Llanowar Elves

Llanowar Elves

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Creature — Elf Druid

: Add to your mana pool.

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Llanowar Elves Discussion

BobbyDylan on Welcome to the Jungle (Omnath fun and games)

11 hours ago

What about adding small mana dorks like Elvish Mystic, Llanowar Elves, and Arbor Elf? I feel like it could speed up the ramp?

icehit6 on Modern Combo Elves

16 hours ago

Hiya. So as a modern elf deck player myself, and winning a few tournaments with my deck, I can see a lot of good stuff here, but a lot that is also going wrong.

First thing is first, no Summoner's Pact. Yes, it's a very good card, however it's only really used for extremely big cards. No elves are "extremely big cards" because they basically all buff each other. So Summoner's Pact is definitely something you want to take out.

Collected Company, although is a pretty good card, is not particularly needed for elves. There are a lot better things that could go in the slot of that.

Here are some big things that I reccommend getting rid of in creatures, and I will explain my reasoning for each after.

Arbor Elf - You don't need three more land elves. If anything put one more Llanowar Elves in so you have 8 total one cost land elves. Four Llanowar Elves and four Elvish Mystic.

Nettle Sentinel - Although yes, it's a good card, sometimes you're not going to want to play or won't have the ability to play a green spell, and because of that, it will leave him tapped. If it's left tapped, it's useless, so therefore because of the problem of tapping, it's not needed. I'd recommend replacing these with Nissa's Chosen.

Regal Force - A 7 cost 5/5 that just is for drawing cards. Yeah, drawing cards is nice, but by the time your hand is empty, you're going to be doing just fine in the case of having what you need on the battlefield.

Craterhoof Behemoth - Again, another space taking card. There's an elf card that gives every elf with a +1/+1 counter on it trample, and all warriors that come into play come in with +1/+1 counters on them. That's a permanent counter, and permanent trample, and is 5 cost cheaper. So it's already better than craterhoof. Bramblewood Paragon

Cloudstone Curio and Obelisk of Urd are both good, but you'd be better off just running four Door of Destinies because the effects on them do stack.

Heritage Druid is as well pretty useless here because you already have plenty of mana ramp from your Llanowar Elves, Elvish Mystic, and Elvish Archdruids.

Ezuri, Renegade Leader - Wonderful card, however one is not enough. Bump that to two and youll be golden.

Lys Alana Huntmaster is as well a really great card, I would reccomending running four of these as well because the effect is cumulative.

Joraga Warcaller - Alright, so here's the thing. You NEED NEED NEED four of these, because this is the card that ramps all of your elves the most. If you have two, they might just get destroyed or exiled and then you have no huge ramp, however if you have four, you have all the more chances to keep it out and even ramp your elves more. So definitely run four of these.

Elvish Champion is a great card, but your elves are already going to be ramped enough, and plus Elvish Archdruid already gives your other elves +1/+1. Late game it's a dead draw unless the other player has a forest. If anything, because of the forestwalk, I would sideboard it.

Imperious Perfect is as well not as needed because you already have Archdruids for +1/+1, and you get tokens from Huntmaster whenever another elf comes into play, so this is a card that is taking up some space in here. I would take this out as well.

I never liked Elvish Visionary because all it allows you to do is draw a card, and yes that is nice, but in an elf deck it's not needed because everything is so consistent. I personally think it's taking up space.

So here are the things that I'm going to reccommend you add in.

Immaculate Magistrate - Run four of these. These are basically for the Joraga Warcallers, however you can use them to bulk up any elf. If you use this on a joraga though, this makes all your elves really big really fast.

Bramblewood Paragon - This card makes every elf you have come into play (if its a warrior) get a +1/+1, and as well every elf gets trample if it has a +1/+1. A very effective card. Run four of these as well.

As far as lands go, running 14 lands is fine, I would personally run 16, but if you want 14 run 10 basic lands and then four Oran-Rief, the Vastwoods. +1/+1 counters would go great with Bramblewood Paragon. If you want 16, just do 12 basics with the vastwoods.

You need Nissa's Chosen - these, when they die just go to the bottom of your library, and with Nissa Revane is really strong because it allows deck shuffles, massive life gain, and a constant flow of Nissa's Chosen, even if they die from the battlefield.

I would then run four Asceticism. Even though the regenerate is kind of a repetition because of Ezuri, having it so your creatures are hexproof is quite wonderful.

In sideboard, run three Beast Within just to get rid of certain cards that are wincons for others. Really great card if you needed to play it.

This is just how I would do tribal elves with what you gave. In modern, a lot of the elves overlap and some of the elves are just really needed. But you can really mess around with a sideboard a lot. This is the decklist I would run with what was given, but as well this looks like a lot of modern elf decks because these are what cards are needed for a successful elf deck.

4x Asceticism4x Bramblewood Paragon4x Door of Destinies4x Elvish Archdruid4x Elvish Mystic2x Ezuri, Renegade Leader12x Forest4x Immaculate Magistrate4x Joraga Warcaller4x Llanowar Elves4x Lys Alana Huntmaster2x Nissa Revane4x Nissa's Chosen4x Oran-Rief, the Vastwood

Sideboard3x Beast Within4x Choke4x Elvish Champion4x Fracturing Gust

This decklist comes out to about 171 dollars compared to 225, and you have a more consistent and core deck compared to before where it seemed to just have a little bit of everything. Take all these as recommendations btw! You can do whatever you want with your decklist, this is just what I would personally put in :)

Dlour on Lifegain Green White

1 day ago

First get playsets of cards that work towards your goal, this will help you have consistency with your deck. Second, you want to get duel lands, not necessarily shock lands, buy lands that can tap for ether mana would allow for you to treat you cards as if they were colorless, instead of worrying if you have enough white mana. Also, focus more on 3 drops and 2 drops, unless you Mana Ramp, the throw in 7 drops and 11 drops. In my Mana ramp deck I have, I can get an 11 drop out on turn 3. Mana ramp is based around getting a tone of mana out in the beginning of the game so that you can focus on casting creatures to your hearts content. Also you might want to replace your Incremental Growth with Increasing Savagery. The card is cheaper mana wise and can be flashed back so it can be even stronger than the spell you currently use. Also, Lifegain decks dont win very often unless you make every card work on gaining you life in some way. So unless you can find a way to gain infant life by turn 10, then youre just prolonging the inevitable. Green White is really good with tokens, so by focusing on gaining tokens you can block attackers early game and focus on making your army. Token decks dont usually revolve around big creatures but numbers. Say I have 3 10/10 Beasts on the field and you have 25 1/1 tokens, youre going to win simply because you can block whatever I throw at you and then you swamp me with a horde of creatures. So combine a token ramp deck with Soul Warden, then you have a deck that gives you some life while focusing more on your creatures. This could be the little bit of life gain that you need to give you that tiny bit of room to get your creatures out. I'm not saying Life gain is bad, just that unless you want to focus all of your time trying to gain life, you wont have time to attack. You must make gaining life a secondary priority, using cards that have life gain only out of convenience and not because it has life gain. So you should look through the all the white Ravnica cards for Extort cards, they have really good blockers and Extort will allow you to deal damage while gaining life just by casting a spell.Another note, keep land to about 20 cards, otherwise you are going to be swamped with land ((Pun intended)) which is not good. Like I said, get cheaper cards and playset of them and this deck will not need the ridiculous amount of land thats in it.

Try adding Cards that will allow you to Mana Ramp during your early game, then populate during your mid-game, leaving you with a lot of creatures late-game. All while Extorting spells and blocking big creatures with sacrificial tokens. Also because youre using two colors, try using cards that use both of them. Try Call of the Conclave, Collective Blessing, Advent of the Wurm and Vitu-Ghazi Guildmage. Because you are mana ramping, Vitu's Populate ability will allow you to make multiple copies of your 5/5 wurm tokens. Plus, its a 5/5 wurm for 4 mana! Just by fixing your land you can have this out on turn three then populate it twice on turn 4 and swing for 15 on turn 5; while still populating it!Also, here are some mana ramp cards so you can get an Idea, Rampant Growth, Llanowar Elves, Avacyn's Pilgrim, and Nature's Lore

NoviceMagician on What is this? Life Tomp? IS THAT AN ARCHETYPE?

1 day ago

Ah s**t. I had a b-day party to go to, and got back really late, thus my suggestions were late. Whoops, my b.

Anywho, like everytime I make suggestions, know these two things: I do not suggest running all of these cards, unless you want to, my goal is to give you some more choices and ideas. Second, none of these cards are really essential, they just hold some potential in the deck.

Okay, since that is out of the way:

Good luck with the deck, and let me know if you need any help with it!

Phitt on F**K You Jon Jones!

3 days ago

Like mentioned already, Staff of Domination is basically Umbral Mantle with an implemented win condition. Plus it can even be very useful if you don't have the unlimited mana combo.

Imo Craterhoof Behemoth is a must for any mana ramp elf deck, it's simply the best finisher available right now.

Green Sun's Zenith is so useful, you should definitely run a full set. One Reclamation Sage less will certainly not hurt, but you can replace any elf with it of course.

I'm not a big fan of the Joraga Warcaller / Immaculate Magistrate combo. It may be fun for a purely casual deck, but for an even remotely competitive Legacy deck it's simply far too slow. Plus Warcaller can't be kicked if cast with Green Sun's Zenith or Genesis Wave, so more often than not he will end up as a 1/1 elf with no abilities.

One other problem I see is the lack of turn 1 options you have. You are forced to play a land and do nothing else, which is a wasted turn. Especially for a ramp deck. I would remove some unneeded win cons and add some Llanowar Elves and/or Fyndhorn Elves.

I also love Quirion Ranger, they're simply awesome for elf mana ramps since you can often reuse forests and untap elves at the same time. And naturally Heritage Druid is great as well, even without the (imo unreliable) Nettle Sentinel / Glimpse of Nature combo. But you'd need a lot more 1 mana dorks or he will be quite useless.

Sorry for the long post, that's all for now. I simply love elf decks, it's my favorite type of deck. I look at every elf deck I see around here. And upvoted of course!

AngryBearTony on Ramp Post Rotation

4 days ago

At this point, wild speculation is all we have. We might see the return of the Expeditions. Maybe we'll get Harrow, or Lotus Cobra, or Greenweaver Druid, of the Oracle of Mul Daya (doubtful), or even some others, like Expedition Map (doubtful, being printed in MM2015) or Explorer's Scope. Maybe Cultivate or Kodama's Reach. Realistically, it's pointless, yet fun, to speculate. Of course we'll get something, but who knows what form it may take. Do NOT expect an auto Elvish Mystic or Llanowar Elves or similar thing, though.

SirFowler on Ultra-budget: Heroes of the Hollow

4 days ago

I think one of the reasons your having trouble with getting the Menace out is because you might need more ramp/card draw to get to him. Elvish Mystic/Llanowar Elves can provide more ramp while Night's Whisper, Sign in Blood, or even Read the Bones can help you get to the right card. It's still in it's tweaking phase, so anything could help/hurt you until you get to the right combination.

Power / Toughness 1/1
Color(s) Green
Cost G
Converted cost 1
Avg. draft pick 5.25
Avg. cube pick 8.64


Format Legality
Heirloom Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Modern Legal
Duel Commander Legal
Pauper Legal

Printings View all

Set Rarity
Commander 2014 Common
2012 Core Set Common
2011 Core Set Common
2010 Core Set Common
Duel Decks: Elves vs. Goblins Common
Tenth Edition Common
Ninth Edition Common
Seventh Edition Common
Beatdown Box Set Common
Starter 2000 Common
Battle Royale Box Set Common
Classic Sixth Edition Common
Anthologies Common
Fifth Edition Common
Fourth Edition Common
Revised Edition Common
Unlimited Edition Common
Collector's Edition Common
International Collector's Edition Common
Limited Edition Beta Common
Limited Edition Alpha Common
Promo set for Gatherer Rare


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