There's nothing quite like a big ball of elves to roll over your opponents. With some of the best mana dorks in the game, such as Priest of Titania and Elvish Archdruid, elves have massive mana acceleration. Overwhelm your opponents and empty your entire hand in mere turns with this simple, powerful, and cheap beatdown deck. Then, use massive draw spells to refill your hand and repeat as necessary for victory.

This deck is an evolving budget build made for a friend new to Commander/EDH.

Categories

The decklist is organized based on the purposes of its contents.

These cards allow you to gain more mana than 1 per turn. This allows you to cast Marwyn, the Nurturer earlier, and most increase her power and toughness to gain even more acceleration from her tap effect.

Arbor Elf: Untaps lands with the Forest subtype, but the requirement of having a tapped Forest makes it weaker than a creature like Elvish Mystic.

Birchlore Rangers: Tap any two elves to gain a color of mana. This should be used on non-mana dorks. This effect can target the rangers, and doesn't have a tap symbol, meaning it can be used the turn this creature is cast.

Devoted Druid: A 2 drop mana dork that taps for 1 would normally be bad, but the ability to self-untap by putting a -1/-1 counter on itself makes this one worth it. Combos easily with other elves like Joraga Warcaller.

Elvish Archdruid: Extreme acceleration and buffs all other elves you might control, which allows Marywn, the Nurturer to tap for extra mana. One of the best cards in this deck.

Elvish Guidance: Massively boosts mana production for a land, which can be used right away.

Elvish Harbinger: Tutors any elf to top of deck, taps for mana, and is an elf. What more could you want?

Elvish Mystic: An ideal turn-1 mana dork.

Fyndhorn Elves: An ideal turn-1 mana dork.

Genesis Wave: Green decks run into the problem of spending all that mana they generate off their creatures and lands. This card can solve the issue of all that floating mana by playing a significant amount of your top-deck, and also accelerates you off any elves, mana dorks, and lands you hit.

Gyre Sage: Taps for mana equal to the number of +1/+1 counters she has, and has the Evolve keyword. Even without building around counters, this elf is a potent mana-generator. Is amazing with Immaculate Magistrate.

Heritage Druid: An extremely good elf that allows you to tap non-mana producing elves for mana. Its effect can be used the turn it enters the battlefield.

Joraga Treespeaker: Essentially acts as a mana dork that taps for . With enough mana put into it turns all your elves into -producing mana dorks.

Karametra's Acolyte: A high cost mana dork that rakes in the mana by the dozens once you have your board established. One of the best mana dorks in the deck.

Leyline of Abundance: Increases all mana dork mana production by and can put a +1/+1 counter on all your creatures if you have excess mana. The +1/+1 counter effect synergizes nicely with Rishkar, Peema Renegade. You also get it out for free if it's in your opening hand.

Llanowar Elves: An ideal turn-1 mana dork.

Llanowar Tribe: A bigger mana dork that taps for .

Priest of Titania: The best mana dork in the deck, gives you for each elf on the battlefield. With 35+ elves in the deck, this nets you a ton of mana very easily.

Quirion Ranger: Untapping goodness for any mana dorks. Make sure to tap the Forest first before returning it to your hand for maximum mana.

Rishkar, Peema Renegade: Makes non-mana dorks into mana dorks, or buffs Marwyn, the Nurturer.

Seeker of Skybreak: More untapping goodness for big mana dorks.

Skyshroud Claim: Nets you 2 forests. Also helps thin out the deck a small amount, though this is not noticeable in a 99 card deck.

Sol Ring: A staple in any commander deck, a good accelerant even in an elf tribal deck.

Wirewood Channeler: Acts as a worse Priest of Titania. Still a great card, however.

Wood Elves: Fetches a forest upon entering the battlefield.

It wouldn't be commander without your commander, now would it?

Marwyn, the Nurturer is an especially powerful elf tribal commander. She grows more powerful for every elf you play, and also taps for mana equal to her power. She's quite easy to get out due to her low casting cost as well.

The Deck's main strategy is a Voltron build - spam out enough elves and trample enablers to power her up enough to one or two-shot players. The secondary strategy of the deck relies on a horde of high-powered elves which can overrun an opponent quickly, due to their highly synergistic effects.

These cards increase the amount of cards you draw. Without them, you'd float massive amounts of mana with no cards to play. Many of them rely on creatures in order to draw you cards, but with this deck, that shouldn't be a problem.

Beast Whisperer: With a deck running 40+ other creatures, this elf druid is a must-have. With Marwyn, the Nurturer out, he grants you massive card advantage off of summoning all those elves, white Marwyn grants you massive acceleration with her tap effect to cast those creatures you just drew.

Collective Unconscious: Nets you a card for each creature you control. While its cost is quite high, its easily usable due to the amount of mana acceleration your elves give you.

Guardian Project: With the singleton nature of commander, this card's effect essentially reads, "Whenever a non-token creature enters the battlefield under your control, draw a card."

Harmonize: Draws you 3 cards for 4 mana, nothing special.

Lifecrafter's Bestiary: Helps filter your draw step, and you can pay to draw a card whenever you cast a creature spell. Pretty good for the cost it has.

Primordial Sage: Serves the same purpose as Beast Whisperer, but costs more. Redundancy is very important for commander decks, since you're unlikely to draw into your very best cards each game.

Regal Force: Draws you a green card for every creature you control upon entering the battlefield. Works wonders with your elf-hordes.

Return of the Wildspeaker: Draw cards equal to your biggest creature (usually Marwyn, the Nurturer) or gives every creature you have +3/+3 for a turn. Very powerful, regardless of the mode you use.

Shamanic Revelation: This card would great even without the life gain, due to the ease of powering up Marwyn, the Nurturer, but the life gain helps a lot against burn decks.

Soul of the Harvest: Serves the same purpose as Beast Whisperer and Primordial Sage, but is also a 6/6 with trample.

Soul's Majesty: With the amount of counters Marwyn, the Nurturer will be gaining, this can easily net you a full hand.

Symbiotic Deployment: Skips your draw step in exchange for allowing you to pay and tap 2 creatures to draw a card. Very good in a fast deck like this that runs many creatures.

Zendikar Resurgent: Expensive but powerful mana ramp and card draw.

These cards give extra keywords to your creatures, give extra power and toughness to your creatures, or increase power and toughness of your creatures temporarily.

Elvish Herder: A cheap and effective elf that can give a creature trample for . There is no limit to its trample-giving effect, so long as you have the mana. Give all your big creatures trample, and swing for the bleachers.

Haunted Cloak: A good equipment that allows Marwyn, the Nurturer to tap for mana and attack in a single turn, and allows her to tap for mana on any turns she's been recast. Also gives her trample.

Nylea, God of the Hunt: Gives all your other creatures trample, can power up Marwyn, the Nurturer, and is a 6/6 with Indestructible once you gain a decent board presence.

Primal Rage: Gives all your creatures trample for only 2 mana. Works wonders with high-powered elves.

Rancor: A delightful little aura that buffs up Marwyn, the Nurturer with +2/+0 and trample, or any big creature. Also goes back to your hand if it goes to graveyard from the battlefield, allowing it to be reused.

Rhonas's Monument: Makes all your creatures cost less, and when you cast any creature spell, a target creature gets +2/+2 and trample until end of turn. Synergizes well with Marwyn, the Nurturer and already-big creatures.

Sword of Vengeance: Gives any creature (but especially Marwyn, the Nurturer) +2/+0, Vigilance, First Strike, Trample, and Haste.

Thunderfoot Baloth: If you have Marwyn, the Nurturer out, this little beauty gives all your other creatures +2/+2 and Trample, including Marwyn. Also is a 5/5 with Trample, or a 7/7 with Trample if Marwyn is out.

Timberwatch Elf: Powers up any creature significantly equal to the number of elves you control.

Commander decks can't function without 'em!

Castle Garenbrig: Serves as a pseudo-forest, that can also turn into that can be only cast on creature spells and/or abilities.

Forest: It's a mono-green deck, what did you expect? More seriously, the low amount of forests is due to the sheer amount of cheap accelerants this deck is running. I'm looking at you, Elvish Mystic.

Wirewood Lodge: The best land in the deck. Tap then untap any big mana dork you have to nearly double the mana you recieve from them. The best targets for this effect are Marwyn, the Nurturer, Priest of Titania, Elvish Archdruid, Wirewood Channeler, and Karametra's Acolyte, but any mana dork that produces or more will work in a pinch. Can also tap for a colorless if you don't need the elf-untapping effect.

These cards help keep important elves protected from single-target and mass removal. Marwyn, the Nurturer dying resets her +1/+1 counters, so Hexproof, Shroud, and Regenerate are a must-have.

Ezuri, Renegade Leader: With this elf around, you can pay to regenerate any elf but himself. His second effect allows you to pay to give all your elves +3/+3 and Trample until end of turn. It should be noted that this second effect is stackable, so if you have tons of mana you can activate it multiple times to give your elves some serious power and toughness, in addition to Trample.

Lightning Greaves: A staple in any commander deck. Gives Marwyn, the Nurturer or any important elf Haste and Shroud, which allows them to tap for mana as soon as the greaves are attached, and protects them from single-target removal. It should be noted that shroud prevents you from targeting the creature the greaves are attached to, so Wirewood Lodge and similar effects can't untap them. This doesn't effect cards like Copperhorn Scout though.

Swiftfoot Boots: Works as a second copy of Lightning Greaves, but with the drawback of costing to equip instead of . The upside is that it grants Hexproof instead of Shroud, as well as Haste. This allows single-target untapping effects you have like Wirewood Lodge to still effect the equipped creature, while still protecting them from enemy pinpoint removal.

Helps get rid of annoying enchantments and artifacts. Creatures and Planeswalkers will get destroyed by your tide of elves, and green lacks mass creature removal. These combine well together.

Beast Within: Unrestricted permanent removal, a rarity among green cards. Save this for a particularly annoying or hard to deal with card.

Broken Bond: Artifact/enchantment removal that also accelerates you by putting out any land from your hand.

Nullmage Shepherd: A wonderful little elf that allows for repeatable artifact/enchantment removal by tapping creatures you control. Very easy to use with how many 1 and 2 drop creatures this deck is running.

Reclamation Sage: An elf that that destroys an artifact or enchantment upon entering the battlefield.

These are cards that don't fit into the other categories, but help the deck's strategy in some way. These include creatures that grow with the more elves you have, elves that untap other elves, add +1/+1 to other elves, etc.

Copperhorn Scout: Untaps all creatures you control with each attack. Use with mana dorks to double their mana.

Drove of Elves: An elf creature that comes with built in Hexproof and grows more powerful with each green permanant you have.

Dwynen, Gilt-Leaf Daen: Gives you life for each elf that attacks, also gives all other elves +1/+1, and has reach. Good for buffing elves and against burn strategies, and helps deal with annoying flyers.

Elvish Champion: Gives all other elves +1/+1 and Forestwalk. Green is a very common color to run due to its mana ramp, which helps tremendously with getting through to your opponent.

Elvish Promenade: Creates an elf token for each elf you already have. This gives Marwyn, the Nurturer a lot of +1/+1 counters, in addition to creating a tide of elves for synergistic effects.

Immaculate Magistrate: Massively buffs Marwyn, the Nurturer's mana gain, power, and toughness. You can also use this on any other creature with trample to deal massive damage. Works wonders with Gyre Sage.

Imperious Perfect: Repeatable elf token creation for Marwyn, the Nurturer's effect and beating face, and gives all other Elves +1/+1.

Joraga Warcaller: Massively buffs all the elves you control when Kicked.

Lys Alana Huntmaster: Doubles Marwyn, the Nurturer's counters whenever you play an elf.

Vivien Reid: Filters important creatures and lands from top of deck, and acts as repeatable removal. Her ultimate is ridiculously powerful, but hard to pull off.

Strategy

This deck should be easy enough to learn and play, but here's a few tips from my experience with playing it.

Knowing when your opening hand is a bust and when to mulligan can often be the difference between defeat and victory. Knowing how the deck functions, its contents, and what you might draw into is extremely important in any deck - even more so in mono-color. The following are my personal observations about what makes a good opening hand.

Accelerants: You want a mana dork that costs and produces or more mana with no more than 1 other non-land card required for the ability to "go off". Examples include Arbor Elf, Elvish Mystic, Fyndhorn Elves, and Joraga Treespeaker. In addition to your turn 1 mana dork, you also want a secondary accelerant that you can put out by turn 3. Examples of this include Priest of Titania, Elvish Archdruid, Seeker of Skybreak, and Quirion Ranger.

Lands: You want at least 1 Forest, to cast your turn 1 mana dork. You want at least 2 lands including a forest, but no more than 4 total. A Forest and Castle Garenbrig or Wirewood Lodge are the best land combination to get in your opening hand.

Draw Cards: You want at least one draw card you can cast after you have your accelerants and Marwyn, the Nurturer on the battlefield. If you don't, you'll just be top decking without gaining any more meaningful board presence. I wouldn't keep a hand with only Harmonize for draw, but if you like taking risks, then go for it.

Remaining Cards: The remaining cards can be whatever you come across - removal, draw, extra elves, and so on. Remember that this deck allows you to play your opening hand very quickly - you'll often find your hand empty if you don't have a draw card by turn 3 or 4.

Mulligans: If you can't see yourself bringing out Marwyn, the Nurturer by turn 3, or establishing a viable board presence early and drawing into more elves, it's a bust. Mulligan and try again. Going lower than 5 cards is very dicey - this deck relies on the elves propping each other up, and without enough of them you will quickly fall behind.

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Date added 3 years
Last updated 3 years
Legality

This deck is Commander / EDH legal.

Rarity (main - side)

3 - 0 Mythic Rares

26 - 0 Rares

22 - 0 Uncommons

17 - 0 Commons

Cards 100
Avg. CMC 3.17
Tokens Beast 3/3 G, Elf Warrior 1/1 G, Emblem Vivien Reid, Morph 2/2 C
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