Wood Elves

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
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander Anthology (CMT) 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

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

VanDerTroll on Sir Bounce-a-Lot

1 week ago

Hey, thanks for the comment!

Once I get my hands to Horn of Greed I will try it for sure.

Evolving Wilds , Terramorphic Expanse : I prefer to put my lands untapped ASAP so even though they can be used twice with Crucible of Worlds I prefer not to mess with my tempo early game.

Sword of the Animist , Blackblade Reforged : After playing the deck I realized that I don't want to attack with any of my creatures (apart from tokens) because most of the time I combo out. Also one iteration with Tatyova is more than enough so Helm of the Host is a win more. Wood Elves , Grow from the Ashes : On 3 CMC I prefer two for one ramp spells like Cultivate . I guess that I could try replacing Primal Growth for Grow to see how it goes.

Pervavita on Sir Bounce-a-Lot

1 week ago

Wood Elves, Evolving Wilds, Terramorphic Expanse, Grow from the Ashes, Sword of the Animist all give you more land enter the battlefield to ether draw cards and/or ramp.

Horn of Greed to give more card draw.

Helm of the Host you don't exile the token at end of turn so your going to duplicate your commander and draw more and more cards per land dropped.

Blackblade Reforged why not make a creature huge for all those lands you have?

Vasher on

1 week ago

first I'd go with some other lands. Depending on your meta, maybe a Homeward Path, Arcane Lighthouse, or Ghost Quarter for some cheap utility, or even a Temple of the False God, or Nykthos, Shrine to Nyx for additional ramp. or if you don't mind the cost (I read above you're looking to keep it cheap) Yavimaya Hollow, is great, but really expensive. land utility is great, and most decks aren't designed to help defend against lands that do things, there are a ton of lands that do lots of cool stuff.

Sands of Delirium isn't something I see in mono-green, it's a great effect but not something I'd put in this deck imo. Helm of the Host if phenomenal, but again, I wouldn't run it here.

and a couple great cards that I don't think see's enough play is Recollect and Regrowth. Saying that it can get ANY CARD from your graveyard?! makes it so that you can get that key piece from any board-wipe someone may throw at you, or that spell you wish you could cast again.

also another great ramp creature is Wood Elves. I could go on, but I don't want to reform your deck, just maybe give you a couple suggestions.

magiclinks.de on Muldrotha: Recursion, Reanimation, Repeat

2 weeks ago

Additionally:Wood Elves are one of my favorite ramp spells as they search for untapped nonbasic forest. They seem a perfect addition to the deck. Solemn Simulacrum is also almost an auto-include in many of my decks. At 4 cmc not cheap but potentially adds card draw with a sac outlet.Last but not least Skyshroud Claim is a veeery nice ramp spell, also not cheap cmc. Not a permanent so maybe not perfect for Muldrotha but worth thinking about it.

ThallionDarkshine on Turbo Land Beatdown

2 weeks ago

Currently you've got so many cards that I'm not sure what you want to be mainly focusing on, so I'll just talk about some cards that I feel are somewhat mediocre in this type of deck.

Icy Manipulator feels very low impact, and much more suited to a deck that can abuse artifacts in some way. I'm also not a huge fan of all the mass land destruction effects. You spend a lot of your time ramping, so I feel like they would probably set you back more than everyone else.

Next, some of the ramp options that I don't really like. Farhaven Elf and Wood Elves, while good cards, are usually just worse than 2-cmc ramp spells in this deck. You don't have a whole lot of payoff from having creatures, so some of the cheaper or higher impact ramp spells are usually just better. Elvish Pioneer feels fairly bad in here, while you can use it to ramp out Mina and Denn early, it comes at the cost of a land, which actually limits the effectiveness of your commander.

I think the main thing you need to focus on going forward is deciding what the main thing is that you are looking for in your threats. You've got a lot of options for curve toppers, and even with a ton of ramp there's a limit to how many 6+ drops you can run. Personally, I really like cards that have some utility besides simply being a beater, like Balefire Dragon (serves as removal), Dragon Mage (serves as draw), or Multani, Yavimaya's Avatar (can recur itself).

One thing I really like about this deck so far is the amount of low-cmc threats you've included. Things like Managorger Hydra, Scute Mob, or War Elemental all allow you to be very flexible, letting you squeeze them into a turn while ramping, or just developing them in the early game and letting them grow.

One powerful piece of draw I like in pretty much any green deck is Lifecrafter's Bestiary. It lets you filter your draws early on, and once you have tons of mana it becomes a powerful draw engine. In addition, you seem to have forgotten one of the most powerful landfall threats: Avenger of Zendikar. Not only does it create a ton of tokens, your commander's extra land drop lets you pump up the plants very quickly.

BodhiQL on Tishana, Voice of Thunder

2 weeks ago

Not a lot of this is actually very good. I feel like you're playing lots of cards just because they say "draw a card", but that isn't what a Tishana deck wants to achieve. You want to play lots of little creatures and build a boardstate, then play your commander and draw cards with her, not necessarily other cards in the deck. First off, you want a ramp package. Elves are the best option because they're cheap, have synergy with each other, and work towards a larger Tishana. Elvish Mystic, Fyndhorn Elves, Llanowar Elves, Boreal Druid, Wood Elves, Arbor Elf, Coiling Oracle. Then non-elves- Kodama's Reach, Cultivate, Rampant Growth, etc. It is okay to run some card draw to help you in the early game. Elvish Visionary, Edric, Spymaster of Trest, Brainstorm, Distant Melody (depending on how many elves you have). Also, you're in blue, you need some decent counterspells. What you have is very subpar because you only seem to be playing it for the card draw bonus, which tends to make counterspells overcosted and inefficient. Arcane Denial, Mana Leak, Spell Pierce, Counterspell, and the like. Don't play too many, maybe like 5 or so, because you want most of the deck to be creatures to fuel Tishana's draw engine. Here is a list of some suggestions I threw together. I'll keep working on it for you.


Tishana Examples

Commander / EDH* BodhiQL

1 VIEW | IN 1 FOLDER


Lotuslaz1 on Derevi *still figuring this out*

2 weeks ago

Far too little creatures. Your general ramps you so you dont need too many ineffective ramp spells. Go gor a creature toolbox style deck. Wood Elves, Acidic Slime, Mystic Snake, Mulldrifter are all good cheap inexpensive creatures that have immedeate value. And prolonged value with your general out. For creature tokens the splicers are not good. You should try for creatures that tap to put out a token or actual creature like Elvish Piper or Kazandu Tuskcaller

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