Kujar Seedsculptor

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Elves vs. Inventors (DDU) Common
Kaladesh (KLD) Common

Combos Browse all

Kujar Seedsculptor

Creature — Elf Druid

When Kujar Seedsculptor enters the battlefield, put a +1/+1 counter on target creature you control.

Kujar Seedsculptor Discussion

WowWowWeeWaa on Official missing/incorrect card/token thread

9 months ago

Being categorized as basic lands instead of commons: Stone Quarry, Submerged Boneyard, Tranquil Expanse, Woodland Stream

Images don’t display: Gargoyle Sentinel, Disperse

When sorting a decklist by rarity these cards disappear from the list: Guttersnipe, Kujar Seedsculptor

Spleenface on Help! Modern Sets/Bans EDH copy

10 months ago

Sure! It's easier with Metamorph as you don't have to make blue initially.

We will start from Floating, Hacked Momir Triggers on the stack.

1DE is a shorthand for any 1 cmc elf.

  1. Trigger finds Heritage Druid, cast it, floating
  2. Trigger finds Nettle Sentinel (NS from here on out) cast it
  3. Trigger finds 1DE,
  4. Tap Momir, Heritage Druid and NS for . Cast 1DE
  5. Trigger Untaps NS, Trigger finds 1DE. Floating
  6. Cast 1DE
  7. Trigger Untaps NS, Trigger finds 1DE. Floating
  8. Tap 2x 1DE and NS for . Cast 1DE. Floating.
  9. Trigger Finds Devoted Druid (DD), untap NS
  10. Cast DD, Floating
  11. Trigger finds Kujar Seedsculptor, untaps NS.
  12. Tap DD, 1DE and NS for . Cast Seedsculptor. floating
  13. Trigger untaps NS, trigger finds Temur Sabertooth (TS), trigger puts a +1/+1 counter on DD.
  14. Untap DD, then tap DD, NS and Seedsculptor for . Cast TS. Floating
  15. Trigger finds 1DE, untaps NS.
  16. Cast 1DE
  17. Trigger finds Dwynen's Elite
  18. Untap DD, tap NS, 1DE and DD for , cast Dwynen's Elite. floating
  19. Trigger untaps NS, finds 1DE, and creates a 1/1 token.
  20. Tap NS, Elite and Token for , cast 1DE, floating.
  21. Trigger untaps NS, finds Phyrexian Metamorph.
  22. Cast Metamorph, paying 2 life. Enters as a copy of NS.
  23. Tap 2x NS and 1DE for . Activate TS, returning 1DE floating
  24. Cast 1DE
  25. Trigger untaps 2 NS, finds Elvish Archdruid
  26. Tap 1DE and 2 NS for , cast Archdruid.
  27. Trigger finds Lotus Cobra, untaps 2 NS
  28. Untap DD, Tap 2x NS and DD for , cast Cobra. floating
  29. Trigger untaps 2x NS, finds Sylvan Ranger.
  30. Tap Archdruid and 2x NS for , cast Sylvan Ranger. floating
  31. Trigger Finds Elvish Pioneer, untaps 2x NS and finds a land.
  32. Tap 2x NS and Ranger for . Cast Pioneer. Floating
  33. Trigger finds Phantasmal Image, untaps 2x NS, and puts a land into play, creating off the cobra
  34. Cast Phantasmal Image, tapping Pioneer and 2x NS for . floating.
  35. PS Copies NS
  36. Activate TS, returning a 1DE. Floating
  37. Cast that 1DE. Floating
  38. Trigger untaps 3x NS (don't need to find anything)
  39. Tap 3x NS for
  40. Repeat Steps 36-38 with 2 more 1DEs.
  41. Tap your 3 1DEs for
  42. Repeat steps 36-41 to float infinite .
  43. Use a trigger to find Verdant Eidolon, and one to find Slippery Bogle
  44. Play Eidolon
  45. Sac Eidolon for .
  46. Play Bogle.
  47. Trigger returns Eidolon to hand
  48. Activate TS to return Bogle to hand.
  49. Repeat steps 44-48 to make infinite
  50. Use a trigger to find your win condition (e.g. Venser, Shaper Savant, Laboratory Maniac + Beast Whisperer, Sage's Row Denizen etc.)

I tried to keep the number of unnamed 1DEs to a minimum here, but you can always run more and skip the shenanigans with Devoted Druid and Seedsculptor or whatever.

The reason only a couple floating mana makes this a lot easier is that you use 2 1DEs to net a single initially, and then you need the mana to cast a Temur Sabertooth so you can keep going after getting your second Nettle Sentinel. Each extra mana reduces the chain by 2 1DEs and an extra lets you use Phantasmal Image over Metamorph to save even more mana.

BS-T on Population of Growth

1 year ago

There's a couple of underwhelming creatures in there is my first thought; namely Ninth Bridge Patrol, Countless Gears Renegade and Kujar Seedsculptor. Not to add too many more into the Maybe list - but I think Oviya Pashiri, Sage Lifecrafter and Mentor of the Meek are worth considering.

An easy upgrade to Feat of Resistance or Ornamental Courage would be Heroic Intervention to catch your whole team. Righteous Charge could be improved upon - Collective Effort maybe. Similarly, you could switch Highspire Infusion for something with a bit more reach. The 'strive' cards are mana intensive, maybe someone's got better suggestions but... Solidarity of Heroes, Colossal Heroics, Nature's Panoply.

I know you are over on cards at the mo anyway but there's a large proportion of lands so if you're aiming at a similar ratio you'll want something to make use of that (Savage Conception?)... or just drop it down a bit... or add more card draw to get to your gas/impact cards.

Also, the 'fog's seem a bit unnecessary?

I feel like I've caused more questions than answers for you haha! Sorry :)

multimedia on Elves at the Oasis

1 year ago

Hey, I like your new game plan here it's well thought out and explained. Is it a viable budget strategy? I'm not sure, but it looks fun. Your deck currently has 64 cards I suggest trimming 4 cards making it 60. Also wouldn't hurt to add your deck to the budget hub.

In nearly all instances you're much better off playing two drop Elves who can actually make mana. Llanowar Scout can't make mana, to be able to use his ability you have to have a land in your hand, this is a big drawback. If you have a land in hand then great, if it's a Forest or Oasis even better, but sometimes you don't have a land in hand and in those times you can't make mana with Scout. Elfhame Druid or Servant of the Conduit are better Elf options than Scout because either one can make mana without needing something else. They're both more consistent in making mana. Even being able to use Servant's mana ability two times because of only having two energy is still worth it.

Scout's ability is nice when it works, but do you really need it? Having a lot of lands is not something you should be concerned about because of all Elves your playing who can make mana: Llanowar, Marwyn, Cowl and Rishkar with a counter. Making mana is not a problem thus having a lot of lands in your control doesn't need to be part of your strategy.

Another two drop Elf who has synergy with Marwyn, Rishkar and Armorcraft is Kujar Seedsculptor she adds to the counters strategy, give her a playtest. Verdurous Gearhulk is a great creature with a counters strategy. It's budget $2.50 good creature to ramp into with all the mana that's made with Elves and can be a fine finisher. It's not an Elf, but it can put counters on Marwyn which is just as good as being an Elf.


multimedia on Elves of Ravnica (M20)

1 year ago

Until the entire Dominaria set is revealed I'm using the comments instead of making another update to post how my playtesting is going with Dominaria. I'm not going to offically update Radiant Elves until all the cards I choose to play are in the TappedOut database with art and able to be added to decks.



Round One Dominaria Playtesting: Selesyna Ramp and Counters


Marwyn, the Nurturer looks to be the new Elvish Archdruid of Standard. She's finally since Shaman of the Pack a build around card specifically for the Elven tribe. I've been waiting for a card like her since Magic Origins. She's a unique lord, not a lord in the normal sense that she powers up other Elves or gives them abilities. She's different because she alone benefits from Elves to make her huge and give her major ramp.

In my playtesting I've been searching for ways to break her ramp capability. Being able to use her ramp to play a lot of Elves and Verdurous Gearhulk is fun, but I need a bit more oomph. Obviously good mana sinks are nuts if I can make six to eight plus green mana a turn. Rhonas the Indomitable and Walking Ballista have real potential with her ramp especially Rhonas because he can give her and other Elves trample. Marwyn can get really big with counters giving her trample while also adding to her power is great. Rhonas can act like a pseudo Ezuri, Renegade Leader for other Elves with Marwyn's mana.

These creatures are possibilities, but the card in my playtesting that's best with Marwyn is Approach of the Second Sun. Approach is really one of the most broken cards in Standard because it can be an instant win when casting a second copy of it. It's seen only in Control decks, most notable Azorius Control which it's the win condition. Elves with the reprinting of Llanowar Elves are now poised to have a unique position in Standard as being the tribe of ramp. Dinos can also ramp, but that tribe is about power not ramp. So far decks are not ramping into Approach instead they're controlling the game until they can cast the seven mana sorcery. With the amount of ramp that Elves can now make this changes how to approach playing Approach.

Llanowar Elves adds a one drop to the two and three drop mana Elves. This addition can completely change the tribe making it much stronger. Dominaria has already added these two very good mana Elves in Llanowar and Marwyn, the Nurturer to the already full pool of mana Elves. This tells me that Wizards intent for Elves as a tribe is ramp and I'm happy that they're finally chosen a coherent single strategy to pair with the tribe instead of pairing many different strategies that have no or very little synergy with each other. The fact that Marwyn cares about counters means she has interaction with Rishkar, Peema Renegade and Metallic Mimic this is a subtle, but fantastic hint that Wizards is beginning to care about the Elf tribe.

Servant of the Conduit is pretty much a staple two drop mana Elf in Standard for energy decks I've been playing him since Kaladesh. He's unique because he's the only mana Elf that can make other than green, another color of mana in this case white. Druid of the Cowl has not seen much play, but it's another two drop mana Elf who could make his way into this deck. Relying on Marwyn's ramp to cast Approach is a tricky plan because if Marwyn is killed than I need a back-up plan to make mana. This is where the other mana Elves come in. They can help me to cast Approach without Marwyn and they pair nicely with Rishkar, Peema Renegade.

Marwyn has fantastic interaction with the Kaladesh theme of Elves, +1/+1 counters. She continues this theme by also using counters, but unlike any other Elves she can continue to get counters turn after turn as long as I keep playing Elves. Rishkar, Peema Renegade, Metallic Mimic and Kujar Seedsculptor can all put a counter on Marwyn and Mimic can power Rishkar's mana ability by putting a counter on other Elves who ETB. These three have great synergy together. Marwyn gets a counter when an Elf ETB not when one is cast, this is relevant because Mimic can put a counter on her. Mimic ETB as the creature type I choose, in this case Elf, Marwyn will see it as an Elf when it ETB. Seedsculptor has seen zero play and that's understandable because she's pretty lackluster; however she can put two counters on Marwyn, that's good for a two drop Elf.

Steel Leaf Champion is another incredible Elf from Dominaria. He brings a very aggressive stance to the tribe. Turn one Llanowar Elves can help me to cast a turn two Steel Leaf. This interaction is crazy powerful and I suspect it will be the line I include in all my playtesting with Elves moving forward. The three drop spot on the mana curve is crowded now with Elves: Steel Leaf, Rishkar and Marwyn. Llanowar lets me play all these Elves together in the same deck because any one of them is a good turn two play.

Steel Leaf is an aggressive Elf and that's really not the direction I'm going with this version, but it adds another dimension to the deck that my opponent has to contend with. Steel Leaf benefits a lot from the counters strategy because it starts out with five power putting any number of counters on it makes it just plain huge.

Armorcraft Judge makes Approach of the Second Sun a more consistent win condition. After casting the first Approach the card is then placed in my library seven cards from the top. To realistically be able to win the game with Approach I need a way to draw into my library seven cards deep. Of course I could have a second copy of Approach in my hand after casting the first one. I could then cast the second copy on my next turn and win the game, but this is best case scenario. What if I don't have another Approach in hand? I need a way to draw into the one in my library. Judge can do this, he cares about counters just like Marwyn, Rishkar, Mimic, Seedsculptor and Verdurous Gearhulk.


This is only the first round of playtesting. Second round is Gruul or Naya with Grand Warlord Radha. Stay tuned for more Elf goodness :)


Variux on Mechanical Orchestra

2 years ago

So, a few things here. I would adjust the mana base a little bit. There are some dual lands that come in untapped pretty easily in your colors. Botanical Sanctum is way better than Woodland Stream. In the upcoming set, Ixalan, there are reprints of Sunpetal Grove and Glacial Fortress which will be of a bit benefit here. You need more lands as well, because only having 18 while having a huge amount of high cmc creatures and a huge amount of creatures in general is bad. I did the same when I first started. You should shoot for around 24 lands. I would recommend having 4x Aether Hub, 4x Botanical Sanctum, and maybe even some Scattered Groves or Irrigated Farmland so that if you don't need the mana you can cycle the cards. Mana is a huge part of Magic that I overlooked when I first started playing.

Moving on to your creatures, you should definitely get rid of some of these as their ETB abilities are not as good as others you have. Kujar Seedsculptor, Maulfist Revolutionary, Weldfast Wingsmith, Sifter Wurm could probably be removed. I see the synergy there between a lot of them, but there are definitely some other cards you have mentioned that would be better as a 4 of.

Rogue Refiner and Servant of the Conduit could probably fit in well as 4 of's. Rogue will net you energy and card draws, and Servant will net you energy and ramp into any of your other creatures. Since you are generating so much energy, you're going to need something to drop it in to. You could use Bristling Hydra or even something different like Aetherwind Basker. If you don't want to go the creature route for channeling energy, you can use Gonti's Aether Heart and take an extra turn every so often. That could win you the game pretty easily. Regal Caracal would also be a great 5 drop spot, maybe even over Cloudblazer or a 2-2 split would be good too. Things like Sram's Expertise or Servo Exhibition are nice as well because you'll get double the amount of Servos. I see that you have Illusionist's Stratagem which is awesome, that would work well with Regal Caracal. Also, I would cut out Pyramid of the Pantheon and maybe even Gift of Paradise for some lands / creatures.

Very interesting deck, I love that you've chosen to make something so complex with your first deck. I started with Panharmonicon when I first started playing but I used Blue and Red as my primary colors and used things like Whirler Virtuoso and Maverick Thopterist to make a ton of thopters.

Hopefully I've been of help to you! Just remember to always make sure you have ~24 lands unless you have a really low CMC deck, or play things like Attune with Aether or other ramp spells. Make sure the majority of your creatures are 4 of's instead of 2 of's. You want to make the most of what you get, so ensuring you draw something great is better than drawing something okay in it's place. You want to play things like:

Creatures:

4x Rogue Refiner, 4x Regal Caracal, 4x Cloudblazer, 4x Sunscourge Champion, 4x Champion of Wits, 4x Servant of the Conduit, 4x Sram's Expertise, 4x Panharmonicon

and so on and so forth. I would go on to http://gatherer.wizards.com/Pages/Default.aspx or tcgplayer.com and search for cards in your color under "standard" and just browse and see what you can find for enter the battlefield effects.

Good luck!

ZappaDappa on Selesnya Standard

2 years ago

Thanks for the suggestions!
I like Skywhaler's Shot. I was using a pair of Fairgrounds Wardens but having a body was tough. I'll swap 2 for the Fan Bearers and probably get some more for the sideboard.

I'm not sure about the Longtusk Cubs though, I think I'd rather have a counter from a Kujar Seedsculptor on an Aerial Responder or a Scrounging Bandar than a Longtusk Cub with 2-3 counters. I know the Sculptor isn't great by itself, but it just has more synergy with what I'm trying to do.

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