Freyalise, Llanowar's Fury


Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Leviathan Legal
Legacy Legal
Duel Commander Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CMT) Mythic Rare
Commander 2014 (C14) Mythic Rare

Combos Browse all


Freyalise, Llanowar's Fury

Planeswalker — Freyalise

+2: Put a 1/1 green Elf Druid creature token onto the battlefield with ": Add to your mana pool."

-2: Destroy target artifact or enchantment.

-6: Draw a card for each green creature you control.

Freyalise, Llanowar's Fury can be your commander.

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Recent Decks

Freyalise, Llanowar's Fury Discussion

Avacidal_maniac on Does anyone else get targeted ...

1 day ago

So I used to run a Glissa, the Traitor jank deck where it would just recur stuff to try and eventually ramp into big creatures like Darksteel Colossus or a praetor. that deck got targeted until I eventually had to retire it. Reason was because one of the big creatures was Blightsteel Colossus, which i can understand why people hate that one but it was only one out of 99 and I only ever cast it once, new deck I made is Avacyn, Angel of Hope angel tribal. That one is being hated out so much the only permanents I ever seem to have are lands until they get bounced by capsize or similar effects- for reference my playgroup use the following decks Inalla, Archmage Ritualist combos, the only way this deck wins is through going infinite, most of them revolve around making infinite hasters with Inalla's ability, and i do have Thalia, Heretic Cathar and Blind Obedience to try and slow it down but based on my current predicament they don't last 2 seconds before they get blown away. another uses either Kaalia of the Vast beat down or Freyalise, Llanowar's Fury elf tribal. this guy wins the most and people tend to listen to him whenever he tells them to do anything even though I try the same thing and I get killed within the next turn cycle. the third uses Brago, King Eternal stax. somehow he never seems to get targeted either and if i do manage to play a mana rock to try and get my angels out and if it sticks, he always seems to have a way to shut it down be it a Null Rod or Lavinia of the Tenth

I have made several changes to the deck to try and stop these from happening but it doesn't seem to fix anything. I have tried toning my deck down despite the fact I have never won a game with this deck before. Didn't work. I'm not sure what to do, I need some help

Quesosity on Shattered Glass and Shattered Dreams

1 week ago

goodair I had Daretti, Ingenious Iconoclast in the deck for a while. Currently testing some different cards and I cut him to do so. He tends to be a 3 mana walker that makes a 1/1 and maybe kills something but usually dies within 1-2 turns of coming down. He's okay late game as a sorcery speed Putrefy but again just dies because people target him because he's a planeswalker. His minus also needs an artifact to activate which is an extra cost I might not always have available. Compared to my other walkers Freyalise, Llanowar's Fury and Vraska, Relic Seeker they can make a creature, accelerate my mana, and destroy things with no extra costs. Granted they cost more mana to cast but

In his place I'm trying Bitterblossom. It makes creatures every turn and while they're not artifacts they're a little better at hanging back to block from the flying. I lose out on the destroy a creature/artifact mode but that should be partly offset by the brothers abilities. Also, enchantments in my meta tend to stick around longer than walkers.

PierreThePlaneswalker on Order

1 week ago

I have nothing against it, but just I find that win condition super boring and I wanted to do something different.

Generally when I do combos I want to doing something fun, i.e. Glimpse of Nature + Paradox Engine in Freyalise, Llanowar's Fury or Lord of Extinction + Jarad, Golgari Lich Lord in Meren of Clan Nel Toth. I don't like instant "I win" combos like Bloom Tender + Derevi, Empyrial Tactician + Deadeye Navigator that just arbitrarily end the game.


Ze_Geuse81 on Saskia SuperTokens

2 weeks ago

Ta pas besoin de Daretti, Ingenious Iconoclast vus que tu as aura shards tu pourais jouez Pernicious Deed plus Sun Titan. Trostani, Selesnya's Voice est pommal moin bonne dans ce deck si vus que ton commander est aggro. Freyalise, Llanowar's Fury serait bonne aussi et mon fav Grave Titan

holymanox on To Infinity and Beyond

1 month ago

I want to point out that there are a few cards in here that are not Modern legal. Elvish Guidance, Jungle Basin, Freyalise, Llanowar's Fury, and Priest of Titania are all banned. Also, It's best to have the minimum card count in a deck (60) because it's more likely that you'll draw the cards you need next. In general, it's pretty awesome that you've kept it under $70!! I would trim it down to only the cards that you need.

JuQ on Teeth, Claws and a Huntress God

1 month ago

Burgeoning and Exploration (and others like them) are not really that good unlest your deck draws a lot of cards consistently. If you have one them in your opening hand together with a lot of lands, then they are super flashy, but they stop providing value really soon and they don't do anything else on their own. You can make a case for Exploration synergizing with Courser of Kruphix, but I still bet that most of the time they're a dead card.
Allow me to demonstrate. In this example im naming Burgeoning, but the same is true for all the other cards that just give you additional land drops from your hand and do nothing else.
Let's say your opening hand with Burgeoning looks like this.
L, L, L, L, B, X, X. and in the first three draws are X, X, L. (L= Land, B= Burgeoning, X= Some other spell)
This would be a really good opening hand for Burgeoning, maybe optimal.

In the first turn you play Burgeoning and by the second turn you have four lands on the battlefield and four cards in your hand. At this point the Burgeoning will basically stop working. On turn three you'll have five lands and four cards.

If instead of the burgeoning you had something like Llanowar Elves you'd be one mana behind on turn two and three, by turn four you'd have the same amount of mana, but by turn five and later you would have one additional mana from the elves that you wouldn't be getting from Burgeoning.
That is the best case scenario for burgeoning, if you get it mid game is mostly useless, the elves will still give mana and be able to chump block in the mid and late game.

So, does Burgeoning really deserves the spot in the deck so you can be one mana ahead in turn two and three if you happen to get it in your opening hand with the right amount of lands? (comparing to a cost one mana dork) Taking in consideration that two or more players will have to lose 40 lifes for you to win, it doesn't earn the spot. But you can get enough value out of it if your deck is made to draw a lot of cards consistenly all the time or your deck revolves around land mechanics.

At this point, the way I see it, you have three options: Jumping with both feet into the land theme, adding as much card draw as possible or removing them in favor of other ways of mana ramp. You can also do a bit of the three options if you want.

If you really want to go all in with the land theme, you could keep all the "additional land drop cards" (not Burgeoning) and add Oracle of Mul Daya for more land from top of library and Ramunap Excavator to reuse your fetchlands from the graveyard over and over and then your additional land drops would always be spent. If you were to add the Ramunap Excavator then I would also add Evolving Wilds and Terramorphic Expanse or other lands that enter untapped and you can sacrifice without paying mana like Ghost Quarter. Everything I said about the Ramunap Excavator is also true for the Crucible of Worlds, which I don't like to recomend because it's way too pricy for me.

Even if you decide to remove the land drop pack, your deck could benefit a lot from more card draw. Commander games most of the times are an endurance race and the guy who ends up running out of cards and is relegated to one draw each turn, is the most likely to lose. Currently you have as reliable card engines Garruk's Packleader, Elemental Bond, Garruk, Primal Hunter and Lifecrafter's Bestiary. I'm not counting Selvala, Heart of the Wilds, Vizier of the Menagerie, Courser of Kruphix, Zendikar Resurgent and Freyalise, Llanowar's Fury because I don't think they are reliable enough or in the case of Zendikar Resurgent it's too late-game, more like a finisher by itself (you kinda enter in god mode) than a mean to get to an end and if you get to put it on the battlefield but your hand is empty, it will be of little help to you. I'm not saying these cards should go out, I like all of them and I run them in several decks, it's just I can't count them as card draw.
I would add about four to chose among these (I find that at eight card draw engines the decks starts drawing cards consistently) Hunter's Insight, Life's Legacy, Greater Good, Momentous Fall, Hunter's Prowess, Soul's Majesty, Rishkar's Expertise, Mouth / Feed, Shamanic Revelation, Regal Force (I'm not really a big fan of this last one but maybe in a mono green works fine).

If you decide to remove some or all of the land drop cards you can add instead Overgrowth, Worn Powerstone or Thran Dynamo as a bit heavy but efficient mana rocks and Birds of Paradise, Wild Growth or Utopia Sprawl as first turn rampers.

To get some extra juice from Seedborn Muse and Elemental Bond you could use Splitting Slime.

Instead of (or maybe together with) Elvish Piper and Quicksilver Amulet you could use Champion of Rhonas (bigger body matters) and Deathrender (it's actually doing something useful while you don't have big creatures in your hand and also, mitigates the damage caused by board wipes).

Sorry for not formulating the proposed the changes as "card-A for card-B" like you wanted, but it's not always that simple. Maybe I see a card more useful than you do (or the other way around) because our respective metas are different.

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