Creature — Elemental
When Regal Force enters the battlefield, draw a card for each green creature you control.
|Want (3)||brownwaterboys , baeda735 , Mussahumano|
Printings View all
|Duel Decks: Elves vs. Inventors (DDU)||None|
|Eternal Masters (EMA)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Regal Force occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Regal Force Discussion
1 week ago
GrizzlyAtom: Just wanted to say that I absolutely loved the list! Safe to say you hit the nail on the head on almost all of your choices. However, I do highly recommend you make a couple of changes for the general consistency of the deck.
Seeker of Skybreak : Same thing as before, though considerably weaker since you NEED the dork to be out, so this is a potential dead draw or another 2 drop 1 mana dork.
Krosan Restorer : I get the need to overload the deck with repetitive effects, but this can over saturate your deck with non impactful creatures.
Greenweaver Druid : This is just bad, even with the cost reduction.
Elvish Piper : With the lack of high cmc creatures, this is just a gimmicky card we wish can always run.
Elvish Harbinger : Though being a two thanks to Nylea, top of the deck tutors aren't too great.
Sword of the Paruns ; As you said, 7 mana is too much.
Elvish Guidance / Growing Rites of Itlimoc Flip: I get why you want to run this, but it ain't worth it to run both. I'd drop the Rites over the Guidance, since you can use Arbor Elf on a forest with guidance.
Leyline of Lifeforce : You have enough of this effect, even if this would be super awesome turn 0.
Once Upon a Time : Doesn't scale too well in EDH.
These won't be direct swaps to the cuts and more of a series of cards that you should highly consider as I don't want to cramp your style.
Emergence Zone : Adds the ability to set up OR win on someone elses' turn for a land swap.
Oakhame Adversary : Draw to get your combo pieces and an elf for your count. More often or not a 2 drop in most cEDH metas and a 1 drop in some cases for you.
Runic Armasaur : More draw, draw from fetches and creature based combos.
Seedborn Muse : I know what you're thinking, "I barely have instants". Your commander is an indestructible digger, every turn you'd get to refill your hand.
The Stax pieces: Go for them, you have the outlet in the command zone and you break parity with mana dorks and a cost reducer at the helm. Tangle Wire , Trinisphere . Root Maze , Manglehorn , Collector Ouphe , Null Rod , Winter Orb , Thorn of Amethyst , Sphere of Resistance and maybe Defense Grid are worth it. Hall of Gemstone :Not good because it can lock out interaction that could be needed to stop another player.
Great Oak Guardian : Recognize that your wins are generated by untaps, and an instant speed board untapper is a recipe for success. It can also save your field from damage wipes and goes infinite with Temur Sabertooth . Also makes Tooth and Nail better.
Carpet of Flowers : Ridiculous ramp, 100% must.
Beast Within : Catch-all removal in monogreen. Definitely a staple.
I hope this helps, I love the deck, will be keeping up with it. Final recommendation would be to use a similar categorization that I used in Yeva for your list as it helps you visualize your deck based off function and see where it is lacking.
1 month ago
Hey, nice budget upgrade of the precon. Great to see that you added Fauna Shaman as an upgrade :)
$1-$3 card upgrades to consider:
- Elvish Mystic > Moss Diamond
- Fyndhorn Elves > 1x Forest
- Arbor Elf > Thought Vessel
- Joraga Treespeaker > Commander's Sphere
- Birchlore Rangers > 1x Forest
- Elvish Harbinger > Paradise Druid
- Elvish Guidance > New Horizons
- Wirewood Symbiote > Essence Warden
- Sword of the Paruns > Joraga Invocation
- Guardian Project > Tamiyo's Journal
- Shared Summons > Citanul Flute
- Wood Elves > Nissa's Renewal
- Timberwatch Elf > Titania's Chosen
- Elvish Visionary > Hardened Scales
- Voice of Many > Wren's Run Packmaster
- Regal Force > Terra Stomper
- Temur Sabertooth > Elvish Piper
Consider replacing some lands and mana rocks with more one drop mana Elves? Harbinger and Summons are creature tutors. Symbiote and Paruns are ways to untap the Elves who can make a lot of green mana (Priest, Archdruid, Marwyn). Paruns can be infinite green mana with one of these Elves. Timberwatch, Voice, Regal are creatures that benefit from having lot of other creatures in your control which is good with tokens. I offer more advice if you would like. Good luck with your deck.
2 months ago
Shamanic Revelation - Draw, draw, draw your boat! Gently to their deaths....
Collective Unconscious - Strictly worse than above but redundancy is useful
Primitive Etchings - With 1/3rd of your deck as creatures, this can put in some value.
Lurking Predators - Similar to above
Regal Force - Tutorable creature to draw cards
I see some cuts so if you want more feedback, lmk. This list seems interesting. Also, Shapers' Sanctuary is a card?! Thank you for bringing that to my attention, will go lovely in Xenagos!
2 months ago
Hey, nice start. Unfortunately you can't play Rhys the Redeemed with Marwyn as General because Rhys has white in it's color identity and Marwyn is only mono green. With Elves the more one drops you can add the better especially if they can make mana.
- Fyndhorn Elves : errata to Elf Druid.
- Joraga Treespeaker
- Quirion Ranger : can untap Marwyn.
- Birchlore Rangers : errata to Elf Druid.
- Boreal Druid
Elves have a real problem without a lot draw because you can run out of steam and when that happens having a lot of mana isn't doing much. Repeatable sources of draw that care about creatures are great with Elves. Draw that's not repeatable is fine too.
- Beast Whisperer : it's a Druid.
- Guardian Project
- Lifecrafter's Bestiary
- Shamanic Revelation
Temur Sabertooth is an excellent support creature with Elves as a mana sink. This guy makes creatures who have an ETB ability extra good.
Most tutors in green are expensive price, but there's a few that aren't.
- Fauna Shaman : can be a repeatable creature tutor.
- Wirewood Herald : it dies and you tutor for another Elf.
- Elvish Harbinger : combine with Sabertooth for a repeatable Elf tutor.
- Eldritch Evolution : puts the creature you tutor for onto the battlefield. Sac a one drop to get Elvish Archdruid, sac a three drop to get Gilt-Leaf Archdruid.
- Shared Summons : instant, getting two creatures for five mana.
Try to replace land ramp sorceries with Elves who land ramp.
Cards to consider cutting:
- Rhys the Redeemed
- Oath of Nissa
- Mantle of Webs
- Savage Silhouette
- Nissa, Worldwaker
- Wild Instincts
- Rampant Growth
- Nissa's Pilgrimage
- Turntimber Ranger
- Joraga Bard
- Vastwood Animist
- Tajuru Archer
- Ooze Garden
- Lifespring Druid
- Door of Destinies
Consider cutting the Ally theme? This theme is not needed with Elves and there's not enough Allies here to support it. Good luck with your deck.
2 months ago
Some additional cards that might help as well:
- Field of the Dead
- Fabled Passage
- Elvish Reclaimer
- Natural Order
- Regal Force
- Crucible of Worlds
- Amulet of Vigor
- Lotus Cobra
- Green Sun's Zenith
- Finale of Devastation
- Chord of Calling
There is a lot of cards that can be added in! Tatyova is a hell of a commander to play! Also fetches would be super useful as it cantrips really hard. Hope that helps!
2 months ago
I can confirm that gettings those lands in play fast are super important. If that is not what you want then you don't need Azusa, Lost but Seeking as your commander. She is the early engine you have for ramping fast, and then you need the card draw to sustain this engine. Getting Crop Rotation countered can happen, but that is a risk you need to evaluate before you take.
With dorks and Dryad Arbor you will understand how powerful they are
It doesn't have to tap for mana. It is pay 1 mana to ramp 1. And that ramp is a creature that helps your Gaea's Cradle , Regal Force and so on. You can fetch Dryad Arbor in play with any fetchland also.
I know it is sad to draw Craterhoof Behemoth too early. That is something you cannot really control every time. However if you play fast and setup enough lands early you should be able to win just fine. However your deck is too slow with 48 lands and on top of that after you get wiped you are VERY likely to top deck lands from that point on. The ballance between card draw and number of lands is something I'm still working on, but for me 40 is still maximum you should run.
Hope my suggestions help you build your deck as efficient as you want. Enjoy the game.
2 months ago
No, it's very hard to have 5 lands into play turn 2, but it's not hard to have 5 mana and that is the big difference. The ramp with dorks is temporary but the very early boosts allows for casting big things fast like say Boundless Realms . If the board gets wiped you still have lots of lands into play and you are less effected than you would think.
It also depends on the hand you keep. You should never be ashamed to use some of the tutors on things like Yavimaya Elder or Ramunap Excavator or Regal Force . Once you are at 10+ mana you can make huge plays, it's the very early turns like 1-5 that make the most of the game. I also run Heroic Intervention to save me from time to time.
2 months ago
I was really curios to see your version of the deck after you left some feedback on mine and I can say something out right without much need of play testing. Your deck is way to slow. Apart from Sol Ring and Ancient Tomb you can never cast Azusa, Lost but Seeking before turn 3 which is terrible in my opinion.
My version runs 3 dorks + Exploration + Crop Rotation to tutor Tomb in turn 1 + Mana Crypt instead of so many lands. This is why I never complained much about board wipes, because I tend to have 10+ lands before the control players get to board wipe. By that time it will be extremely easy to rebuild the board in an instant.
If you will try to run more creatures you will see how strong Regal Force and Shamanic Revelation are even if you pay that much mana for 2-3 cards. The deck needs to flow and hit from card draw spell to another or you will be outpaced.
I managed to even draw my entire deck so many times with Greater Good since I play Concordant Crossroads and Tooth and Nail . In my deck that can win the game on the spot with Craterhoof Behemoth . Btw you need to see with your own eyes what Tooth and Nail with etwine does when you tutor for Avenger of Zendikar + Regal Force . Hoof is my main win cond and I managed to win easily even through multiple counterspells. Eldrazi should be there just for card draw + diversions where your opponents consume their removals.
Now this is also just my personal preference of how I run my deck, I hope you can try a version like mine to see if you like it more.