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
|Mystery Booster (MYS1)||Common|
|Planechase Anthology (PCA)||Common|
|Planechase 2012 Edition (PC2)||Common|
Combos Browse all
|Commander / EDH||Legal|
Silhana Ledgewalker Discussion
2 weeks ago
Boggles might not be budget itself, but it contains cards and ideas you can use. I like the auratog/rancor to give (1g +2+2) to auratog, it makes for a great knockout blow even if its fragile- something every budget deck should look for. Mongoose being a backup plan and protection helps a lot with that. I'd still want a plan for spot removal - gatherer's regenerate is nice with push taking the place of path in many cases, but its going to involve keeping an eye on your meta for exile effects.
While sigil is a great card, cutting it would allow you to also cut abor and sprawl for more 1 mana enchantments, massively speeding up the clock.
If you keep it in the sideboard, you'd still have that 'grindy game' tool even if you aren't running it maindeck - you could even go for a full transformative sideboard trying to live in that 4-5 mana space with a Heliod's Pilgrim value package and value-generating answers like Oblivion Ring.
There are some interesting midrange enchantment options that might suit a budget list running elf/sprawl, with Season of Growth and cards like Setessan Training or Shapers' Sanctuary aiming to eliminate the card advantage drawbacks of enchanting stuff. Silhana Ledgewalker and Sixth Sense still kicks butt when it comes to just drawing a card every turn. Abundant Growth and similar might not be amazing in terms of payoff for one mana, but a set of the variants allows you to splash any colour easily, while still fueling auratog. Satyr Enchanter type effects is a payoff that might work, but is a removal magnet and thus ends up reliant on stuff like sanctuary anyway.
Ethereal Armor is the powerhouse in boggles for a reason- it might be a nonbo with autatog sacrifices, but the 'count the number of enchantments' effect is really, really good. Also, its cheap. All That Glitters is armour 4-8.
Totem armour is another tool to protect creatures, but at that point you are basically building boggles.
Best of luck with the brew- its a well supported archetype that hasn't made the cut in terms of tier1, but with a little metagaming and planning it'll play well enough to win FNM.
1 month ago
Hey, nice upgrades for the precon.
There's several cards that are in the sideboard that are better than cards in the main deck specifically the hexproof creatures. Mutate is very problematic in multiplayer Commander because there's at least three other players who can have removal for the mutate creature. If you're not mutating a hexproof creature then removal options from three or more different players is too much of a problem. Mutating turn four like what you want to do is too risky if you're not mutating a hexproof creature.
The combination of hexproof and regenerate is very good with mutate. Protection from first being able to mutate, then after from targeted removal, then also from most board wipes and combat. Constable, Needle and Selkie are powerful if they connect with an opponent when mutated, but using them as the creature to mutate too for turn four is risky without also having protection.
Some changes to consider:
- Slippery Bogle > Hungering Hydra
- Silhana Ledgewalker > Ilysian Caryatid
- Troll Ascetic > Butcher Ghoul
- Thrun, the Last Troll > Pouncing Shoreshark
- Crystal Shard > Ram Through
- Jarad's Orders > Frontier Siege
- Nature's Lore > Rampant Growth
- Exotic Orchard > Vivid Grove
- Yavimaya Coast > Thornwood Falls
- Woodland Cemetery > Jungle Hollow
Good luck with your deck.
1 month ago
Thanks for the info, I shall be removing this from the deck as seems a bit useless. Maybe an addition of Silhana Ledgewalker would be a better addition!!
1 month ago
Firstly. Thank you for your in depth and amazing comment, it's really helped me decide on some cards to add to this deck. I have a big problem with know what cards to remove, if you could help me decide on what to take out for what, that would be super helpful!
As for the hexproof creatures. They make a lot of sense, I really like Silhana Ledgewalker and Elusive Tormentor Flip as the ability to sort of be unblockable or literally be unblockable is amazing. Troll Ascetic is another amazing shout. These 3 are definite add's for this deck. I'm not too sure about Paradise Druid as being tapped to attack could spell an easy removal target depending on board states. Slippery Bogle and Gladecover Scout seem good, but only for the Hexproof. I may give them a try but I may not keep them in the finished product. However, thank you for bringing them to my attention!
I will definitely be obtaining another Wonder for this deck as that seems like a perfect addition. Mask of Memory seems really good for the card draw too, however the Discard clause tends to put me off. I'll definitely play test with it and see how it suits me though.
Boneyard Lurker is in the deck, Alt art too haha. Gemrazer is sadly a card I didn't manage to pull, so i've purchased one. Waiting on it to be delivered, it is an amazing card. Sea-Dasher Octopus was a card I wasn't too sure about adding to the deck, I'll swap it in for a higher cmc Mutate creature though, when I decide which haha.
Yeah, the Mana base needs heavy work, but I tend to leave that until a little later, I would happily accept some help into improving the Mana base! I'm never really sure of how to make a Mana base better personally.
Thank you so much! :)
1 month ago
Hey, you really want hexproof with the creatures you want to mutate too because this protects the creature from removal in response or after mutating. It's pretty risky to chain a bunch of mutate creatures into the pile if the pile doesn't have hexproof. Without hexproof a single Swords to Plowshares by opponent will ruin your game and exile all the creatures in the mutate pile except Otrimi.
Swiftfoot Boots is a helpful equipment with mutate because then any creature can have hexproof before you mutate and keep hexproof for as long as Boots is equipped. When you mutate a creature who's equipped with Boots, Boots will stay on the creature during mutation and after.
- Slippery Bogle
- Gladecover Scout
- Silhana Ledgewalker: if opponent doesn't have a flying creature then the mutated creature can't be blocked by that opponent.
- Paradise Druid: has hexproof as long as it's untapped, good to mutate too while also using it as ramp before you want to mutate.
- Troll Ascetic: also has regeneration which can protect the mutated creature from nontargeted removal that can destroy it such as a board wipe or from legal combat damage. Combination of hexproof and regeneration is powerful projection for the mutated creature.
- Elusive Tormentor Flip: for Insidious Mist, mutate Otrimi with Mist for 6/6 unblockable, hexproof, indestructible, trample that doesn't flip back unless you want it too.
Crystal Shard can be repeatable creature bounce for one blue mana of the mutate pile. This effect lets you mutate the entire pile again, protect all the creatures in the pile from being exiled or destroyed, change which creature is first mutated with Otrimi, etc. Buried Alive and Jarad's Orders can tutor for creature and put into your graveyard. This is good to setup your graveyard to recur a mutate creature when Otrimi does combat damage to an opponent.
Orders can do both, tutor for a creature to mutate too and a put a creature into your graveyard. If Otrimi is part of the mutate pile then the creature will have trample which can make Mask of Memory a repeatable draw two/discard mutate creature/recur mutate creature effect. Wonder is good when you can tutor for it or discard it because giving the mutated creature flying is better evasion than trample. Wonder is good with Buried as one of the three creatures you can tutor for and put into your graveyard.
There's a few of the better budget creatures with mutate that are missing here:
- Sea-Dasher Octopus: mutate at instant speed with flash and for only two mana it's the lowest mutate mana cost, can be another source of repeatable draw when mutated creature has evasion.
- Gemrazer: destroy an artifact or enchantment.
- Boneyard Lurker: recur any permanent.
One of the worst parts of the precon is the manabase, which is not good with 11x Forests and 2x Island ratio. If you would like help with improving the manabase then I offer help in another comment.
Good luck with your deck.
1 month ago
This deck leans really heavily on three drops. The mutate mechanic needs some lower cost creatures to get started. I see you have Slippery Bogle and Paradise Druid as low drop creatures that are hard to remove. You may want to find a few more. Gladecover Scout and Silhana Ledgewalker are good hexproof creature to add. Mana dorks are also good to mutate onto as well. Llanowar Elves et al. are fine, Birds of Paradise is probably better. I would cut some of your three drops to add some of these.
The balance between hexproof and indestructible seems like a challenge, but you kinda get both from Thrun, the Last Troll and Troll Ascetic. A few other higher cmc hexproof creature you may find interesting Witchstalker and Aven Fleetwing.
Teferi's Time Twist and other effects that blink creatures can make your single large "Voltron" creature into a small army.
1 month ago
Digging the first pass of the deck I would try to go all-in on the infect theme and ditch some of the +1/+1 counter focused cards. Would make the deck feel a lot more consistent in games played.
I also see some cards that give brokkos some form of evasion, its worth noting that brokkos already has a pseudo-evasion like effect by naturally having trample, which deters people from blocking anyways, I feel that the additional evasion effects via creatures to mutate onto seems a bit extra.
I reccomend removing these:
- Merfolk Skydiver - +1/+1 theme, its nice for a 5 mana proliferation sink but I feel its too clunky
- Pollenbright Druid - A one time proliferate is likely too cute for this deck
- Polukranos, Unchained - +1/+1 counter themed, I see the argument for mutating onto a huge creature with +1/+1 counters, but polukranos also shrinks really quickly
- Elusive Tormentor Flip is a nice unblockable threat, but we're winning by going to bash town with infect damage, rather than an unblockable 6/7
- Silhana Ledgewalker Another pseudo-unblockable threat.
- Toothy, Imaginary Friend I likely would only play this card with Pir, Imaginative Rascal, seems very off theme from what you're trying to do aside from giving itself counters.
- Yeva, Nature's Herald This card only gives your green creatures flash, I dont think its really worth it... otherwise I would be super on board
- Blighted Agent is a human and you cannot mutate onto it. I'm not sure if you want to keep it in the deck as an extra infect threat, or go all in on the mutate plan.
- Relic Putrescence feels way too narrow just for giving its controller a single poison counter
- Simic Ascendancy Is a +1/+1 card that I dont see as a viable backup plan
- Leyline of Anticipation It's nice casting things at instant speed but that isnt really the theme of the deck, if folks have instant speed removal they will likely use it anyways and this wont get you many bonus points
- Golgari Charm What is this for? Removing 1/1s? Brokkos has trample and your infect creatures might have 1 toughness... regenerating brokkos? Just mutate again..
Cards I would consider adding:
- Rot Wolf
- Whispering Specter
- Plague Myr
- Blackcleave Goblin
- Triumph of the Hordes
- Blackblade Reforged
Since you're looking for more Destroy effects, Card draw effects, and counter effects, consider the following:
- Beast Within
- Vines of Vastwood
- Deadly Rollick
- Phyrexian Arena
- Painful Truths
- Arcane Denial
- Curtains' Call
There are a few different land ramp spells I may play, but those are likely out of budget. For the remainder of the cuts I reccomend taking out the worst infect creatures, and possibly some of your land ramp spells
2 months ago
As for cuts, Call of the Death-Dweller and Unearth are pretty low-impact, you don't have much to abuse with Life from the Loam, and I'm not crazy about planeswalkers in a deck that wants to both make one big creature and attack with that creature. Some other cards to consider adding are Slippery Bogle, Gladecover Scout, and Silhana Ledgewalker. all provide hexproof, which is important if you're piling resources onto one creature.