|Commander / EDH||Legal|
Printings View all
|Masters 25 (A25)||Uncommon|
|Vintage Masters (VMA)||Rare|
|Duel Decks: Heroes vs. Monsters (DDL)||Uncommon|
|Masters Edition IV (ME4)||Rare|
|Promo Set (000)||Uncommon|
|Revised Edition (3ED)||Uncommon|
|Revised Foreign Black Border (3EDFBB)||Uncommon|
|Unlimited Edition (2ED)||Uncommon|
|Collector's Edition (CED)||Uncommon|
|International Collector's Edition (CEI)||Uncommon|
|Limited Edition Beta (LEB)||Uncommon|
|Limited Edition Alpha (LEA)||Uncommon|
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1 week ago
I use Mistveil Plains mainly to recycle minions for Protean Hulk, Green Sun's Zenith, Chord of Calling, and Tooth and Nail. I like having the ability to use my creatures without relying on needing a Regrowth or Karmic Guide to bring it back for a future combo. It is an easy grab with a karametra trigger. Of course it sucks to draw and come in tapped, but it adds more utility to karametra and I end up pulling it almost every game once I get my duel lands out.
I was also thinking and Seedborn Muse might be a fun addition. You could use the untaps to Whitemane Lion on each of your opponents turn or mana dump for Ant Queen, Shalai, Voice of Plenty, Gavony Township, etc. You also already have a Winding Canyons to flash in creatures aswell.
2 weeks ago
Hey, to a fellow Commander Elf player. Lots of interesting card choices here. I think you can decrease the avg. CMC by quite a bit making the deck faster. With green you can take advantage of a lot of low CMC creature tutors. More cheap ways to tutor for Priest or Archdruid is excellent for the game plan...
There's many cards here including Elves that are fine, but their slow and in my opinion are not needed.
- Norwood Priestess
- Immaculate Magistrate
- Argothian Elder
- Dwynen, Gilt-Leaf Daen
- Elvish Vanguard
- Nissa Revane
- Praetor's Counsel
- Akroma's Memorial
- Caged Sun
- Paradox Engine
- Vanquisher's Banner
- Vedalken Orrery
All these cards except for Vanguard are 4 CMC or higher. Consider cutting most of them for lower CMC cards, one and two drops? Ezuri is the best mana sink and Craterhoof is your best secondary win condition with Elves. All the mana your using on these other cards can simply go to Ezuri's overrun or ways to get Craterhoof. This advances your gameplan of winning with Elves much more than playing many of these cards.
With Ezuri you want an established battlefield of Elves before you play him, Craterhoof also wants this. If your hand is clogged with a lot the above cards then this is going to be hard to do. These cards are not helping to advance your game plan with Ezuri they're in fact slowing it down quite a bit. Just about all these cards require other cards to make them good and when you're playing four, five, six plus drops then these cards need to function by themselves and give you value when you play them.
Lower CMC cards are different. If they give you value when you play them that's great. Their true value however is being one, two or three drops Elves or cards that can help you tutor for or draw Elves:
- Arbor Elf
- Birchlore Rangers
- Nettle Sentinel
- Dwynen's Elite
- Seeker of Skybreak
- Fierce Empath
- Summoner's Pact
- Chord of Calling
- Worldly Tutor
- Crop Rotation
- Sylvan Scrying
- Sylvan Library
Many of these cards I consider green staples for nonbudget Commander: Arbor, Pact, Chord, Worldly, Rotation, Library, Regrowth and Clamp. Your playing Elvish Guidance it has great interaction with Arbor. Nettle can be played for it's interaction with Heritage Druid and simply being anther one drop Elf. Elite is a lot of Elf value for two mana and it's also great with Heritage. Empath can tutor for Craterhoof, Thunderfoot or Regal Force. When playing Nykthos or Cradle both Rotation and Scrying are very beneficial to tutor for one of these lands.
Force, it's very good draw with Elves because you can creature tutor for it or get it with Fauna Shaman. It's much better than Shamanic Revelation because can't tutor for Revelation. It's a higher CMC, but it's worth it because it's a creature who gives you draw value when you play it. Force counts itself when it ETB, getting one draw no matter what.
Elves can make a lot of mana, but sometimes in games you can actually get land screwed not drawing more than one Forest. Having a few Elves who can get you a Forest is very helpful when these situations come up. Wood and Farhaven are fine turn two plays with help from a turn one mana Elf. Getting another Elf on the battlefield and land ramping at the same time. 31 total lands is low even for Elves; these Elves can help to get lands.
Good luck with your deck.
3 weeks ago
Doubling Cube and Seedborn Muse are must haves in this deck, and can get out of control fast. You could also include some utility lands like Rogue's Passage, Yavimaya Hollow, Nykthos, Shrine to Nyx, Miren, the Moaning Well, Dryad Arbor, and Homeward Path. You are also missing some green staples that will make the deck more well rounded like Regrowth, Green Sun's Zenith, Sylvan Library, Exploration, and Eternal Witness, just to name a few.
1 month ago
as far as suggestions, Teferi's Protection, Austere Command (as well as other board-wipes), Oblation, Recollect, Regrowth, and Dawn Charm are some of my favorite cards in these colors. I think that Blinding Angel would be a great fit into the theme of this deck. making you opponents skip a combat step?! it's great! especially if they already can't attack you with more than one creature most turns.
Also other ways I've seen this commander built is as a Voltron commander, using green to ramp and white for equipment spells, attaching things like Sword of Feast and Famine or Blade of Selves for heavy commander damage.
as far as protection, don't forget things like Ranger's Guile and Rebuff the Wicked. giving your stuff hexproof is a kind of counterspell essentially. cause it makes your stuff an invalid target. so the spell fizzles.
Also did I mention Teferi's Protection? it's seriously amazing. just... I can't even express to you how much every deck that runs white needs this card.
1 month ago
Great start for your first commander deck. There are some Green/White staples that you should consider adding: Krosan Grip, Sylvan Library, Eladamri's Call, Green Sun's Zenith, Regrowth, Harmonize, Eternal Witness, and Tooth and Nail. With your heavy creature base Craterhoof Behemoth + Avenger of Zendikar would be a great finisher with your Defense of the Heart or a Tooth and Nail. I'm also a sucker for Akroma's Memorial when going for a creature-based approach.
1 month ago
Hmmm... It's FAST, but what's the idea? It seems to be Isochron + Dramatic Reversal/Paradox Engine into AEtherflux Reservoir. That or Big mana into draw your deck and Lab-Man win. If I'm missing something, please let me know!
Overbeing of Myth seems like a "meh" card in my opinion. It seems way out of place and slow for the deck build. I feel like another counterspell to support your very tall tower would be better suited. Voidslime and Disallow are super versatile, while Negate and Delay are cheaper, but will protect most of your pieces long enough to go off.
Now for some strictly Better replacements (for cheap!):Nature's Spiral-->Regrowth (Get ANYTHING back instead of just a permanent!) Also Consider Reclaim and/or Noxious Revival to set up a good card for Rashmi to mini-cascade into.Slight of Hand-->Preordain. Strictly better as you could possibly dig one deeper. You may run them both, though, I imagine.
Finally, A nice trick with your commander is the 0-CMC cards with suspend are cast for free without suspend! Ancestral Vision and Lotus Bloom are the big ones for your deck (I don't think Hypergenesis Really fits the build, though!). They also can be early plays when you're not ramping for value mid-game.
I hope that was of SOME value. Happy Flipping!
1 month ago
I'll certainly consider Crop Rotation and Maelstrom Pulse. Hoping I can find a pulse for trade for cheap. Eternal Witness isn't bad, but for now I'm going to keep her out. I'd rather play Regrowth for now. Thanks for the suggestions Matrixxx999
1 month ago
first I'd go with some other lands. Depending on your meta, maybe a Homeward Path, Arcane Lighthouse, or Ghost Quarter for some cheap utility, or even a Temple of the False God, or Nykthos, Shrine to Nyx for additional ramp. or if you don't mind the cost (I read above you're looking to keep it cheap) Yavimaya Hollow, is great, but really expensive. land utility is great, and most decks aren't designed to help defend against lands that do things, there are a ton of lands that do lots of cool stuff.
and a couple great cards that I don't think see's enough play is Recollect and Regrowth. Saying that it can get ANY CARD from your graveyard?! makes it so that you can get that key piece from any board-wipe someone may throw at you, or that spell you wish you could cast again.
also another great ramp creature is Wood Elves. I could go on, but I don't want to reform your deck, just maybe give you a couple suggestions.