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Fyndhorn Elves Discussion
1 day ago
There are many ways to build Selvala, as I've found through long experimentation following her release in Conspiracy. She does a lot of things for a small body. Obviously, the mana ramp is her greatest feature. Her weakest feature is, I believe, her potential as a group hug commander. Maybe in certain playgroups she can be worked politically, but most group hug decks want to hide in their opponents' shadows, whereas Selvala wants to play center stage and make the threats. To that end I'm not sure "fun" describes her well. Unassuming might be a better fit.
Anyway, rambling and philosophy aside, let's take a look at the deck. First and foremost, the deck needs focus. Are you doing lifegain? Or are you doing big spells? Not to say you can't do both, but if you dedicate slots solely for big stuff and slots solely for lifegain, it'll feel like your trying to ride two bikes tied together by rough-spun rope, rather than a tandem. What you can do solve this is by running specifically cards of one category, and sprinkling in cards of both categories. An example of this would be Wingmate Roc. It's a fatty, and it gains you life on the side. As an example of cards not working in tandem, what business does Abzan Battle Priest have sharing a battlefield with Worldspine Wurm? What connects cards doesn't have to be complicated. Skarrg Goliath is great with Noble Purpose. In this way, most of your cards should work with or build towards the same goal as your other cards, with some extra features to make them all the sweeter.
Now, I know this is a bit of a quick-and-dirty list, but there are some cards I don't quite see necessary for this deck. Imposing Sovereign does little for you. Heliod's Pilgrim is in the same boat. You only have two auras, and neither are really worth tutoring. With the ramp you'll be outputting, Eidolon of Rhetoric will only seem like a bane to your own spellcasting, especially with a constant stream of cards from Selvala. Don't try to hamper your opponents. They are already at a disadvantage because they are not you. Only rare cases will have you making use of Springleaf Drum; if it were me, I'd rather attack. There's a good case out there somewhere for Brave the Sands, but to me it's just taking up a card slot. Yeva wants your creatures to be more responsive, else why are you casting them at instant speed. Yisan is just too slow.
The way I built my deck will highly skew the gameplan in favor of ramp, but I'll try and slip some lifegain strat in in case you go that way.
Diving into some of the sweet, sweet Selvala tech, we have her favorite equipment ever, Umbral Mantle. With four or more players, this card on Selvala has the potential to deck everyone at mana speed. That's right, your opponents cannot stop this once you start going. If you run no other draw in your deck beyond Selvala, you will always have more or the same amount of cards in your library as everyone else, and it doesn't matter if you have no cards in your library so long as your opponent's draw step comes before yours. The combo can wiff, of course, but more players or Mana Reflection will help with the consistency.
Selvala has more going for her than the jankiest of combos. She has the grand distinction of being a green three drop. What does this mean? It means turn two Selvala can be built with the consistence to be actuated every. single. game. Not only do you have access to the pricy Mana Vault / Chrome Mox / Mox Diamond, the classic Sol Ring, and the lesser-known Jeweled Amulet. Every green one-drop dork from Avacyn's Pilgrim to Fyndhorn Elves will T2 her. Then you have options like Exploration, Burgeoning, Skyshroud Ranger, and Sakura-Tribe Scout to get those extra lands in in time, and cards like Eladamri's Vineyard, Wild Growth, and Carpet of Flowers (surprisingly relevant) to give you sources that you won't lose post-boardwipe. I use this to great advantage in my deck where I can go T2 Selvala, T3 something big. It doesn't take all this dedication, though. You can slot in Sol Ring and Wild Growth freely in any Selvala build, because they are solid ramp on their own.
For my spells I like to stay on the durable side. Hexproof, Indestructible, Persist, Undying, Protection, Regeneration, Non-creature. I can go over the semantics of each of my picks if you want (feel free to ask, I love to talk), but I'll spare you for now by saying most of my choices are in favor of either that or just plain power, like Hydra Omnivore and Felidar Sovereign. Furthermore, I'd like to elaborate on non-creatures. Blue is the only color that can deal with instants and sorceries. You can capitalize on this, especially if you are in the lifegain department. Beacon of Destiny can take you to near ninety life easy, Heroes Remembered can be suspended as an added bonus, and Invincible Hymn works with Selvala so you can cast it as soon as possible to capitalize on it's effect. Storm Herd is good even if you're at twenty life, which is a losing situation since you should be gaining all the life with Selvala. Other big-mana token-makers may be to your liking as well, since they are mostly unaffected by spot removal. Boundless Realms and Tooth and Nail are classic big green spells.
And my favorite white sorcery is Blessed Wind. Nine mana: take twenty. Mmmmm.
You've pretty much got an idea of where the deck wants to be, you just need to refine it. I don't think the deck needs either of the Platinums to supplement Felidar Sovereign, but you can run them anyway as powerful monsters. I don't know why you want to cut Mana Confluence. The life payment is so nonexistent when your commander gains you more life in the same turn. That's why I have no problem running City of Brass.
One last thing. Sylvan Primordial is banned under the common Commander rules, but if your playgroup is fine with you running him, go nuts.
If you have any questions, feel free to ask. Not a day goes by that I don't log in to tappedout and brew stuff.
And sorry if it's a little long.
2 days ago
i think you dont have enougth of big creature with power 5 and greater for Mayael the Anima if you want her to proc when you paid 6mana . and you should put a little bit more ramp like all the 1G mana cost like Birds of Paradise , Elvish Mystic , Fyndhorn Elves , Llanowar Elves , Avacyn's Pilgrim Bloom Tender.... and there are a lot of artifact with cost 2 or 3 that can help you a lot with the ramp to !! the 1st thing you want to do its to put Mayael and being able to do is active ability soon as possible ! so found a way to make it because rigth now i dont get it! Archetype of Endurance migth be a good card to play if you want to play the defensive play i was playing it last week and it was doing great ! also you should not have a lot of creature with power lest than 5 like Aurelia, the Warleader of course it a nice card but for this kind of deck you can find better i assure you
here my link of my Mayael Deck dont worry i play with the french ban list so there will be 3 ban card on my deck if you play american ban list just replaced them like you want .... http://tappedout.net/mtg-decks/mayael-the-big-fat-potato-thrower/?c=1763215
4 days ago
When it comes to removal, don't forget cards like Oblation and Chaos Warp. Tucking is sometimes more effective than anything else. You also have full access to board wipes, and cards like Winds of Rath can be especially potent. As far as enchantment and artifact removal, you are playing the best possible colors for it. Hull Breach, Mystic Melting, Return to Dust, Krosan Grip and a dozen others are all available to you, so it is just a matter of picking your poison.
For ramp, you have all the best choices. Besides the green sorcery spells like Cultivate, Explosive Vegetation, and Kodama's Reach, you also have access to all the mana dorks like Birds of Paradise, Bloom Tender, Elvish Mystic, Fyndhorn Elves, Llanowar Elves, Quirion Elves, and Sylvan Caryatid. You can also opt for creature ramp through cards like Farhaven Elf, Sylvan Ranger, and Wood Elves.
When it comes to auras, I think the most important thing to remember is to avoid "win-more" cards. I know cards like Ethereal Armor and Daybreak Coronet seem like obvious choices, but they are not as potent as something as simple as Rancor. Generally, your auras should give you evasion, trample, or protection. If you streamline them, you will be more likely to pull a card that will get you through enemy defenses. You don't need to be a 50/50 to win the game. 21 damage is all you have to do. Getting Uril indestructible is also worthwhile.
To fill out your deck I suggest getting something to avoid the sacrifice mechanic (Sigarda, Host of Herons or Tajuru Preserver or both), a few combat tricks (having Uril with 2 enchantments will most likely make him an 11/11 minimum, so being able to us Boros Charm or Rush of Blood to double his power when they don't declare a blocker will get you easy pick-offs), tutoring (both for creatures in case Uril is tucked, and for auras to pull out game winners; cards like Three Dreams, Eladamri's Call, Enlightened Tutor, Green Sun's Zenith and Idyllic Tutor all work to that ends, but there are creature options like Totem-Guide Hartebeest and Heliod's Pilgrim to consider as well), card draw (enchantress cards are best here; Eidolon of Blossoms, Argothian Enchantress, Mesa Enchantress and Verduran Enchantress), and a solid land base will make your Uril deck dangerous.
A few suggested cards would be Grand Abolisher, Kessig Wolf Run, Rogue's Passage, Slayers' Stronghold,Sunhome, Fortress of the Legion, Yavimaya Hollow, Replenish, and Retether. These are all potent cards that have really good synergy with Uril's win conditions.
I don't want to shamelessly plug my own deck, but I feel like if you looked at it you would find a good direction to head in. If you are curious, you can check it out here: Uril, the Miststalker
1 week ago
Nice stompy Omnath, Locus of Mana deck. +1 and some suggestions in no particular order:
Tranquil Thicket doesn't really seem necessary here. It's more suited for multi-color decks to fix mana or draw in the late game.
Personally, I miss first turn ramp. Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Birds of Paradise, Joraga Treespeaker and Green Sun's Zenith for Dryad Arbor let you cast Omnath second turn, attack for 5 damage turn three and you can cast your big creatures a turn earlier.
1 week ago
On a different (yet related) note... I would like to see Wizards do more reprints of copycat cards.
Type 2: (In my opinion a cooler option)Take something like Prodigal Sorcerer 12 times, Zuran Spellcaster twice, and look at Rootwater Hunter printed once... If Wizards had made Elvish Mystic "Elf-Shaman" instead of "Elf-Druid" think of how many more card reprints could build into whole new deck interactions like a deck built around Elvish Mystic & say maybe Thornbite Staff. Possible decks built around Elvish Mystic "Elf-Wizard" and Sage of Fables ? Fugheddaboudit
1 week ago
Sorry for the click bait but here is the story.
I had a dream last night that a new fate reforged card had been spoiled. It was a green card (not surprising because I almost always play green).
It was a 1/5 for 1 and a green(by the way can we start calling every 1/5 for 2 a Nyx-Fleece Ram). Its ability was "Green and tap: add green to each player's mana pool for each druid, elf, other subtype, other subtype.(I don't remember them) Then reduce the amount of mana in each player's mana pool by half. The mana added this way does not empty from any player's mana pool. Whenever a player attacks with one or more creatures move all remaining mana from each player's mana pool to that player. It's type was human druid.
This seems like a super weird super fun mechanic so I decided to post it on here. If anyone wants to make the card in photoshop the art was a mix of the from the vault:20 Fyndhorn Elves and Stoneforge Mystic. If anyone has balancing ideas voice them in the comments keep in mind this would be a standard card not only commander.
2 weeks ago
You can't use Druid of the Anima since it isn't in your Commander's colours. Since it has a white mana symbol for it's activated ability, it has a colour identity of white. You can swap it out with a Quirion Elves or Sylvan Caryatid fairly easily.
Dispel/Essence Scatter/Evasive Action could all be swapped out with better counterspells. I would recommend Counterspell, Dissolve, and Dissipate, but Mana Leak, Hinder, Spell Crumple, and Arcane Denial are also good choices.
Also consider trying out Vigor, its superb
|Power / Toughness||1/1|
|Avg. draft pick||3.61|
|Avg. cube pick||10.18|
|Commander / EDH||Legal|
Printings View all
|From the Vault: Twenty||Mythic Rare|
|Masters Edition||magic online on|