Quirion Elves

Legality

Not legal in any format

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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

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Quirion Elves Discussion

Calyptic on Guilt-Leaf (Needs Suggestions)

1 day 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)

1 day 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)

1 week 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 weeks 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

1 month 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

ClearPearl on The Hidden Ocean-Forest City

8 months ago

As a more detailed comment from the one I made the other day-

Part I) Cards to remove and why:

A) Angler Drake- You have this in here mainly so you can abuse your "enter the battlefield" effects. There are plenty of cheaper options to do this.

B) Storm Sculptor- Basically the same reason as Angler Drake.

C) Sylvan Primordial-Depending on who you ask, this card may or may not be banned. Might as well play it safe and take it out.

Part II) Cards to consider removing and why:

A) Emperor's Vanguard- It's a decently powerful creature for its cost and can help you get land, but there are some more reliable ways to get card advantage. If you add more ways to get through opponents defenses (i.e. unblockable effects) then I guess this can stay.

B) Blossom Dryad- It's good because it can untap the lands that tap for two mana, but you might want to go for a more reliable, cheaper mana source (i.e. Birds of Paradise, Curse of Bounty, Deserted Temple, Krosan Restorer, Bloom Tender, Elvish Mystic, Gyre Sage, Llanowar Elves, Quirion Elves, Rofellos, Llanowar Emissary, Sylvan Caryatid

C) Carnage Tyrant- It's a powerful creature, and it's hard to get rid of, but other than that, it doesn't offer much. Considering you have other power creatures in your deck (i.e. Vorinclex, Voice of Hunger), you might want to consider replacing the tyrant with something just as big that can offer more synergy with the rest of your deck. Consider: Sphinx Ambassador or Colossal Whale, among others.

D) Last Thoughts- Gives you a single card with the promise of more cards later, which is nice, but for 4 mana you could probably reliably get more card draw than this card offers.

E) Growing Rites of Itlimoc- In many decks this card is very powerful, but for your deck, in playtesting it turns out you rarely have 4 creatures out at a time, making this card not really worth having in your deck. You have plenty of other ways to get loads of mana, so you can probably remove this one without problem.

F) Jace's Erasure- It's nice to mil cards especially since you're drawing cards anyway, but mil is an unreliable way to debilitate your opponent unless your whole deck is built around the strategy. You might be able to remove a good card or two, but it's a gamble that often doesn't pay off in the long run.

G) Loxodon Warhammer- Good card, not much synergy with your deck. There are better cards that you can use to combo things.

Part III) Small creatures to consider:After playtesting a bunch, it seems your deck likely needs a few more small creatures so you have a better chance of defending yourself or making a dent in your opponent early on. Here are a few suggestions:

A) Invisible Stalker- Small dude, unblockable and hexproof. It's pretty neat and you can combo with those cards that let you draw if you deal damage to an opponent.

B) Ohran Viper- Smallish creature, gets you early card advantage. Deathtouch is a nice touch.

C) Slith Predator- Smaller than Ohran Viper but it gets bigger the more often you poke an opponent with it.

D) Slith Strider- The best of both Ohran Viper and Slith Predator. You might draw a card, you might make the little guy bigger, either way, you get a good early-game bonus.

E) Thada Adel, Acquisitor- Smallish creature, and chances are your opponent as a good artifact or two you can abuse. Early on you can exile cards you don't want your opponent to use, and later on you can just summon that shit for yourself.

F) Zhuge Jin, Wu Strategist- Smallish creature, makes one of your other creatures unblockable every turn. Early game helps with the little dudes like the Slith bros or Thada Adel, late game helps with your big guys to deal big damage to your opponents.

G) Stealer of Secrets- Another small dude that gets you card advantage early on.

Part IV) Removal to consider:The other big thing I noticed when playtesting with your deck is you don't have much removal for when your opponent sneaks past your counter spells. Here are a few suggestions to remedy that.

A) Cyclonic Rift- If you would put any of my suggestions in your deck, you should definitely put this one in. Reacts effectively to early-game threats as well as late-game ones (Plus it hilariously screws with token decks since tokens die instead of going into a hand). When you overload it, it bypasses both hexproof and indestructible. Very few cards can resist it at that point.

B) Wash Out- Can be pretty helpful, especially if your opponent doesn't play blue or green. Works as cyclonic rift in regards to bypassing defenses.

C) Dissolve- Yeah it's another counter spell but this one lets you scry.

D) Voyage's End- Removes a threat and lets you scry.

E) Duplicant- You probably remember this one from my karador EDH. It's not as good here, but it's still good removal. Exiles an enemy while getting yourself a decent creature in the process.

F) Phyrexian Ingester- Blue Duplicant.

G) Brittle Effigy- Exiles a threat and puts your opponent on edge because WHO WILL YOU EXILE OH GOD!

H) Heartseeker- Somewhat reliable destroy effect for creatures, which is uncommon in blue.

I) Curse of the Swine- Exiles multiple creatures and replaces them with cute lil piggies (I love Theros lore, it's just straight-up greek mythology)

J) Reality Shift- Cheap exile effect with an insignificant drawback.

K) Pongify- Cheap destroy effect with a drawback that's only a big deal in the early game.

L) Rapid Hybridization- Same as Pongify.

M) Lux Cannon- Pretty decent late-game removal, but it takes time to set up.

N) Ugin, the Spirit Dragon- Pretty neat planeswalker addition with removal and card draw.

O) Steel Hellkite- Pretty neat creature that removes stuff, easy to hit opponent with your unblockable shenanigans.

P) Krosan Grip- Good cheap removal.

Q) Acidic Slime- Good mid-game creature. Removal and deathtouch.

R) Song of the Dryads- Can hilariously be used on commanders without sending them to the command zone.

S) Evacuation- The blue version of a board wipe.

Part V) Abusing "Enter the Battlefield" effects, aka "Flicker" effects.You probably want a few more of these.

A) Deadeye Navigator- Flicker whatever you want as many times as you want, provided you have the mana for it. You can change soulbonds every time you flicker.

B) Ghostly Flicker- Flicker two different things and you can do it in response to an opponent targeting something to prevent it from succeeding.

C) Archaeomancer- You want this almost as much as you want eternal witness.

D) Eternal Witness- Bring back any card into your hand. Wanna use any of your instants/sorceries again? Cuz ya can. Want a creature back? Revive that shit.

E) Equilibrium- Works on both your creatures and your opponent's.

F) Mulldrifter- For three mana, it's basically a sorcery that draws you a couple cards. For five mana, it's a creature that can be flickered.

G) Palinchron- Considering the lands you have that provide double mana, you may end up with an infinite mana combo here.

H) Nephalia Smuggler- Reliable flicker effect.

I) Augury Owl- Small flickerable creature, plus you can get an early-game scry which is nice.

J) Omenspeaker- Same as the owl.

G) Cryptic Annelid- More scrying.

H) Fool's Demise- Keep your big guys alive while abusing their "enter the battlefield" effect.

I) Mystic Snake- Since you love countering so much, why don't you flicker to get even more countering?

J) Prime Speaker Zegana- Hey this looks kinda like your commander, doesn't it?

K) Strionic Resonator- This works on any trigger effect, which includes every one of your "enter the battlefield" effects.

Part VI) Land ShenanigansYou can always use more land shenanigans. It's pretty easy to replace a basic land with one of these options.

A) Hinterland Harbor-Good dual land. Chances are you can get it out untapped, and it's not even a big deal if it comes in tapped.

B) Rogue's Passage- Why is this not already in here?

C) Breeding Pool- Another good dual land option. It also counts as a "forest" or "island" for effects that specify those words (i.e. Hinterland Harbor).

Part VII) Other cards to consider and why:A) Prophet of Kruphix- Really synergizes with your counter spells. Feel free to tap out all your land to play a creature, cuz at the beginning of your opponent's untap step (even before their upkeep), all your land is free to use again to counter stuff (and use other instant-speed effects).

B) Genesis- Bringing back your dead creatures is usually a good thing.

C) Sphinx Ambassador- Fun big card.

D) Colossal Whale- Another fun big card.

E) Hunter's Insight- Easy way to get a good amount of card advantage.

F) Veil of Secrecy- Creature gets hexproof and unblockable for a turn, which is neat.

G) Artful Dodge- More unblockable.

H) Boundless Realms- ALL THE RAMP

I) Protective Bubble- The blue whispersilk cloak.

J) Aqueous Form-Unblockable AND scry

K) Into the Wilds- More ramp is nice.

The problem with EDH is you ONLY get 100 cards, which always sounds like a lot more than it is. At one point it just becomes a question of what do yo personally like the most. Have fun narrowing this list down.

superhuman21 on There's the Door

9 months ago

Quirion Elves, Oasis Ritualist, or Hope Tender could be useful in this approach. The first is a definite fit, but the latter two are a little slower, so they'd work better for a more budget version.
Voltaic Key is also a good bread/butter to ensure that you can cast your door when it is cast (as long as you had voltaic key out beforehand)

otherwise a +1

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