Quirion Elves

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Phyrexia vs. The Coalition (DDE) Common
Beatdown Box Set (BTD) Common
Invasion (INV) Common
Mirage (MIR) Common

Combos Browse all

Quirion Elves

Creature — Elf Druid

As Quirion Elves enters the battlefield, choose a color.

: Add to your mana pool.

: Add one mana of the chosen color to your mana pool.

Price & Acquistion Set Price Alerts

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BTD

INV

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Recent Decks

Quirion Elves Discussion

jcsmbio07018 on Lord Windgrace MLD cEDH

1 month ago

MalcolmTent thanks for the reply and the suggestions :D To facilitate discussion I'll break down to individual cards:

Tireless Tracker: Very powerful card advantage engine on this deck. Might make the cut and it definitely makes the maybeboard :P The card I think it slots best instead of is Twilight Prophet. If you want multiple CA engines we might remove a piece of interaction. Nevertheless powerful card and will consider it for the next edits!

Null Profusion: This is bad. 6 mana for draw 2 cards a turn is not good enough. By the time you have 6 mana you want to have a walker on board and an MLD spell ready to go off. If being on topdeck mode is a problem, why not putting everyone on it and run Sire Of Insanity? That's a seriously better card at 6 mana imho :P

Painful Truths: Pretty good, on the same level as Night's Whisper, as it costs 1 more but draws 1 more card. Costing 1 more is actually pretty significant as my meta is pretty competitive and tapping out on turn 2 is pretty much less risky than tapping out on turn 3. Late game drawing 2 or 3 for 2 or 3 mana is relatively indifferent, you are relying on tutors to find wincons nevertheless. With all this in mind, both cards fill the same role and I guess the competitiveness of your meta should rule the choice, if you want to run any of them.

Sylvan Awakening: Had it been instant it would be great, indestructible to your lands in response to MLD is broken. As an offensive tool it's not good enough. I won't be ramping to dozens of lands. As a defensive tool Heroic Intervention seems better. Not really sure to which of these roles you were suggesting the card ;)

Constant Mists: As I don't plan to run multiple land drop cards, this is not as OP as it its in The Gitrog Monster. I like it, and it might be worth a spot in more creature based metas. For me, however, it will very rarely make the cut.

Heroic Intervention: Good choice, extra good in a very controlly meta, with lots of wipes and removal.

Quirion Elves: No idea why you suggest this. Isn't Amonkhet common Naga Vitalist strictly better? In fact I'm pretty sure two mana tap for any color are pretty common and better than this.... Rule of thumb is one mana dorks are OP, Bloom Tender is OP because it always taps for 2-3 mana. 2 mana dorks beside this need to tap for more than one mana or don't tap for mana: Devoted Druid and Wall of Roots come to mind as better than what you suggest. Priest of Titania is the same. Any reason why I should run Elves instead of any of these?

MalcolmTent on Lord Windgrace MLD cEDH

1 month ago

Hey all. A few thoughts: Tireless Tracker, Null Profusion (In case the deck goes more top-deck matters in future), Painful Truths (The immediate payoff is sometimes more helpful than Arena), Sylvan Awakening, Constant Mists, Heroic Intervention, Quirion Elves. Looking forward to playing this in paper.

Calyptic on Guilt-Leaf (Needs Suggestions)

2 months ago

@ akselodd

Thanks for the suggestions! I agree this deck has been running a bit slow, and I'd definitely like to speed things up. I came into building this with the impression that "Well it's okay that it's a little slow, their hands are gonna be pretty much gone" which is not completely right.

I've taken in most of these suggestions to help them, the only differences being instead of putting in Herald of Anguish I'm going to keep Rhys the Exiled for his life gain (And only 1 Black Mana to keep him from dying should he be blocked), which after a Memory Jar combo you mentioned, would be at least 23 life. I'll take it.

Also, I'ma keep Gnarlroot Trapper in instead of the Elves of Deep Shadow simply because Trapper can give an Elf Deathtouch, which limits your opponent on what to block with, out of a desire to keep certain creatures alive. I agree the Mana ability is nowhere near Deep Shadow's ramp, but to me that Deathtouch is worth it in threat.

Finally, I actually used to have Elvish Harbinger in this deck alongside Quirion Elves, but I switched out Ms. Elf Tutor for Diabolic Tutor (I think we can agree would be the more useful tutor in this deck). I would NOT mind putting her back in to tutor for something like i dunno, Rhys the Exiled, however I don't wish to replace Quirion Elves specifically with her.

EDIT: I've decided to replace Memory Jar with her and stick it into the Maybeboard. It's a VERY useful card but it's pretty damn pricey, so it'll sit there to be bought at a point after I've bought this deck in full. In the meantime, I've filled that slot with Elvish Harbinger, and am still looking to more suggestions from the TappedOut community.

akselodd on Guilt-Leaf (Needs Suggestions)

2 months ago

I would suggest cutting: (worst at the bottom)

  1. Scepter of Fugue. In my opinion it's too slow and not impactful enough but i can see why you would play it.

  2. Shrieking Affliction. It's simply too slow. Even if you get someone empty handed it's still just 3 life they are losing. That's not good enough.

  3. Rhys the Exiled. I think Rhys is okay. It's not explicitly a bad card it's just that you can in my opinion run better cards.

  4. Torment of Scarabs. As I've now said many times before, too slow with too little impact.

  5. Coercion. In my opinion, this is the worst card in the deck. it's extremely inefficient and can only be used once. should absolutely not be in the deck.

Now some cards i think should be in the deck: (worst at the bottom)

  1. Memory Jar. This is a amazing card in the nath deck. i know it's pricey but if you can afford it, you will not regret it. I mean it's five mana for 21 elves in a four player game with nath out.

  2. Beastmaster Ascension. It can potentially just win the game out of nowhere.

  3. Planar Void. This really wants to be Leyline of the Void but Planar Void is a hundreth of the cost of a leyline but still works about as well. Sure you have to exile your own cards but your deck has no discernable recurrsion in the first place.

  4. Arterial Flow. You don't care about the vampire part of it, you care that it's a three mana Unnerve.

  5. Herald of Anguish. I have to be honest. this card is not amazing but I just wanted you to atleast know about it. I loved slamming down this when i played my nath deck. At worst it usually makes people discard a card and then it eats a removal spell.

Some cards i think should be swapped: Gnarlroot Trapper > Elves of Deep Shadow. Simply better ramp.

Sheltering Word > Swiftfoot Boots. Better and more reliable protection.

Quirion Elves > Elvish Harbinger? I dunno. this feels like it's a upgrade but it's your deck.

Anyway I hope this helps with your deck!

xram666 on Guilt-Leaf (Needs Suggestions)

3 months ago

Nice deck so far but I would change some things. I expect you want to cast your Commander as soon as possible. So I would add more ramp to your deck: Quirion Elves ramps, fixes mana and is an elf. Also Elves of Deep Shadow and Fyndhorn Elves. Another way are aritfacts. Commander's Sphere is nearly an autoinclude for every edh deck. I would cut Shrieking Affliction, Liliana's Caress, Bloodchief Ascension and Megrim as in Commander this cards have not enough impact on the board when everyone has 40 lifepoints. Also Dark Deal as mentioned above is an absolut must have for a Nath deck. Another good card is Champion of Lambholt. Other cards to cut:

I hope this helps.

Saljen on Primal Calamity

3 months ago

Looks good man. Here's some card suggestions, mostly on the cheap:

Oblation - shuffle opponents commanders, or whatever else

Swiftfoot Boots - your commander will be a removal target, give him hexproof

Sol Ring - Every EDH deck should have this card

Illusionist's Bracers - Every time you activate your commanders abilities, this gives you the same affect a second time

Keen Sense / Snake Umbra - These pair with your commanders' Lightning Bolt ability. Each time you bolt, you draw

Basilisk Collar - This also works with the bolt ability. Turns the bolt into "Destroy target creature, gain 3 life"

Oblivion Ring - solid catch-all removal

Gratuitous Violence - Double the damage of your bolt ability and the damage of your creatures

Temur Sabertooth - If you have 12 lands, your commander, and this guy in play you get infinite mana, meaning you win the game.

Rampaging Baloths - one of the best landfall guys

Mina and Denn, Wildborn - Play extra lands, gives trample to creatures, and lets you return lands to activate landfall more

Darien, King of Kjeldor - just an awesome white bomb I ran across

Angel of Serenity - Kill everybody's commander, or temporarily remove any other threatening creature

Acidic Slime - solid removal that serves double duty

Harmonize - great green draw spell

Grow from the Ashes, Nissa's Pilgrimage, Nissa's Renewal, Peregrination, Untamed Wilds - all solid pieces of ramp. Your 2 CMC ramping elves are pretty slow and weak to removal/board wipes. Plus, using land ramp rather than creature ramp increases your commander's utility when it comes into play and makes getting that infinite mana combo easier. With infinite mana, you win the game if your commander is out and no one can remove it at instant speed.

Some of the weaker cards that I'd suggest removing: Akroan Hoplite, Polis Crusher, Relentless Raptor, Sylvan Primordial (this card is banned in EDH), Budoka Gardener, Quirion Elves, Skyshroud Elf, Sylvan Caryatid.

Grisbane on Mayael the Animal

4 months ago

I see a few problems with this deck.

1st. You aren't gaining much with your commander's ability other than instant speed creatures once you get 6 mana. most of your creatures.. while high payoff, cost the same or barely more than the ability does. To get a proper payoff you should be playing game enders like Ulamog, the Ceaseless Hunger, Kozilek, Butcher of Truth, Blightsteel Colossus, etc. and diving for them.

2nd. You have too many big creatures. Right now the deck lends itself to a lot of "dead" draws and cards useless in the opening hand. Your high CMC cards should only count at 10, 15 is absolute maximum, almost too much. Use cards like Worldly Tutor to rig the top 5 into a game ender. Use the rest of your creatures as ramp and defense. You have to work your way up to even use this ability and aggro decks (which are common) will simply run you over and control decks will almost always shut you down. Simple things like Quirion Elves will help a lot.

3rd. you have very little interaction. Your deck takes time to set up,cards are expensive and as of now you have little to stop common swarm decks like Elves and Vampire decks from simply killing you outright before even your 1st commander activation. You need cards like Wrath of God, Path to Exile and such to even live that long.

I know you are trying to use the commander's ability a lot, but honestly that's not her strength. Trying to use it a lot is going to set you up for a lot of frustration as you draw dead card after dead card. Her strength is tapping for a monstrous beater on the end of your opponent's turn and ruining their day. If you play it to that end I think you will have more success with it, and may find you have more fun

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