Basic Land — Forest
: Add to your mana pool.
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5 hours ago
Haha well it's good to know that I am well known for elves around here! I'm loving the reputation :P let's hope it's not bad!
I'll start with the mainboard creatures!The first thing I'm seeing is you're running Boreal Druid. It's not bad because it's a one cost mana dork, but it's not in your best interest, especially running a mono green/selesnya build because it only adds colorless mana. You can use those four other slots for other things that are more effective. If I were to take those four slots out, I'd add creature protection and effective lifegain, which seem to be missing from the mainboard. One Spellskite and one Scavenging Ooze will you do justice there :) As well, I don't see any Nettle Sentinel either. Which are mandatory mainboard because of the combo with Heritage Druid. Joraga Warcaller and Sylvan Messenger aren't that helpful for you because you're not gonna be able to pump your creatures a huge amount by the time you want to kill, and if you're running Lead the Stampede, the job that Sylvan Messenger does is already done but better. Best to free those two slots up, along with the other two from taking out Boreal Druid, to add the four Nettle Sentinel. It'll make for a more effective mainboard :)
So far the changes that I recommend are:-4 Boreal Druid-1 Sylvan Messenger-1 Joraga Warcaller
+4 Nettle Sentinel+1 Spellskite+1 Scavenging Ooze
As for landbase, it looks pretty iffy in the current state it's in. First, fetch lands aren't going to be your friend. You're running monocolor mainboard, and have just a few white cards in the sideboard. It's not worth taking a potentially four damage just for land. Especially when you don't necessarily need to fetch. And running four Nykthos, Shrine to Nyx is a very bad idea. It's a legendary land, so getting two in one hand isn't going to be helpful to you at all in the case that the legendary rule gets rid of one if there are two instances of it in the battlefield. I'd cut that number to 2 Nykthos.
Oran-Rief, the Vastwood has a cool mechanic to it, but elves is most definitely an aggro deck. You're really not looking for your land to be coming in tapped. Especially when the mechanic on the card isn't that useful in the sense that it doesn't matter if your creatures have +1 counters on them. I'd take it out. Temple Garden is completely up to you. It's not a bad land with white in your sideboard, but personally I just run three Razorverge Thicket. You also should have a Pendelhaven and Okina, Temple to the Grandfathers because they're pretty boss lands.
If you'd like to see my build for elves just head over here to Dwynen's Army of Elves, and if you'd like more information on elves take a look at my primer at Modern Elves Primer!. If you have any questions, I'd be glad to help! Just let me know :)
1 day ago
Daedalus19876 i am still working on the land base and as for winning turn one play Chrome Mox,Lotus Petal,and/or Mana Crypt if your not useing the artifact combo play Concordant Crossroads, and if nessacary play cards like Eladamri's Vineyard then once you have ramped up enough play Arbor Elf, and Utopia Sprawl on one of your Forests then play one of your tutors unless you have one in hand and search for Exsanguinate, Blue Sun's Zenith, Gelatinous Genesis, Hydra Broodmaster, or Death Cloud and finish them of the other combo is easyer to play just play Chrome Mox, Lotus Petal, and/or Mana Crypt and an Island and play one of your kill cards. and as for Gleemax i had no idea it was not commander legal and will remove it shortly thanks for your comment:)
2 days ago
Thanks dannydb, that could work. It may be better to make the main board more specialized in one direction then it is. If anything, I think I'd want to mainboard Radiant Flames, but I'm pretty attached to the idea of only mainboarding cards that are good against anything. One important thing to consider though is that this deck doesn't care much about opponents creatures, especially the small creatures that could be killed with cheap red spells. The only creatures I've had much trouble with so far are flyers, I'm thinking I'll make room in the side board for Clip Wings or some red multi-target spell.
About the counterspells, I don't expect to be holding mana open very often, just on early turns when I have no good play anyways or late game when I have a battlefield advantage and just want to protect that. I guess this requires some luck to get the timing right or the ability to predict when the opponent is about to cast something big, but it has been working out for me so far.
3 days ago
Alright, this is going to get ridiculous, but basically it perma-nukes all land starting turn 3.
T1: Forest, bird of paradise
Your opponents now have only nonland sources of mana if any while you grab have unlimited mana at your disposal. Simply play Darksteel Forge at your leisure to prevent a chance removal.
3 days ago
- A land that always comes into play untapped when you want it to
- Doesn't cost life or deal damage
- Adds , but can give other colors in case you need to Pyroclasm.
You always want to sequence Tron pieces in play over non-Tron pieces. If you play a non-Tron land before you have Tron online, it's another turn you have to wait and another turn your opponent knows they don't have to worry about Karn Liberated, All Is Dust, or Wurmcoil Engine. A lot of the time you can just draw into the last piece. Playing a green land on turn 1 with Tron pieces in your hand so you can Ancient Stirrings will get you killed.
You can't take damage because of how razor-thin game 1 is against Burn and Reckless Bushwhacker decks.
If you take any damage from Karplusan Forest or Stomping Ground, the Atarka's Command on turn 3 WILL kill you. They also have lethal on you if they untap and play a turn 4 Eidolon of the Great Revel or Monastery Swiftspear if you Pyroclasm to kill their other creatures.
Bushwhacker decks are very similar. Turn 1 Wild Nacatl -> turn 2 Burning-Tree Emissary -> Burning-Tree Emissary -> Reckless Bushwhacker -> deal 11. You Pyroclasm their team, they untap and hit you with Goblin Guide + Atarka's Command, dropping you to 3. It's the same situation as before where you're dead to any non-land top deck if you took any damage from lands.
That narrows the criteria quite a bit. If you don't have Grove of the Burnwillows, having a high number of basic Forests can go a long way if used in conjunction with Fire-Lit Thicket, Game Trail, or Pinecrest Ridge. You can also use rainbow lands like Gemstone Mine (as suggested), Forbidden Orchard, Tendo Ice Bridge, and Glimmervoid. Fungal Reaches isn't great, but it's not a terrible turn 2 play to activate it.
3 days ago
List of bulk incoming. I think I have most of this:
- Forest edition specific?
- Creeping Renaissance
- Drownyard Temple
- Ghost Quarter
- Elixir of Immortality +
- Grisly Salvage +
- Worm Harvest +
- Zendikar's Roil
- Khalni Heart Expedition +
- Tilling Treefolk +
- Scout the Borders +
- Things with a + are things that I'm not sure about. I'd like to save Blightsteel for higher valued wants, and I have no idea if the Blood Moon is ever happening. Haven't heard back in 2 months.
3 days ago
Would you be interested in trading your Crucible of Worlds, 1 Inquisition of Kozilek and a Forest for a NM Scalding Tarn?
It's my $88 to your $87
1 week ago
Well, after drawing a few sample hands, and observing the way the mana comes down... I know this suggestion might seem rather contrary, but scaling down on your lands might be for the best- take out the depletion lands and guild lands, as well as Khalni Garden for playsets of both Evolving Wilds and Terramorphic Expanse 1 each of Blossoming Sands Rugged Highlands and Wind-Scarred Crag, and an even split of 4 Forest, 4 Plains, and 4 Mountain. The reason why I suggest this is because 23 lands is a good count for a deck like this, the fetches and duals will ensure that you get the color you need, and the only time you'll want a land to come into play tapped is turn 1 and turn 3, since you aren't running the sisters.
Another mainboard suggestion I'd like to make is Raid Bombardment. For a deck like yours, it's a real killer that will buzz-saw through your opponent's life total. I'd suggest... 3, taking out the Trumpet Blasts. (You'll already have 1 open card slot if you follow my lands suggestion.)
As for the sideboard, the hardest decks for you to compete against will be Mono-Green Stompy, Kuldotha Jeskai, Affinity, and Burn, and the singular cards that you'll have to worry the most about are Electrickery and Cuombajj Witches which will wreck your board, so I'd suggest a sideboard as such- 3 Spidersilk Armor 4 Ancient Grudge 4 Congregate 2 Luminescent Rain and 2 Moment's Peace
|Commander / EDH||Legal|