Creature — Elf Rogue
Silhana Ledgewalker can't be blocked except by creatures with flying.
Silhana Ledgewalker can't be the target of spells or abilities your opponents control.
Printings View all
|Planechase Anthology (PCA)||Common|
|Planechase 2012 Edition (PC2)||Common|
Combos Browse all
|Commander / EDH||Legal|
Silhana Ledgewalker Discussion
3 months ago
Hey, you're welcome. You're definitely on the right track. You were smart to change the strategy into playing more little creatures instead of big creatures. I think you can even expand on this further. You still want some big creatures, but little creatures with Radha are what you need to generate enough mana to cast big creatures and power mana sinks.
Another direction to consider that gets some inspiration from Edric, Spymaster of Trest decks. These decks play all little creatures who have evasion. Obviously not playing blue, but green has quite a few budget one/two drop creatures that could fit. Red has many budget one/two drops that have haste, but I think green because of the amount of Forests should be the priority for one/two drops.
Apprentice is interesting because it can be repeatable and the Thopter is created at combat before creatures attack. The Thopter can attack and with Radha on the battlefield it's a free one mana. More evasion would be good with Ohran Frostfang and/or Keeper of the Fables . These five drops can be excellent draw engines with evasive creatures, mimicking Edric.
I like these five drops with Vivien, Champion of the Wilds who can give them flash letting you cast them in combat after you have made mana with attacking creatures. Flash is especially good with Frostfang because he also gives your creatures deathtouch. Flash is also very good with Temur Sabertooth and End-Raze Forerunners as a possible repeatable +2/+2 and trample for your creatures. Forerunners is also a 7/7 with haste and trample.
A difficult part of building budget decks in Commander is choosing which of the best expensive price cards to include because you can't include them all and you have done well at including the better ones. Obviously for your deck Aggravated Assault and Stomping Ground are the two expensive price cards to auto include, but after that there's a lot of choices. I didn't see when I first looked that Genesis Hydra is already here. Because of the budget it's a good alternative for Genesis Wave especially because of Temur Sabertooth. In fact it's the best budget way to here to have potential access to enchantments. These two also make Duskwatch Recruiter Flip quite good because as a mana sink it can find either one which then lets you potentially find Assault with Hydra.
Growing Rites of Itlimoc is a good card, but I think the $9+ could be better used. Rites gives you more sources of mana, but you don't really need other sources of mana especially when it's the third most expensive price card in the deck. Gamble for instance can tutor for Assault and I think that's something that can help your deck more than other mana sources.
8 months ago
8 months ago
A creature like Rot Wolf might be good as a recurring source of draw -- Just pump it up and they either get poisoned or you draw a card from them blocking it. That's the big pick I'd suggest, as it's a threat, can draw cards and infect, while oppressive, can win you the game easily.
I see you have Ranger's Guile -- I always love Sheltering Word in decks with big green creatures along with that. Withstand Death and Mortal's Resolve give indestructible as opposed to hexproof if you need it.
If you're looking to ramp quickly, you might want to consider land auras that get you a little extra like Fertile Ground or Wild Growth -- Sadly the ones that draw you cards only seem to let you get mana of any colour which is sort of useless in mono-G. Bequeathal might be an idea in the early game, pop it on a chump blocker and get some draw.
Only other thing I could say is to mark Mowu with CMDR in the list so it stands out -- I'm really liking the build otherwise, and as you say at this rarity level it's hard to find good sources of draw, but with some testing and tuning I'm sure it'll be a strong deck to fight against! +1 for good boyes!
9 months ago
You may want to consider enchantments with mana doubling effects such as Zendikar Resurgent , Mirari's Wake . I also think hexproof creatures work best with an aura theme like Slippery Bogle , Silhana Ledgewalker , Sagu Mauler . Asceticism and Sterling Grove are also amazing for this deck. I would add more destruction like Crush Contraband or Return to Dust even Relic Crush . Reclamation Sage , Indrik Stomphowler , Acidic Slime . Maybe even Seal of Cleansing
9 months ago
I see Bogle decks are cutting Silhana Ledgewalker s, why is that?
11 months ago
Silhana Ledgewalker is a decent small hexproof that comes with some natural evasion. I would run them over your Drove of Elves ? They've been going up in price over the past few years... maybe it is outside your budget?
1 year ago
Hey there! Building a deck around powerful auras is a consistently strong idea for a deck. To develop it further, I would consider which creatures you're putting those auras on. One of the major problems with aura decks is that when you put a bunch of enchantments on a creature and your opponent kills it with, say, a Doom Blade, your opponent just got rid of a bunch of cards, while only wasting one.
A trick to get around this is stacking your enchantments on cheap creatures with Hexproof. The most famous example is a competitive Modern deck that puts enchantments on cards like Slippery Bogle, Gladecover Scout, or my personal favorite, Silhana Ledgewalker. I really like your idea with using Shalai to accomplish this, but it's easier to just drop all your buffs on a creature that already has the ability.
As for some powerful enchantments to put on creatures like this, cards like Unflinching Courage that you're already playing are awesome, because they both add power and toughness and also grant strong abilities. I'd look for more auras like this. Some of the most powerful auras that the competitive deck plays include Rancor, Spirit Mantle and Ethereal Armor. Another cool set of auras is the Umbra enchantments, like Hyena Umbra and Spider Umbra. These protect your creatures while also giving them bigger buffs.
All the cards I've listed are actually very cheap, both in mana and money-wise. If you want to convert it to a more aggressive deck like I've suggested, I'd replace some of the higher cost cards like Colossal Dreadmaw that don't play into your aura game plan. This would also let you bring down the number of lands in your deck from 26 to around 21-22. Lastly, however tempting it might be to run more than 60 cards in this deck, I'd drop it down to exactly 60. This helps keep your deck consistent and strong.
Hope this helped!
1 year ago
I agree with /u/Scion_of_Darkness, Gilt-Leaf Archdruid as a 2x of would be pretty great.
I don't think that your Silhana Ledgewalker+Stoneforge Masterwork combo is doing a whole lot, it doesn't synergize with the deck very well. I'd consider dropping both and making some of these changes.
2x Gilt-Leaf Archdruid + 1 more Heritage Druid + 1 more Throne of the God-Pharaoh. The Archdruid is fetchable by Elvish Harbinger, making him much easier to get out consistently. Once he's out, every single one of your creatures causes you to draw a card. The Heritage Druid + Throne of the God-Pharaoh combo is actually really good here. The ability stacks and you can tap out creatures you know you won't be blocking with for mana. Beast Whisperer is a pretty suitable substitute for Gilt-Leaf Archdruid. Basically the same first ability, but you lose the ability to grab your opponents lands in the mid game. I'd maybe even consider running 2x of each, and dropping Rhonas's Monument. The more abilities that you can have on your elves, rather than artifacts or enchantments, the better all your elves will perform. Especially if you run 4x Elvish Harbinger. Lets you consistently grab drawing combo pieces or win-cons like Ezuri.
Elvish Clancaller would be a great replacement for Stoneforge Masterwork. It effects all your creatures and you can pump extra mana into grabbing more of them. Gives you more creatures to tap as well for the Throne.
If you can get ahold of a few double lands, then you'd be in better shape. Even 4x Guildgates would be better than just a single Mountain. It would let you drop Chromatic Lantern as well. Ideally you'd get some Stomping grounds and Wooded Foothills so nothing comes in tapped and you can reliably get your splash color.