or Birthing Pod so they get an A+ (at least in my deck). Wargate takes 7 mana to get Birthing Pod, by the time you use wargate and get pod, everyone at the table is bound to have at least one answer for it. Whereas Fabricate can get it to you by turn 4, and Enlightened Tutor can get it to you for your turn 2 draw, where wargate allows you to use it on turn 8 after you untap if you played it on curve without sol ring (this is assuming you get to untap with birthing pod still in play), and depending on whether or not everyone has used their answers to kill your pod or not will help determine its usefulness.
I can very much appreciate the sentiment for Rite of Replication, Its a very good card, but in a Roon deck it just takes the place of a value creature, this type of deck also can't support it very well. Remember that I am just recommending these cards and what to swap, by any means these are just ways to increase your decks power from a 'mid-max' stand point (AKA making the deck as efficient as possible). If you feel very strongly about certain cards feel free to tell me I'm wrong. If a specific strategy works (at least for your current meta) then keep the strategy that you can work and win with. Magic is a game about self expression, express yourself any way you want to, even if the cards are sub optimal (and by no means does that make you a bad player), or if the way you want to play is the most optimal way you can play Magic (and this does not make you a good player).
Blood Moon and Back to Basics aren't part of my meta either, so my argument for them isn't just to play around them. To some that looks very sub optimal, people like to jam in a load of non-basics in a blood moonless meta and that's fine (but expensive). My Roon deck has a hyper ramp sub theme, I can get my top threats out faster than my opponents can answer them, with the addition that I don't run into "I can't play this card right now". It also thins my deck when I keep bouncing cards like Farhaven Elf, so I keep drawing cards of value instead of lands when I need a counterspell for defense, a removal spell, or a blocker. Strip Mine and cards like it are also terrible to use against my deck because no one wants to blow up my basics, and its wasted on my already useless fixing (since I have so many basics at that point). It also keeps the deck cheap and easy to make, so I'm not nearly as invested financially into my deck as some other people while keeping my deck just as powerful. Signets are also not part of my list since I can get whatever colors I need as long as I have green mana.
I don't run a single board wipe, and I face a Krenko, Mob Boss deck in my meta. Trust me, any and all board wipes hurt you just as much as the Krenko player. It can be so back breaking that you basically have to scoop, that's why I tell you not to play them in Roon, if anything play another counterspell in its place. If there were cheap one-sided board wipes (4 or less) I would say play them, but any wipe in Magic's history isn't that busted.
There is an option to click on a profile and see where that person recently commented, There is one quite recently where I detailed possible builds for Roon and which directions you can take him in to help point you into a direction (if you need it that is).
2 weeks ago
I see you either bought the prebuilt or you went and got the commander's anthology, either way I like your pick of Roon. Now a bunch of these cards are either niche playable, or sadly don't have much relevance since they do nothing in the absolute worst case, but I'll get onto that topic a little later.
Now first begs the question: "Where am I going with Roon and what are my win conditions" You can't just drown your opponents is straight value and hope they give up because you drew so many cards. So you can go 3 ways:
Bant aggro/good stuff: This deck abuses the fact that Roon is a 4/4 beater with trample and vigilance that can save a creature or remove a blocker, the deck is more focused on the value it gains for using cards like Cathars' Crusade, Meadowboon, and Call for Unity to allow the smaller value creatures that can incidentally help get to the bigger threats do something (swing face): Solemn Simulacrum, Farhaven Elf, Mulldrifter and smaller bodied tokens to get bigger in case the value threats are gone or to close out games faster. It's finishers are go-wide aggro threats that play off cards like the crusade like Avenger of Zendikar, Walker of the Grove, Trostani's Summoner, Hornet Queen, Armada Wurm, and Craterhoof Behemoth to play off of all those tokens. Birthing Pod is a must for this style of deck as it allows you to get those value threats faster with no real setback. typically has some interaction like Counterspell or obligatory Cyclonic Rift, other than that its a value aggro deck.
Bant value control: This style really abuses the fact that Roon can blink stuff. Its focus is to lock its opponents out any way it can. Some styles of this variant vary, like hard lock, and soft lock. It has some of the same building blocks as aggro like using Mulldrifter and Solemn Simulacrum, but it focuses more on abusing Roon's ability with cards like Training Grounds and denying its opponents with value with Stonehorn Dignitary, Mystic Snake, Reflector Mage, Nevermaker, and Gilded Drake. Obviously it focuses less on attacking so its value threats use their abilities more to influence opponent's. It plays counterspells and good spot removal to assure victory, it can even hedge into becoming a stax build, (hard lock).
Hybrid: It has the best of both worlds with, it doesn't focus too much on either but has the ability to win on either front. this style sacrifices a consistent win condition to go and secure a spot to play value creatures and typically beats face for victory in multiplayer by stalling out scarier opponents and making allies with Roon's blink ability. In 1v1 it has the capability to dominate equally fast decks with its splashed control aspect. It uses the crusade as well, along with those huge value threats like the avenger of zendikar and birthing pod (for value), along with controlling value creatures like the stonehorn dignitary and gilded drake (secret tech, run Thought-Knot Seer). Some play more into one aspect over the other, and that's fine.
At the end of it all Roon is exceedingly versatile and can meet most standards you set it to, however Roon decks can be hosed by an artifact and its creature variants. Torpor Orb, if you don't have something to play around this like Naturalize, Krosan Grip, or Return to Dust there is really nothing your deck can do to stop it. The same goes for the creature variants, Hushwing Gryff/Tocatli Honor Guard, however since they are creatures they are inherently easier to remove, like with Swords to Plowshares, and Path to Exile. Some control variants play one or more of the value threats or Meadowboon to play around Orb when they don't have artifact/creature removal.
I tend to stay away from cards like Ghostway and Ghostly Flicker since they do nothing when you have no creatures on the battlefield, unlike their creature counterparts they can't block when you need a blocker. You have found a couple of blink creatures that fit the bill, and one that I didn't know existed! There is one to keep in mind though: Eldrazi Displacer its a fantastic card I recommend. Like mistmeadow witch and Roon it has repeatable blink, but it returns immediately, although tapped it can be used to invalidate blockers or to gain value. However you will need a bit more reliable colorless sources, which is why there are basics called Wastes, if you do run this I recommend running 3-4 wastes (4-6 if you have the seer).
Feel free to ask questions or peek at my list.
I hope this helps your brewing process, as well as others who seek to make a Roon deck!