Wood Elves

Wood Elves

Creature — Elf Scout

When Wood Elves enters the battlefield, search your library for a Forest card and put that card onto the battlefield. Then shuffle your library.

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Printings View all

Set Rarity
Commander Anthology (CM1) Common
Duel Decks: Nissa vs. Ob Nixilis (DDR) Common
Commander 2015 (C15) Common
Commander 2014 (C14) Common
Duel Decks: Elves vs. Goblins (EVG) Common
Ninth Edition (9ED) Common
Ninth Edition Foreign Black Border (9EDFBB) Common
Eighth Edition (8ED) Uncommon
Seventh Edition (7ED) Uncommon
Starter 1999 (S99) Uncommon
Exodus (EXO) Rare
Portal (POR) Rare
Promo Set (000) Common

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Wood Elves occurrence in decks from the last year

Commander / EDH:

All decks: 0.11%

Green: 0.64%

Golgari: 0.4%

GU (Simic): 0.54%

RG (Gruul): 1.27%

RUG (Temur): 2.05%

BRG (Jund): 0.97%

Wood Elves Discussion

Pray_for_Snow on Uro Commander

1 day ago

I'm going to sort my recommendations by type for now since the deck is still below 100 cards; once we get to a full deck list, I'll come back and suggest some upgrades if you still want some help.

Artifacts

The Great Henge is very easy to cast once you have Uro on the board, and continues to draw you cards/gain life for you as play more creatures.

Sol Ring is a classic card in every commander deck, unless your playgroup bans it.

Simic Signet is a cheap mana rock that helps you use any colorless lands you have to make some colored mana.

Arcane Signet gives you cheap mana in either of your colors.

Thought Vessel for the increased maximum hand size; you'll probably end up with more than seven cards in hand if you can use Uro more than once in a single turn.

Altar of Dementia for milling out yourself or your opponent. You can use the stack to sacrifice Uro if you cast him from the command zone.

Panharmonicon will double your Uro triggers when it enters the battlefield, plus a few of your other creatures or artifacts like Springbloom Druid.

Crystal Shard will let you re-use your enter-the-battlefield triggers on your creatures

Blackblade Reforged will help you deal lethal damage once you get your ramping done.

Lightning Greaves protects Uro or other creatures you want to keep around while also hasting them.

Creatures

Sakura-Tribe Elder will ramp you and end up in your graveyard at the same time.

Arbor Elf will untap a land you need instead of adding {G}, which is better if you're playing with nonbasic Forest cards.

Wood Elves gets you a Forest from your library, and can even get a non-basic one. You can use it to chump-block someone later on as well to add another card to your graveyard.

Llanowar Elves and Elvish Mystic are the same card but still useful to help ramp.

Birds of Paradise is a classic commander card and can help you block flying creatures when you don't need it anymore.

Hedron Crab mills as you ramp, and you can choose to mill yourself if you're trying to win that way.

Satyr Wayfinder mills you while also grabbing a land card to put into your hand.

Eternal Witness brings back a card you want from your graveyard.

Golgari Grave-Troll will help mill you while also being a rather tough blocker/beater thanks to its regenerate ability.

World Shaper will mill you and also get back lands you milled when it dies.

Laboratory Maniac will secure you a win if you're milling yourself enough.

Misthollow Griffin can be cast from exile, allowing you to use it to cast Uro with escape repeatedly, and it will even block flying creatures for you.

Genesis helps you recycle creatures as long as it stays in the graveyard.

Tatyova, Benthic Druid makes your ramp spells (and Uro) better.

Rampaging Baloths gives you tokens for land drops, helpful for trying to close a game with combat damage.

Roil Elemental steals creatures as you play lands.

Reclamation Sage hits dangerous artifacts/enchantments you don't want around.

Enchantments

Bear Umbra protects a key creature while also untapping all your lands.

Song of the Dryads and Imprisoned in the Moon are both excellent at removing a dangerous threat.

Zendikar Resurgent is excellent for this deck for the extra mana and the card draw.

Elemental Bond will draw you cards for your big creatures.

Crop Sigil will mill you when you want to mill, and get back something important.

Retreat to Coralhelm helps you scry cards or tap/untap creatures for playing lands. If you have a way to mill exactly one card, you can mill your top card after scrying it if you want it in your graveyard.

Wilderness Reclamation untaps your lands for later use, especially useful if you want to leave mana untapped during your opponents' turns.

Instants and Sorceries

Cyclonic Rift is your best board wipe.

Beast Within is your best single-target removal.

Counterspell, Swan Song, and Negate are good counterspells to leave open.

Voidslime is great and is a very useful and board tool for stopping combos.

Life from the Loam gets back lands from your graveyard, and mills you with Dredge.

Windfall hopefully refills your hand and can disrupt your opponents.

Cultivate and Kodama's Reach ramp you. So does Circuitous Route.

Finale of Devastation is a win condition, tutor, and reanimation spell all in one.

Lands

Alchemist's Refuge gives you flash on all your spells.

Reliquary Tower fixes any issues you might have with drawing too many cards at once.

Field of the Dead gives you tokens to block with, and is extremely easy to activate in this deck.

Arch of Orazca draws you cards with extra mana.

Blighted Woodland ramps you up.

Command Tower is a staple for a reason. The reason is that it is good. Play it.

Breeding Pool helps fix your mana and is a Forest card for your ramp spells.

Simic Growth Chamber fixes your mana and bounces back a land for any Landfall triggers you might want to reuse.

Flooded Grove fixes your mana.

Waterlogged Grove fixes mana, draws you a card, and ends up in the graveyard when you don't need it anymore.

Simic Guildgate is a gate that can be fetched out with Circuitous Route.

I left out some big money cards, since those can be upgrades for later. I didn't check if these additions would put you over 100 cards, but you can throw in anything else afterwards and just try out whatever seems fun.

Last_Laugh on Animar's Wildlife Sanctuary

2 days ago

With only 10 creatures that cost or less, those first few counters on Animar are slow and unreliable. I would recommend more early mana creatures and you've got options.

Sakura-Tribe Elder/Wood Elves to look up lands.

Sylvan Caryatid, Utopia Tree, etc. There's a LOT of options here.

Wild Cantor is a turn 2 Animar option.

Cloud of Faeries type land reuse is great at any point in the game but especially early.

Shrieking Drake, Dream Stalker and Man-o'-War are fair(er) versions of Ancestral Statue and are worth it to either bounce themselves or other creatures to reuse their etb's.

multimedia on Nikya's Big Big Zoo

1 week ago

If you're adding Farseek the advantages of it's ramp is it can search for a dual land that has two different land types.

Consider adding budget Cinder Glade and Sheltered Thicket ? These are Gruul dual lands that Farseek can search for since they're two different land types (Forest and Mountain). Both of them are a Mountain card so Farseek can search for one of them. Currently Farseek can only search for a basic Mountain and not a Forest because Farseek can't search for a Forest.

Wood Elves is like Farseek, but a creature who can search for Glade or Thicket because they're Forest cards. Like Farseek, Wood puts the land onto the battlefield.

harbingerofduh on Damia, the Sage That's Stoned

1 week ago

The first thing I noticed while looking at this deck is that it's way too light on lands. With a seven-mana general, you're likely to get mana-screwed, especially if your mana elves die. I'd look to add about 9-10 more lands, maybe cutting some ramp if you start flooding out. Lands are generally better than mana elves.

Rather than mana-producing dorks like Elvish Mystic and Druid of the Cowl , you should probably be playing spell-based mana ramp such as Rampant Growth and Cultivate . The reason for this is that if someone casts a board wipe, all of those mana-producing elves will die and you'll lose your mana acceleration. The good news is that the spell-based ramp I mentioned is usually common or uncommon, so you won't have too much trouble finding them. Other spells to consider in this vein are Farseek , Kodama's Reach , Skyshroud Claim , Circuitous Route , Explosive Vegetation , Sakura-Tribe Elder , Wood Elves , and Farhaven Elf .

You really want ramp because Damia is so expensive, and also because after you empty your hand casting those spells, Damia helps you refill. That's her main strength, so I'd suggest building her with big-mana strategies in mind. X-spells like Villainous Wealth and expensive monsters like Ulamog, the Ceaseless Hunger are probably what you'll be aiming for, with Damia to help you refill your hand as needed.

I have my own (slightly quirky) take on Damia here if you want some further ideas for how to fully take advantage of her: Damia Discard

i-A-m on Meren, the Reanimation-Queen

1 week ago

Thank you very much!

I must admit that I really like the plays that I got off with Awakening Zone in this deck. The Tokens allow some sweet abuse of Meren's passive!

I think I will replace the Wood Elves with the Ramunap Excavator and the Farhaven Elf with the Springbloom Druid - but I will definitely test it out, because I had some nice moments with the two elf-cards in play.

robcastpwnz on Meren, the Reanimation-Queen

1 week ago

I think i would switch out Farhaven Elf , Wood Elves or Awakening Zone to make room for Ramunap Excavator . I'm leaning more towards Awakening Zone. I've tried to run this card in my Prossh deck and i feel like it never paid off. I think I had maybe one game where it helped me get my commander out early but other than that I think its too slow. Maybe you've had better experiences with it than me. Honestly, your deck looks solid and you probably don't need to put in the excavator if it's gonna mess with what you already have going.

If you do end up putting in the excavator, Springbloom Druid is another card that works well with it. I would trade the Wood Elves or Farhaven Elf for it. Good Luck!!

Zsi on Animar EDH +1/+1 Counters

1 week ago

Hey Last_Laugh, thank you for your suggestions! You are right, im intentionally avoiding specifically Cloudstone Curio . The only infinite thing i have is Ancestral Statue , which i put in because it comboes with Animar by itself and kinda for the lulz. I've tried to focus on cards that generally work by themselves and with Animar, without needing other cards to combo with. Lots of hydras as you can see :D Ive tried going for consistency rather than power plays.

My ramp choices are mainly because i want my ramp on 2cmc so that i have a decent turn 2 play that helps fix my mana for turn 3 Animar as consistently as possible. I do have Wood Elves already though. Beastcaller Savant could be worth a spot.

I might consider Soul of the Harvest instead of Zendikar Resurgent , since they almost do the same thing and the discount from Animar helps the former and not the latter. Not sure my deck is creature heavy enough for Vizier of the Menagerie , though i might be completely wrong.

Fierce Empath could probably be good. Though it has few targets, they are all pretty powerful.

Again, thank you for your suggestions, constructive critisism is always welcome! I'll also take a look at your decks for sure.

Last_Laugh on Animar EDH +1/+1 Counters

1 week ago

Alright, I have several suggestions for you and I don't want to appear overly critical. The main thing I'm noticing that needs work is your choice of non-creature spells... most of those effects you want on a body in Animar (i.e. ramp, removal, etc.)

Also worth asking... are you avoiding infinite combos on purpose? Want to ask before I suggest any.

Ramp: Wood Elves , Beastcaller Savant , Rishkar, Peema Renegade , Shaman of Forgotten Ways , Somberwald Sage , etc. (You've got options.)

Land Untap/Alternative Ramp: Cloud of Faeries and Stadium Vendors won't go infinite in your current build. Peregrine Drake will with Temur Sabertooth. On that note, consider Equilibrium as another bounce option.

Draw: Primordial Sage and Soul of the Harvest are your best repeatable draw (that you don't already run.). Tishana, Voice of Thunder is worth including also and Vizier of the Menagerie is amazing here as well.

Tutor: Fierce Empath

Let me know if you're picking up what I'm putting down... I can help suggest cuts (mainly from your high cmc non-creatures like Doubling Season, Primal Vigor, Zendikar Resurgent and your current non-creature ramp). In the meantime, feel free to check out my list for ideas... it's not budget friendly as a whole but still got plenty of options. Upvotes on any of my decks are appreciated. Animar, Gaea's Hemorrhoid

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