Farhaven Elf

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, then shuffle your library.

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Printings View all

Set Rarity
Commander 2018 (C18) Common
Commander Anthology (CM1) Common
Commander 2014 (C14) Common
Commander 2013 (C13) Common
Shadowmoor (SHM) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Highlander Legal
2019-10-04 Legal
Block Constructed Legal
Pauper Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Farhaven Elf occurrence in decks from the last year

Commander / EDH:

All decks: 0.06%

Green: 0.3%

Golgari: 0.17%

Farhaven Elf Discussion

channelfireball12345 on EDH-29: Maelstrom Wanderer

2 days ago

Wild Wanderer seems somewhat weak. If you're really intent on having a creature with that effect in addition to the Farhaven Elf already present in your list, I'd recommend Nissa, Vastwood Seer  Flip. Yes, they can both be cascaded into by Maelstrom Wanderer, if that's the manner in which you're aiming to utilize them, though that wouldn't appear to be the case, and yes, Nissa only grabs basic Forests as opposed to any manner of basic, yet that seems to be the basic land you're running the most of in the first place. In my opinion, Nissa's a pretty significant upgrade compared to Wild Wanderer. Another suggestion for a card with which one could potentially replace Wild Wanderer, though it doesn't ramp you (though who still wants to be ramping one pip with an otherwise low-impact four drop anyway?) would be Man-o'-War.

Profet93 on Xenagos EDH

1 week ago

+1 !

As a fellow Xenagos player myself, I have a couple ideas I would love to discuss with you...

  1. You're average CMC is pretty high, even for a xenagos deck. You need to lower it to be able to pressure the table effectively. I would cut these to lower the CMC a bit....

Hellkite Charger, Blightsteel Colossus, Ulamog, the Infinite Gyre, Ulamog, the Ceaseless Hunger, and Worldspine Wurm

To add back more creatures for synergy, Shaman of Forgotten Ways, Somberwald Sage are both really good.Springbloom Druid along with Wood Elves, Farhaven Elf and Sakura-Tribe Elder can help bring you closer to a Turn 3-4 Xenagos which is what we need.

  1. Land base is solid. There are a few tweaks you can make for utility but not needed. Let me know if you are interested in them.

  2. Ramp - Our goal is a T3-4 Xenagos. Ramp at 4 CMC does little, trust me on this as I have playtested it extensively.

  3. Tempt with Discovery and Triumph of the Hordes - Tempt is bad because you give opponents options, barely ramps you, and there are no good utility lands in the deck, even with my potential additions, this card is bad in this deck. Moreover, opponents usually tutor for strip mine if they are smart. Triumph is better in decks that go wide. By playing 6+ mana for a beater, you rarely will have another 4 mana to play this the same turn. Right now, you're playing a beater, hope it survives on your turn, survives on opponents turns, then doesn't get removed in response to cast of Triumph.

  4. Draw! - You have about 8ish draw sources, you need more. The biggest issue with Xenagos is 2 for 1s, where you try to cast a draw spell and they remove your creature that the draw spell was targetting in response, thereby putting you down 2 cards for their 1.

Beast Whisperer, Harmonize, Lifeblood Hydra (really fun with Berserk, which ironically, is also fun with malignus), Lifecrafter's Bestiary, Life's Legacy (beware of blue player, sac as additional cost to cast, but because it only costs 2, can be used same turn as beater if you ramped prior), Momentous Fall (in response to removal, also beware of blue), Skullclamp (not the best in your build but still worth considering. I run more 1 toughness creatures so its easier to make it work.....and

Greater Good - BEST CARD FOR XENAGOS. Used in response to removal or just whenever. Play a fatty, Xenagos buffs it, swing, sac it, draw a bunch. Profit. Win. GG

Lastly, the red card that came out recently that lets you change the target of a spell if you control you commander, I can't remember the name but that card is great in Xenagos as you can redirect their spot removal, targetted draw, targetted extra turns, and counters counterspells. Works on abilities too (I think?)

I'm still in the process of tweaking my list in general, and adding the new cards that came/coming out.

slashdotdash on 5 color no theme deck

1 week ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

fmastrome2008 on late to the party

2 weeks ago
  1. Bojuka Bog will provide extra graveyard interaction without affecting consistency.

  2. Tatyova, Benthic Druid is a great 2 way threat... lifegain and card draw.

  3. I think it's a mistake to not run at least one creature removal threat that doesn't target yourself as well... Ravenous Chupacabra, Shriekmaw, etc... Shriekmaw also triggers Risen Reef.

  4. Ice-Fang Coatl, Baleful Strix, and Fblthp, the Lost provide additional 2 mana cantrips. It looks like you're trying to have a low curve, hence this recommendation.

  5. Deadeye Navigator allows for mana infinite combo shenanigans such as drawing your entire deck in one turn with Wall of Blossoms.

  6. Sire of Stagnation is straight gas and draws 8 cards off 1 opposing fetchland.

  7. I'd highly recommend throwing in Wood Elves and Farhaven Elf. Going from 3 -> 5 lands or 4 -> 6 lands is such a tempo play for dropping fatties the following turn.

  8. Fierce Empath is a great tutor effect for this deck, especially late game. Add Woodland Bellower and you can net 6 cards off 1 creature cast. Use the 2nd trigger for Wood Elves. 2 lands + 2 creatures on top of the extra 2.

fmastrome2008 on Yarok, who let the lands out?!

3 weeks ago

ju009x, let's give it a go!

  1. Solemn Simulacrum, Cultivate, Wood Elves, and any other cards you might consider adding like Farhaven Elf, Rampant Growth, etc... all want basics. Even forest cards like Wood Elves sometimes nab basics. Blood Moon is also a card that lots of people play.

  2. Panharmonicon makes it possible to go off without your commander being out since it's the same exact effect. I use Thassa, Deep-Dwelling to draw more cards with Baleful Strix, kill more creatures with Ravenous Chupacabra, or thin my deck more with Wood Elves (think Avenger of Zendikar triggers late game). Both can be put in place of lands here.

  3. Reclamation Sage replaces Krosan Grip simply because of the double triggers. Shriekmaw replaces Erebos's Intervention (seems out of place in this deck).

  4. Fit Sire of Stagnation in place of a land.

  5. Dark Depths seems like it would get 20 triggers because of Yarok unless I'm mistaken. First cut. Unless your opponents steal a lot of your permanents, I'd next cut Homeward Path. Petrified Field seems kind of meh to me, but that's just an opinion.

fmastrome2008 on Yarok's Elven Backyard Party

3 weeks ago

Wood Elves, Farhaven Elf, and Sylvan Ranger are the elves I use to pull lands from my deck, both onto the battlefiend and in my hand. You could less blue/black basics this way and add in a few fetchlands for color consistency.

The only non-elf I would consider is Thassa, Deep-Dwelling. Continuously draw 2 with Elvish Visionary, ping opponents with Shaman of the Pack, etc...

Bojuka Bog would provide some graveyard interaction without affecting consistency. Just cut a swamp.

fmastrome2008 on Basic Yarok Lands

3 weeks ago
  1. Bojuka Bog provides graveyard hate without affecting consistency.
  2. Farhaven Elf and Yavimaya Dryad provide great ETB landfall triggers to complement Wood Elves and company.
  3. Ob Nixilis, the Fallen loves landfall and is a beat stick.
  4. Nature's Lore and Rampant Growth accelerate you and provide extra landfall triggers. This would fit your theme better than Arcane Signet and Sylvan Scrying.

fmastrome2008 on Blink182

3 weeks ago
  1. Command Tower and Sol Ring should be in nearly every commander deck, especially this one.
  2. Bojuka Bog provides graveyard hate that doesn't affect consistency. It also exiles 2 graveyard, which can be a plus in multiplayer.
  3. Eternal Witness seems better than Archaeomancer. EWit hits everything. With only 10 targets, I can't imagine hitting 2 targets in your g/y consistently enough to warrant playing it over EWit.
  4. Same thing for Solemn Simulacrum over Ondu Giant.
  5. Shriekmaw is a great utility spell that also triggers Risen Reef.
  6. Farhaven Elf would provide another Wood Elves effect, which could help the landfall theme I see being played.
  7. Speaking of landfall, Ob Nixilis, the Fallen is a beat stick.
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