|Commander / EDH||Legal|
Printings View all
|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|
|Promo Set (000)||Common|
Combos Browse all
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
12 hours ago
Reconnaissance has been great for me as a way to make a risky attack for combat triggers without risking your creatures. I’m also not a huge fan of cards that tutor lands to your hand, like Civic Wayfinder even with tribal synergies. Wood Elves is a worse body that’s not a warrior, but actually ramps you.
1 week ago
Granted the last 3 are mostly for sac lands (Fetches, Krosan Verge, stuff like that) or sac creatures (Wood Elves, Sakura-Tribe Elder), but I love me some alternative ramp that your opponent doesn't see happening until it's too late.
1 week ago
You definitely need to add some boardwipes, I only see the disk.
Maybe add these cards:
Panharmonicon if you go with an etb theme
Manglehorn make mana rocks come in tapped
Reclamation Sage etb removal
Eternal Witness expensive but on theme
Viscera Seer cheap, sac to scry not bad, especially if you want to reuse a creature for an etb effect
Satyr Wayfinder self mill
Sylvan Safekeeper SUPER good for protecting your big bois
Tatyova, Benthic Druid great if you're going for a landfall subtheme
Yavimaya Elder good for mana fixing
Coiling Oracle once you start playing from graveyard, essentially a draw spell
Meren of Clan Nel Toth with a sac theme, could be a good secret commander
Yahenni, Undying Partisan sac outlet
Wood Elves good ramp outlet once you start recurring
Archaeomancer good way to get back your non-permanents if you run self mill/wheels
Hermit Druid self mill
Maybe take out these cards:
Baleful Strix not a lot of utility unless you just need flying blockers
Notion Thief it will certainly be in the graveyard at some point, but flash is what it makes it so good; also no guarantee you'll have Whispering Madness to cast with it; you have several tutors though so maybe you could get it off
Sheltering Ancient buffs your opponent's creatures if I understand correctly; you'll have to buff at least one creature to even attack with this
Shriekmaw a little too specific about removal
Abrupt Decay cmc might be too low to use in some cases
2 weeks ago
for your green splash you could just include some ramp like Rampant Growth. This should get you past the worry of spells. Add in a few of the forest that are also plains like Temple Garden and Scattered Groves and you shouldn't have to worry about Emeria as much. there are a few Rampant Growth effects that will look for non basics like Skyshroud Claim & Wood Elves I'm sure there are more.
This should help get your mana moving as white does struggle with ramp.
Tithe is also good regardless if you want to stay mono white or not. at instant speed you probably are going to get to cast it and grab 2 Plains (non basic at that).
Voice of All is a nice little angle I like vary much to deal with those pesky commanders who like to kill you via commander damage as she is flexible enough that she will work against at least one deck at the table but probably two.
3 weeks ago
This deck looks extremely fun to play!
Couple quick thoughts, in running cards like Ashnod's Altar or Animate Dead, I think Wood Elves or Reclamation Sage would be better overall value when compared to their enchantment equlivents ex. Seal of Primordium, since you get the “enter the battlefield” effect, along with a good ramp target for the altar. Also, those value creatures can serve as a nice speed bump to protect your Planeswalkers.
In that same vein, cheap “draw a card” creatures like Wall of Blossoms would be on theme since they can protect you in the early game, or cycle and protect a Planeswalker in the late game. Basically, those cards are never a dead draw.
3 weeks ago
4 weeks ago
The immediate standout changes are to green's low-drop commons. Gone are the days of topdecking junk like Civic Wayfinder or Gilt-Leaf Seer. In place of crap cards are tried-and-true staples like 4xLlanowar Elves and 2x Wall of Roots. A total of ten mana dorks plus the acceleration from one Wood Elves, four dorks each to the 1-drop and 2-drop slot, dramatically transform this deck's image from that of a clumsy Wood Elemental to a a sleek Craterhoof Behemoth. Very few mana acceleration was present in the original deck and I suspect that if it was playtested very much (spoiler: it probably wasn't) they would've balanced for green being uch, much slower than it now is, which will present a future balancing conundrum.
Green's ramp payoff is mostly evenly distributed among the 5 to 8 drop slots. This is the opposite of a focused ramp deck, which will pay attention to specific drop slots with its specific dorks in order to get maximum consistency. I'm okay with this since this deck is meant to be played with beginners in a modest casual setting.