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Creature — Elf Druid
Whenever you play a Druid spell, you may draw a card.
Tap seven untapped Druids you control: Gain control of all lands target player controls.
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Gilt-Leaf Archdruid Discussion
5 days ago
I agree with /u/Scion_of_Darkness, Gilt-Leaf Archdruid as a 2x of would be pretty great.
I don't think that your Silhana Ledgewalker+Stoneforge Masterwork combo is doing a whole lot, it doesn't synergize with the deck very well. I'd consider dropping both and making some of these changes.
2x Gilt-Leaf Archdruid + 1 more Heritage Druid + 1 more Throne of the God-Pharaoh. The Archdruid is fetchable by Elvish Harbinger, making him much easier to get out consistently. Once he's out, every single one of your creatures causes you to draw a card. The Heritage Druid + Throne of the God-Pharaoh combo is actually really good here. The ability stacks and you can tap out creatures you know you won't be blocking with for mana. Beast Whisperer is a pretty suitable substitute for Gilt-Leaf Archdruid. Basically the same first ability, but you lose the ability to grab your opponents lands in the mid game. I'd maybe even consider running 2x of each, and dropping Rhonas's Monument. The more abilities that you can have on your elves, rather than artifacts or enchantments, the better all your elves will perform. Especially if you run 4x Elvish Harbinger. Lets you consistently grab drawing combo pieces or win-cons like Ezuri.
Elvish Clancaller would be a great replacement for Stoneforge Masterwork. It effects all your creatures and you can pump extra mana into grabbing more of them. Gives you more creatures to tap as well for the Throne.
If you can get ahold of a few double lands, then you'd be in better shape. Even 4x Guildgates would be better than just a single Mountain. It would let you drop Chromatic Lantern as well. Ideally you'd get some Stomping grounds and Wooded Foothills so nothing comes in tapped and you can reliably get your splash color.
2 months ago
Oh, you do have Gilt-Leaf Archdruid in the decklist! He's so good. Draws off casting druids, cheaper than Primordial Sage, and a hilarious kind of a wincon with the land steal.
3 months ago
I feel that some tribes are only partially supported. Rather than trying to fix each individual tribe, I've tried to think of some cards that would be good enough for the lesser tribes but not so good that the established ones like Goblins & Merfolk would also benefit. This way, the situation would be remedied for all underdog tribes, both present and future. Hopefully this isn't too misguided; let me know what you think.
Width token makers
The following are meant for tribal cards which would appreciate going wide but have difficulty doing so reliably, e.g. Thundercloud Shaman or Admiral Beckett Brass (why does Grixis only have one Pirate token maker available?). One concern I have with these is that they could be problematic with some cards, e.g. Reaper King, Soulcatchers' Aerie and Gilt-Leaf Archdruid.
Obelisk of Creation Show
As Obelisk of Creation enters the battlefield, choose a color and a creature type.
: Add .
, : Create a tapped 1/1 creature token of the chosen color and type.
Comment: Derived from Volrath's Laboratory (which I feel is underwhelming by contemporary standards). Makes tapped tokens to avoid it becoming a blocker generator and to make it less attractive for established tribes - could also make it only work at Sorcery speed to e.g. avoid it being used for Rally triggers. I feel 2 is a good number here since you loose out on tapping it for mana. (Tap-based token making abilities seem to typically cost 3 mana)
Genesis Blade Show
Artifact - Equipment
As Genesis Blade enters the battlefield, choose a creature type and a color.
Equipped creature gets +1/+0.
Whenever equipped creature deals combat damage to a player, create a 1/1 creature token of the chosen color and type.
Artificial Sire Show
Artifact Creature - Construct
As Artificial Sire enters the battlefield, choose a creature type.
Artificial Sire is the chosen type in addition to its other types.
Whenever Artificial Sire deals combat damage to a player, create a 1/1 colorless artifact creature token of the chosen type.
These are meant to help tribes who suffer from having few cards to choose from within singleton limitations, giving them some extra fatties.
Familiar Likeness Show
As Familiar Likeness enters the battlefield, choose a creature type.
: Add .
, : Choose a creature you control of the chosen type. Create a X/Y colorless creature token of the chosen type, where X is the chosen creature’s base power and Y is the chosen creature’s base toughness.
Comment: Derived from Riptide Replicator (which I also feel is underwhelming by contemporary standards). Height version of Obelisk of Creation. The second ability is not targeted in order for it to be available to Illusion tribal as well. Could be used with Marit Lange to make 20/20 tokens (without flying or indestructible), but if you got her out and are playing Avatar tribal then I think you deserve it. Could base on current power/toughness, but I didn't want to deal with people abusing temporary bonuses from e.g. Hatred. This does cause e.g. Hydras to suffer though.
Kindred Colossus Show
As Kindred Colossus enters the battlefield, choose a creature type.
Kindred Colossus is the chosen type in addition to its other types.
Kindred Colossus enters the battlefield with X +1/+1 counters on it, where X is the total base power of each other creature you control of the chosen type.
If Kindred Colossus would be put into a graveyard from anywhere, reveal Kindred Colossus and shuffle it into its owner’s library instead.
A walking monument to a people’s glory.
Seal of Unity Show
As Seal of Unity enters the battlefield, choose two different creature types.
Creatures you control of either of the chosen types are both in addition to their other types
Comment: Meant for some linked tribes, e.g: Knights & Soldiers and Werewolves & Wolves. Dunno if the CMC is too low compared to e.g. Conspiracy and Xenograft. Also, could be problematic with e.g. Xathrid Necromancer.
Representative's Ring Show
As Representative’s Ring enters the battlefield, choose a creature type.
, , tap an untapped creature you control of the chosen type: Draw a card. Activate this ability only if you control at least three more creatures of the chosen type than any other player.
Comment: Meant to be more reliable for less popular tribes. Dunno if it's too strong right now.
Tribal Mantle Show
Artifact - Equipment
Equipped creature has “: Add two mana of any one color. Spend this mana only to cast a spell that shares a creature type with this permanent or to activate abilities of creatures that share a creature type with this permanent.”
Comment: Derived from Paradise Mantle, obviously.
Vesuvan Braclet Show
Artifact - Equipment
As Vesuvan Braclet enters the battlefield, choose a creature type.
Equipped creature gets +0/+1 and is the chosen type.
(new) Volrath's Implant Show
Artifact - Equipment
As Volrath's Implant enters the battlefield, choose a creature type.
Whenever Volrath's Implant becomes attached to a creature, change the text of that creature by replacing all instances of one creature type with the chosen type.
Whenever Volrath's Implant becomes unattached from a permanent, its controller sacrifices it.
Comment: Inspired by DragonMaus (see below) and derived from Vesuvan Braclet, New Blood, Captain's Hook and Grafted Wargear. The triggered sac ability was mostly included because I didn't know how I could revert the text change otherwise; it's a bit more throughout than Grafted Wargear's since it still works if someone else takes control of the creature, provided they don't also have Sigarda, Host of Herons. In that case the creature will still keep its altered text until it e.g. changes zones.
3 months ago
Ok, so I'm seeing a deck that wants arcane adaptation and descendants path to drop big spells. Fair enough.
I highly reccomend more 1 and 2 drop creatures. Making sure that your t3 Descendants' Path hits something turn 4 is valuable. But how to assess those creatures is important. You want to be sure you have big creatures on top of your deck, and you want to avoid needing arcane adaptation where possible.
To do this, is best to assess a small set of cards you'd be using together rather than a lot of individual cards. Getting a set of cards that work well together is better than a bunch of disparate parts- getting a set which acts as a backup plan to arcane adaptation is even better.
One method to find these sets of cards is to look at what creature type you want to name with Arcane Adaptation and go all in on it.
Pretty much every tribe has big game-changing spells and 1 drops that work well. I'd focus on tribes that like stalling/controlling the game (Spellstutter Sprite lists), Protecting their own creatures (spirits/illusions), or already cheat their big stuff in (Preeminent Captain and Incandescent Soulstoke). There are plenty of tribal lists on this site to raid for ideas.
Changeling tribal is a neiche option which I'll mention here- Mothdust Changeling, Shields of Velis Vel etc- there are Haakon, Stromgald Scourge/Basal Sliver/Skeletal Changeling combo lists you can raid for ideas.
The second way is to look for things that can get value out of your big spells.
Looking at CMC matters is another- Nourishing Shoal, Blast of Genius, Kindle the Carnage, Nahiri's Wrath and so on all offer ways for your big spells to impact the game when you aren't casting them for free.
The final option is other Arcane Adaptation combos, to improve card quality by building in redundancy. Turntimber Ranger and any creature goes infinite if you name ally, Haakon, Stromgald Scourge and Ashes of the Fallen, Myr Turbine and tons of creatures, Quest for Ula's Temple and Inkwell Leviathan is a thing.
The big thing is to pick one plan, and stick to it. Its a lot more difficult to disrupt three spells doing the same thing than three different things. Fix your mana curve with a smooth 'I want this or this t1, this or this t2, and this or this t3' plan, and it'll run smooth.
Good luck, and happy brewing!
4 months ago
Hmmm... Druid's Deliverance sounds pretty neat, but I don't know what to take out. After some play testing I find that I can generate tons of mana, but generally prefer to need more forests. I swapped out one Elvish Mystic with Civic Wayfinder for that purpose. I like Gilt-Leaf Archdruid but unsure of how to make it work with the already existent saproling swarm of doom.
4 months ago
You may want to cleanup some of the creature types that you have - especially if you want to include Gilt-Leaf Archdruid. For mana, look for: Devoted Druid, Druid of the Cowl. Greenweaver Druid may be a little more difficult to use, but, it's good bang for the buck, and card-efficient.
For dual-purpose cards that would help with the saprolings: Druid's Deliverance.
4 months ago
Daedalus19876, that Gilt-Leaf Archdruid is super sweet. I may have to get some of those! I'm not sure how much Seton would help since most of my druids tap for mana already. Thanks for your suggestions!