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Creature — Elf Shaman
: Put a +1/+1 counter on target creature for each Elf you control.
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Immaculate Magistrate Discussion
4 weeks ago
Hi! I run an Elf deck, as well, and it's quite strong (managed to get a turn 4 245-damage win today), and it has gone through many iterations. So I have some experience with Elves. Here is that deck, if you want to check it out for inspiration.
First thing I would do is probably up your land count by at least two. I run 18, myself, with 20 mana dorks in the deck. There's a ton of mana generation but even then, 18 lands is pretty low. You only need one or two to pop off, but you want to have some kind of backup.
Collected Company is immensely powerful with all this mana, and I highly recommend finding room for at least a couple, if not four. Also, Lead the Stampede isn't flashy, but in such a creature-heavy deck, it's an extremely efficient way to refill your hand.
I love Nissa, but I'm not sure she's necessary for Elves. Life gain isn't used except for countering burn or the mirror, and there are easier ways to do that, I think. You definitely want a more reliable way to put out Ezuri, so CoCo and/or LTS are good for that. You have the Harbinger, too, but we want something a little more consistent. You might consider upping your count of Ezuri, for that matter.
I love the Immaculate Magistrate + Joraga Warcaller combo, too. Used it for a while. But in the end, it's slow and fairly easily stopped. Also, CoCo (which you will want to use) doesn't hit the Magistrate. Another reason CoCo is so good is because you can do it on your opponent's end step, throw out something like an Elvish Archdruid, and have it ready to go on your next turn.
Instead of or in addition to Elvish Promenade, maybe consider Hunting Triad. The nice part is that the reinforce ability doesn't count as casting so it can't be easily countered. You can either put out 3 tokens to power up Elvish Archdruid, or put the counters directly on Joraga Warcaller to pump up all your Elves.
These are just a few basic ideas to start with. Take a look at my deck for some more ideas, especially on the sideboard, and I'll post again with some more ideas soon.
2 months ago
I only run Essence Warden, Priest of Titania, Immaculate Magistrate, Elvish Archdruid, Wellwisher and Freyalise, Llanowar's Fury. You can make a ton of elves with discard. One well played Dark Deal can put 16 plus elves on the battlefield. You can use others you like, but in my experience, they just take useful space you could use to run more discard and hate cards.
3 months ago
Thank you for the link. I'll update the description accordingly.
Elfball was something I was trying to avoid, mostly because of how very targeted they tend to be. That said, I do agree with you on the mediocre kicker costs coming out. The big question is how many at max. should be run. 10 is too few, imo, and I'm starting to believe the answer here is 20.
I'm not sold on Joraga Warcaller because it's he that only gets the counters. His P/T boosting ability is static, not +1/+1 counters. I wasn't sold on Immaculate Magistrate either, but I see where you're coming from. The rest I could definitely try and find room for. Thanks.
3 months ago
Phaetion Here's the link to Hallar's bio. - https://78.media.tumblr.com/d82bdbe94e4f86d7ed1a14dc739ffdd5/tumblr_p7cme7ynhV1u9beo8o2_1280.jpg
As for thoughts on the deck itself, I've had luck with cutting down on some of the more mediocre kickers and adding an elfball theme in to ramp and pay the costs. You should also be putting in some more cards that play with counters, as kicking isn't the only way to make Hallar grow. Some cards I think you're missing:
Joraga Warcaller - Easily the best kicker spell in this deck. Comes down cheap, boosts your commander, and benefits from other +1/+1 counter spells.
Rishkar, Peema Renegade - Gives Hallar something to do when they can't attack.
Selvala, Heart of the Wilds - She can easily tap for 6+ mana in this deck.
Marwyn, the Nurturer - Gets big fast and ramps just as quickly.
Wirewood Symbiote - Absurdly underrated. At least, it's a way to bounce Hallar that can't be interacted with, as the bounce is a cost and not an ability. At most, it untaps one of your dorks or powerful tappers to double the fun.
Ivy Lane Denizen - The bulk of your creatures are green, so Hallar will grow quickly with him in play.
Immaculate Magistrate - Will always put at least 2 counters on Hallar each turn, maybe more. Can get out of hand quickly.
Kalonian Hydra - Read that effect, then come back to me and tell me it isn't perfect. Go ahead.
Ring of Valkas - Gives Hallar haste and grows them each of your turns.
Ancient Animus - Not super flashy, but it pumps your commander and will almost always kill a dude, and only for 2 mana.
Chandra's Ignition - Always a good board wipe and potential wincon if you have a big elf on board.
Let me know your thoughts on these guys, and hope I at least cleared up the confusion surrounding Hallar's pronouns!
3 months ago
Hi Ronave. Glad this helped. I'd build Marwyn a bit differently then Ezuri though. Try elves like, Immaculate Magistrate, and all the one drop elves you can find, alongside card draw creatures like Soul of the Harvest and Primordial Sage. Maybe Zendikar Resurgent You can also go the counter trick root with things like Forgotten Ancient. Hope that helps and thanks for the upvote!!!
3 months ago
Thank-you, Bulldawg1310 - I've actually played several versions of this deck with those cards. I originally replaced Chord with Elvish Visionary and CoCo with Sylvan Messenger because mana for casting was rarely a concern, and I often got a better overall benefit. Its not uncommon for me to get three, four or even five creatures in play with Sylvan Messenger as opposed to the two CoCo might get me, but that only works reliably when I don't weigh the deck down with non-elf cards.
Throne of the God-Pharaoh is the one card I might consider lifting my 'all-elves' rule for this deck, but its definitely an option I'm aware of - that's why I asked in the forums to please not get away from the deck concept as it is... I'm looking for potentially better elvish options, not the same card suggestions that pretty much everybody is already using.
The whole point of the deck is that going with elves who do useful things - even if its not quite as perfectly done as other cards might - accelerates the entire deck in a more efficient manner; Heritage Druid, Immaculate Magistrate, Elvish Archdruid, Shaman of the Pack all work better with more elves on the board.
3 months ago
A lot of the cards in the deck seem to be leftovers from Multani when Marwyn really wants to be an Elf deck, of which you're not really running enough.
Umbral Mantle + Marwyn makes infinite mana. Spend 0 to equip, tap Marwyn for 1, untap her by paying 2 additional mana from other sources, and then tap her for 3, then pay that 3 to untap her again, and now she taps for 5. You'll net gain X + 2 mana every iteration of this loop.
Staff of Domination is expensive but worth it. Once Marwyn taps for 6 mana (which is as simple as casting some Elves), you can generate infinite mana, draw as many cards as you want, and gain as much life as you like.
For your creatures, you need to run Boreal Druid, Fyndhorn Elves, maybe even Joraga Treespeaker. In the case of the former two, they let you cast Marwyn on turn 2, instead of 3. Your ramp should be aiming to put her down t2, and if it costs 4 or more mana to ramp you should drop it. Animist's Awakening, Cultivate, Grow from the Ashes, Harvest Season, Hour of Promise, Kamahl's Druidic Vow (you have a whopping 3 legendary permanents in this deck), Kodama's Reach, Map the Wastes, and even Splendid Reclamation (unless you're playing against land destruction, otherwise it's an extremely blank card), and Tempt with Discovery. You don't need land cards in your hand anymore; this isn't Multani. Adventurous Impulse can go too. Replace all of these cards with Elves or cards that produce Elves- Imperious Perfect, Elvish Champion, Farhaven Elf, Arbor Elf, Elvish Harbinger, Boreal Druid, Fyndhorn Elves, Elvish Archdruid, Priest of Titania, Elvish Visionary, Fierce Empath, Immaculate Magistrate, Joraga Warcaller, Wirewood Channeler, Nullmage Shepherd, Lys Alana Huntmaster and more, are just some of the cards you could add. The Elf lords are important, but make sure you run every 1 drop Elf that taps for mana (and if you want to go full elfball with it, run Heritage Druid as she enables absurd plays with the right starting hands). Heck, even Dwynen's Elite isn't bad here since it's +2/+2 to Marwyn when they enter play.
Bottom line is: Marwyn wants Elves to enter play in order to grow. If you run few Elves, she won't grow very much.
So, you add more Elves and now Marwyn can tap for boatloads of mana by turns 5-6, so what do you do with that mana? Genesis Wave, Slate of Ancestry, and Ezuri, Renegade Leader make solid mana sinks. Similarly, Yisan, the Wanderer Bard and Skyshroud Poacher give you something to do with your oodles of mana too. You could add more tutors and draw (Chord of Calling is a personal favorite but there are cheaper options).
Instead of Hour of Promise, you could use Sylvan Scrying to find something like Nykthos, Shrine to Nyx, but if you're not going to be running Nykthos then either card is pretty mediocre so I wouldn't bother with it.
Aerial predation is cute, but Beast Within kills whatever and a 3/3 token hardly matters in a format with 40 life.
Ancient Animus is also cute, but it's heavily reliant upon your board position (IE, you already have to be 'winning' in order for Animus to do anything), whereas Song of the Dryads turns someone's Commander into a tree and, unless they have something that lets them sacrifice a land, they can get stuck without their Commander for a whole game. It's one of the best removals in green, truthfully.
Blossoming Defense gives you 2 extra mana out of Marwyn, but you could just cast Elves to get that instead. Heroic Intervention saves your whole board state from board wipes at only 1 mana more, which seems like the stronger inclusion.
All of those buffing equipment cards can probably go, too. Blackblade Reforged/Strata Scythe is adorable, but why use that when Coat of Arms is a thing? On another note, Thousand-Year Elixir would oftentimes let you get as much, if not more, use out of Marwyn and other mana dorks by letting them tap the turn they come into play, not to mention untapping them.
Anyway, I know this is a lot of recommendations but I hope this helped. My wife's been playing Elfball with basically every possible Commander since 2013 so I've learned a lot about it while helping her tune her Elf deck.
3 months ago
Well since you are new i can kinda understand some things now (no offense :c)
first thing above all else. you need 60 cards in a deck. not over. Otherwise you already are in bad shape. Don't worry though when i started playing I had an eldrazi standard deck back in oath of the gatewatch being released. It had i think 79 cards in it with like 30 something lands. was very bad XD. It had good cards but it just was never consistent so finally my friend sat down with me and we trimmed it down to 60 and it became much more smoother and I started winning fnm shortly after :p.
So for getting down to 60, I would suggest you cut the elvish abberation because it just wont have as much use in modern as other things. Lich's Mirror is just a terrible card. All it should say is "you have 1 more turn to play a land and die". Since it wont reset opponent at all it will just draw it out for 1 more turn and waste time. Helix Pinnacle should go as well. unless you find a way to go infinite with mana, get rid of it. Cause it will probably take more than 10 turns to actually win if your lucky and modern games usually end at about turn 9 or before. Immaculate Magistrate is a good card but it shouldn't be used in modern. If your gonna play something like elves, you want multiple explosive creatures and not 1 big creature. Engulfing Slagwurm seems like a dead card for an elf deck. It has no other synergies with your other cards and its not an elf.
Sorry If I sound a little rude I know it sucks having someone say to take a bunch of cards out but trust me it will help big time.
So now that we are back to 60 cards, lets go over another thing that new players don't catch on to usually. If you want to have a good consistent deck, you will want to have 4 of and 3 of with cards so you can get the most out of it and be confident to play with it. Unless it is a legendary card then it just depends.
I would suggest getting rid of the other Engulfing Slagwurm and Ezuri's Archers. There are not a lot of flyers in todays modern meta unless you go up against like a jeskai aggro deck or something which is not that often.
Let us also get rid of the Coat of Arms and Door of Destinies. Even though it seems like a bad idea, if you really think about it then the cards are gonna be worthless. for instance, Coat of Arms is a good card, but what if you went up against goblins? or merfolk? or humans? or slivers? or allies? See where im getting at now? and with Door of Destinies by the time you cast it you will probably have all your elves cast or at least the majority of them.
Let us also get rid of 3 of the Elvish Promenade. I say keep 1 because it could still be useful in an elf deck, just not as a 4 of cause it won't win you the game. However it is a great utility. I would cast this as late as possible without having it be a dead card so you can get the most out of it. Or possibly more ramp for Elvish Archdruid. I would also get rid of Imperious Perfect and Lys Alana Huntmaster
So in total that takes out 14 cards, now lets fill it back in. 1 more of the Elvish Archdruid is a good start, having 3 is a strong way to ramp. 1 of each Elvish Mystic Llanowar Elves. Now lets add some cards. Dwynen's Elite is probably one of the most strong elf cards so I would strongly recommend get a 4 of and get 4 of Elvish Visionary. the visionary is another strong card considering how much mana elves get its basically a free 1/1 that draws :p. Nettle Sentinel is another great card so would get 3 of those. And with all that you should have a much more consistent (and better version) of elves.
Now later on if you get the money, I would also get some expensive stuff like Cavern of Souls, Verdant Catacombs and Wooded Foothills to thin out your lands so you can draw more of spells instead of lands. I would also swap out your Naya Soulbeast and Worldspine Wurm for 2 Craterhoof Behemoth because that is just game ending in elves. Would also get rid of the 2 Genesis Wave for 2 Chord of Calling. But this is when you get the money. Would also get some creatures like Heritage Druid and Ezuri, Renegade Leader
I hope this information will help you annihilate opponents and win all the FNM matches :D. If you want to see my version of elves I will post it down below. I decided to go golgari colors instead of mono green however but the basic things I told you here is also in there so you can see how it works out.
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