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Creature — Elf Druid
: Gain .
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Llanowar Elves Discussion
1 hour ago
Tutors you desperately need tutors and you have to the best two with black, Demonic Tutor which us very affordable now with the UMA reprint and Vampiric Tutor , also Diabolic Intent is perfect for this deck. Not to mention Worldly Tutor or Natural Order to find the specific creatures you need I would also suggest removing creatures like Lotleth Giant or Hatchery Spider, they're mana cost is way too high and their etbs are mediocre. Also you're running Jarad and he combos excellently with Lord of Extinction to continually throw at all your opponents, and can be reanimated over and over.
Now reanimation comes easy, so I would suggest subbing Meren of Clan Nel Toth , and ramp this damn deck needs ramp. Llanowar Elves , Fyndhorn Elves , Birds of Paradise , also take the Elves of Deep Shadow and Golgari Signet from your Golgari guild kit and throw them in there. Abrupt Decay is also a must as it has versatility like Assassin's Trophy but is uncounterable. Not to mention the Bane of Progress is a fantastic enchantment/artifact board wipe.
Speaking of board wipes, you need some in EDH so I would recommend either Toxic Deluge a sweeper which is more affordable or Damnation . Toxic Deluge is faster than Damnation however and gets around indestructible, run both for most optimal removal.
Cut down your creatures from 39 to 35 and I would suggest some infinite win-cons. Mikaeus, the Unhallowed and Triskelion fit very well in a reanimation shell (basically Mike gives Trike undying to which he can infinitely throw damage at your opponents and sac himself to reset undying and do it all over again) or even the good old Necrotic Ooze combo, which is Necrotic Ooze+ Phyrexian Devourer + Triskelion which you can set up with buried alive. Get Necrotic ooze, gets both the activated abilities of Trike and Devourer hit your opponent with 1/1 counters based on the cmc of the cards your exiling from the top of your deck. Also get Protean Hulk, the creature is busted and can fetch wincons 6 cmc or less.
Card draw is also vital, I would suggest Sylvan Library or Fecundity as one is the best card for drawing in green the other is great for graveyard strategies but it does fuel your opponent as well, so play it wisely.
Any ideas look at my meren deck, it's runs many of the same ideas with more detailed descriptions on win cons etc. http://tappedout.net/mtg-decks/merenating-dat-sauce/
16 hours ago
Yeah Scavenging Ooze is probably one of the best if not the best oozey boy to include. Acidic Slime would give you access to removal which the deck lacks. Parallel Lives is way too slow. The deck is begging for some real one drops and some ramp considering the curve is on the higher end, with tons of 3 drops. Id include some ramp like Llanowar Elves or something similar in the one drop slot over slow enchantments.
1 day ago
When testing out your deck, it seemed a little slow until your commander came down. It seems like you don't have enough ramp. Llanowar Elves , Elvish Mystic , Fyndhorn Elves , and Voyaging Satyr are a few. I'm avoiding suggesting non-creature cards because they become dead cards later on. Shaman of Forgotten Ways , Somberwald Sage , and Beastcaller Savant also work well.
1 day ago
Alright since you said you have problems with it being too slow here might be some cards you can consider!
- Utopia Sprawl
- Wild Growth
- Culling the Weak
- Sol Ring
- Elvish Mystic
- Llanowar Elves
- Fyndhorn Elves
- Birds of Paradise
- Deathrite Shaman
- Elves of Deep Shadow
- Priest of Titania
quadmiller7 on Temur
1 day ago
+3 Llanowar Elves @ 0.29
+1 Wooded Foothills @ 21.39 = 10.00
+1 Breeding Pool @ 7.99 =4.00 half price lands =14.87
1 day ago
Summoning sickness refers to the rule that a creature cannot attack or use activated abilities with the or symbol in their cost if it hasn't been continuously controlled by a player since the beginning of that player's most recent turn. (See rule 302.6)
So say you cast Llanowar Elves on turn one. It has summoning sickness because you haven't controlled it since the start of your turn (beginning of the untap step). Three turns later, I use Act of Treason to take control of it during my first main phase. Now I control it. I haven't controlled it since the start of my untap step, so normally it would have summoning sickness, but Act of Treason gives it haste. I can use Elves' mana ability or attack with it this turn.
Now let's say that on the next turn, I steal it again, but this time with Skyfire Kirin 's ability. Again, I haven't controlled the creature since the start of my untap step, but unfortunately in this case, Kirin doesn't give the Elves haste. I can't actually use its mana ability or attack with it this turn unless I've got something else to give it haste.
A creature will keep regaining summoning sickness if control of it keeps getting interrupted. This could be control-changing effects like the above, but it also includes zone-changing effects (such as flickering with Ghostly Flicker ). This is why so many short-term control-changing effects (usually in red) add haste, so you can use it before you hand it back to its previous controller. Skyfire Kirin is an odd one out.
1 day ago
You're very welcome, always fun to help out!
Harrow is a good card if you want to continue the landfall theme. Note that you can sacrifice one of the lands you already tapped for mana, That way you won't lose any unused mana.
I think Modern-casual is a great starting format, since you have a larger card pool than say standard, which will give you more flexibility when creating decks!
Now, since you're playing casual magic you don't need to spend a lot of money on great cards. There are really good commons, uncommons and even rares that are very cheap.
Some more things to consider when building decks: - A common mistake for newer players is to focus to much on your life total. The game is not lost until your life is at 0 (or if your library runs out of cards..). This means that as long as you have one point of life left, you're still in the game. Cards such as Grazing Gladehart is only good if you're already winning. It's landfall-ability is not very impactful, meaning it doesn't do much to affect the playing field.
Card advantage/card draw. You start with 7 cards in your hand and naturally draw one extra at the start of your turn. Now, say that you manage to play two or even three cards in the same turn. This means that you will have a net card-advantage of -2. The last thing you want is to rely on that one card draw each turn to get out of a situation (also called top-decking). If you have 5 cards in hand you'll possibly have answers to the opponents creatures and spells. But if you have no cards in your hand, your options are severely limited. So make sure you're able to draw extra cards to keep that hand filled up with juciy answers to what your opponent does!. River Hoopoe is a great example of a great card that generates good advantage. If you draw it early, you'll be able to play it turn 2 and do some damage or stall by blocking your opponents creatures. Late game, it's not a dead draw, since you can use it's ability to gain more cards and draw into an answer.
Removal is good! Cards such as Prey Upon is perfect for you, since it's a green card that can take care of creatures with evasion! It's also very good to Murder your opponents creature that he's invested several cards in, with just one card.
Bit of a long section, but in my opinion some very important points to keep in mind :)
As for more cards to fit into your deck (i'll try to keep the list on the cheaper side):
Rampaging Baloths - Great Landfall card!
Prey Upon - As mentioned above, Great removal!
Overrun - A great finisher, buffs all your creatures and gives them trample!
Llanowar Elves - Since most of your cards costs a bit of mana to play, having some creature based ramp is very good.
Retreat to Kazandu - Again, landfall that either stabilizes your health if needed or gives your creatures a boon.
Think Twice - One of my favorite cheap card draws out there. You play it once to draw one card and can also play it again from the graveyard when you have some mana left!
Giant Growth - A perfect battle trick to buff your creatures, either to deal that extra 3 damage to the opponents life or to play in order for your creature to survive!
Vapor Snag - A cheap card to return your opponents creatures in order to squeeze some of your big hitters through. A bit better than unsummon, since your opponent loses 1 life as well!
Dissipate - Since you have access to blue, why not throw in some counters, to negate some of your opponents spells?
Arcane Flight - To give your landfall creatures flying..
These are only a few suggestions, but it might help you get some ideas on what to build!
2 days ago
Thanks for your suggestions! As you mentioned above Llanowar Elves can be unwise, but Drover of the Mighty and Regisaur Alpha seems like good options. I like Biogenic Ooze because if I can lengthen the game it becomes very poderous. Also, the problem that I have with Drover of the Mighty is that I do not know what I can cut to add it.
I will do some playtests to finish deciding what to do.