: Add to your mana pool.
, : Until end of turn, you may play creature cards as though they had flash.
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Winding Canyons Discussion
1 week ago
Winding Canyons as well, based on the amount of creatures that add to your board state.
1 week ago
1 week 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.
2 weeks ago
Thanks for the suggestions, MegaMatt13.
The deck is in a state of flux at the moment. A few weeks ago I came to the realization that this deck was slow and many times I would have an opening hand with a lot of high mana cost cards. I expressed that concern here and received some good ideas for lowering the mana curve from the_earl_0f_grey and Emzed. Even though I gave them some push-back on a lot of their suggestions, I actually have incorporated some of their ideas into the deck, replacing some 6 and 7 drops with some 1 and 2 drops, lowering my mana curve by almost a full point, going from somewhere around 4.50 to around 3.50. I haven't had the chance to play this in a multi-player game yet since making the changes, that will come this coming weekend, but I have played three Dual Commander games with it against a pretty highly tuned Atraxa deck, and even though I only won one of those games (one game I was mana-screwed) I've tuned out what I saw as weaknesses and will continue to do so when I play multi-player this weekend with the playgroup.
As I said, much of this transformation has been to take out a lot of those 6 and 7 drops. One of the casualties was Zendikar Resurgent which, for 1 more mana, is a better alternative than the chancy Regal Behemoth.
Rishkar's Expertise is a card I've looked at before, but again, at 6 mana and being forced to draw cards equal to Omnath's power, it could be okay early game when I don't really need cards and can't afford its cost then anyway, and can be virtually unusable later in the game when Omnath is large, but when I could use a few more cards in hand.
Hunter's Insight has never been on my radar, but except for the later game drawback mentioned above, I could see being able to use this card early game and it only costs 3, so it's certainly one to consider.
Earlier on, I did run more pillow-fort options, but opted to replace a lot of that with mana protective measures, like Asceticism, Savage Summoning, Yeva, Nature's Herald, Mirrorpool, Winding Canyons, Yavimaya Hollow and others. Lightning Greaves is always a good card though, so it may make its way back in.
I have City of Solitude, and I think it was in the deck for a minute when Beast Within was the only instant in the deck. Now I have 5 instants that would be affected by the City, so it may not be the best option. I replaced it with Hall of Gemstone, which I think I may slide back into the deck, it's such a good card here, although it draws its share of hate.
2 weeks ago
Nice deck! Was thinking about building Damia myself ever since my friends complained so much about my Leovold deck wrecking the table. I couldn't help but notice you don't have Edric, Spymaster of Trest; he's probably my favorite elf printed. Also another favorite you missed in a creature heavy deck is Oversold Cemetery. I played it in Leovold so I could wheel away creatures and just get the back later, also you can just stack Damia's effect and it so yo draw to 7, then return a creature, starting each turn with 8. I would also suggest Alchemist's Refuge and Winding Canyons to give you deck more flash so your elves don't bite the dust too quickly. Also if you want an alternative to paradox engine, Intruder Alarm has an almost identical effect.
1 month ago
Winding Canyons is sweet
Thawing Glaciers is good value over a long game
Terrain Generator can get ramp basics from your hand
how has Condemn been for you? strong enough?
How has Master Thief worked out for you?
still think Gargoyle Castle is the stronger land
1 month ago
Hey there, I think you have to lower, even if a little, your CMC. So we have look at cards above 4 mana like Storm Herd, a 10 mana sorcery, that can be replaced by White Sun's Zenith that we can reshuffle and cast at instant speed. Ugin, the Spirit Dragon is excelent BUT in a mono white he needs Grand Abolisher that I dont know if you have never played against it bau is an ingredible pain.... Open the Vaults is great but except for Martyr's Bond the enchantment and majority of artifact can be recovered by Sun Titan, and the other part with Buried Ruin and/or Treasure Hunter (but he is a little bleh). Anyone will pay 2 life in EDH for Norn's Annex and attack with some large fattas so, if you want this card, it can be replaced by Ghostly Prison that we can recover with Sun Titan. The lands: 35 is ok but not all-basic, so you need some cheap land like Buried Ruin from before, Emeria, The Sky Ruin and Terrain Generator is of great help, High Market for False Prophet, Kjeldoran Outpost for tokens, Mirrorpool expecialy to evade counters on your mass removal, Mistveil Plains is never bad reshuffle come cards, Scrying Sheets and Snow-Covered Plains in a mono with are very very good but the snowplains cost some money, Westvale Abbey Flip I think in a token theme is fitting realy good, Winding Canyons to save mana in your turn for other spell, Blighted Steppe for the token theme. That's what came to mind for changes for cars more or less alike, to improve the equipment part Brass Squire can be of use with Argentum Armor and Batterskull for the most. A little combo I will add is + , these two or nim alone for recall some creature that died on the moment, and Wurmcoil Engine or Knight-Captain of Eos for infinite colorless mana and token. Tell me what you think.
1 month ago
Lands could use a big update, and it dosen't need to be expensiveall the taplands (guildgates and gain 1 life lands) could be replaced with the tri lands from alara blockArcane Sanctum, Crumbling Necropolis, Jungle Shrine, Savage Lands, Seaside Citadel, and Exotic OrchardReflecting Pool is a better Rupture Spireyou could throw in a couple colorless utility lands and have you filter lands color fix you when needed. maybe add Vault of the Archangel, Reliquary Tower, Temple of the False God, Winding Canyons
Captain's Claws makes ally tokens
Jwari Shapeshifter is the clone you want!
ally's you could addAkoum Battlesinger, Bala Ged Thief, Bojuka Brigand, Bruse Tarl, Boorish Herder, Grovetender Druids, Hada Freeblade, Halimar Excavator, Harabaz Druid, Highland Berserker, Kalastria Healer, Kor Entanglers, Makindi Patrol (change for Joraga Bard), Murasa Pyromancer, Oran-Rief Survivalist, Reckless Bushwhacker, Tuktuk Scrapper
also add Harsh Mercy
maybe cut the Overwhelming Stampede