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
Duel Decks Anthology (DD3) 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
Modern Legal
Noble Legal
Duel Commander Legal
Canadian Highlander Legal
Oathbreaker Legal
Block Constructed Legal
Tiny Leaders Legal
Commander / EDH Legal
Magic Duels Legal
Pauper EDH Legal
Unformat Legal
2019-10-04 Legal
Pauper Legal
1v1 Commander Legal
Leviathan Legal
Legacy Legal
Casual Legal
Vintage Legal
Highlander Legal

Wood Elves occurrence in decks from the last year

Commander / EDH:

All decks: 0.17%

Wood Elves Discussion

fmastrome2008 on Yarok, the Desecrated

6 hours ago
  1. Increasing the land count to 36 lets you hit your 4th land drop ~6.4% more frequently.

  2. Woodland Bellower combos with Fierce Empath and Wood Elves really nicely and gets you so far ahead on board further than your opponents.

  3. Some great additions that I use are Tatyova, Benthic Druid, Ob Nixilis, the Fallen, Muldrotha, the Gravetide, and Avenger of Zendikar. Pair them with a fetch land or two and the card advantage is insane.

fmastrome2008 on Yarok, the easy peacy lemon squizzy

6 hours ago
  1. For consistency, bring the land count to 35-36 with a curve at 3.4. You'll hit your 4th land drop 6.4% more frequently.

  2. Wood Elves and Farhaven Elf are fantastic ETB land triggers.

  3. Tatyova, Benthic Druid and Sire of Stagnation are straight gas if left unchecked.

  4. Ob Nixilis, the Fallen is a beat stick.

  5. You'll want something like Lightning Greaves to protect Yarok. This deck functions much better with him on board.

fmastrome2008 on Tribal Horrors

6 hours ago

You're missing some of the best cards for a Yarok build. Mulldrifter, Shriekmaw, Sire of Stagnation, Wood Elves, Tatyova, Benthic Druid, Thassa, Deep-Dwelling, and Massacre Wurm are great additions to start with.

The second problem is mana and lands. With a curve at 3.86 and 29 lands, you're going to be mana screwed more often than not. Increase this to 36 lands for consistency and you'll hit your 4th land drop 32.5% more often. Remember, no bounce lands!

Sol Ring belongs in every commander deck. Sorcery land grab spells are great additions as well. Good budget options are Rampant Growth, Farseek, and Cultivate. ~10 slots for mana acceleration is a good rule of thumb to go by.

fmastrome2008 on Twice Enters

7 hours ago

This seems like a budget build, so I'll keep it in mind. I've been tuning my list for almost a year, and I love this guy.

  1. This deck abuses mana all day. The land count needs to increase to the 35-36 range for consistency. Remember, mana flood > mana screw. Good lands to add on a budget are Bojuka Bog, Exotic Orchard, and Myriad Landscape.

  2. Lands are also harder to interact with than artifacts, so adding some sorcery fetch spells is a good idea. Consider Farseek, Rampant Growth, Cultivate, and Kodama's Reach.

  3. Panharmonicon is perhaps the best artifact for this deck. It is the only spell I recommend breaking the budget for.

  4. Wood Elves, Farhaven Elf, and others are great ETB effects to nab lands from the deck.

  5. This deck doesn't function well without the commander. Come up with ways to protect him via counter spells or protection artifacts like Lightning Greaves.

  6. Tatyova, Benthic Druid and Sire of Stagnation are straight gas. Worth including both. Neither are that pricy.

  7. Great utility spells are Mulldrifter, Shriekmaw, Reclamation Sage, and Ravenous Chupacabra.

  8. A great combo is Woodland Bellower -> Fierce Empath and Wood Elves. It sets you so far ahead of your opponent with the double ETB trigger.

Good luck!

fmastrome2008 on Yarok EDH

7 hours ago

This looks like a budget build, so I'll throw some cards at you that will help improve your game plan without totally breaking the bank.

  1. Myriad Landscape is a great budget fetch that nabs 2 basics.
  2. Exotic Orchard is a great rainbow land < $1. It's certainly not Command Tower, but it gets the job done.
  3. Avoid the bounce lands in your maybeboard. Don't run them ever in this build.
  4. Sire of Stagnation is straight gas and draws 8 cards off 1 opposing fetch.
  5. Woodland Bellower lets you go off and nab up to 6 extra cards. Combo with Fierce Empath and Wood Elves to get yourself ahead of your opponent super quick.
  6. Cultivate and Kodama's Reach are great budget options for land acceleration. They are both strictly better than Grow from the Ashes and have cheaper CMC than Circuitous Route.

Good lucK!

Profet93 on Xenagos' Dudes goes Face

21 hours ago

I also run a Xenagos deck! Lol, what are the chances! I will try to keep cards under $15 per your suggestion....

Enchantments....

  1. Greater Good - BEST card you will ever add, if you listen to ANYTHING I say, this is it. Period.

  2. Lurking Predators - With 1/3rd of your deck as creatures, this is like a sunbirds invocation that does something even if you pass the turn! Highly recomended!

  3. Rancor - Nice to have, makes a 1/1 into a 6/4 trample with Xenagos. Providing trample cheaply and repeatedly is nice

Artifacts

  1. The Great Henge - A bit over budget, but nice to have. Card draw, lifegain and ramp all in 1, usually for .

  2. Gruul Signet - Nothing flashy, but another 2 mana ramp to help bring Xenagos out T3-4

  3. Lifecrafter's Bestiary - Scry and card draw, not bad, definitely worth considering to help maintain gas

Sorcerries

  1. Decimate - 4 cards for 1? yes please! Can also target Xenagos if no other enchantments since he's indestructible.

  2. Hull Breach - Mini decimate, still good!

  3. Life's Legacy - Very useful, sometimes it sucks sacrificing a beater, but its sometimes very very needed, especially if you know they are holding up removal, they cant cast it in response since saccing is additional cost to cast

  4. Nature's Lore - Ramp on T2 that can search up duals and brings the land untapped

  5. Rishkar's Expertise - I rarely advise for risky cards, but the positive far outweighs the negative. Your biggest issue in this deck is getting 2 for 1ed, when you cast a draw/enchantment spell on your creature, they can remove it in response so you lose 2 cards to their one. But the potential of drawing 8 plus cards and casting a spell for free helps with this deck lack of tempo and card draw. I think it fits quite well

  6. Skyshroud Claim - Nature's lore x2. While not necessary, can be helpful in keeping some tempo and ramp is crucial in a big beaters deck.

Instants

  1. Beast Within - Permanent removal. Thats a nice Maze of Ith you got there, ashame if it got destroyed :D

  2. Berserk - A better unleash fury that can on occasionally kill opposing creatures when needed

  3. Momentous Fall - Used in response to removal, removal can't be used in response to cast on the same creature

  4. Return of the Wildspeaker - Used in response to removal

Lands...Obviously none of these are needed, but they make the deck slightly better are relatively cheap. Worth the investment, IMO. You have lots of room in your landbase given you are playing green and already run an ok amount of ramp. Adding even more ramp will really make your utility lands shine.

  1. Dread Statuary - Manlands are helpful as they can be used for draw spells (see above instants/sorcerries) and can be equipped with rancor to deal damage unexpectedly.

  2. Castle Garenbrig - Need that extra mana for that creature? I got you covered

  3. Bonders' Enclave - Decent card draw

  4. Blighted Woodland - Ramp

  5. Myriad Landscape - See above

  6. Raging Ravine - Manland

  7. Sheltered Thicket - Least important of all lands, but nice to draw late game and can be fetched with nature's lore, farseek, skyshroud (although it will come in tapped)

  8. Kessig Wolf Run - Has helped me win here and there. Shouldn't be overlooked, nice to have like the rest of these

Creatures

  1. Atarka, World Render - 12/12 double strike trample flying w/ Xenagos! Too good to pass up

  2. Balefire Dragon - Deals with token decks and can clear a board while dealing heavy damage

  3. Carnage Tyrant - HEXPROOF. I cannot tell you how many times hexproof has saved me in this deck. They cant use their removal they've been holding up, they can't counter it, and it has trample. Stats leave something to be desired a bit, but can pack a punch with Xenagos and is safe to use Rishkar's expertise on

  4. Elder Gargaroth - New card which fuels card draw and has vigilance too!

  5. Fierce Empath - Nice to find the beater you need

  6. Goreclaw, Terror of Qal Sisma - Ramp and provide trample!

  7. Eternal Witness - Nice recursion of a beater or draw spell

  8. Ilharg, the Raze-Boar - A beater that returns itself eventually and helps bring in other beaters (note: ETB triggers and the creature can attack a different opponent). Like a mini sneak attack

  9. Inferno Titan - ETB and attack trigger. Not bad, I find it useful although you might not despite it being better than a lot of your other cards.

  10. Kogla, the Titan Ape - ETB and attack trigger. Can be nice to bounce an eternal witness to give it indestructible.

  11. Lifeblood Hydra - Even if they kill it, you get to draw something. I've found it useful, especially with berserk.

  12. Nylea, Keen-Eyed - Helps make your creatures easier to cast, hard to remove, and helps you maintain gas. I'm still not convinced with it, testing it in my own build TBH. But thought it worthwhile to mention.

  13. Pathbreaker Ibex - A beater that provides trample to other beaters. Puts in some decent work, especially with a rancor!

  14. Reclamation Sage - Cheap artifact/enchantment removal on a creature (ex: lurking predators)

  15. Sakura-Tribe Elder - Another cheap 2CMC ramp spell to ensure Xenagos T3-4

  16. Savage Ventmaw - HUGE TEMPO! Attack and cast Rishkar's expertise or the Great Henge and then return of the wildspeaker/momentous fall/life's legacy or anything else is huge. Getting the attack and tempo in is VERY helpful as our deck struggles with tempo putting all the mana into a big creature.

  17. Shaman of Forgotten Ways - Ramp and an alternate wincon should you need it

  18. Siege Behemoth > Thorn Elemental

  19. Wood Elves.Farhaven Elf - Ramp, wood elves getting untapped duals

OVERALL: The deck is ok. I'm surprised how it has such a low CMC, but given your X spells. Once you replace those with 5+ CMC creatures, it will increase your AVG CMC to "normal". You want your AVG CMC to be around 4. Xenagos works as a sniper, you cast one big creature, give it haste and hope it doesnt eat removal. Given you spent all that mana on the creature, you don't do much else for the turn and then people usually swing at you because they are afraid of you casting another big creature out of nowhere.

As a result, having protection for them is crucial. In the form of heroic intervention, or another card out of budget such as Deflecting swat (which is SO powerful, counter counterspells, redirect targetted removal, targetted draw, targetted extra turns and more FOR FREE, so you can BLUFF INTERACTION). One more idea I'm thinking of is to replace Giant growth with Vines of Vastwood, similar function but provides protection as well. Also see Blossoming Defense for a similar function should removal/interaction is an issue in your meta as much as mine. Given you play against combo, they probably have interaction prior to them assembling their combo.

I got lots of ideas for cuts, so be sure to lmk what you think of each suggestion!

Sloanan on Yarokin my Sox Off

1 day ago

fmastrome2008: Thanks for the feedback! The Growth Chamber was a holdover from my first go at the idea of using Yarok for landfall abuse and I just forgot to take it out when putting the deck online - that'll be swapped out for an Urborg for sure.

Funnily enough I had a pile of Mulldrifter/Shriekmaw/Chupacabra/Panharmonicon I was using for a Gyruda deck that I wound up cutting, so I think they'll be an easy include here for sure (literally thought about them as I was getting in bed last night), so I like that line of thought.

Rift is a long-term upgrade goal - now that it's been reprinted, I can probably get a copy soon.

As far as ramp/land goes, I tried going for creature-based ramp here (Wood Elves-type effects) to ramp so that if I get Yarok out, they become even better. That said I can probably make way for another piece.

Ob Nixilis was one of those I wound up taking out when I swapped from a landfall theme to just goodstuff, but on second thought he's probably worth an include. And damn, I completely forgot about Tatyova, Benthic Druid, so that's a windmill slam into here for sure.

fmastrome2008 on stealy dan

1 day ago

With a curve of ~4.5 and 34 lands, you're going to be missing a significant number of land drops and be mana screwed more often than not, especially with a commander that costs 5 to start! This deck wants as much mana as it can get late game. A good rule of thumb is to also dedicate 10 slots to mana ramp (artifacts, creatures, spells, etc...). Remember, mana flood > mana screw.

For consistency, increase your land count to a minimum of 36. I'd go more 37-38 with this high of a curve. I also rough-counted 5 cards that either get lands into play or are mana rocks. Farseek, Kodama's Reach, Into the North, Rampant Growth will really help you get to 4-5 mana more consistently. Farhaven Elf is another Wood Elves effect that is abused by Yarok. Also bounce with Thassa, Deep-Dwelling to abuse ETB.

Otherwise, the list looks pretty solid. Some additions to consider are Shriekmaw, Ob Nixilis, the Fallen, Urborg, Tomb of Yawgmoth, and Palinchron (infinite mana).

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