|Commander / EDH||Legal|
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|Magic 2015 (M15)||Uncommon|
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Creature — Elf Warrior
Sunblade Elf gets +1/+1 as long as you control a Plains.
4W: Creatures you control get +1/+1 until end of turn.
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Sunblade Elf Discussion
2 days ago
Nice deck! As a Selesnya fan myself, I agree with your metagame thoughts. As far as your deck goes, few things:
I would actually prefer having Dryad Militant in the maindeck over Loam Lion. The Lion doesn't benefit from the bonus that Wilt-Leaf Liege provides and Dryad Militant can be a real pain for decks that rely on their graveyard (ex. Snapcaster Mage).
Sunblade Elf isn't a terrible choice, but I would prefer his spot be given to a creature that can help you speed up the game a little. Green doesn't provide much of a flying presence so having a creature like Birds of Paradise I feel takes care of 2 issues: it allows you a flying presence on the battlefield to deal with threats you wouldn't normally be able to deal with, and it also allows you to slap a Rancor on it for a nice attacking option as well (aside from providing me mana of any color!). This comes in handy more than you think, and having a turn 2 Loxodon Smiter can really turn the tide in your favor early on.
That's all I'll say for now, as any more comments will have your deck looking exactly like mine, haha.
4 months ago
I think your deck would benefit from a few more 1-drops like Narnam Renegade or Sunblade Elf to help ensure you can use all your mana efficiently in the first few turns. Metallic Mimic is always good in aggressive tribal decks too.
If you're looking for more help, you could try posting your deck in the Advertise Your Tribal Deck thread.
5 months ago
6 months ago
Interesting deck, Aespinoza10. I've always liked the Heroic mechanic, even though it doesn't hold up very well in the Modern meta.
As it is, you have more spells than creatures... which means you're more likely to have a handful of spells, and nothing to cast them on.
My personal take on cuts? Sunblade Elfx4, Common Bondx2, Hardened Scalesx2, Gods Willingx2, Mutagenic Growthx2, Path to Exilex1, Seeds of Strengthx1, Sigil Blessingx4, Rancorx2, Forestx1, Giant Growthx4
Just these cuts should put you at 60.
Some things to add/think about?
This is just from a cursory glance, but what do you think?
8 months ago
Sweet, I've been looking for G/W ideas for a good while, and I like how this deck looks! +1!
I wonder if the mana base would benefit from Razorverge Thicket or Wooded Bastions? I understand the "painful mana" problems! Also, could Dryad Militant be another curve-filling option? Even just swapping out a couple of Sunblade Elfs for some might be an idea (especially since Militants get +2/+2 from Wilt-Leaf Liege).
9 months ago
Nice! I made a pretty similar budget GW deck and it can do pretty well considering how inexpensive it was. I've been trying out Kessig Prowler Flip recently because I had been disappointed by the Warden of the First Tree. Soldier of the Pantheon, Sunblade Elf, and Narnam Renegade are budget options I'm considering for one drops.
11 months ago
you have 58 cards and 5 Scatter the Seeds so the deck is currently illegal. that needs to be fixed first.
ill go down the list for your cards
starting with creatures
Elvish Mystic: this card is good at ramping you to high cost cards, however the only cards you have that are high cost, already have convoke so this card basically is a 1 mana 1/1 with no effect.
Midnight Guard: i mean unless your abusing it's untap effect such as attempting to cast multiple convoke spells a turn, this card is pretty underwhelming. I don't think you will be casting multiple convoke spells per turn due to the fact that they are all so expensive.
Nest Invader: 2 mana 2/2 for 2 is considered a sort of standard/base. this card is that with a free 0/1 which can be sacced for mana. this is pretty good. One thing i will note is that you cannot tap the token for convoke and sac it for mana for a convoke spell. However that's not the end of the world.
Seraph of the Masses: this card is a hopefully going to be a big angel that you can get out relatively cheap. if you have 5 tokens and 5 mana this thing can come down as a 6/6 flyer by tapping 2 guys. that not a terrible deal. however i think it would be more effective to make all of your tokens bigger threats with cards like Intangible Virtue. 5 2/2s can be much scarier than a 6/6. one reason for this is because there are lots of options for cheap removal. Terminate, Path to Exile, Doom Blade etc. are all methods of getting rid of your 6/6 that are cheap and often played. these do not work as well when you have multiple threats.
Siege Wurm: See above.
Sunblade Elf: At first I did not like the card but i'm starting to like it more and more as I look at the rest of your list. I think this card is fine for now since its a 2 mana 2/2 most of early game and it can pump the team late game which is great since you will likely have a lot of tokens.
on to instants
Might of the Masses: this card is itself a good card for this deck but pump spells in general tend to be weaker than you'd expect. That's because of instant speed removal. people can cast Lightning Bolt in response to the spell to kill the creature you are targeting which means you will be getting 2 for 1'd as you lost a creature and a spell to their 1 spell. now that's not to say that this card is bad. I just wanted to make you aware that it's power is a bit more fragile than you might first expect. it is stronger in my opinion than Seraph of the Masses since it is so much cheaper and demands an answer from your opponent immediately instead of seraph which waits around for a turn before attacking and usually requires you to tap several of your creatures.
Scatter the Seeds: yeah you want 5 in your deck. sadly you cannot play 5 in your deck. its a token maker card that can put down more tokens to replace the ones you tapped. so you really don't even care if you had to tap 3 creatures to play this.
Sprout Swarm: this card is very powerful even if it seems week. you can pay for the "Buyback" cost with convoke. it's also an instant so you can do it at the end of your opponent's turn. so if you have a bit of mana and a few tokens, its not unreasonable to make 2 tokens at the end of your opponents turn for essentially free, then do it again every turn. for that reason i think you should have 4 of these.
lets do sorceries next
Launch the Fleet: this card is good and bad. its good because it can allow you to make several tokens at a 1 to 1 ratio which is pretty good. however this card has some downsides. its limited not only by the number of creatures you control but the number of creatures you are willing to attack with. you will often times want to hold back your stuff until you have enough tokens to get around most of their defenders or perhaps they have a few strong attackers on their side and you really want to have some defends held back. so this card won't always let you make any tokens regardless of how much mana you have. so this card is fickle and a bit unpredictable which is bad in a card. tl:dr its complicated and im not certain if you want it or not.
Nissa's Expedition: this card is good to help you get some mana out, however to pay for it you either need mana (and if you need to cast this we can assume you don't have that) or you need tokens, however if you need to cast this you probably don't have that many tokens, therefore you may need to tap all of your defender in order to cast this which leaves you wide open without giving you that great of a pay off.
Overwhelm: this card seems like a dream come true. a card that pumps all of you little guys and can be cast for cheaper with all your little guys. seems like the perfect combination right? the problem is that at 7 mana you NEED to tap several dudes to cast this, and for each token you tap to pay for this, that makes the spell that much worse since it's power comes from the number of attacking creatures you have. this card is a trap in my opinion.
Sigil of the Nayan Gods: this is basically Might of the Masses but sticks around longer. the problem is that this card is not an instant. masses could be cast after blockers were declared and you would be threatening to deal massive damage if your opponent didn't do something right then and there. this card has to be put on a creature before combat. now they just make sure to block it. it also suffers the same problem that masses did. your opponent can play a simple kill spell and all your set up is wasted. cycling is a nice addition but does not make up for the fragility of the card.
Spirit Bonds: this card sadly does not trigger when a token comes in, which means that it's useless for half the cards you play. you also have to pay mana to get more tokens. which means you have to pay a total of 4 mana for 2 tokens which is a lot worse than just playing Raise the Alarm.
Hornet Queen: too expensive for what it does.