Creature — Elf Druid Archer
Reach (This creature can block creatures with flying.)
As Silhana Starfletcher enters the battlefield, choose a color.
Tap: Add one mana of the chosen color to your mana pool.
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Silhana Starfletcher Discussion
4 months ago
9 to 2.0
Out: Skinbrand Goblin, Bloodscale Prowler, Burning-Tree Shaman, Gristleback, Ghor-Clan Bloodscale, Scab-Clan Charger, Scorchwalker, Gruul Scrapper, Ghor-Clan Savage, Streetbreaker Wurm, Disciple of the Old Ways, Forest.
In: Hellraiser Goblin, Indrik Stomphowler, Lobber Crew, Maze Rusher, Molten Primordial, Silhana Starfletcher, Sylvan Primordial, Wild Beastmaster, Wurmweaver Coil, Five-Alarm Fire, Breath of Fury, Aerial Predation.
5 months ago
Nature's Lore, Assassinate, Bone Splinters, Death Stroke, Despise, Distress, Explore, Gruesome Discovery, Journey of Discovery, Mind Rot, Appetite for the Unnatural, Doom Blade, Druid's Deliverance, Gilt-Leaf Ambush, Naturalize, Seedling Charm, Spring Cleaning, Strength in Numbers, Vitalize, Prowess of the Fair, Wayfarer's Bauble, Deadbridge Shaman, Silhana Starfletcher can all be cut in my opinion. These cards are all low impact or just a bit eh, compared to what you can do.
Nullmage Shepherd lets to turn a swarm of tokens into repeatable removal.
If you want to go in hard on tokens, you also have Primal Vigor as another token doubler, Second Harvest as a single use doubler, Sylvan Offering as a massive token producer/political card you can take advantage of especially. Voice of the Woods turns tokens into yet more tokens.
Damnable Pact is a good draw x spell, which can be political, or can be used to burn someone to death. Weird Harvest is an interesting political option, that can let you win on the spot with enough ramp.
6 months ago
Another update to the two people who are reading this: I took out Scrying Sheets (there are so few snow permanents that it doesn't seem worth it in this particular deck) and put in Sea Gate Wreckage; filling a colorless land slot with a card that lets you repeatedly pay three mana to draw a card when your hand is empty (which happens fairly frequently with this deck) seems insane in the mid/late game, and could become a huge draw engine with various untap-land effects. Since I took out a few draw spells, it seems worth adding card draw back in a slot that doesn't typically draw cards.
I also took out Awakening (too symmetrical, although it probably still works to this deck's advantage) for Rishkar, Peema Renegade. I like having an extra creature, and Rishkar is a great three drop, because he could provide two extra hasty mana on turn three, depending on which other creatures we've got out, and we've got other ways to add counters to our non-mana elves if he sticks around. He's also just 4/4 of value for 3 mana, which seems good, and has bounce synergy with Wirewood Symbiote, which is nice in a deck that's light on enter-the-battlefield creature effects.
I've still got a couple of creatures possibly on the chopping block. Yeva, Nature's Herald has been underwhelming so far; I haven't yet had a game where I've been able to have the combo of Yeva and Quest for Renewal or similar letting me flash in creatures on all my opponents' turns. By the time that's set up, I'll probably have few cards in hand anyway. Winding Canyons and untap effects might be enough flash for the deck.
It seems like Silhana Starfletcher is a little underwhelming as a flyer blocker and one-mana generator for three, since this deck isn't really configured for defense, and all the other three-drops have much higher value. But without another one- or two-drop mana elf, Silhana seems fine for now, as the most versatile three-drop that generates one mana. Maybe Seedborn Muse goes in one of these two slots; I'm not really sure.
Aside from the creatures, I'm very happy with the mana base (I just went through Mana Base Crafter, and Sea Gate Wreckage was the only card I didn't yet know about that I wanted, and now have). I've whittled the non-creature spells down to the ones that I always want to see in my hand at some point during the game. I'm not sure if there's anything more to add, but I'm sure there will be some spicy cards in future sets that slot in nicely.
6 months ago
I took out Caged Sun, Norwood Priestess, Elvish Piper, and Farsight Mask and brought in Selvala, Heart of the Wilds, Mobilize, Nature's Will, and Awakening, to get some more sweet untap effects into the deck. Aside from Craterhoof Behemoth, there aren't that many creatures worth cheating in with the two creatures, so having a cheaper mana generator is a better use of the slot. I might also put in Rishkar, Peema Renegade for Silhana Starfletcher or another higher mana cost creature.
11 months ago
Might as well link my dragon deck. It's mono red, so won't fit you perfectly but we've got some similar themes and maybe something in there will spark your interest.
Sarkhan's Triumph is a dragon's deck dream tutor card.
Xenagos, the Reveler I find is the perfect spot for a dragon deck. Mana ramp or chump blocker, depending on what you need. You can usually get him out third turn with some earlier ramp, making your fourth turn OP as heck.
I also enjoy Xenagos, God of Revels for the extra power and haste hit.
Ohh and last but not least, Rancor If you're playing green creature beat down. You owe yourself to put in at least one. There is a reason why it's one of the most if not most highly rated card in MTG.