Llanowar Elves

Legality

Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Eternal Masters Rare
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

Combos Browse all

Llanowar Elves

Creature — Elf Druid

: Add G to your mana pool.

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Llanowar Elves Discussion

HobbyGamer007 on Abzan attempt

11 hours ago

Well, tbh, it doesn't seem you've quite grasped the concept of Ghave yet. as a heads up heres and the decklist is here on tappedout.

Soo, where to start. I guess you want to build a mildly competetive Ghave control deck. That said, Ghave is actually a great combo commander, as you will see if you read the primer and the decklist. However a friend of mine currently runs a controlly version of ghave since he lacks the cards to make it full on combo style. Still wins through combos like Geralf's Messenger + Ashnod's Altar + Ghave and so on. Or infinite ETB's with Altar+ Karmic Guide + Reveillark + Triskelion. Sooo In this comment I will give you some control cards to work with. I'd suggest you just look up the combos you wanna put in, since it really is faster and better. If you wanna stay beat down, thats fine too, however not quite as strong.

Now to the control part:

You want to use the tokens you produce as a resource. You create and sac tokens to stuff in a way that gains you mana or boardpresence directly. Since lots of creatures are gonna ETB and die every turn you wanna profit from that as well.If you have Ghave, Guru of Spores, Aura Shards, Death Pact and Ashnod's Altar out on the field you can for the price of 1 colorless mana: 1. Destroy target Artifact or enchantment. 2. Gain 2 colorless mana. 3. Make every opponent sacrifice a creature.

If you have Doubling Season or cheaper(and therefore better) Parallel Lives out you will generate permanent value during that process(you get 2 tokens and only sac 1). In fact if you just add Parallel Lives to the above equation you can generate have infinte Tokens enter the Battlefield and die, Destroying all your opponents permanents that are neither Lands nor Planeswalkers. If you throw Blood Artist in there, you win.

Also you really wanna play every single 1 Mana Mana Dork (e.g. Llanowar Elves, Elvish Mystic,...) you can. They provide the best accelleration and if threatened you just sacrifice them to Ghave instead. And if you hate counters play Grand Abolisher. Find your stuff with Green Sun's Zenith and the likes and yeah.

That said, with Ghave you are quite in the middle of the Beatdown and Control Deck in terms of playstye. During your turn, you play out some of your permanents, but if you don't have the kill you leave about half you mana open for Ghave's and other abilities. You use these either at the last end step before your turn, or in response to removal. Since you are black, green and white, getting stuff out of your grave is easy, so you don't want it exiled. A Path to Exile on Ghave, simply makes 5 tokens for you. Trying to kill one or two of your mana dorks makes Ghave bigger.. and so on.

Look at the ghave list above and tune it down to your playstyle and throw some infinite token combos in there, google for cards that trigger whenever something ETBs or dies and you're good to go I guess :)

emrakulinsmugglers on

1 day ago

you can move your enchantments and gaea's blessing to sideboard, as not all decks are going to put your library into your graveyard, or swarm a bunch of fliers. instead, running 4x Llanowar Elves may be better. If you cut freyalise as well, you'll have room for 4x Heritage Druid, which is really powerful for ramping. i'd suggest cutting some Lys alana huntmaster, so you have room for 2x Ezuri, Renegade Leader.

Xatta on *Needs Help* Mono green devotion

2 days ago

Love the idea! Some cards to consider; Aspect of Hydra, Kalonian Tusker, Strangleroot Geist, Leatherback Baloth. I would also look at Llanowar Elves and/or Elvish Mystic in addition to Arbor Elf. I'm not in love with Primal Command, but I would definitely play more than just 1 Nylea.

ellie-is on Unstoppable Hydra

2 days ago

Fun! Since you don't do much early game, might I suggest Rampant Growth to get those lands into play earlier? Fyndhorn Elves isn't really modern legal, so why not Llanowar Elves? And, judging by how this already costs 300 dollars, money is not a problem, so I'd say Birds of Paradise is better than Druid of the Cowl. And Khalni Hydra is a great hydra you can play early on with all those mana dorks in play - it would also let you play around with devotion and use things like Karametra's Acolyte.

sonnet666 on I Need Help Making My ...

2 days ago

Wild Research has a color identity, and is not legal for your deck.

The only way I can think of to attach lots of auras to Uril at the same time is to play Retether, Open the Vaults, or Replenish while you have Uril out and a lot of auras in the graveyard already. Either that or play Primal Surge and hope you don't hit a non-permanent. Up to you whether you think either of those are a good idea.

The ONLY ways for you to deal infect damage with Uril in Naya colors are Grafted Exoskeleton and Triumph of the Hordes. There are no other cards that grant infect to a creature outside of blue and black.

Symmetrical card draw is very bad in EDH, since it just gives people more gas to answer you or win the game ahead of you. Font of Mythos, Horn of Greed, Howling Mine, Omen Machine, Temple Bell, and Rites of Flourishing should all be cut. Wheel of Fortune and Reforge the Soul are usually better because you can wait to cast them until you have no hand and your opponents have lots of cards, but you actually have better options in green, so I'd recommend cutting at least Reforge.

Replace with the following: Sram, Senior Edificer, Kor Spiritdancer, Rishkar's Expertise, Sage's Reverie, Soul's Majesty, Abzan Beastmaster, Mesa Enchantress, Verduran Enchantress, and Eidolon of Blossoms (maybe).

You also NEED better ramp. Tithe, Cultivate, Journey of Discovery, Elfhame Sanctuary, and Kodama's Reach are all sub-par and should be cut. 41 lands is also WAY too high. You'll be able to ramp much more consistantly if you cut that down. You can go down to 35 lands without a problem, and then after that you can cut one land for every 0 CMC mana rock you add to the deck. (Don't worry about Exploration, Burgeoning, and Oracle of Mul Daya being less effective. The extra draw factor will offset that. I would probably cut Azuza though, since she doesn't give you much if you aren't flooded with land.) Out of your lands, Jungle Shrine, Maze of Ith, Mikokoro, Center of the Sea, and Temple of the False God are all kind of bad and could be cut. Some better utility lands would be Kessig Wolf Run and Hall of the Bandit Lord.

All of the following are better ramp than you have: Mana Crypt, Mox Diamond, Chrome Mox, Lotus Petal, Lotus Bloom, Ancient Tomb, Nature's Lore, Three Visits, Coalition Relic, Boros Signet, Selesnya Signet, Gruul Signet, Llanowar Elves, Fyndhorn Elves, Elvish Mystic, Avacyn's Pilgrim, Dryad Arbor (tutored off of Green Sun's Zenith, Harrow, Crop Rotation (into Ancient Tomb), Gemstone Caverns, Chromatic Lantern (maybe), Joraga Treespeaker (maybe), Skyshroud Claim (maybe), Trace of Abundance (maybe), Fertile Ground (maybe), Utopia Sprawl (maybe), and Wild Growth (maybe). You may also want to consider Herald of the Pantheon or Hero of Iroas to reduce the cost of your spells.

Now, on to the auras. You have a ton of auras that don't really do... anything? I get that you want to buff Uril as much as possible, but EDH is format of card advantage, and you really shouldn't be playing cards that just read, "your commander gets +2/+2."

I would cut all of the following Abzan Runemark, Angelic Destiny (this really doesn't give you much for 4 mana), Asha's Favor, Burrowing, Call To Serve, Cave Sense, Crown of Awe, Dust Corona, Eternal Warrior, Griffin Guide, Gryff's Boon, Inviolability (He already going to be the biggest thing around, why do you need this?), Murder Investigation (You have no support for these tokens.), Nimbus Wings, Serra's Embrace, Triclopean Sight, Vigilance, and Vow of Duty.

And here's what I recommend in their place:

Double strike: Battle Mastery, Runes of the Deus, and Duelist's Heritage. Literally the best effect you can Uril, since it will double all the other buffs you're giving him.

Massive Gains: Ethereal Armor, Eidolon of Countless Battles, and Helm of the Gods (not an aura but w/e). If you're going to have cards that just buff your commander, it might as well be for a LOT.

Extra Card Advantage: Sixth Sense, Keen Sense, and Snake Umbra. These guys are cheap extra draw factor.

Trample: Rancor (best), Armadillo Cloak, Unflinching Courage, and Eldrazi Conscription (maybe). After Protection, Trample is the most reliable way to get damage through in your colors.

Haste: Instill Energy, Messenger's Speed, Cartouche of Zeal, Fervor, and Fires of Yavimaya. Hasting a Voltron commander is the best way to get your beats in asap.

Extra protection for your commander: Shielded by Faith, Spider Umbra, Hyena Umbra, Felidar Umbra, Bear Umbra, and Flickerform. (Speaking of protection, Tajuru Preserver, Grand Abolisher, Vexing Shusher, Gaea's Herald, and Sigarda, Host of Herons are all good ways to make sure Uril can't be messed with.)

Also put in Spirit Loop. It's cheap and comes back if Uril leaves play somehow.

Other miscellaneous stuff:

Heliod's Pilgrim, Open the Armory, and Plea for Guidance are other tutors you could include. Open the Armory also grabs Grafted Exoskeleton and Helm of the Gods if you put them in, so I'd recommend it.

Nomad Mythmaker might make a useful recovery tool.

Mayael's Aria buffs Uril, gains you life, and can straight up win the game for you, nuff said.

If you can find the space, you could really use better board control to deal with problem permanents. Here are some good removal spells in your colors: Swords to Plowshares, Beast Within, Chaos Warp, Oblation, Krosan Grip, Oblivion Ring, Qasali Pridemage, Return to Dust, Hull Breach, Winds of Rath, Chandra's Ignition, Austere Command, and Wrath of God.

And that's all I can think of at the moment. Good luck.

Emzed on Uril's Revenge

3 days ago

Ethereal Armor, Rancor and Wild Growth would be fantastic in your deck, you should definitely consider those.
You have lots of effects that provide vigilance to Uril. While that's good, multiples are redundant, and evasion abilities like trample, menace or flying can be much more relevant than vigilance. Cards like Armadillo Cloak, Unflinching Courage, Madcap Skills and Duelist's Heritage should probably find their way into your list.
Indestructibility is a cute card, but with your commander having hexproof, the one-shot indestructibility of Spider Umbra, Snake Umbra or Hyena Umbra will usually do the trick, and those cards are cheaper and have additional upsides.
Unfortunately, the commander rules don't allow you to play Wild Research in your deck, because its color identity includes blue.
If you want more cheap acceleration for a quick Uril, Avacyn's Pilgrim, Fyndhorn Elves, Llanowar Elves and Elvish Mystic as well as Ancient Tomb and Mana Crypt are some of your best options.

sonnet666 on [List - Multiplayer] EDH Generals by Tier

3 days ago

TheDevicer, It's one of those things where the upsides outweigh the downsides even if both are minimal. It usually goes like this:

"Yes."

  • Do you want 1 mana ramp?

"Oh hell yeah! I need to get my commander down a turn early."

  • Would you rather not flood your spell slots with cards that don't generate card advantage?

"Well... I do have 10 ramp spells already..."

  • Can you afford to have one tap-land that's vulnerable to removal?

"Probably?"

"Uhh, I guess so..."

The reason it's good is just that making GSZ double as a Llanowar Elves is good enough to include in most decks that wanted GSZ, whether or not you have that much else built around it. And even if you don't get GSZ, having one land be a tap land isn't the end of the world. It's the same reason people will sometimes run Bojuka Bog.

That said, it's not an auto-include by any means. If it's not helping out enough then there's probably something better that could go in it's spot. Some decks it really shines in though. Like my Edric list where I need the T1 ramp, and having a 1/1 that I can attack with later is just gravy.

Gates88, You should link cards when you think people might not be familiar with them. It saves people time looking things up. You can do so like this:

[[Nomads En-Kor]]

And while that combo is neat in that Grand Abolisher would stop your opponent's interaction, putting in 4 creatures that are totally useless outside of your combo (Nomads en-Kor, Cephalid Illusionist, Angel of Glory's Rise, and Hapless Researcher) is a bit of a problem for something that's supposed to be the "best Protean Hulk pile available." Part of what makes a lot of the top EDH combos "the best" is that the cards in them are very interchangeable and function in a bunch of other combos as well. Also, what happens if you draw one of those creatures and can't cast it?

HawksFanatic on Lost in the Woods

4 days ago

Instead of Elves of Deep Shadow I would add Llanowar Elves.

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