Llanowar Tribe

Llanowar Tribe

Creature — Elf Druid

: Gain

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Set Rarity
Modern Horizons (MH1) Uncommon

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Legality

Format Legality
Block Constructed Legal
Duel Commander Legal
Penny Dreadful Legal
Vintage Legal
Casual Legal
Highlander Legal
1v1 Commander Legal
Canadian Highlander Legal
Modern Legal
Oathbreaker Legal
2019-10-04 Legal
Unformat Legal
Magic Duels Legal
Commander / EDH Legal
Legacy Legal
Tiny Leaders Legal
Leviathan Legal

Llanowar Tribe Discussion

Epicurus on Grunn, the smashing king

1 month ago

Very interesting take on a voltron deck! It's probably meant to be as janky as it is, but I'm gonna drop this list on you for your consideration anyway. Some of these are not budget friendly, but I'm just throwing it out there.

Hope it's useful. Cheers!

slashdotdash on 5 color no theme deck

1 month ago

Dear Kronhamilton

Golos, Tireless Pilgrim is my favorite commander, and I've been brewing around him ever since he was teased. Let me just say you've chosen an excellent commander.

(I’ve written quite a lot in an attempt to make a sort of guide for you, so if you want the short version, check out the Suggestions panel)

Golos can be tricky to build around since he can do literally anything pretty well. The easiest way to make an effective Golos deck is to lean into Golos's 7 Mana Rainbow Wheel Of Death. Before getting into that though, we need to cover some EDH deckbuilding basics.

I think the most useful advice I can give someone who is just beginning to explore the deck-building territory of EDH is to structure your deck and mind your Ratios. By this I mean it is useful to categorize the cards in your deck according to the role they fulfill.

We’ll begin by looking at some core categories that you’ll want to make your deck function effectively. Then I’ll present the Ratios (how many of each category of card) you will want to make a generic Golos deck function effectively. Next, I’ll include a detailed (but not totally complete, because I’d be here all day) catalogue of cards within some of those categories. I’ll also offer up some suggestions and input about some of your specific card choices. Lastly, since I’m about to unpack a lot of information, I will include a brief list of suggestions (see the bottom) for a generically good Golos ‘Shell’ that should be able to support most Golos strategies.

Categories

  • Draw

  • Ramp

  • Removal

  • Sweepers

  • Threats

  • Support

  • Land

Draw Show

Ramp Show

Removal Show

Sweepers Show

Threats Show

Support Show

Land Show

The art of Ratios is all about determining what combination of cards from each category makes your deck run the most smoothly.

Please note that these Ratios will not total to 99 cards. This is because you will invariably have extra flexibility to choose how your deck behaves even after establishing functional Ratios. Also keep in mind that although these Ratios do recommend you adhere to the minimum number of cards in each category, you still can choose which cards will fill those slots. The point is not to restrict your options, but instead to create a ‘Shell’ that is reliable enough to power your Threats cards, Support cards, and other cards. Whatever you do, make sure you have at least the minimum number of Draw and Ramp cards. THE MOST IMPORTANT CARDS IN THE DECK ARE DRAW AND RAMP!!!

While I ultimately suggest Ratios resembling the Basic Golos Shell, I will lay out the Ratios for several different Shells;

  • Template: a sort of baseline beginner’s guide which is commonly promoted as a place to start.

  • Basic Golos: a modified version of the Template that suites most Golos decks.

  • Control: a version tailored for a slower game with many Sweepers.

  • Aggro: a version designed to act quickly and deploy Threats before the opponents are prepared.

  • Big Mana: a version invested heavily into Ramp with the goal of deploying many end-game Threats.

  • Mega Mana: an even more extreme version of Big Mana with extremely expensive Threats.

Template Show

Basic Golos Show

Control Show

Aggro Show

Big Mana Show

Mega Mana Show

Draw Show

Please remember that any suggestions I make are because I am trying to help. Ultimately, the choices you make with your deck are up to you, and I can only provide constructive criticism based on my own experience and opinions.

Good luck :)

Ratio Fixing

The most effective change to your deck would probably be adjusting the Ratios, especially with regard to your Draw cards. Applying the most basic Template Shell, you want to have at least these three quantities nailed down for a smoother and reasonably powerful deck;

  • Lands – 36 --> You have 40 Lands (Cut 4 Lands)

  • Ramp – 10 --> You have 5 true Ramp cards (Add 5 to 8 Ramp cards)

  • Draw – 10 --> You have 3 true Draw cards (Add 7 to 10 Draw cards)

What I counted in your deck Show

Mutate

Depending on how strong your Mutate subtheme is, some of your Mutate inclusions may act as engines. However, I must state that Mutate is a VERY risky and even fragile strategy since your Mutate ‘Pile’ of creatures will all be destroyed at once if your opponent uses a Removal spell or a Sweeper. For that reason, I recommend leaning out of the Mutate theme (unless the Mutate card is just straight-up insane, as in the example of Nethroi, Apex of Death).

With that said, playing a Mutate theme is your decision and I totally respect that and if you want to stick to a Mutate theme then by all means do so. I just want to be sure you know that Mutate is a risky strategy that you cannot depend on to fulfill your Ramp and Draw slots (so you’ll just need to supplement it with other cards).

Cut or Include?

At a glance your deck seems like something you have created using just your collection – and that’s great! However, if you want to incrementally upgrade your deck, then I recommend replacing most of the cards in your deck with more powerful options over time.

Here is a list of cards you should probably keep playing: - Barrier Breach (Removal, because exiling 3 enchantments is helpful in some situations)

In my opinion, there are other, better options for all of the other nonland cards in the deck, however it is up to you to decide on how you would like to proceed so I won’t intrude.

I strongly recommend cutting the Planeswalkers though – Calix, Destiny's Hand doesn’t seem to synergize much with the deck and I feel that Lukka, Coppercoat Outcast is not very potent.

Lands

Just as a recommendation, I would suggest the following spread of Basic Lands;

  • 8 Basic Forests

  • 3 of each other Basic Land

The remainder of your lands could be either more basics (which is really, really, risky if you don’t have tons of Ramp – think like 15 Ramp cards and about 12 Basic Forests) or Color Fixing Lands (see the Catalogue for more options). It is rough to have your lands enter the battlefield tapped, but unless you want to either lean into Green or spend a lot of money on lands, you will just have to live with it (I play around 5-10 tapped lands in a normal Golos deck and it isn’t really that bad).

In this section, I will list out an example of the Basic Golos Shell complete with the necessary Ratios and some examples of good/fun cards in each category. I’ll try to keep it relatively Budget sensitive and most of these cards will be relatively random – this won’t be based on any particular theme so don’t expect it to be optimal.

As a reminder:

Basic Golos Show

The Shell

Ramp – 12

Draw – 13

Removal – 7

Sweepers – 2

Threats – 12

Support – 7

Land – 36

Good Luck :)

-Slashdotdash

Monitor on Marwyn Elf Ball

1 month ago

Hey, saw your post on reddit and couldn't help but check it out. I love me some elfball, so here's what I've got for you. Everything is of course my opinion and to be taken with ample helpings of salt. Hope it helps!

Lands: Mosswort Bridge is a trap, though I haven't tried it in elves yet. Reliquary Tower is a trap, when you fire off in an elfball deck you can usually cast what you draw. I'm okay with your tapped cycling lands bc they cycle, so that's fine, and Oran-Rief, the Vastwood is sneaky good. It's the only tapland I tend to run. Your best land by far is Nykthos, Shrine to Nyx and the best way to get it is Crop Rotation. When you already have it, you'll want to use it for an instant-speed Wasteland/Strip Mine or Wirewood Lodge. I don't usually run Ancient Tomb in elves but there's nothing saying you can't, and it helps when you have plenty of things with generic costs, as you do, along with some lifegain.

Potential Cuts and Swaps: Harmonize out, Growing Rites of Itlimoc  Flip in: Harmonize is a classic, but Growing Rites never disappoints. Even if it whiffs, you probably have a gaea's cradle at end of turn.

Overwhelming Stampede out, Finale of Devastation in: You already have the Ibex, and the Finale is far more versatile than the Stampede can ever be. Can grab all sorts of things instead of being a single pump and dump. Considering it could double Marwyn's mana output for a turn could earn its keep, though.

Wrap in Vigor out, Heroic Intervention in: Strict upgrade, figured I'd mention it.

Wellwisher out, Essence Warden in: Incidental lifegain, if you want to use it, might be more reliable than being able to tap the Wellwisher for its effect reliably. Also, the Warden triggers on all creatures, including opponents.

Reliquary Tower out, Thousand-Year Elixir in: This is pretty sweet and you need fewer lands than you think you do.

Desert of the Indomitable out, Veil of Summer in: This card is just too good. Also, 33 lands is too many (I know, but you'd be surprised!) and this one ETB taps AND cycles for 2 mana instead of 1, so I'd cut it.

Llanowar Tribe out, Wirewood Channeler in: I've never liked the tribe, it always seems clunky, and in your list specifically it is competing with Marwyn at the 3CMC slot.

Doubling Season out, Asceticism in: I'm not sold on Doubling Season here, honestly, as Hardened Scales could serve the same purpose in most cases regarding the way this deck puts +1/+1 counters on things one at a time (mostly). If you REALLY want to lean in on the token doubling from Lys Alana Huntmaster, Elvish Promenade, and Imperious Perfect then it might could stay.

Genesis Wave out, Kindred Summons in: This counts tokens...it is ridiculous and casting it when you only have 3 or 4 elves out still feels great, whereas if you flip Praetor's Counsel with a nasty Genesis Wave you're a sad panda.

Dwynen's Elite needs a home here, its 2 mana for 2 counters on Marwyn, among other benefits. Not sure on what to pull out, but I've never been a big fan of Dwynen, Gilt-Leaf Daen herself, really. You don't want to stack too deep on lord effects when its so easy to tutor them out or draw them for an explosive growth instead.

The last thing I will note, is that any non-Elf REALLY needs to earn its keep. Each and every elf in your list makes it stronger, be it with more mana, more tokens, more counters, all of those things.

The reddit thread has some great recommendations on cards to check out as well, so you've got a lot to sift through. Good base though!

Rhys Up is my current GB list, there might be some ideas for you in the main and maybe boards. The deck is mostly green but plays my favorite black stuff, and most of the cost difference between these two lists lies in the manabase.

Beebles on #WakandaForever

2 months ago

Hey there,

Nice list! You make me want to try out Emergence Zone :). Here are a few thoughts I had when browsing your list:

Hope these thoughts are of some help :).

Coroner13 on Yultawni, Avimaya's Mavitar

2 months ago

Thanks for the input! After thinking about Blightsteel Colossus being in the deck I threw both Grafted Exoskeleton and Triumph of the Hordes in. What the hell. I like the idea of Steel Hellkite replacing Impervious Greatwurm but am saddened, as it is a really BIG green stompy. Utility > stompy though. Out are Endless Atlas and Basilisk Collar.

Monstrous Onslaught is a thing? The words 'as you cast' are beautiful; Phytotitan does not return to the battlefield at the beginning of my upkeep, or at all, really. Other suggestions you made were great and were able to find homes, with Llanowar Tribe replacing Yavimaya Elder, Return of the Wildspeaker in for Soul's Majesty and Steel Hellkite steps up for the non-Impervious Greatwurm.

Aspect of Mongoose in instead of Mortal's Resolve as more durable protection

Looking forward to the next game. And looking for a new home for Impervious G.

GoblinElectromancer on Hydra Zaxara

2 months ago

This deck needs more ramp cards such as Llanowar Elves, Elvish Mystic, Birds of Paradise and rocks like Arcane Signet. 44 land is probably a bit much. Maybe cut around 4. Maybe for cards some stuff from war of the spark like Finale of Revelation ect... I would take out Llanowar Tribe. is kinda hard to get in a tri colored deck. Counterspell is good in blue decks.

SaberTech on Yultawni, Avimaya's Mavitar

3 months ago

I think that you should run the Grafted Exoskeleton anyway. The hisses from the people at your LGS is just a sign of fear and weakness. Destroy them. ;P

Honestly though, if you were to run it you would be running infect in one of the most fair ways possible. You aren't even running Triumph of the Hordes. Since you are swinging with large creatures anyway, giving them infect isn't that much different from giving them double-strike. Infect gets an undue amount of hate because even though it isn't an overly strong strategy in EDH people just don't like being the first person knocked out of the game early because of infect damage.

That aside, I think that if you were looking to tinker with your deck more it would be worth looking at including copies of Llanowar Tribe, Overgrowth, Return of the Wildspeaker, Steel Hellkite, and Monstrous Onslaught. Each of them costs less than $1(USD).

Looking at your deck, it is basically just looking to play removal and ramp spells until it gets to at least 6 mana, then drop its commander or some other large creature. Although the deck does want to have as many lands out as possible for Multani, the quicker you can hit that 6 mana mark the faster your deck can start putting down what it needs to start pressuring the board. I've found that Llanowar Tribe is really effective at doing that in mono-green. Being able to go from three mana on turn 3 to hopefully seven mana on turn 4 would really help give your deck some wings. Overgrowth is another option for helping you hit that 6 mana mark quickly. Sol Ring and Thran Dynamo would also be worthwhile considerations. I know your deck prefers ramp spells that pull lands from your deck, but you have to weigh that against more efficient ramp that lets your deck play the game it wants to more quickly.

Return of the Wildspeaker is a straight up improvement to Soul's Majesty. It's an instant and it doesn't target a specific creature, so it doesn't get fizzled if an opponent kills your largest creature out from under you when you cast it. You also don't have any humans in your deck, so the second option for the spell will pump every creature you have out.

It looks like you want all that ramping the deck does to have more meaning that to just cast and pump Multani, so I suspect that's why you have such large creatures at the top end of your mana curve. Something to consider though is that instead of just going big, have outlets that let you sink extra mana into helping you generate additional value. Steel Hellkite not only gives you a large, evasive attacker but you can also pay extra mana into it for additional attack power or to blow up an opponent's permanents. At 6 CMC it is also likely that you won't have it stuck in your hand for anywhere near as long as something like Impervious Greatwurm would be. Those large creature make being so ramp-centric feel more fun but they are also going to be dead cards in your hand for a good portion of the game, especially if they are in your opening hand.

Monstrous Onslaught is one of the few mass creature removal spells that green has access to, and it works great with a commander that is just going to keep getting bigger as the game goes on. A lot of opponents won't expect a mono-green deck to be able to clear out 3+ potential blockers before attacking, so it might let you kill an opponent that thought they were safe after leaving back a few creatures to defend with.

Anyway, if you do end up making some changes to the deck I hope my suggestions help give you some ideas. Best of luck in your games!

triproberts12 on Storm of Eldrazi

3 months ago

Sylvan Tutor and Worldly Tutor are the obvious includes. Beyond that, the deck pretty much builds itself, it's just a matter of what power level you want it to be at, since this pile has everything from cEDH staples to Llanowar Tribe. I'm assuming some of these choices are cards you already have, so you'll probably just have to playtest it in your meta to determine what stays and what goes.

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