|Have (24)||APPLE01DOJ , zachi , Comicalflop , Raistlin911822 , XxCataclysmiCxX , ewills5089 , capriom85 , cerberus8317 , sleepy104 , bearskin , ZombieCat , thatguyjames , lucyfarrell , attak , Odothegreat , Deetoz , bloodrayne03 , Under9000 , MUTEDM1ND , Fatred , Timocalypse , Braxlyon , twospires , Panda213|
|Want (8)||vivforvivir , Darth_Pork , EthanGlover1 , Myogenesis , genuine139 , sjbarker , MASSACERINLLAMA , Fatred|
I feel like you need more lands for your deck. With the curve you run and the amount of heavy and hard costed creatures you run you should have at least 35 (36 is a good number). Command Tower is a must for any multicoloured deck (with some exceptions) and Sol Ring is just a must. You should also consider some haste effects - Lightning Greaves / Swiftfoot Boots / Thousand-Year Elixir are awesome.
The other thing is, some of the creatures you have chosen don't really add much to the deck. I don't think the whole rebel thing adds much. At most you can fetch a few generic creatures who in turn let you fetch Skyshroud Poacher . The best thing you can then fetch with this (that Captain Sisay can't get) is Krosan Drover . That's 3 turns to give you any advantage, which in turn reduces the cost of 12 creatures in your deck. I mean, thats an ok cost reduction but for the same amount of effort you could have just ramped hard for 3 turns.
As for stuff to put into the deck:
More ramp - Alot of Sisay decks don't bother running enough low end ramp. The attitude is that once Sisay is down they can start fetching ramp, however the second sisay is tucked or countered it leaves the deck floundering. Things like Rampant Growth , Sakura-Tribe Elder , Harrow , Nature's Lore , Sol Ring , Chromatic Lantern , Coalition Relic , Selesnya Signet , Search for Tomorrow , even Llanowar Elves , Birds of Paradise are all really good cards and won't break the bank too much.
Tutors - The other thing a lot of sisay decks don't run much of is good generic tutors. Again, just because your general does it doesn't mean that it should be the only card in the deck to. This si hwere cost comes in a bit more, however it is well worth it. Eladamri's Call (about $8.50 SCG), Tooth and Nail ($7 SCG), Green Sun's Zenith ($6 SCG), Worldly Tutor ($6 SCG), even cards like Congregation at Dawn ($1 SCG) or Altar of Bone ($1 SCG) are all worthwhile.
(Note: SCG stands for Star City Games, but check out places like Channel Fireball, they might have better prices)
The other thing is cards like Swords to Plowshares are invaluable. This is one of the best removal cards white has to offer and is well worth the $4 SCG charges.
Sorry this is a lot of info, but I hope it helps.
Well if you want stupid powerful elves I've got a couple trick that might help. Id get rid of Titanic Growth and replace it with Coat of Arms you'll get much more powerful elves just from that switch. If you want to get a lot of elves from a 2 card combo i would get rid of 4 of either the Elvish Mystic or the Llanowar Elves and replace them with Midnight Guard and Presence of Gond . with that combo it would mean you will have to add some way to get white mana on your side of the field. But for the time being i like the way you have your deck built it seems it could get really nasty and quick.
"Forest, Llanowar Elves , Go"
If this is not right I don't know what is....
I really like the idea, but you might wanna up your land count. I'd say 1-2 should go in. Even if you have ramp you still need lands. I actually don't get why you're running white after all. I love Path to Exile like the next modern player, but I'd you don't need to remove creatures since yours are bigger anyways. I'd also consider making the manabase all elves via Elvish Mystic and Llanowar Elves and maybe even add Elvish Archdruid and have a total count between 10 and 12. You don't really need the flexibility of birds in my opinion. Also you might be able to utilize Nykthos, Shrine to Nyx but I don't know if that would work well.
Manamorphose , Sakura-Tribe Elder , Wall of Roots , Lotus Cobra , Llanowar Elves , Elvish Mystic , Sylvan Scrying , Fertile Ground , Upwelling , Nissa, Worldwaker , Evolution Charm , Vernal Bloom , Search for Tomorrow , Growth Spasm , Rampant Growth , Courser of Kruphix , Utopia Sprawl , Sakura-Tribe Scout , Khalni Heart Expedition , Overgrowth , Kodama's Reach , Abundant Growth , Zhur-Taa Druid .
spam, lol.All of it is shit you could use. I basically never play Green Ramp, so for what it's worth, I hope you find something that can help you.
Lets say I attack with Polukranos, World Eater and my opponent blocks with Llanowar Elves , Serra Angel and Child of Night . Does the defending player puts the defenders in an order and I have to kill the 1st one in order to hit the second or can I assign the 5 damage wherever I want?
here is the rule 509.2. Second, for each attacking creature that's become blocked, the active player announces that creature's damage assignment order, which consists of the creatures blocking it in an order of that player's choice. (During the combat damage step, an attacking creature can't assign combat damage to a creature that's blocking it unless each creature ahead of that blocking creature in its order is assigned lethal damage.) This turn-based action doesn't use the stack.
matto89 No worries man not ignorant all questions and criticism and suggestions accepted + is a combo that has gotten be over 100 life before 8 turns, as well as Nissa Revane by using her plus one and gaining 2 life for each elf i control. Match these combos with Elvish Promenade and Eidolon of the Great Revel won't even leave a dent. And 18 mana is actually a bit overkill because of Llanowar Elves and Elvish Guidance
|0.03 TIX||0.12 TIX|
|Power / Toughness||1/1|
|Avg. draft pick||5.29|
|Avg. cube pick||9.25|
|Commander / EDH||Legal|
|2012 Core Set||Common|
|2011 Core Set||Common|
|2010 Core Set||Common|
|Duel Decks: Elves vs. Goblins||Common|
|Battle Royale Box Set||Common|
|Classic Sixth Edition||Common|
|Limited Edition Beta||Common|
|Limited Edition Alpha||Common|
|Promo set for Gatherer||Rare|