|Commander / EDH||Legal|
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|Duel Decks: Elves vs. Goblins||Rare|
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Slate of Ancestry
, , Discard your hand: Draw a card for each creature you control.
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|Have (6)||Kvothe1115 , Nemesis , TheAlmostHero , rockleemyhero , rebelteddybear , Wolfebladeelite|
Slate of Ancestry Discussion
1 week ago
Looks good, +1
Consider more draw and creature tutors? Elves are can take major advantage of powerful draw spells that let you draw cards equal to the number of creatures you control. Shamanic Revelation, Collective Unconscious, Regal Force and Slate of Ancestry. Freyalise's ultimate also does this, but currently you're relying on ultimating her to draw which is realistically not going to happen. Out of these draw options consider Revelation and Force? Skullclamp can be amazing with tokens that Freyalise can continually create; for one mana you can draw two cards. Clamp is just a great card with Elves in general.
I don't understand the need for all the Fog effects. An Elfball strategy gets started fast putting more creatures into play then your opponents. Fogs are meant for use in slower decks to starve off aggro from killing them you shouldn't really have this problem.
Oracle of Mul Daya is a great Elf, but consider getting Fauna Shaman first? You want creature tutors and green has many options most are however not budget. Fauna is an Elf who can be great to help to assemble the Elfball since she can tutor for any creature for the cost of discarding another creature.
Good luck with your deck.
1 week ago
Red is pretty weak for card draw.
are the only cards that come to my mind. But latter two only work in Miniondecks with Goblins etc. and you don't have that many creatures.
2 weeks ago
Mindmoil Wheel of Fate Windfall Winds of Change Reforge the Soul Molten Psyche Teferi's Puzzle Box Memory Jar Commit / MemorySlate of Ancestry Time Reversal not many wheels? The most powerful draw spells in magic? May i ask why
4 weeks ago
This is such a cool concept! I would love to see this puppy in action!
Moving on to suggestions: the first thing that stands out to me is that you have almost zero land ramp. You're playing Green! It has the best ramp in the game! At the very least, I would recommend Sakura-Tribe Elder, Nature's Lore, Cultivate, and Explosive Vegetation. If the goal is to use and re-use Thromok as a resource, then that commander tax is going to add up over the course of the game. You'll want as much ramp as you can get. True land ramp is also preferable to mana rocks or mana dorks in just about every scenario, so I would cut Thran Dynamo to make room for some of those land fetchers.
As far as card draw goes, Mind's Eye isn't super efficient; you have better options in Sylvan Library and Harmonize for just straight card-draw. Slate of Ancestry could also be a good choice with all your creature shenanigans, and Regal Force will usually get you 4 or 5, at the very least (also good with your token shenanigans).
I get that Conjurer's Closet has good synergy with Thromok, but you have only 2 other creatures that even have ETB effects, and a lot of the time you'll be sacrificing Thromok before you'd have the chance to blink him. And even if you did blink him, chances are you already ate most of your tokens to cast him the first time around, so he'll likely not have much fodder on his return, which sort of defeats the purpose. I can just see this being a dead card for you about 90% of the time, so it seems like an easy cut.
Speaking of token generators, Avenger of Zendikar makes quite a few tokens himself, and becomes quite ridiculous with a Parallel Lives on the field.
Release the Gremlins seems very mediocre to me - it's a lot of mana for not much impact. Additionally, if someone can remove one of the targeted artifacts in response to you casting, then the whole spell just fizzles since it doesn't have all its legal targets. Another easy cut.
Those are all the suggestions I have right now. Looks like a really cool deck! Can't wait to eat some of that delicious Thromok BBQ!
1 month ago
In:Thousand-Year Elixir, Five-Alarm Fire, Slate of Ancestry, Arms Dealer, Goblin Bombardment, Reforge the Soul, Purphoros, God of the Forge. Need to find 1-3 more cuts for definitely Impact Tremors, and possibly Mass Hysteria and Throne of the God-Pharaoh.
1 month ago
A buddy of mine directed me to your imgur post and suggested that the two of us give you some help improving your decks. I figured I'd start with your Krenko list because I have one myself. I'll start by suggesting some additions and follow-up with what I think you should cut.
Mind's Eye is probably the most applicable draw engine in EDH. It's a must add for any EDH deck missing Green, Blue, or Black. Skullclamp and Slate of Ancestry are extremely potent when Krenko is doing his job, taking great advantage of the amount of tokens he generates.
Wheel of Fortune is your best option for a wheel effect, but it's pricey; Reforge the Soul is the best substitute if you don't wanna break the bank. You could also throw in Magus of the Wheel if you find yourself wanting another one of these.
Other stuff can let you use the many goblins you make as resources to deal damage. Goblin Bombardment is an absolute classic; not only can you use it to finish off opponents, but you can also take care of problematic threats. In a similar vane, I can't believe you're not running Arms Dealer! I've won games by resolving it; the amount of damage it generates is borderline oppressive. In my own deck, I recently removed Voracious Dragon for Burn at the Stake; it costs the same amount of mana, deals more damage, and doesn't require you remove your own goblins.
Lastly, there are plenty of cards that will reward you for each creature you attack with. Hellrider is a personal favortie of mine, a very seat-of-your-pants sort of card. Throne of the God-Pharaoh is pretty new, but I see this becoming an EDH staple in the future. Probably the most powerful card I'll mention here is Five-Alarm Fire, once you have a good amount of counters on this bad boy, nobody is gonna want to mess with you; even if they wipe the board of all creatures, you'll be able to suppress whatever field they have left or try to recuperate.
Mass Hysteria can be a risky add, but on turn one, you can be guaranteed that your opponents will not be able to prepare for what's in your hand for the whole game.
Here's a hypothetical for you: turn one goblin, turn two goblin, turn three Thousand-Year Elixir, on turn four you cast Krenko and immediately make 3 goblins, then on turn five you pay one mana to make 18 goblins before you even play anything, then every turn after that that you control Krenko, you multiply your goblins by a factor of four. And having Thousand-Year Elixir in play means that no one can stop you from activating Krenko at least twice after casting him.
1 month ago
I'd add: Armageddon, Ravages of War, Slate of Ancestry, Coastal Piracy, Bident of Thassa, Wanderwine Prophets, Sigil Tracer, Harpoon Sniper, Streambed Aquitects, Empress Galina, Seasinger, Sejiri Merfolk, Ojutai's Command, Rootwater Matriarch, Distant Melody, Azorius Signet, Door of Destinies and Stormtide Leviathan
1 month ago
LoTeezah: I was pretty proud of my flash idea. It makes the deck feel very control-like, while also being a zombie beat-down deck. Plus getting the out of no-where win with The Scarab God on your upkeep is pretty amazing!