|Commander / EDH||Legal|
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|Promo set for Gatherer (PSG)||Common|
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Creature — Elf
Return a Forest you control to its owner's hand: Untap target creature. Activate this ability only once each turn.
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Quirion Ranger Discussion
1 week ago
Hey, this is a good start, nice base of Elves and interesting choice to use Muldrotha as Commander for tribal Elves; I haven't seen this before. When I see something new with Elves I get excited :) Elves having access to both blue and black gives you some great options of under played Simic and Golgari Elves. Even though this is Elves and ramp, consider expanding on the idea that Muldrotha's ability lets you play multiple types of permanent cards not just creatures from your graveyard even the same turn? You can only play one creature a turn from the graveyard with Muldrotha unless that creature is an artifact creature or enchantment creature, but Elves have neither. There's only 5 nonland cards that are permanents that aren't creatures here.
Consider expanding on the use of enchantments? I'm not saying to cut a lot of Elves you still want them, but have a more well rounded mix of nonland permanent cards to also take better advantage of Muldrotha as Commander. Consider this ratio: 35 lands/30 creatures/10-15 enchantments/5-10 artifacts/5 instants/5 sorceries? Instead of playing a lot of instants and sorceries instead play enchantments that do the same thing or nearly equal effects. For instance Unearth is a good card for reanimation, but so is Animate Dead and Animate Dead can be cast from your graveyard thanks to Muldrotha, where as Unearth outright can't.
All my card suggestions are budget, no card over $6 and most are $1 or less. Cards to consider adding:
- Ezuri, Renegade Leader
- Momir Vig, Simic Visionary
- Edric, Spymaster of Trest
- Underrealm Lich
- Joraga Treespeaker
- Elves of Deep Shadow
- Quirion Ranger
- Beast Whisperer
- Imperious Perfect
- Elvish Clancaller
- Reclamation Sage
- Wirewood Herald
- Farhaven Elf
Ezuri is a huge payoff for playing tribal Elves and ramp, repeatable Overrun a ton of times and attack with a huge trampling Elf army. Momir's ability seems great with Muldrotha since you can play green and blue cards from your graveyard with her. Other cards that give you benefits when you cast creatures such as Beast Whisperer, Lifecrafter's Bestiary seem excellent with Muldrotha and Elves. You're still casting creatures from your graveyard with Muldrotha even though her ability says play, that still means cast. The only reason her ability says play and not cast is because you can play a land, you can't cast a land. Underrealm can be repeatable source of draw/card advantage and adds self-mill which is good with Muldrotha.
- Animate Dead
- Seal of Primordium
- Secrets of the Dead
- Pernicious Deed
- Mystic Remora
- Vessel of Nascency
- The Eldest Reborn
- Song of Freyalise
- Commander's Sphere
- Lifecrafter's Bestiary
- Chromatic Lantern
- Wirewood Symbiote
- Regal Force
- Eternal Witness
- Sakura-Tribe Elder
- Fleshbag Marauder
- Viscera Seer
- Thunderfoot Baloth
Other than Blightsteel Colossus and Rune-Scarred Demon the other big creatures you're trying to ramp into aren't really worth it because they're just big creatures who don't give you any value. With Muldrotha you can really take advantage of creatures who give you value when they ETB (enter the battlefield) or die because you can potentially repeatedly play them each turn from your graveyard. Getting a continuous source of value from many single cards is very good in Commander. Symbiote and Quirion Ranger is a combo with Archdruid/Priest/Channeler letting you tap and untap them many times a turn to make a lot of mana.
As far as playing three colors with Elves it can be problematic because green is the most important color to be able to cast the one drop green Elves consistently you need a ton of Forests. My advice is to play primarily green (20x Forests) and just light splash the two other colors (2x Swamps, 2x Islands and 11-12x dual lands) in the manabase. Joiner Adept and Lantern can be a huge help here with land color fixing. It's better to play more Forests and then use other cards to get blue and black such as Tribe Elder, Farhaven, etc.
Good luck with your deck.
3 weeks ago
2 months ago
Flooremoji Scattershot Archer is actually too slow in this deck. Waiting for summoning sickness to wear off and then only pinging for 1 just won't do. The decks that run it usually run Quirion Ranger do do multiple damage with great effect. This deck wants to end things very quickly.
2 months ago
We just drew twenty initial hands to see what would happen. Out of those twenty hands, 4 did not contain land and 8 only contained one land. Even in a deck in which no card exceeds CMC 2, this seems rather sparse. Especially considering the deck does not contain any ramp. If it were up to us, we would exchange two of the Quirion Rangers and both Basking Rootwallas for some more forests. Seems like a good deck though, nice job!
3 months ago
No one plays tier 1 cEDH decks in our area. People generally run optimized or 75% decks with commanders such as Animar, Karador, Non-Doomsday Zur, Krenko, Brago, etc. Marwyn runs pretty well. For a budget deck, it receives a decent percentage of the wins, especially on round 1s when people undervalue the threat of an unknown Marwyn.
Yup, plenty of removals in my meta. Last week, I eventually had to cast Marwyn for 9-mana because she kept getting blasted while waiting for the summoning sickness to wear off. Though I won that game the moment she was able to tap, I realized the importance of haste and providing more protection for Marwyn. Currently leaning more towards Concordant Crossroads at the moment, rather than Swiftfoot Boots. Since it can act as an alternative aggro win enabler if Walking Ballista somehow gets stolen or exiled.
Not that reliable. But it more than makes up for it if he's able to help cast Marwyn by T2. If not, it's an additional cheap +1/+1 counter for Marwyn.
Without the more expensive cards, it's not 100% consistent. But that's what this deck is all about - using all the tutors, and draw cards, and all the bounce-cast shenanigans, to find that infinite combo and mana outlet. You just have to be smart about which plays you'll take. But yeah, it does happen from time to time. Currently intensively playtesting to find the right combination of untap/pump/draw/tutor/elves. But I am quite satisfied with the current list. And yup, Berserk is amazing! Currently exchanged it with Gift of Growth just to playtest in the upcoming LGS tourneys. I just wanted to see how budget I can make Marwyn. But if you have Berserk, it is a definite include!
Yup. With infinite mana, I usually keep activating his ability until I hit a Walking Ballista for the win. Without infinite mana, it's a way to keep on going forward to hopefully hit more untap/draw/tutor.
Yup. Instant speed. Either you already have your Walking Ballista or Helix Pinnacle on the field when you hit your infinite mana combo, or you can use an into-the-battlefield instant tutor such as Chord of Calling. I can try Yeva, but my first impression is that it's too expensive at 4 CMC for the flash ability.
Thanks for this. Multani's Acolyte seems pretty nice. Will find a slot for it.
Depends on what I need at the moment. Usually Wirewood Symbiote for the instant untap and the potential infinite mana combo. But other cards like Fierce Empath, Quirion Ranger, Scryb Ranger, Skullwinder, Eternal Witness, and Duskwatch Recruiter Flip are all decent targets.
Above average. It gives the option of either tutoring for those untappers for more storm fuel, or for a massive card draw with Regal Force. The versatility makes me want to keep him as part of the deck.
Currently a flex slot for me. It wasn't consistently useful in most games, and I found that a lot of time it just sits in my hand while I cast other more useful cards. Currently removed it from the deck and exchanged it with Concordant Crossroads for playtesting. But still unsure about it. Might slot it in again eventually.
3 months ago
3 months ago
4 months ago
Ich würde folgendes ersetzen: