Creature — Elemental Druid
: Gain . If you control four or more creatures, gain instead.
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|Core Set 2020 (M20)||Common|
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|Commander / EDH||Legal|
Leafkin Druid Discussion
4 days ago
I like this build, it reminds me of the popular Roon of the Hidden Realm EDH decks. I have a few thoughts that you might like to consider:
First off I think reducing the number of high end cards, and smoothing out the curve a bit will help you out alot here. Meteor Golem really isn't needed if you are using Agent of Treachery to steal everything, and I would much rather devote those 4 slots to something like Cavalier of Gales . It is a great target for Thassa, Deep-Dwelling , provides plenty of blue devotion, along with being an Elemental for Risen Reef, and is a major recurring threat that is hard to deal with without exile effects. A straight up swap of all 4 copies would be ideal.
I think your card draw is going to be good enough through Cloudkin Seer , Fblthp, the Lost , Risen Reef and Teferi, Time Raveler that you won't need to run Guardian Project . It is at a point in the mana curve where you would realistically like to be impacting the board, and this build is looking to get into the late game quickly. I would rather play a ramp creature such as Leafkin Druid to get your Agent of Treachery out earlier, or a removal effect such as Brazen Borrower to give you more time against any aggressive matchups.
Charming Prince seems pretty weak in this build since it doesn't add devotion for Thassa, Deep-Dwelling or have the Elemental creature typing. There aren't too many better options in standard for Elemental creatures without playing , however Cavalier of Thorns is a good card to pair with Risen Reef . The mana is going to be tough though, so sticking to a base and only splashing for Teferi, Time Raveler will help clean up the mana. Alternatively, you could run Gilded Goose instead to get your 3 CMC cards on the board turn 2.
It wasn't mentioned whether or not this was intended to be a budget build, so I am sorry if the cards mentioned are either out of price range or too high of rarity to craft with wildcards on MTG Arena, but the power level in standard is extremely high as of Throne of Eldraine and this deck would need to be tuned pretty well in order to be competitive. I hope you like my suggestions!
1 month ago
You have some great ramp pieces already, but you might benefit from more 1-2cmc ramp. For example, if you play a Heart Warden on turn 2, you'll be able to play a Frontier Siege on turn 3, then Atarka on turn 4! Here are some others you might consider: Incubation Druid , Dawn's Reflection , Leafkin Druid , Market Festival , Scorned Villager Flip
1 month ago
More mana generation would be good; stuff like Fyndhorn Elves , Birds of Paradise , Whisperer of the Wilds , Leafkin Druid , Domri, Anarch of Bolas , and Gruul Signet . Some good ramp options would be Cultivate , Kodama's Reach Skyshroud Claim , Oracle of Mul Daya , Solemn Simulacrum . You could always use some sacrifice outlets like Greater Gargadon , Momentous Fall , and Ashnod's Altar . Some equipment I like: Lightning Greaves , Tenza, Godo's Maul , and Fireshrieker . Other good voltron stuff would be like Bear Umbra , Wolfir Silverheart , and lots of other equipment. Guttural Response and Veil of Summer are good protection, Krosan Grip is the best artifact/enchantment removal, and Berserk is super good at just deleting someone.
1 month ago
I choose Paradise Druid over Leafkin Druid mainly due to the high use of cheap early spot removal at my local meta. Being hexproof and tapping for blue instead of just green is an important factor for my fixing as well.
Thanks for the suggestion and vote.
1 month ago
In my hydra deck I use Leafkin Druid over Paradise Druid so that i once the deck gets going I get GG from tapping it. Its like an Incubation Druid but the multiplier is easy to get but with less payout.
1 month ago
Yeah after the last update adding planeswalkers I removed 3 more creatures, and it does feel a little tight in play if I don't get enough momentum quickly or they clear the board. I might remove one of the Gruul Guildgate and/or a Mountain for another creature or 2 for starters. I was then considering dropping one Jaya's Greeting to bring it to 3x, and potentially one of the Domri, Anarch of Bolas for 2x total to replace with creatures. Lastly I was also considering removing a Grumgully, the Generous to bring the total to 3x and open up the deck for other creatures.
I was looking for creatures that can help with mana ramp since End-Raze Forerunners are my most expensive cards and can be a finisher for the game. For that I was browsing standard cards and found a few that might fit in.
Leafkin Druid Is nice since it's a 0/3 and has decent toughness if needed to block, and can tap for a green mana to help ramp up. Bonus if I somehow get 4+ creatures on the field it gives 2 green instead. This doesn't help if I need red mana, but most of the cards in the deck don't require more than 1 red mana anyways.
Paradise Druid allows me to pick either color instead of just green, and has 2 power if I wanted to use for attacking instead. The hexproof part would likely only affect it when I first drop before riot is in play since it would likely be tapped for mana or attacking after.
Incubation Druid seemed like a mix between the previous two mentioned. It allows to tap for any mana (That I can make already) but has no power and less defense when comparing to the previous ones. On the flip side if it has a +1/+1 counter it makes 3 mana when tapped. Since I have a few ways to get counters on creatures when playing them, I could potentially have that trigger somewhat reliably. It also has the ability to adapt for counters, and since I'm trying to lean more towards mana ramp I will likely be able to pay the 3GG cost reliably later in matches if I dropped it early before I could get Rhythm of the Wild or Grumgully, the Generous out.
District Guide Is a 2/2 creature that also lets me fetch a land/gate from deck to my hand. This helps fill up my creature slots, while also helping with mana ramp to later game to make sure I can drop my expensive cards. I've been using this in a few of my mana heavy decks in arena with success, so this might be one I pick since it fills two roles without sacrificing field presence (while the others previously mentioned would have to be tapped to get me mana ramp)
Rosethorn Acolyte Was one I considered. The adventure would let me get red mana if I somehow can't get mountains in my early game, and the creature itself would allow me to tap it for mana ramp. It's a 2/3 though so I feel more like it should be on the field attacking or defending instead, and I feel at 2G it's a bit pricey for what it does. That said because it is a 2/3 I could still use it for attack/defense and only use the mana ramp when I need it, but I feel there are better 3 cost cards.
2 months ago
Hey there! Your deck looks sweet! I was wondering about a few things. How about Nissa, Who Shakes the World ? Maybe a players of Collected Company ? Frontier Bivouac seems slow, how about Unclaimed Territory ? This seems like a deck for Leafkin Druid . Shorecrasher Elemental seems really hard to cast in this deck. Chandra, Acolyte of Flame seems like 2 copies couldd slide in here, and Undergrowth Champion seems interesting. I would eventually cut the scrylands for checks, they seem too slow.
2 months ago
Your curve is very high and you need way more mana dorks/ramp. Low CMC options include: Elvish Mystic , Fyndhorn Elves , Boreal Druid , Birds of Paradise , Honored Hierarch , Orcish Lumberjack , Beastcaller Savant , Copper Myr , Drover of the Mighty , Druid of the Cowl , Golden Hind , Gyre Sage , Harvester Druid , Heart Warden , Hedron Crawler , Iron Myr , Leaf Gilder , Leafkin Druid , Sylvan Caryatid , and Lotus Cobra .
Prowling Serpopard would be good for making your creatures uncounterable.