Joraga Treespeaker

Legality

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

Printings View all

Set Rarity
Rise of the Eldrazi (ROE) Uncommon

Combos Browse all

Joraga Treespeaker

Creature — Elf Druid

Level up (: Put a level counter on this. Level up only as a sorcery.) [1/1]

Level 1-4 Tap: Add to your mana pool. [1/2]

Level 5+ Elves you control have "symbol:tap Add to your mana pool." [1/4]

Price & Acquistion Set Price Alerts

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Joraga Treespeaker Discussion

multimedia on Beast-flinger Surrak

1 week ago

Hey, nice budget green deck, well made for your first Commander deck.

I know the strategy here is ramp into big creatures giving them haste with Surrak, but there's a limit in the amount of big creatures you want to play. Instead of filling the creature spots with tons of big creatures play a few of the better ones and cut the others for lower CMC cards. The avg. CMC here is 4.4 that's really high even for a ramp deck. You want more things to do in the early and mid game to set-up Surrak and big creatures.

I would restrict the big creatures to play to ones that give you value when they ETB. When you cast a six or seven plus drop creature you better get something out of your mana investment other than large power and being able to attack. Value is the name of the game in Commander. Big creatures who don't give you value are just not good enough.

Budget cards to consider adding:

Most of my suggestions are cards that can help to account of the lack of tutors here or are more ramp. Because of the low budget there's a lack of creature tutors which is understandable, but you still want other ways to get specific creatures into your hand. Fauna Shaman is now a budget card thanks to Ultimate Masters and she can be a repeatable tutor for creatures. Even if you had tutors I would still recommend adding Fauna she's very good.

Empath is a great budget creature tutor for green it's a big reason to include Sabertooth. Sabertooth is a very underrated creature in Commander. It's pretty damn powerful with all of the utility creatures in green who have ETB abilities (Witness, Sage, Empath, Regal, Slime, Primus, Breaker, etc.).


Cards to consider cutting:

  • Archetype of Endurance
  • Farseek: can't search for a Forest
  • Caller of the Pack
  • Decimator of the Provinces: Thunderfoot is a better budget card for this effect because it can last more than one turn
  • Mouth / Feed
  • Ezuri's Predation
  • Swiftfoot Boots: you have Greaves
  • Gaea's Revenge
  • Verdant Sun's Avatar
  • Protean Hulk

Good luck with your deck.


ZendikariWol on Ezur-in Trouble

1 week ago

1) I do not condone infect under any circumstances. I believe that it takes away from the fun of the game and forces a deckbuilding restriction on people (forces them to spend card slots on cheap removal). Not only that, but it's not beneficial for you. You'll be able to MAYBE kill one player before the whole table is like 'he has infect, KILLEM'. And kill you, they shall.

2) have some suggestions for non-infect cuts.

Hornet Queen is not great. Lots of experience counters but at 7 mana it's probably not worth it.

Joraga Treespeaker is usually a worse Elvish Mystic

Nylea, God of the Hunt is a really odd inclusion here.

Shrieking Drake bounces creatures and that removes counters.

Yavimaya Elder wants to die, so putting counters on it is not goo. It would just end up being 5 mana to draw a card and tutor two lands. If that's worth it to you then go ahead ig.

A lot of the larger creatures like Vigor, Verdurous Gearhulk, and Nylea, God of the Hunt could be replaced with smaller creatures that generate more value.

Ezuri's Predation, while on-theme, is not a very good card, and doesn't synergize at all with the rest of the deck.

Fable of Wolf and Owl is not super good, especially in a deck running so few multicolored cards.

Aluren isn't great. Gives opponents too much ammo.

Panharmonicon is a confusing addition. You have EIGHT creatures whose etb you'd want to replicate, and doubling up on experience does two things: 1) Not enough. After 6 counters your dudes are immune to removal and after 9 all of the infecty bois (if you decide to keep them) can swing for lethal. 2) It makes you LOOK really menacing, even if those counters aren't doing a ton. That makes the table your enemy, which basically hands you the L.

Finally, Imma link my deck. You can give some opinions on how I should do things, you can ask my advice on includes and such. For now, though, have a good one and happy brewing!

hkhssweiss on GW Token EDH Prototype.

1 week ago

I would suggest a sub-elf tribal theme along with the tokens you produce, because some of the best advantage for Rhys lies within the elves. Priest of Titania does wonders when you have mana dorks like Elvish Mystic, Llanowar Elves, Fyndhorn Elves, and Joraga Treespeaker. In addition Elvish Guidance is a beast of a card. Regal Force can help you draw plenty of cards and can work really well if you decide to add in Green Sun's Zenith or Chord of Calling, they also have additional use aside and are great cards by themselves! Natural Order is a great card that can be used to grab your big creatures for the price of your token. The last one I would recommend would be Craterhoof Behemoth which is a huge game ender.

Hope that helps!

Spootyone on Tesseract #1: The Contemporary Peasant ...

1 week ago

I actually forgot Force of Will was originally uncommon, honestly. I'd probably not include that in my cube though. It's either ridiculous or horrible depending on the hand. The newly legal Foil seems more balanced.

I can provide some examples are cards excluded due to legality. Off the top of my head, the talismans, Crypt Rats, Accorder Paladin, Miscalculation, Joraga Treespeaker, Enclave Cryptologist, and a smattering of stuff from original Ravnica and Shards block are excluded. Certainly, not all these cards are so powerful they would be excluded on that reason alone, but they are staples.

Ultimately, the rule IS convoluted, but it's also key to the identity of my cube as not having access to a handful of staples means having to adapt a bit. Additionally, while masters sets have legalized many cards, having the rule in place makes masters set release season very fun for me which I enjoy. Same goes for other supplementary produ ts. That's something I want to hold on to.

As for the mana base discussion, I assure you 1 person complaining is not what resulted in the issue. The issue was that cards like Boros Garrison and Wind-Scarred Crag were dead picks in draft. And I wasn't going to only provide dual lands for 7 or 8 guilds. As mentioned before, I could see an argument to banning rare lands that do more than fix mana, I.e. Celestial Colonnade and Strip Mine, as these act much more like spells than lands. But the argument of replacing Blood Crypt with Bloodfell Caves to keep the identity of my cube rings a bit hollow to me. Better mana allows for easier deck building, which also allows for a bit easier drafting. I WANT players to be able to draft red 1 drops and double white 2 drops. I think being able to do so helps balance the aggro decks against the green/white midrange decks that can easily support a deck with more color pips. Now I can understand if you'd disagree with that sentiment, but I'd have to agree to disagree there.

multimedia on Muldrotha

1 week ago

Hey, this is a good start, nice base of Elves and interesting choice to use Muldrotha as Commander for tribal Elves; I haven't seen this before. When I see something new with Elves I get excited :) Elves having access to both blue and black gives you some great options of under played Simic and Golgari Elves. Even though this is Elves and ramp, consider expanding on the idea that Muldrotha's ability lets you play multiple types of permanent cards not just creatures from your graveyard even the same turn? You can only play one creature a turn from the graveyard with Muldrotha unless that creature is an artifact creature or enchantment creature, but Elves have neither. There's only 5 nonland cards that are permanents that aren't creatures here.

Consider expanding on the use of enchantments? I'm not saying to cut a lot of Elves you still want them, but have a more well rounded mix of nonland permanent cards to also take better advantage of Muldrotha as Commander. Consider this ratio: 35 lands/30 creatures/10-15 enchantments/5-10 artifacts/5 instants/5 sorceries? Instead of playing a lot of instants and sorceries instead play enchantments that do the same thing or nearly equal effects. For instance Unearth is a good card for reanimation, but so is Animate Dead and Animate Dead can be cast from your graveyard thanks to Muldrotha, where as Unearth outright can't.


All my card suggestions are budget, no card over $6 and most are $1 or less. Cards to consider adding:

Elves:

Ezuri is a huge payoff for playing tribal Elves and ramp, repeatable Overrun a ton of times and attack with a huge trampling Elf army. Momir's ability seems great with Muldrotha since you can play green and blue cards from your graveyard with her. Other cards that give you benefits when you cast creatures such as Beast Whisperer, Lifecrafter's Bestiary seem excellent with Muldrotha and Elves. You're still casting creatures from your graveyard with Muldrotha even though her ability says play, that still means cast. The only reason her ability says play and not cast is because you can play a land, you can't cast a land. Underrealm can be repeatable source of draw/card advantage and adds self-mill which is good with Muldrotha.

Enchantments/Artifacts:

Value creatures:

Other than Blightsteel Colossus and Rune-Scarred Demon the other big creatures you're trying to ramp into aren't really worth it because they're just big creatures who don't give you any value. With Muldrotha you can really take advantage of creatures who give you value when they ETB (enter the battlefield) or die because you can potentially repeatedly play them each turn from your graveyard. Getting a continuous source of value from many single cards is very good in Commander. Symbiote and Quirion Ranger is a combo with Archdruid/Priest/Channeler letting you tap and untap them many times a turn to make a lot of mana.

As far as playing three colors with Elves it can be problematic because green is the most important color to be able to cast the one drop green Elves consistently you need a ton of Forests. My advice is to play primarily green (20x Forests) and just light splash the two other colors (2x Swamps, 2x Islands and 11-12x dual lands) in the manabase. Joiner Adept and Lantern can be a huge help here with land color fixing. It's better to play more Forests and then use other cards to get blue and black such as Tribe Elder, Farhaven, etc.

Good luck with your deck.


hkhssweiss on Phyrexian Growth

4 weeks ago

TheErebos I still love the idea that your keeping the Praetors around and the sub-infect theme. I was actually going to say to re-add in Triumph of the Horde as I really do like that card.

For the +1/+1 theme here are some cards that I used to use:

Creatures:

Chasm Skulker

Crystalline Crawler

Forgotten Ancient

Fathom Mage

Gyre Sage

Juniper Order Ranger

Pir, Imaginative Rascal

Plaxcaster Frogling

Prime Speaker Zegana

Rishkar, Peema Renegade

Sage of Hours

Scavenging Ooze

Shalai, Voice of Plenty

Walking Ballista

Winding Constrictor

Instants:

Teferi's Protection

Enchantments:

Hardened Scales

Hadana's Climb  Flip

Path of Discovery

Also I would add back in Reyhan, you can additionally add in the one drop mana dork since you are going for the more wide synergy. Cards like Elvish Mystic, Llanowar Elves, Avacyn's Pilgrim, Birds of Paradise, Noble Hierarch, Joraga Treespeaker, or Fyndhorn Elves.

Hopefully that helps!

hkhssweiss on Ezuri, Claw of Progress

4 weeks ago

You can lower your curve by using all the one mana dorks which can lead to faster Ezuri cast and will trigger your experience counters.

Elvish Mystic, Llanowar Elves, Fyndhorn Elves, Joraga Treespeaker, Kiora's Follower, Boreal Druid

Some synergy plays are like using Walking Ballista to have a shotgun and removal for creatures and Glen Elendra Archmage to have reusable denial. Hardened Scales gives uyou an extra counter which can matter quite a bit. Green Sun's Zenith and Chord of Calling are great cards that can help you be more versatile.

Marwyn, the Nurturer can lead to an explosive amount of burst mana, while cards like Heroic Intervention can come in clutch to save your boardstate from getting wiped. Temur Sabertooth is also a good way for protection. Awakening Zone does double duty here in helping you add more experience counters as well as ramping you up.

Hope some of these cards will be of help to you!

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