|Commander / EDH||Legal|
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|Commander Anthology (CMT)||Rare|
|Modern Masters 2015 Edition (MM2)||Rare|
|Commander 2014 (C14)||Rare|
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Creature — Elemental
Multikicker (You may pay an additional G any number of times as you cast this spell.)
When Wolfbriar Elemental enters the battlefield, put a 2/2 green Wolf creature token onto the battlefield for each time it was kicked.
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Wolfbriar Elemental Discussion
1 week ago
3 weeks ago
OK first I want to point out the exclusions, cards I don't think fit
Borborygmos Enraged, he isn't a very good card unless you build around him. If you build around him a lil bit you will need cards like Snake Umbra, Keen Sense, and cards to combo with that like Skyship Weatherlight or Abundance to combo off so you draw lands over and over again. Otherwise he is over costed and not very good.
Majestic Myriarch is not a very strong card because of its huge downside. The card needs a team of creatures with him or her to be good. If your gonna keep this card you'll need to build a bit of a token deck to make it worth keeping. With cards like. Dragonlair Spider, Wolfcaller's Howl, Wolfbriar Elemental, Verdant Force, Tempt with Vengeance, Symbiotic Wurm, Sylvan Offering, Hornet Queen, Feed the Pack, Dragon Broodmother, Artifact Mutation, Arachnogenesis, and Ant Queen. These are also all good card suggestions.
Gruul Signet, Gruul Keyrune, and Darksteel Ingot I'd take out for land ramp. The kinds that add them to your hand and or play. Cards like Kodama's Reach (you have in the deck all ready). Seek the Horizon, Journey of Discovery you also might like Harvest Season, Evolution Charm is great too.
1 month ago
1 month ago
I want to see more Voyaging Satyr pieces in this deck (i.e. Argothian Elder) to make the 'critical turn' more consistent. On this line of thought, ways to untap these creatures seems reasonable, Scryb Ranger comes to mind. I know that it has been suggested before, bringing it to your attention again: Rude Awakening (I can see it being to much win more).
I agree with hoard's suggestion of Rings of Brighthearth, for the above reasons and that it also works with garruk and Voyaging Satyr-type-abilities. I'm assuming it is not already in the deck for the same reason crucible of worlds is notably missing.
I'm not convinced of Wolfbriar Elemental, appears weaker than avenger and that given a choice you would rather dig further for avenger than play wolfbriar.
1 month ago
First off welcome to the cult... I mean group :) EDH is a great format for fun and random games.
A great tool for building a deck is a website called EDHrec. This site compiles decks for nearly every commander, and shows you the most played cards for the decks. It's not the end all be all, but it will definitely generate ideas for you. The best way is to find a commander you love, for you I assume that would be Tolsimer, and then build around them.
That being said, here are my suggestions:
I don't have too much, but all of these I feel fit well into the deck. They're also all cards that are on the EDHrec page for Tolsimer, so I really suggest you go take a look there for inspiration. You actually have me inspired to build this deck, but only running multicoloured cards :P I love commander and building fun and powerful decks. Anyway good luck and happy building :)
1 month ago
Thanks for the comment. This is a go wide deck that is sorta token-ish, which is why I originally had it in here. Alongside the two creatures you mentioned the enchantment plays well with Rampaging Baloths, Garruk Wildspeaker, Oviya Pashiri, Sage Lifecrafter, Arachnogenesis and Wolfbriar Elemental, not to mention the fact that Nacatl War-Pride + Parallel Lives basically says "eliminate target player". That being said, it is a bit of an awkward card in this deck and probably will be taken out eventually.
I have been considering Bane of Progress, but I already pack 8 other ways (3 of them are mass removal) to interact with problematic artifacts and enchantments so I was hesitent to add another.
Primeval Bounty is one of those trap commander cards IMO. It seems really good on paper, but never performs well in real life.
I have been considering some haste enablers like Concordant Crossroads, or additional land animators like Natural Affinity, or including Nissa, Worldwaker in the list as they all promote my deck theme. I just need to figure out how hard I want to go into beating down with lands (which this is Jolrael...so pretty hard I guess haha)
2 months ago
If you add Rings of Brighthearth and Seeker of Skybreak you get to add some infinite mana with your mana dorks. Really fun with Joraga Warcaller or Wolfbriar Elemental. Here's a link to mine albeit an illegal deck due to my commander and such. Just too much fun. Rofellos, the Rediculous.
2 months ago
I think what bothers me about this deck, is how many of the creatures comes with a "some set-up required", and not really enough pieces to set them up properly. A Gnarlwood Dryad without delirium is not a good card. It's a Typhoid Rats in green (and you don't see any serious black decks in modern, budget or not, playing that one). Wolfbriar Elemental without ramp, so you have to wait very long for mana to pay the kicker cost, or accept that you are playing a 4/4 for 4 (which is pretty underwhelming, as modern-playable creatures go). Permeating Mass doesn't really "get past" anything - no one bothers blocking a creature that deals 1 damage, at the cost of their main attackers or combo piece-creatures. Predator Ooze is good, but it takes time, before it really becomes a threat. Mistcutter Hydra is really a sideboard card - awesome against UW-control, but takes a long time to save up mana for, and is of mediocre size compared to casting cost. And I'm not in doubt that Old-Growth Dryads do well - come down turn 1, hitting for 3 pr. turn, the next 2 turns. But by far the most modern decks run a few basics, because of Blood Moon.
To be bit silly about it: This seems like all the creatures that made it to the final round of auditions for a role in monogreen stomp, but was then turned down. They could all be stars in another deck with a slightly different theme - delirium, ramp, something. But for handing out 20 damage in the shortest time possible, they fall short.
Overall, it seems like you plan on games going long, and have taken half the sideboard into maindeck (if the reason for bringing a card is that "it is good against...", you should consider if it actually belongs in the maindeck). This type of cards slows down your deck, and ensures that games go long (and that is still better for midrange and control decks, than for you). It feels a bit like planning to lose. For comparison: Stomping the ground. Short, sharp, and to the point. Creatures that do not really need set-up, you just play them and turn them sideways as fast as possible.