Wood Elves

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Pauper Legal

Printings View all

Set Rarity
Duel Decks: Nissa vs. Ob Nixilis Common
Commander 2015 Common
Commander 2014 Common
Duel Decks: Elves vs. Goblins Common
Ninth Edition Common
Eighth Edition Uncommon
Seventh Edition Uncommon
Starter 1999 Uncommon
Exodus Rare
Portal Rare
Promo Set Common

Combos Browse all

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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Wood Elves Discussion

meekrab124 on Tasigur EDH (Need help -3 cards)

9 hours ago

greatdevourer A lot of what you said makes sense and I made most of the suggested changes. A hard one for me is taking out the signets. Although they aren't the most efficient mana ramp, they do accelerate me early with the added benefit of mana fixing. Also having the extra artifacts adds a bit more value to Bane of Progress and Academy Ruins.

The removal of Entomb hurt my soul lol. But in the name of finishing this deck I made the drop. It might be a card I try to fit back in after testing.

On a side note, Three Visits, Farseek and Nature's Lore do fetch some dual lands, but I agree having Wood Elves to block multiple times is worth the trade, even for the extra mana.

greatdevourer on Tasigur EDH (Need help -3 cards)

1 day ago

The Entomb seems a bit much considering all of the other tutors and mill effects in the deck.

Since you have the Volrath's Stronghold for creatures, why not Academy Ruins to help get back the Crucible of Worlds instead of the Reliquary Tower?

The mana rocks of Dimir Signet, Golgari Signet, Simic Signet seem kinda week. You seem to have a solid mana base and I understand the need to have color fixing. Why not a Darksteel Ingot?

The delve ability on Logic Knot seems to work against your graveyard filling. I see why it is in there but I could also see times in the early game where it isn't as good as it could be in late game.

What about replacing the Three Visits, Farseek, and Nature's Lore with Wood Elves to fetch up the dual lands? Repeatable, blocker, and has more synergy with Survival of the Fittest and Animate Dead.

Just some ideas off the top of my head. Let me know what you think.

greatdevourer on Tips for Momir Vig? 1st iteration

1 day ago

Let me start by saying that you have picked a great commander. I like Momir Vig, Simic Visionary. He is so much fun, as long as you don't mind shuffling alot. Here's my Simic deck Simic Toolbox for a reference.
Momir Vig, Simic Visionary let you build a toolbox deck that has many options and deal with a wide variety of threats. Let's use that.

I'm going to start with basic strategy, then move onto what to remove, and then what to consider putting in.
Due to the likelyhood of Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre, Gaea's Blessing, or Elixir of Immortality being in an opponent's deck, the mill stategies tand to not work well in commander games. Especially multi-player games. Now, I'm not saying that you can't mill the opponents, just don't rely on that stategy too much.
Additionally, you should be in the 34 to 38 lands range. Only having 29 lands could really slow you down. Don't rely on mana creatures because opponents will target them to hinder you.

I would remove the following:
Blanchwood Armor, only sees forest, auras aren't that good in commander, and there are better options.
Curse of the Bloody Tome, only works on a sinlge opponent.
Khalni Heart Expedition, there are much moer efficient land seach methods.
Ring of Kalonia and Ring of Thune, there are better equipments and other artifacts to consider.
Gridlock, weak tap target permanent ability. Too much of a mana sink.
Gatecreeper Vine, Creatures with defender can't attack and in later parts of the game, just disappoint more often than help. The search for a gate only nets one card.
Skullwinder helps your opponents as much as it helps you.
Wood Elves only finds a forest. Borderland Ranger, Sylvan Ranger, or Farhaven Elf may be better options. And/Or add Breeding Pool.

Without haste, creatuers that have tap abilities are just targets until they lose summoning sickness. Let's minimize those.
Boreal Druid, Kiora's Follower, Llanowar Elves, Merfolk Mesmerist are all cards to consider cutting for lands or stronger creatures.

These are maybe remove or maybe keep, depends on where you want to focus:
Fertile Ground, more land would be better.
Ghostly Touch, better ways to untap a permanent
Paragon of Eternal Wilds, only sees green creatures.

Now for the toolbox creatures. Let's really expand on your +1 counters theme. In no particular order:
From my deck, look at Cytoplast Manipulator, Cytoplast Root-Kin, Cytospawn Shambler, Forgotten Ancient, Helium Squirter, Plaxcaster Frogling, Spike Feeder, Spike Weaver, Triskelion.
Additionally Armorcraft Judge, Baloth Pup, Oran-Rief Hydra, Ainok Guide, Avatar of the Resolute, Battlefront Krushok, Hooded Hydra, Experiment Kraj, Fertilid are all fun cards with abilities that capitalize on counters.
Mystic Snake gives you a repeatable counterspell when you have Roaring Primadox or a Crystal Shard on the field.
Murkfiend Liege, makes everything stronger and untaps your dudes each turn. Truly obnoxious with a Hair-Strung Koto in play.
Gilder Bairn can accelerate your creatures and planeswalkers. But to really abuse it you need a Holdout Settlement, Springleaf Drum or Hair-Strung Koto in play to tap it.
Sphinx of Magosi has been a favorite of mine in commander decks. Flyer, card draw, and keeps gettign bigger.
Omnibian is a good way to remove an opponents blocking creature by reducing it to a 3/3 after blockers are declared and before damage happens.
Simic Guildmage is good for the counters, but if you really want to run some auras then he gets better.

Other cards to consider:
Crystal Shard lets you block and then bounce a creature you control so that you can reuse the 'enters the battlefield' triggers.
Durable Handicraft give you an option to put a counter on any creatures as it enters the field.
Hardened Scales is a great card in this deck and is cheaper than Doubling Season.
Halimar Depths, Khalni Garden, Llanowar Reborn, Oran-Rief, the Vastwood, Temple of Mystery and Treetop Village have always been good to me.
Simic Growth Chamber lets you bounce the Halimar Depths, Khalni Garden or a tapped basic. Also retriggers the landfall cards.

Writing this up has made me want to get off my chair and go build my Simic commander deck. Thanks!I hope that these suggestions help you. As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.

greyninja on Animar & friends!

6 days ago

@WesRobs, Lurking Predators was a card I played for a while in 60-card. Idk how I traded them all away. Definitely something I would consider. If it lasts; you can gain more than enough value from one lap around in multiplayer. It would be really great with something like Vizier of the Menagerie and/or Sensei's Divining Top.

@s0up, animar can build a large boardstate very fast. That's my plan in 1v1, just smoke em.

If you puke your hand onto the board too early in multi ppl will notice and take you down. I'm running a decent amount of interaction to chug along a little harder until it combos. If I can build animar and my hand just by repeatedly bouncing something like Dream Stalker; I'm prepped to combo out... or romp the /x /x player lol

Even a few 5/5s can put in work. Imagine applying pressure (or having the ultimate blocker) with animar, plus playing stuff like Duplicant and eldrazi for free. Obviously that's an optimal outcome. I'm usually silent when I run this deck in big groups. Try not to play anything too flashy until you're ready. Almost a fifth of the deck has its power near or above 5, so it can bring the heat quick if left unchecked.

Protean Hulk is a card I wish I owned prior to the unban. It doesn't affect the board upon etb, but you can swing away and ppl will be afraid to kill it.

@KailDaemon, Rattleclaw Mystic is part of the morph package I've toyed around with a ton. Ainok Survivalist is one I just took out recently, Dwarven Blastminer is evil and has won me a few tiny leaders matches, then there's a couple I haven't tried like Willbender, Stratus Dancer, Brine Elemental, etc.

I will likely never replace Lotus Cobra. Its applications with cards like fetches, Wood Elves, Solemn Simulacrum, and the like are just too good! Rattleclaw Mystic does its job well, too. It should be in here.

Aetherflux Reservoir can get really scary really fast. If this was a dedicated 1v1 deck I'd absolutely be running it. Multiplayer I feel it'll be turn 2-3 Animar, Soul of Elements, turn 3-4 Aetherflux Reservoir, and ppl will be like hmmm I wonder what he's doing ?!... blap blap blap! I should still run it. What does anyone think could potentially come out of the deck?

Thanks for the comments! I'm always stoked on hearing everyone's ideas!

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