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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Trade

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Want (2) Instinctive , yutyutty

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

Latest Decks as Commander

Farhaven Elf Discussion

NoSoyYucateco on Mono-White Chulane

4 weeks ago

Since you're playing green, I would swap out the talismans and signets for creatures that help you ramp. They will have more synergy with the deck, and lands tend to stick around longer than mana rocks. Sakura-Tribe Elder, Diligent Farmhand, Wood Elves, and Farhaven Elf are all good.

Swap a few of your plains for forests to make sure you can cast these early in the game.

king-saproling on RoonScape

1 month ago

Ha great deck name. Have you considered Eldrazi Processors? (e.g. Murk Strider, Void Attendant, Ulamog's Reclaimer, Oracle of Dust) You can use them alongside Roon's ability to permanently get rid of opponent's dudes.

You might like these too: Thousand-Year Elixir, Illusionist's Bracers, Brago, King Eternal, Faeburrow Elder, Elvish Rejuvenator, Farhaven Elf, Path of Discovery, Cauldron of Souls, Ghostway, Eerie Interlude, Fiend Hunter (when he enters, before his ETB ability resolves, target him with Roon or another flicker effect. this makes it so that his TB ability permanently exiles the target), Palace Jailer (can continuously exile creatures by flickering him)

crazywhitemask on Give Yourself to the Cause

1 month ago

I like alot of what you have going on here, I used to run her as a commander for quite some time. Im not sure what your budget or playgroup is like, but I have have had a ton of success using Avenger of Zendikar, Grave Titan, and Izoni, Thousand-Eyed to create mass tokens to sacrifice to deal decent damage. I do think you should consider adding at least 5 more creatures. I also noticed that you don't seem to have much in the mana ramp category. Theres quite a few all-star cards that would be great additions to this deck as well. I would recommend adding the following:

Avenger of Zendikar-Mass Tokens

Grave Titan-Big Beater that makes consistent tokens

Izoni, Thousand-Eyed-Great late game for mass tokens, and functions as a small draw package

Birds of Paradise-Best mana dork arguably

Elves of Deep Shadow-Mana dork that can mana fix

Arbor Elf-Mostly helps tap for green but can "tap" for black with Overgrown Tomb

Birthing Pod-An all star sac outlet that tutors creatures into play from the library

Fecundity-Great cheap draw power that also draws off of non token creatures dying, downside is it works for all players, however you'll definitely benefit more

Living Death-Psuedo board wipe, that's main purpose is to flood your board with your entire graveyard of creatures

Wood Elves-Tutors for a forest or Overgrown Tomb and puts it into play. Repeatable ramp if you have 3+ experience counters

Farhaven Elf-Almost the same thing as Wood Elves

Eternal Witness-Meant to grab anything you cant get back with the commander from the graveyard

Plaguecrafter-Repeatable removal with your commander, whats not to love

Reclamation Sage-Artifact/Enchantment removal on a creature

Phyrexian Altar-Probably one of the best Sacrifice outlets available in the game, although it is expensive

Last but not least Craterhoof Behemoth-Gives you another way to win the game with combat damage if you have mass tokens on board. I have won so many games by sacrificing Avenger of Zendikar to Birthing Pod to cheat it into play from the library.

I know its a ton of suggestions, do with them what you will.

fmastrome2008 on Yarok, the easy peacy lemon squizzy

1 month ago
  1. For consistency, bring the land count to 35-36 with a curve at 3.4. You'll hit your 4th land drop 6.4% more frequently.

  2. Wood Elves and Farhaven Elf are fantastic ETB land triggers.

  3. Tatyova, Benthic Druid and Sire of Stagnation are straight gas if left unchecked.

  4. Ob Nixilis, the Fallen is a beat stick.

  5. You'll want something like Lightning Greaves to protect Yarok. This deck functions much better with him on board.

fmastrome2008 on *Yarok- Desecrated Domain

1 month ago

To help with the land theme, here are some recommendations for this deck.

  1. Command Tower belongs here.

  2. Bojuka Bog is a great addition for graveyard synergy without affecting consistency.

  3. Ob Nixilis, the Fallen and Sire of Stagnation are fantastic beat sticks and card advantage for landfall. Ob Nix deals 12 damage and is a 15/15 with a fetch. SoS draws 8 cards off 1 opposing fetch.

  4. Farhaven Elf is another land grab ETB effect.

  5. Replace your mana rocks (leave Sol Ring) with Farseek, Rampant Growth, Cultivate, and Kodama's Reach for more landfall triggers. Lands are also harder to interact with.

  6. Get rid of the bounce lands. They do not belong in a Yarok deck. Returning 2 lands to hand to get extra land fall triggers is not worth the set back.

fmastrome2008 on Twice Enters

1 month ago

This seems like a budget build, so I'll keep it in mind. I've been tuning my list for almost a year, and I love this guy.

  1. This deck abuses mana all day. The land count needs to increase to the 35-36 range for consistency. Remember, mana flood > mana screw. Good lands to add on a budget are Bojuka Bog, Exotic Orchard, and Myriad Landscape.

  2. Lands are also harder to interact with than artifacts, so adding some sorcery fetch spells is a good idea. Consider Farseek, Rampant Growth, Cultivate, and Kodama's Reach.

  3. Panharmonicon is perhaps the best artifact for this deck. It is the only spell I recommend breaking the budget for.

  4. Wood Elves, Farhaven Elf, and others are great ETB effects to nab lands from the deck.

  5. This deck doesn't function well without the commander. Come up with ways to protect him via counter spells or protection artifacts like Lightning Greaves.

  6. Tatyova, Benthic Druid and Sire of Stagnation are straight gas. Worth including both. Neither are that pricy.

  7. Great utility spells are Mulldrifter, Shriekmaw, Reclamation Sage, and Ravenous Chupacabra.

  8. A great combo is Woodland Bellower -> Fierce Empath and Wood Elves. It sets you so far ahead of your opponent with the double ETB trigger.

Good luck!

Profet93 on Xenagos' Dudes goes Face

1 month ago

I also run a Xenagos deck! Lol, what are the chances! I will try to keep cards under $15 per your suggestion....

Enchantments....

  1. Greater Good - BEST card you will ever add, if you listen to ANYTHING I say, this is it. Period.

  2. Lurking Predators - With 1/3rd of your deck as creatures, this is like a sunbirds invocation that does something even if you pass the turn! Highly recomended!

  3. Rancor - Nice to have, makes a 1/1 into a 6/4 trample with Xenagos. Providing trample cheaply and repeatedly is nice

Artifacts

  1. The Great Henge - A bit over budget, but nice to have. Card draw, lifegain and ramp all in 1, usually for .

  2. Gruul Signet - Nothing flashy, but another 2 mana ramp to help bring Xenagos out T3-4

  3. Lifecrafter's Bestiary - Scry and card draw, not bad, definitely worth considering to help maintain gas

Sorcerries

  1. Decimate - 4 cards for 1? yes please! Can also target Xenagos if no other enchantments since he's indestructible.

  2. Hull Breach - Mini decimate, still good!

  3. Life's Legacy - Very useful, sometimes it sucks sacrificing a beater, but its sometimes very very needed, especially if you know they are holding up removal, they cant cast it in response since saccing is additional cost to cast

  4. Nature's Lore - Ramp on T2 that can search up duals and brings the land untapped

  5. Rishkar's Expertise - I rarely advise for risky cards, but the positive far outweighs the negative. Your biggest issue in this deck is getting 2 for 1ed, when you cast a draw/enchantment spell on your creature, they can remove it in response so you lose 2 cards to their one. But the potential of drawing 8 plus cards and casting a spell for free helps with this deck lack of tempo and card draw. I think it fits quite well

  6. Skyshroud Claim - Nature's lore x2. While not necessary, can be helpful in keeping some tempo and ramp is crucial in a big beaters deck.

Instants

  1. Beast Within - Permanent removal. Thats a nice Maze of Ith you got there, ashame if it got destroyed :D

  2. Berserk - A better unleash fury that can on occasionally kill opposing creatures when needed

  3. Momentous Fall - Used in response to removal, removal can't be used in response to cast on the same creature

  4. Return of the Wildspeaker - Used in response to removal

Lands...Obviously none of these are needed, but they make the deck slightly better are relatively cheap. Worth the investment, IMO. You have lots of room in your landbase given you are playing green and already run an ok amount of ramp. Adding even more ramp will really make your utility lands shine.

  1. Dread Statuary - Manlands are helpful as they can be used for draw spells (see above instants/sorcerries) and can be equipped with rancor to deal damage unexpectedly.

  2. Castle Garenbrig - Need that extra mana for that creature? I got you covered

  3. Bonders' Enclave - Decent card draw

  4. Blighted Woodland - Ramp

  5. Myriad Landscape - See above

  6. Raging Ravine - Manland

  7. Sheltered Thicket - Least important of all lands, but nice to draw late game and can be fetched with nature's lore, farseek, skyshroud (although it will come in tapped)

  8. Kessig Wolf Run - Has helped me win here and there. Shouldn't be overlooked, nice to have like the rest of these

Creatures

  1. Atarka, World Render - 12/12 double strike trample flying w/ Xenagos! Too good to pass up

  2. Balefire Dragon - Deals with token decks and can clear a board while dealing heavy damage

  3. Carnage Tyrant - HEXPROOF. I cannot tell you how many times hexproof has saved me in this deck. They cant use their removal they've been holding up, they can't counter it, and it has trample. Stats leave something to be desired a bit, but can pack a punch with Xenagos and is safe to use Rishkar's expertise on

  4. Elder Gargaroth - New card which fuels card draw and has vigilance too!

  5. Fierce Empath - Nice to find the beater you need

  6. Goreclaw, Terror of Qal Sisma - Ramp and provide trample!

  7. Eternal Witness - Nice recursion of a beater or draw spell

  8. Ilharg, the Raze-Boar - A beater that returns itself eventually and helps bring in other beaters (note: ETB triggers and the creature can attack a different opponent). Like a mini sneak attack

  9. Inferno Titan - ETB and attack trigger. Not bad, I find it useful although you might not despite it being better than a lot of your other cards.

  10. Kogla, the Titan Ape - ETB and attack trigger. Can be nice to bounce an eternal witness to give it indestructible.

  11. Lifeblood Hydra - Even if they kill it, you get to draw something. I've found it useful, especially with berserk.

  12. Nylea, Keen-Eyed - Helps make your creatures easier to cast, hard to remove, and helps you maintain gas. I'm still not convinced with it, testing it in my own build TBH. But thought it worthwhile to mention.

  13. Pathbreaker Ibex - A beater that provides trample to other beaters. Puts in some decent work, especially with a rancor!

  14. Reclamation Sage - Cheap artifact/enchantment removal on a creature (ex: lurking predators)

  15. Sakura-Tribe Elder - Another cheap 2CMC ramp spell to ensure Xenagos T3-4

  16. Savage Ventmaw - HUGE TEMPO! Attack and cast Rishkar's expertise or the Great Henge and then return of the wildspeaker/momentous fall/life's legacy or anything else is huge. Getting the attack and tempo in is VERY helpful as our deck struggles with tempo putting all the mana into a big creature.

  17. Shaman of Forgotten Ways - Ramp and an alternate wincon should you need it

  18. Siege Behemoth > Thorn Elemental

  19. Wood Elves.Farhaven Elf - Ramp, wood elves getting untapped duals

OVERALL: The deck is ok. I'm surprised how it has such a low CMC, but given your X spells. Once you replace those with 5+ CMC creatures, it will increase your AVG CMC to "normal". You want your AVG CMC to be around 4. Xenagos works as a sniper, you cast one big creature, give it haste and hope it doesnt eat removal. Given you spent all that mana on the creature, you don't do much else for the turn and then people usually swing at you because they are afraid of you casting another big creature out of nowhere.

As a result, having protection for them is crucial. In the form of heroic intervention, or another card out of budget such as Deflecting swat (which is SO powerful, counter counterspells, redirect targetted removal, targetted draw, targetted extra turns and more FOR FREE, so you can BLUFF INTERACTION). One more idea I'm thinking of is to replace Giant growth with Vines of Vastwood, similar function but provides protection as well. Also see Blossoming Defense for a similar function should removal/interaction is an issue in your meta as much as mine. Given you play against combo, they probably have interaction prior to them assembling their combo.

I got lots of ideas for cuts, so be sure to lmk what you think of each suggestion!

fmastrome2008 on stealy dan

1 month ago

With a curve of ~4.5 and 34 lands, you're going to be missing a significant number of land drops and be mana screwed more often than not, especially with a commander that costs 5 to start! This deck wants as much mana as it can get late game. A good rule of thumb is to also dedicate 10 slots to mana ramp (artifacts, creatures, spells, etc...). Remember, mana flood > mana screw.

For consistency, increase your land count to a minimum of 36. I'd go more 37-38 with this high of a curve. I also rough-counted 5 cards that either get lands into play or are mana rocks. Farseek, Kodama's Reach, Into the North, Rampant Growth will really help you get to 4-5 mana more consistently. Farhaven Elf is another Wood Elves effect that is abused by Yarok. Also bounce with Thassa, Deep-Dwelling to abuse ETB.

Otherwise, the list looks pretty solid. Some additions to consider are Shriekmaw, Ob Nixilis, the Fallen, Urborg, Tomb of Yawgmoth, and Palinchron (infinite mana).

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