Maybeboard


There have been a number of good elves printed since I made this deck. It's probably overdue for an update.

Theme and Goals

A Mono-Green Elves aggro deck for casual play. This is a kitchen table deck based on the cards I have and ones I could find locally for a moderate price. In its current form, this deck usually goldfishes at about turn 5, with the amount of damage done per turn going up exponentially.

Deck Plan:
The idea is to get cheap aggressive elves on the table to start the damage, while ramping a little in order to get out a few lords and key cards to make the whole army stronger, then just snowballing into lethal damage before the opponent can catch up.

Some of the card choices, especially the one-ofs and two-ofs, are based on how many of that card I have.

Categories and Cards


  • Arbor Elf One of the best ramp cards in the game. This is my T1 play whenever it is in my hand.
  • Elvish Archdruid Can provide a lot of mana in addition to buffing the army.
  • Elvish Mystic
  • Llanowar Elves
  • Wild Growth Works well with Arbor Elf . **Honorable Mention (Since removed from the deck)**
  • Copperhorn Scout Lets you swing with mana elves (or tap them for mana), untap them, and then tap later for mana (or leave untapped as blockers).
  • Elvish Archdruid A key player. Anthem effect for my other elves. Provides big mana for a mongo multi-kicked finish.
  • Elvish Champion Anthem effect for all other elves, including my opponents'. Also gives Forestwalk, which can get tricky if my opponent is also playing Elves.
  • Ezuri, Renegade Leader Nice Overrun effect for all of my elves for a finisher. Can regenerate another elf, which might save a critical elf lord. Sure wish I owned more of them.
  • Imperious Perfect Anthem effect for my other elves and can add Elf tokens to help build my army for the big green snowball of badness finale.
  • Joraga Warcaller This guy's a key player. This is what you were building that mana ramp for. This is where the Elvish Archdruid s fulfill their destiny. Build your army; multi-kick this guy with all the mana you can scrape together, then set the army loose. If Ezuri, Renegade Leader is in play as well, then do the math to do the maximum damage. Let the whompin' begin. Save 1 mana, if you can, so Ezuri can rescue Joraga from a devastating Doom Blade .
  • Elvish Visionary Gives the deck a tad of draw, which it can definitely use.
  • Jagged-Scar Archers Air defense for my ground-bound Elvish army. They grow in strength as my army grows, so they scale to the threats I'm likely to be facing from the sky. If something *truly* horrible files in, let Timberwatch Elf double the Archers' kill power. Or hit it with 2 Archers.
  • Timberwatch Elf This guy can make one of your elves very tall indeed, just in time for battle. Or better yet, do it after blockers are named, to make that unblocked 1/1 Elf a monster. This guy has a lot of nice synergies, and I'm tempted to up the count, maybe to a full play set.
  • Immaculate Magistrate A key card. This is here mainly to throw +1/+1 counters onto Joraga Warcaller to buff the whole army. Works as a combat trick with Joraga or alone. It's absolutely bonkers if you've just cast a Genesis Wave .
  • Gift of the Gargantuan Filters my top 4 for just the right Elf and helps me find land.
  • Nature's Way Helps me punch damage through and kill off problem creatures, like large tough fliers or creatures that hide behind the lines and provide ugly effects. Timberwatch Elf can make my chosen champion way too much to handle. Immaculate Magistrate can do the same and make it stick.
  • Wildsize Another way to Trample a lot of damage through. Combos well with all the buffs this deck can deliver. Also provides a bit of useful draw.
  • Naturalize Utility. Gets rid of problems.
  • Elemental Bond Draw. By the time I draw this and can cast it, pretty much every creature will replace itself with a card, even the tokens. Another card I could really use more of.
  • Genesis Wave Great way to rush Elves into battle. As long as X is at least 4, this will bring any permanent I have onto the battlefield. 47 of the 60 cards qualify. Only Joraga Warcaller would rather not be found by this (due to the Multikicker). I get to pick the order to put them on the battlefield, so to go first, I think I'll choose . . . Elemental Bond . :-) Keep in mind, lands are permanent cards with converted cost 0.
  • ### Potential Changes Out: 2x Naturalize In: 1x Ezuri, Renegade Leader + 1x Dwynen's Elite or 1-2 x Terastodon Out: 2x Wildsize or 2x Nature's Way In: 2x Rancor

    Suggestions

    Updates Add

    Made these changes to include Genesis Waves and upgrade the Trample and Fight mechanics.

    Out:
    1x Copperhorn Scout
    1x Taunting Elf
    3x Savage Punch
    1x Tower Above

    In:
    2x Genesis Wave
    2x Nature's Way
    2x Wildsize

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    Date added 8 years
    Last updated 3 years
    Legality

    This deck is Casual legal.

    Rarity (main - side)

    1 - 0 Mythic Rares

    15 - 0 Rares

    5 - 0 Uncommons

    21 - 0 Commons

    Cards 60
    Avg. CMC 2.19
    Tokens Elf Warrior 1/1 G
    Folders My Active Decks, Decks i want, Green
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