Fyndhorn Elder

Fyndhorn Elder

Creature — Elf Druid

: Add to your mana pool.

Browse Alters View at Gatherer


Have (0)
Want (2) Aethos528 , Stargaizer

Printings View all

Set Rarity
Eighth Edition (8ED) Uncommon
Seventh Edition (7ED) Uncommon
Classic Sixth Edition (6ED) Uncommon
Fifth Edition (5ED) Uncommon
Ice Age (ICE) Uncommon

Combos Browse all


Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Fyndhorn Elder occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

Fyndhorn Elder Discussion

SynergyBuild on Yisan is running slowly.

1 year ago

$20ish Budget way to make Yisan very fast:

Add in Arbor Elf , Fyndhorn Elves , Wirewood Symbiote , Seeker of Skybreak , Temur Sabertooth , Priest of Titania , Elvish Archdruid , Boreal Druid , Devoted Druid , Great Oak Guardian , Autumn's Veil , Nature's Claim , Natural State , Caustic Caterpillar , Reclamation Sage , Desert Twister , Copperhorn Scout , Wood Elves , Somberwald Stag , Manglehorn , Marwyn, the Nurturer , Rishkar, Peema Renegade , Leaf Gilder , Heart Warden , Fyndhorn Elder

Drop out Taunting Elf , Verdant Force , Vorinclex, Voice of Hunger , Wild Beastmaster , Worldspine Wurm , Pathbreaker Ibex , Mycoloth , Kamahl, Fist of Krosa , Gyre Sage , Giant Adephage , Elvish Piper , Cultivator of Blades , Bramble Elemental , Avenger of Zendikar , Tooth and Nail , See the Unwritten , Triumph of the Hordes , Overrun , Overwhelming Stampede , Overrun , Genesis Wave , Explosive Vegetation , Zendikar Resurgent , Growing Rites of Itlimoc  Flip, Umbral Mantle , Lifecrafter's Bestiary

Total of 26 swaps.

The switches lists speed the deck up and make it win through an easy and efficient combo, all fetchable by Yisan. The combo uses Great Oak Guardian , Temur Sabertooth , and Wirewood Symbiote . With these and enough mana producing creatures, you get infinitely large creatures or with 1 more mana, infinitely large creatures and infinite mana, and untaps which can be put into Yisan to fetch Caterhoof and give the team trample.

All together, the deck will also run enough early-game interaction like Caustic Caterpillar , Manglehorn , Reclamation Sage , Natural State , Nature's Claim , the already run Lignify and Acidic Slime , and catch-alls like Desert Twister and Yisan fetchables like Somberwald Stag .

With all of this in mind, it is a little weak to removal, but with Eternal Witness and Temur Sabertooth both fetchable with Yisan, I feel it can be okay.

How does this sound?

elgosu1337 on Dragons to the face

1 year ago

You need more cards for early ramp, and don't underestimate the power of 3 CMC cards that ramp for 2 mana. You could try Joraga Treespeaker, Nature's Lore, Bloom Tender, Selvala, Heart of the Wilds, Overgrowth, Knotvine Mystic, Fyndhorn Elder, Greenweaver Druid, Worn Powerstone, and Thran Dynamo.

You could also try Stubborn Denial as a counterspell.

Selphiron on Help with non-combo Selvala, Explorer ...

1 year ago


(tl;dr at the bottom) so my bestest friends gave me a copy of Vorinclex, Voice of Hunger (they must be kind of masochistic), Marwyn, the Nurturer, Seedborn Muse and Selvala, Heart of the Wilds.
But the problem is, I don't know which 3 cards I should take out of my Selvala, Explorer Returned deck. Please see the description in the link for how the deck works. My meta is quite casual, but not very janky. The games usually end after turn 10, we have almost no combo decks.

First of all: Do you think, that I shouldn't take any of those 4 cards into my deck?

I was thinking of Primordial Sage, because I don't cast every creature I put into play and I have Soul of the Harvest and my Commander. I don't really have card draw problems. So maybe I could cut it for Vorinclex.

The second card I was thinking of taking out is Frontline Medic. I never used the second ability (counter target spell with X, unless opponent pays additional 3). And it must attack with at least two other creatures. The two other creatures part isn't the problem most of the times, but that it has to attack is sometimes a problem. I only have two haste enabler and usually I don't attack anyway. When I attack, I do it to close the game or to finish someone off. And if I do, I rarely need it. And I have Rune-Tail, Kitsune Ascendant and other ways of making my creatures indestructible.

The third card I was thinking of taking out is Fyndhorn Elder. I know it is a good card, but I think that Marwyn, the Nurturer is a better replacement.

And I can't decide, whether I should exchange Dragonlord Dromoka with Grand Abolisher. I don't really need the flying part of Dromoka and the lifegain is sweet but the main reason I have it in my deck is to prevent things like AEtherize, when I go for the kill. I have Abeyance for the same reason. I usually finish the game with Triumph of the Hordes and Overwhelming Stampede. So I need 10-11 mana with Dromoka and 6-7 mana with Grand Abolisher.

Oh and I would be thankful for general advice like "this card would be better than this card". My budget is rather tight though (I don't like to spend more than 10$ on a card).

Other cards I was thinking of taking out:
Shield of the Oversoul, Indrik Umbra, Beastmaster Ascension, Lys Alana Huntmaster.

Thanks in advance for your help =)

tl;dr: I want to put Vorinclex, Voice of Hunger, Marwyn, the Nurturer, Seedborn Muse and Selvala, Heart of the Wilds into this Deck but I don't know what cards to take out.

Slivortal on Freyalise High Tide

1 year ago

Tested Marwyn over Mana Reflection, here are my thoughts:

So, Marwyn, the Nurturer isn't bad... but it isn't exactly breathtaking either. Its biggest problem is that it's excellent on exactly turn 2 if you had the T1 accelerant, and it's absolutely awful off the top of the deck. All the mana dorks that cost more than 1 (Devoted Druid, Priest of Titania, Voyaging Satyr, Wall of Roots, Wood Elves, and Elvish Archdruid) are fantastic. In fact, given that Wall of Roots and Wood Elves cost virtually 1 and 2 mana respectively, Archdruid is currently the only 3-drop mana dork in the whole deck. And Archdruid is almost strictly better than Marwyn; the +1/+1 is largely irrelevant (sometimes improves cycling efficiency with Greater Good, sometimes turns off your own Skullclamp), but Archdruid will always make at least as much mana as Marwyn under most normal circumstances (as Marwyn under normal circumstances will only make mana equal to the number of other dorks that came in after her). The synergy with Craterhoof is also cute... until you realize the circumstances that she both doesn't have summoning sickness and didn't have to fund Craterhoof's mana cost are extremely minimal. Unlike Devoted Druid, she both doesn't untap after tapping to pay for Craterhoof, and she can't abuse Earthcraft to get around summoning sickness like the Druid can. She also has absolute 0 synergy with Sabertooth. She doesn't go off with either Sabertooth+Craterhoof (because she can't untap herself like Druid) or Sabertooth+Crossroads (because she goes back to 1/1 status after bouncing herself). If you have Sabertooth+Crossroads+Craterhoof she can go off if you control at least 16 creatures (spending 5 to bounce/recast her 10 to bounce/recast hoof), but Druid also goes off with far less work.

The games you get her out exactly turn 2, she'll be just as good as Archdruid is all the time, but elsewise leaves much to be desired. I don't think she's necessarily better than either Ley Druid or Fyndhorn Elder, which is a big problem since they don't make the cut in this deck either.

Mana Reflection on the other hand has been one of those "You don't know what you've got 'till it's gone" situations. Reflection can't be tutored for and it is expensive, but its effect is absolutely massive. Any effect that creates multiple mana goes off with it in a massive way. It's very hard to lose with it after you untap with it, and the instantaneous value it provides is also high. I think the effect is actually comparable to Greater Good, in that it's a card that turbocharges the deck with very minimal extra conditions.

I think if you wanted Marwyn, the Nurturer to find a slot in this deck, it'd be over:

-One of the 28 lands that always produce green mana and don't have summoning sickness (warning: this number is low)

-Maze of Ith, which doesn't produce mana but is far more powerful at protecting Freya

-Scavenger Grounds, losing utility and cutting non-Arbor mana-producing lands down to 32 from 33.

-Eye of Ugin, losing long-game utility with one of your many land tutors (not recommended)

-Ramunap Excavator, losing long-game utility (but both are 3-drop creatures)

-Dosan, losing your ability to interact with control decks

Honestly, my biggest problem is that the circumstances for this card are low; she's good in your opening hand, yes; but is she that much better than any other half-a-dozen broken openers? What about every other point of the game? Is she really that much better than Ley Druid anyway (Ley Druid+Cradle or Nykthos is absurd)? Is she even better than Elvish Guidance (doesn't count itself or count towards creatures, but has a more powerful and instantaneous effect)?

The fact that she's 3-mana does mean she's curvable, unlike Karametra's Acolyte or Argothian Elder (which we'd run if they curved Freyalise), but until then I have problems finding this card making the cut. Let me know your thoughts, and if you have any ideas of how she'd fit in!

Thanks again for all the suggestions; even if Marwyn didn't end up making the cut at first, it was a lot of fun testing her out!

Howdie91 on Samut, Tap Dancer of Dissent

1 year ago

While I do agree that Krosan Restorer isn't great and is probably better replaced by Fyndhorn Elder or something similar, the main point of having Restorer is that shes goes infinite with Umbral Mantle once threshold is achieved. She untaps three lands, then you use that three mana to activate the mantle. If you have a land like Temple of the False God out, you can also generate infinite mana as well.

Also because Umbral Mantle has a zero equip cost, You can actually use it on any other creature with a tap effect, given the right circumstance. To be honest, I need to playtest this deck a bit before reassessing. I'm afraid it isn't going to be able to clutch the win well enough.

KingMathoro on

2 years ago

I would take out the following as they usually aren't needed or don't perform as well as you would think they would. Sakura-Tribe Scout, Whisperer of the Wilds, Civic Wayfinder, Search for Tomorrow, Ranger's Path, Hunting Wilds, Overgrowth, Woodfall Primus, Yavimaya Elder, Wild Growth, Chrome Mox, Fyndhorn Elder, Greenweaver Druid and I would also take out 2 lands. Again I ask your thoughts on my opinion in this matter.

Also Greater Good is well great also because of the card draw and also Green Sun's Zenith. There are some other cards that I think could help as well but I am afraid I have gone on too much at this moment in time

KALE434 on Ezuri Elf-Ball *RETIRED 2/5/2019*

2 years ago

PerfektJade sorry just assumed you knew what those meant. Elf-Ball is just running out a bunch of elves like Wood Elves, Arbor Elf, Fyndhorn Elder or Fyndhorn Elves and just going elves tribal and smashing face with Overrun or Triumph of the Hordesthem. Big Stompy as in having good value creatures like Avenger of Zendikar, Woodfall Primus, Decimator of the Provinces or Mistcutter Hydra and win by resolving them. Sorry sometimes I just assume stuff.

Squirrel_of_War on Meren, my first EdH

2 years ago

Its a good list, there are a few choices that could be replaced im my opinion. Cards like Birds of Paradise and Fyndhorn Elder are great but not as good in commander. When I make my card choices I pretend I'm in some crazy scenario and I'm staring down defeat on my opponents next turn, if I draw any card right then I want it to be something that could have an impact to the game. For example if you draw a BoP late game you probably aren't going to be very excited but if you draw a Gray Merchant of Asphodel it could completely change the game. I like big, fun interactions and if you look at my list you'll see that. As far as other suggestions for you, Crux of Fate is good but not in here, maybe run Decree of Pain for that sneaky instant speed removal for tokens and weenies or game changing card draw with your removal. Maybe toss in Krosan Grip in case someone decides to drop a Torpor Orb too.

Load more