|Commander / EDH||Legal|
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|Rise of the Eldrazi (ROE)||Uncommon|
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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]
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Joraga Treespeaker Discussion
1 day ago
I’m not quite sure what your meta is like nor what it is you commonly encounter, but here is a list of budget-ish cards that can make an impact and make the deck play faster.
TUTOR - Green Sun's Zenith
I hope this list can help with your situation. The listed cards above have given me success at one time or another.
Here are the Omnath decks I play. Maybe they can bring you some insight.
Commander / EDH
SCORE: 242 | 178 COMMENTS | 25073 VIEWS | IN 87 FOLDERS
Commander / EDH
SCORE: 159 | 58 COMMENTS | 18703 VIEWS | IN 51 FOLDERS
Good luck and happy building!
3 weeks ago
1 month 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.
1 month ago
Hi ZendikariWol, those were a lot of interesting suggestions! Il do my best to give feedback on all of them (this post might get long so sorry in advance xD)
Baloth Null, Greenwarden of Murasa and Noxious Gearhulk are difficult inclusions given the amount of great 6 CMC cards there are. Off the top of my head I can think of Grave Titan and Kokusho, the Evening Star and those didnt make the cut.
Veteran Explorer is definitely worth testing but I think it might be dangerous to provide so much mana for your opponents (this is a somewhat stax build)
Killing Wave seems like it would most of the time be an overly expensive board clear. Wouldnt Torment of Hailfire be better? If possible I would like you to elaborate a little more on your reasoning for this one.
Primal Druid will be tested. Seems pretty solid.
Catacomb Sifter is likelly a future inclusion and its just a metter of figguring out what is going t be replaced.
Savra, Queen of the Golgari - how often is she triggering in your games? Ive been thinking of adding her but Im not sure she would do enough
Lifecrafter's Bestiary is a clear oversight on my part. Ill be adding it soon
Vampiric Rites is a fine inclusion and I wouldnt blame anyone for running it. Like I mentioned above, the sacrifice cost not being zero makes other cards better in my opinion.
Gutter Grime is too slow and easy to stop given that all the tokens die with the enchantment
1 month ago
On the off chance you find any of these ideas worth trying out, here are some things you may want to drop for them (depending, of course, on how you want to balance outlets and targets and such).
Bane of Progress. You use enough enchantments and artifacts for him to be pretty iffy most of the time. Not worth the space, really.
Big Game Hunter does some work, but not until later in the game.
Birds of Paradise, there's better ramp out there that thins out you deck.
Deathrite Shaman is a versatile card, but what it does other cards do better.
Joraga Treespeaker is pretty inefficient, bla bla bla thins out your deck, I hate to be a broken record.
Withered Wretch seems pointless.
Awakening Zone doesn't seem to do much work.
Just a note: strictly judge all of your noncreature spells, especially instants and sorceries. I think you already do though because the ones you have are really good!
Anyway yeah, enough of me giving you a friggin essay every comment. Have a nice day and maybe take some suggestions? If you want? Idk, happy brewing!
1 month ago
this deck will be run over by any and all budget'ish modern deck. Way too many spells, and too many of them at high cost. Early Harvest? Won't be needed much, since you ramp on creatures, not on lands. Explore is a good card, if you have a bunch of lands... but you don't. You have 20. Spending turn 2 on paying 2 mana to play a land is not really a great idea - actually it's a terrible idea. It draws a card? Sure it does. But so does Elvish Visionary, which you haven't found space for. Cultivator of Blades is a 5 mana card in a deck that shouldn't go higher than 3 mana. And there's 4 of them. 1, at most, and that's because it becomes a SURPRIIIISEE!!! Wincon! Joraga Treespeaker is mostly a 3 mana Elvish Mystic - and that's only after you've spent time levelling it up. Isn't it better to just get the 1-mana dork, and avoid all the difficulties of upgrading.
I think the "mainstream" elves decks all use Heritage Druid, Nettle Sentinel, and Collected Company (all of them as 4-ofs) to get their creatures on the table fast. Elvish Archdruid and Ezuri, Renegade Leader provide the beatsticks to close the game. I also think there's a reason they all do so - it might just be the skeleton that allows elves to be a deck at all (a bit like 12 lords and aether vial is for merfolk).
1 month ago
In:Wall of Roots, Sundering Titan, Rishkar, Peema Renegade, Llanowar Elves, Rofellos, Llanowar Emissary, Koth of the Hammer, Mishra's Factory, Ancient Tomb, Greater Gargadon, Necromancy, Mirari's Wake, Parallax Wave, Song of the Dryads, Yawgmoth's Bargain, Brain Freeze, Anger of the Gods, Dack Fayden, Elspeth, Sun's Champion, Ugin, the Spirit Dragon, Joraga Treespeaker, Iona, Shield of Emeria
2 months ago
I think 34 lands is a little low. Rot Farm is fine unless your group runs a lot of nonbasic hate or Strip Mines. You might want to cut Tainted Wood because you don't have many Swamps. I prefer the Tainted lands in black-heavy decks. In this deck, where green is your main color, I'd rather run Foul Orchard. Though actually Path of Ancestry is better than either Orchard or Guildgate. You're not a tribal deck, but you still get a free scry if you use it to cast Skullbriar, and you have a few other Zombies and Elementals that would get the bonus. Field of Ruin is better than Ghost Quarter. Overgrown Tomb and Woodland Sanctuary are auto-includes if you have them. I don't like Mortuary Mire very much since it only puts the card on top, not in your hand. I'd probably rather just have a Swamp.
As far as ramp, you're green so you don't need Dark Ritual. Cultivate and Kodama's Reach are great and you won't be sad to pick them up. Map the Wastes and New Horizons are on-theme ramp. If you want more stuff to do turn 1, Joraga Treespeaker is fantastic, and you can also run stuff like Elves of Deep Shadow or the classic Llanowar Elves. In the two-slot, Rampant Growth is a fine choice. If you end up getting the Overgrown Tomb in here, you could also consider Farseek or Nature's Lore, but they aren't better than Rampant without the Tomb. And I would probably cut Golgari Signet in favor of land-based ramp, which tends to be less vulnerable. Oh, and Myriad Landscape will play nicely in here as well.
Cuts - Does your group sling around a lot of -1/-1 counters? If not, I'd cut Melira. Glissa feels out of place to me as well with only 13 artifacts. Aetherborn Marauder looks sweet, but my instinct is that most of the time you won't want to move more than one or two counters off your other stuff onto him. Gift of the Deity is probably a good cut too - it's expensive and they're pretty much going to want to block Skullbriar anyhow.
EDIT: Oh, I said some of this stuff before! Well, I guess it's not a crime to repeat oneself, and some of it is new...