NOTE: This deck was intended for the Scars of Mirrodin-Innistrad Standard format, and is no longer Standard legal!
One bone broken for every twig snapped underfoot. -- Lanowar penalty for trespassing
A Standard-legal elf deck with a focus on quickly burying your opponent under a crushing burst of trample damage, either through Ezuri, Renegade Leader and an army of elves, or any large creature (e.g. Wurmcoil Engine, Thragtusk) swinging a Rancor or Revenge of the Hunted like a wrecking ball. Or perhaps a combination of the two?
Elf aggro: Ezuri, Renegade Leader works perfectly with the Archdruid, adding to the +1/+1 boosts by converting excess mana into elf-Overruns, and protecting key elves with regenerate. Copperhorn Scout allows elf druids to both attack and churn out mana in the same turn, and everything else to block the turn after an all-in attack.
Additional win conditions: Wurmcoil Engine and Thragtusk are large, threatening beaters that resist most forms of removal and are capable of generating large swings in life total. Rancor and Revenge of the Hunted can either force your opponent into uncomfortable blocking situations, or outright win the game for you. Wolfir Silverheart increases the number of serious threats under your control by two, and synergizes beautifully with wurm engines and tokens.
Utility and defense: Ezuri's Archers trade with most other aggressive one-drops, and are a particularly effective answer to Delver of Secrets Flip. Viridian Corrupter kills artifacts, blocks effectively, and can be pretty dangerous with a Rancor attached. Green Sun's Zenith is an incredible tutor, and converts your one-of green utility creatures into a quiver full of trick arrows.
Surgical Extraction - a fast, efficient countermeasure against reanimation decks like Frites, but also very useful in making sure Delver decks only get to Vapor Snag you once. Potentially strong against zombie decks' Geralf's Messengers, but be wary of all the incremental life loss. More proactive than Tormod's Crypt, even if it's less effective against Runechanter's Pike, etc.
Viridian Corrupter - Effective against Runechanter's Pike, etc. (haha) Puts the hurt on swords, Birthing Pods, Mortarpods, Mimic Vats, and Phyrexian Metamorphs, and potentially poisons your opponents and their creatures.
Tree of Redemption - stalls out burn, zombie, and stompy decks until you can assemble more imposing threats, and can be brought out fairly quickly with a little bit of mana ramp.
Silklash Spider - fantastic defender. Sweeps flying token hordes from the skies while also blocking most medium-large creatures with ease. Adds to the already impressive anti-air shenanigans of Ezuri's Archers. Beautiful against Delver, if you can manage to circumvent their Vapor Snags.
Garruk, Primal Hunter - lets you keep up in a card advantage war against control decks. Churns out beast tokens to reestablish a board presence after a mass removal spell, and restocks your hand once you control a respectably large creature. Alternate win condition.
Karn Liberated - repeatable removal against almost every card currently in standard, including enemy planeswalkers, reanimated fatties, Oblivion Rings, problem lands like Moorland Haunt, etc etc etc. Shiny and handsome. Alternate win condition.
Standard tournament, second place. Overall win record: 4-1-0.
Round 3: U/B Heartless Summoning Control (2-0)
Round 4: W/B Tokens (2-0)
Round 5: The usual U/W variety of Delver (0-2) - was really hoping I would draw a Surgical Extraction, but alas.
Things have been going really well for this deck since the new set debuted. I feel like Wolfir Silverheart and Cavern of Souls have perfectly plugged a couple of holes in the deck. Having protection from counterspells and the ability to turn even a lowly Copperhorn Scout into a 5/5 threat are two things that are extremely handy. I just feel like the whole thing is playing together better than it ever has. Results from the last two FNMs:
18 May: 1st place of 26 (5-0; won tiebreaker round against a friend's Esper Delver)
25 May: 2nd place of ~20 or so (3-1; bested by the same friend's now UR Delver/Bonfire of the Damned build)
Karn Liberated has saved me soooo many times, when no other card could (especially against Venser, the Sojourner decks), Wolfir Silverheart has won me soooo many other games, because some decks just have no answer at all to it, and Ratchet Bomb has dismantled soooo many of my opponents' decks (probably half of them, in all honesty). So these are my MVPs right now.
On the other hand, this deck met Bonfire of the Damned for the first time tonight, and I have determined that my elves don't like it all that much. I've yet to be on the receiving end of a Terminus, but I can't imagine that would be a very pleasant experience either. We shall see, we shall see.
I'd love to continue discussion on this deck, so absolutely feel free to ask/suggest anything, but I would also like to take a moment to thank everyone who has helped me with this build. I might fail in listing all of your names, but without your suggestions I might have never thought to use the following cards both currently and previously in my 75:
Copperhorn Scout - I knew this card had some great and interesting interactions with other elves, but I feel bad for nay-saying her inclusion for so long. My eyes are now open. - MagnaLynx21, McChisel, others
Naturalize - I was relying on Acidic Slime and Karn Liberated for my non-creature permanent smashing, but I underestimated how badly I'd need cheap, instant removal. Naturalize is often preferable to trying to power an ooze out with a 6-mana Green Sun's Zenith, especially when GSZs have so many other uses. - ItsAshcanPete, others
Karn Liberated - Karn is my hero. Karn, Silver Golem was the first legendary creature I ever owned, so he deserved to be in the deck for old time's sake anyway. - cartwheelnurd, OrgasmAndTea, nostalgia
Other sources of inspiration: various Glissa Rock deck skeletons (which are all vastly different but got my brain thinking), Todd Anderson's SCG Open Richmond Mono-Green Aggro (some recent inspiration, mostly for sideboard ideas), Solomon's Elvs Accelerati (Mono-Green), and zandl's standard-elves-believe-it (if I had known the latter existed, it would have saved me a little work, haha).
Dozens of other suggestions have been made, including such things as Genesis Wave, Primeval Titan, Beast Within, etc., and I am always switching things out and playtesting. So if you think this deck is lacking some amazing card, please let me know! This is why I like this site so much!
The old comments section got too long, kind of broke the page's format a little. I blame the pictures I keep embedding. Anyway, further discussion, etc. is of course encouraged, and thanks for checking things out!
Everyone else: green is fun. DISCUSS.
March 9, 2012 6:04 p.m.
HAHA I'm glad to see you threw him in. I haven't seen a beautiful creature like that to beat token decks (with Lure) since the days of Avatar of Might + Lure + Venom. You are making me want to get out my green rares and make a elf ramp deck again you! and I'll have to get out my Caged Suns again.
March 9, 2012 6:16 p.m.
green is my fav and a never fail. loved Omnath, Locus of Mana+Bear Umbra+Canopy Cover. +1 for variety and originality. Since u have exp against heartless decks could really use your insight on KeepEm Comin
March 10, 2012 3:10 a.m.
Genesis Wave seems like it would be insurance for your army or a good comeback. seems more effective than the hydra.
March 10, 2012 3:14 a.m.
So I'm sure someone has suggested this, but you might as well add Strangleroot Geist, he's probably the best green card in Dark Ascension and is a fantastic addition to any deck with plenty of green mana, also green sun for 3 and getting a 2/1 haste undying is quite satisfying...
March 18, 2012 1:09 a.m.
The view count! IT'S OVER 9000- ahem.
@ZimmerRemmiz Strangleroot Geist is very good, but I'd rather run it with Sword of War and Peace backup if I ran it at all, or find some way to exploit the undying mechanic. It's a solid, scrappy beater for sure, but its casting cost does sort of compete with the elves, and the elves are the source of the deck's ramp.
I definitely want to play with the geist, because I personally love the card, but I just don't really have a place for it in this deck.
@Ohthenoises The site's deck editor and I had a disagreement earlier (read: user error on my part) and the Engulfing Slagwurm was deleted. That wasn't intentional. I'm yet to actually play the card, but I'm still eager to see how it runs.
March 20, 2012 12:40 a.m.
lol no worries i was wondering how this has held up for you
March 20, 2012 12:46 a.m.
Understandable, being such a low cost card and not an elf I can understand it not really fitting into this deck...
March 20, 2012 10:41 a.m.
walk into a bar, only to get into fisticuffs (toothicuffs?) over the last bar stool. Who wins? There are one or two slots in the deck that I keep rotating because I can't quite get settled on this question. Anyone with some strong opinions for/against any of the above care to weigh in and set me straight? What drink preferences do you think these guys have? With names like "Voice of Hunger" and "Engulfing," I can't imagine they'd be particularly picky, but maybe each of the hydra's many heads has a different set of tastes? HELP.
Would be most appreciated.
March 22, 2012 10:09 p.m.
hydra is a mana dump slagwurm is health gain and vorinclex is more mana
March 22, 2012 10:21 p.m.
I would go with the Hydra, you don't even have to use very much mana to get him on the track to being huge, I know from personal experience that a turn 3 primordial hydra can end up just as dangerous as one that starts out huge, the personal experience is getting my face smashed by the bastard, plus after a few turns it can be immune to tragic slip, which isn't something that the other two can say, as far as raw power goes the Slagwurm wins with it's om nom nom power, but the Hydra is more versatile and can be played a lot earlier, also you don't need anymore mana so you might as well skip Vorniclex, I find him most useful for things like Helix Pinnacle and Omnath where getting ridiculous amounts of mana is to your advantage...
March 23, 2012 9:18 a.m.
The only downside I can see with hydra is you can't green sun for him and pay his x cost.
March 23, 2012 10:07 a.m.
Again. You know my preference as I was the one who suggested him but he normally goes best with things like lure or anything that gives him trample.
March 23, 2012 10:10 a.m.
im running mine tonight with slagwurm. you try something else and we will compare field notes.
March 23, 2012 10:13 a.m.
If I can just get one more Garruk for tonight and some wurm coils I will be running this. I play-tested with my friends and kill them hard with it. Defiantly one of my favorite decks in standard. If I could +100 On this I would!
March 23, 2012 2:01 p.m.
@killersuv I know it isn't exactly a top tier deck, and probably shouldn't even be mentioned in the same sentence as one, but I do have a LOT of fun with this deck, and I'm never disappointed that my win-loss ratio averages out to 3-1 or so. Glad to hear you're getting some use out of it!
@theurbanraptor I'm running an old Grand Architect deck of mine tonight (deck:deceiving-steel. It's accumulated some dust while I've been playing with elves and Fogs for the past three months), but I'll test this deck out some this weekend with 2x Primordial Hydra. If I get an opportunity to, I'll try a couple of games with the slagwurm as well.
Thanks for the opinions, everyone! Keep em coming if you've got em. Right now it looks like it'll be either the Engulfing Slagwurm with Green Sun's Zenith support, or the Primordial Hydra as a 2x luck-of-the-draw mana dump. Either way, it's nice to have a use for excess mana in case the whole Ezuri, Renegade Leader plan goes bust. Appreciated!
March 23, 2012 3:25 p.m.
i know they're a high mana cost but you could put 4 Primeval Titan in as they draw out the land which in turn can pump your hydra.
March 24, 2012 8:10 a.m.
Sorry, but I gotta add extra suggestions for the bar stool slot. I know you wanted less uncertainty rather than more, but, well, deal with it :P
Chancellor of the Tangle has vigilance, reach and (possibly) ramp, and the fact that he's 6/7 means that he can kill a titan and survive, which could be significant. Vigilance is absolutely beautiful in close games, which brings up my next suggestion:
Vorapede against removal heavy decks, this guy is your best bet, and an absolutely solid card, so if you're struggling with too much removal, or find you need just a little bit of extra tempo, give him a go. Interestingly, though, the aforementioned Chancellor of the Tangle knocks him around the bar all day, whilst the owner screams in dismay "Take it outside! Oh, my beautfiul bar..."
Vorinclex, Voice of Hunger since the strength of your ramp comes from elves, his ramp ability is a little limited. His last ability, though, is an extremely powerful control one (in green no less), so he seems an excellent choice against ramp and wolf run decks. He's also the most expensive, at a hefty eight mana, has trample, which immediately makes him more tempting than the fatties without trample, his 6 toughness means he dies to all titans. I question the need for extra ramp when you've already cast this guy for eight, but the control cannot be overlooked. The only reason I'd choose this guy over the others is if you desperately need to shut down games (well, late game at least).
I've got to put the rest on a second comment, because there's a character limit.
March 24, 2012 9:29 a.m.
Engulfing Slagwurm obviously lacks trample, which is potentially crippling against chump decks. However, Bellowing Tanglewurm can help to overcome this (I like to imagine that Bellowing Tanglewurm is the guy in the corner of the bar that has had a few too many and forgotten how to use his 'inside voice'). The biggest advantage to the slagwurm, and it's a pretty massive advantage, is that it kills fools dead. Phyrexian Obliterator ? Hmmm tasty. Wolf run ramped titans? Perfect, that's one of my five a day. This guy's place is killing big fatties. If other fatties scare you more than control (Vorinclex) close games (Vorapede and Chancellor), run the slagwurm.
Primordial Hydra is my personal favourite. I run four in my similar elf deck, as I think I've said before, and she(!?) simply becomes unfair with Increasing Savagery (which I still think deserves consideration, but I wouldn't know what to take out for it). The hydra demands to be removed, whereas the slagwurm and even Vorinclex might simply stall the game for a while. If your opponent doesn't kill the hydra or win quickly, you WILL win, and that's the bottom line. Add into that the flexibility of the hydra, that it is a threat from 3-mana onwards, and the fact that it's an excellent card to rely on if you find yourself top-decking, and the fact that it compensates nicely a big weakness in elf decks (mass removal) by just sitting in your hand as a plan B, and I think the hydra is the safest bet. He's also almost immune to infect. The only downside, really, is that he's quite useless against burn decks, which kill him easily early game and aren't likely to see a late game. He doesn't compensate against these deck types at all, and finally he can't be green sun'd.
Hope I've thrown some light on the subject. If you want to shut down control and wolf run decks, I'd go Vorinclex. If you're afraid of other big fatties, go slagwurm. If you want flexibility and a card that's a win-con all on its own, go hydra. And if you find yourself playing games that get right down to the wire, where you're afraid to attack for fear of being wiped out in the next turn, Vorapede and Chancellor are excellent. In fact, for the last category I might even throw in Village Survivors if you find green vigilance super-sexy.
March 24, 2012 9:33 a.m.
@OrgasmAndTea Thanks, that was quite helpful. Whatever doesn't make the main deck has a good chance of finding the sideboard (Vorinclex, for example).
Some day, in some deck, I definitely want to eventually use Increasing Savagery, because I love it so. Alas, alack.
Thanks again! I'm glad I have one or two of each of these, for science reasons.
March 24, 2012 1:20 p.m.
My pleasure, it's good to have another elf player to bounce ideas around with. And yeah, aggresively suicidal just about covers it. Mine have so much difficulty getting life insurance it's no wonder they turn to aggressive suicide...
March 24, 2012 2:27 p.m.
I run lure for just that reason when I play elves lol keeps them off her and with slagwurm takes care of so much.
March 24, 2012 8:35 p.m.
I prefer Deadly Allure, flashback and deathtouch make it so much more tasty...
March 25, 2012 12:49 a.m.
With slagwurm noone gets to deal damage. They die upon declaration of block. Also lure effects every creature deadly allure just says it must be blocked.
Dorman I finally broke down and made my elf deck ill post for you tomorrow.
March 25, 2012 1:39 a.m.
I know this, I just find deadly allure to be more useful more often, and when used in tandem with lure the effects can be devastating without needing the massive amount of mana required for Slagwurm...
March 25, 2012 8:26 a.m.
well, i ran it with engulfing slagwurm, went 4 and 2. Would have been 5 and 1 but i green sun'd for the wrong card.... DOH!
March 26, 2012 11:44 a.m.
Its one hell of a choice.. take 7 or give you health and by the time you have him out they have fatties too
March 26, 2012 11:55 a.m.
Also, Zim, he has so much ramp here that he can sun for it turn 3-4 if he plays it right. I play this deck very similarly except instead of using sun I use g wave to potentially drop more stuff out including lands lol.
Corrections from above. Curse your sudden but inevitable betrayal keyboard!
March 26, 2012 12:35 p.m.
and as promised deck:ok-elf-ra-oh-god-thats-not-an-elf
March 26, 2012 12:38 p.m.
By the way not sure if you guys knew it but if Engulfing Slagwurm becomes blocked by a creature with protection from green they still have to kill it because the slagwurm doesn't target (looking at you Mirran Crusader)
March 26, 2012 3:06 p.m.
Reasoning: my store's current metagame is pretty control-heavy right now. Big, dumb, lovely, amazing, wonderful green creatures are dying at instant speed. Sleek, chromed planeswalkers are a little better at sticking around and winning the attrition game.
I mostly like the flexibility this gives me for game one. I can still crash in with big, dumb, lovely, etc. trampling elves for quick turn 4-5 aggro wins, but I -also- have a game plan for longer games before I even have to glance at my sideboard. With as many U/B control decks as I'm seeing, this seems like the intelligent move to make here.
Plus I enjoy shouting KAAAAAAAAAAHRN!
March 29, 2012 12:42 a.m.
This deck runs smoothly as long your creatures don't die (control decks screw this, needs pro control). THis deck is still pretty good.
please look and comment on my own decks!
March 29, 2012 11:08 a.m.
My creatures take multivitamins, they're good. Got to get that B12, Doom Blades will bounce right off you.
March 29, 2012 11:22 a.m.
A Batterskull or two instead of your Primordial Hydras. Given that your meta is heavy on control, and you have loads of mana, it seems like it might make an interesting fit. It also works quite nicely on Thrun if you happen to have them out at the same time. Anyway, +1 from me. Cool deck. Nice job dorminjake.
March 29, 2012 7:30 p.m.
Consider my love affair with Karn Liberated reignited. I think we're getting married.
Went 3-1 for 4th place last night, which is eh. Managed to beat a delver deck pretty handily, as well as my first time facing a Naya Birthing Pod deck (thank you, my dearest Karn).
My one loss was to the first properly made B/R zombies I've encountered. Been waiting for this deck to show up. It's got better removal than RDW and has a higher number of beaters that are resistant to removal. And Mortarpod with 3x Geralf's Messenger is NUTS. Very good deck.
Yanywho, elves are still elfing things up in most situations, so that's pretty nifty.
March 31, 2012 4:30 p.m.
April 2, 2012 8:25 a.m.
He's never exiled Invisible Stalker. I don't think I've ever claimed he had.
Okay, just read what you're referring to, in the tournament reports. Karn exiled the SWORD, not the stalker. I thought that was clear, since I mention my opponent was unable to get a second sword into play.
April 2, 2012 11:24 a.m.
Blargenspargle to clarify Hexproof only means you OPPONENTS can't cast spells at your Hexproof(creature/artifact/player) but you you can if you control it...
Say you used Grimoire of the Dead, in the process you end up with a Invisible Stalker from another player's Graveyard you could still enchant it with Angelic Destiny then attack with a 5/5 Flying Human/Zombie/Angel...
April 2, 2012 12:05 p.m.
Yes I know hexproof works _ but he said "Game 2, he got an Invisible Stalker into play and equipped it with a Sword of War and Peace, which a ramped-out Karn Liberated promptly exiled" which confused me, but yeah I see now.
April 2, 2012 2:41 p.m.
well thought out deck, would love to give it a try but I dont own the karns or GSZ, I love green but never quite manage to pull off a decent green deck, this looks like it would be fun to play
+1 from me
comments/advice welcome on my latest deck I took to this weeks FNM RW Tokenrider Im a relatively new player but managed to pull a 2nd place with it, its surprisingly quick when it works.
April 2, 2012 7:13 p.m.
Hey man, how do you embed the pictures in the Description? Freakin' awesome...
Deck is cool too ;-)
April 4, 2012 12:45 a.m.
I just liked your deck to 100!!! My favorite color is clear.
Why no Autumn's Veil in the sideboard if you're having issues with control and black removal?
April 4, 2012 12:47 a.m.
Check MY Deck Out Please I SET FIRE TO YOUR CREATURE
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOW Amazing Deck
April 4, 2012 8:25 a.m.
@aeonstoremyliver I used a code for embedding images that can be found here: http://daringfireball.net/projects/markdown/basics
Scroll down to the section labeld "IMAGES" and copy the last line that has
img src="/path/to/img.jpg" alt="alt text" title="Title"
in angle brackets. Replace /path/to/img.jpg with a path or url to the specific image you want to use, and voila presto abracadabra, you have an image. Hope that helps!
Also, about Autumn's Veil. I used to run it in the sideboard, but I just never found myself using it much. I feel like it's definitely viable in the format, I just haven't needed it lately. My fears about an increase in control decks didn't pan out at my local store last FNM, so that could be why.
April 4, 2012 11:40 a.m.
MINI FNM. THE FNM FOR NINE PLAYERS.
So tonight involved a small crowd, but I wanted to play the deck once or twice before Avacyn Restored actually becomes a thing.
Win record: 3-0
- R/G Werewolves (2-1; problematic double Terror of Kruin Pass, followed by gratuitous Ratchet Bomb)
- B/W Sorin/Elspeth Tokens (2-1; games 2 and 3 were blowouts despite Stony Silenced R. Bombs.)
- BUG Birthing Pod (2-0; Card Advantage Tricks: The Gathering, beast tokens vs. ETB shenanigans)
April 20, 2012 11:53 p.m.
I really like Descendants' Path. I haven't decided about its inclusion here, however.
I kind of want to build a deck specifically around it, maybe with a slightly higher concentration of creatures with a more unified tribe. Topdecking another elf doesn't really help all that much unless it's an Archdruid. I like that it lets me filter my legend draws, but I dunno.
Going to mull it over. Lots of things to consider with a new set.
April 28, 2012 9:33 a.m.
Added a new blue variant of this deck here: Reflecting Elves. This version trades Glissa and GFtT for rampant abuse of Infinite Reflection. If this seems fun/silly/stupid, feel free to hurl comments at it!
May 9, 2012 8:31 p.m.
Just did some minor numbers tweaking above. The biggest change is the +2 Wolfir Silverhearts I've freshly added. They're pretty big (literally) removal targets, but so is everything else in this deck, and I honestly can't argue with the fact that they protect Ezuri or an Archdruid from being easily burned to death, as well as enabling 10/10 Wurmcoil Engines, 7/7 deathtouch/firststriking Glissas, 7/7 lifelinking wurm tokens, 5/6 Ezuri's Archers that can shoot almost anything out of the sky, etc. etc.
So, thoughts on Wolfir Silverheart? Again, could be problematic with instant speed removal messing up combat math, but s/he seems strong enough for sizable swings in game advantage.
May 17, 2012 2:40 a.m.
Primal Surge would be a late game finisher and you do get the mana. Although this takes up a big card slot. Just thinking.
May 23, 2012 12:07 p.m.
- the Wave rolls right over instants and sorceries, pitching them to the graveyard rather than stopping abruptly.
- the Wave rolls right over excess copies of Ezuri, Renegade Leader or Karn Liberated , and gives me the option to NOT play them without hampering my churning through the deck.
- having a limit to the digging in the form of an X spell means I have a little more flexibility in casting.
But both spells are a bit clunky for my personal tastes. I've always got the fear that my opponent will havea Terminus , Devastation Tide , card:Black Sun's Zenith, or Bonfire of the Damned the turn before I attack with my nice, new, giant army, and considering those are board sweepers in 4 of the 5 colors, it's almost always a possibility.
I DO like the card, though. It's big and flashy and AWESOME. I'm just being cautious and boring, haha.
May 25, 2012 1:46 a.m.
Small update posted, with some thoughts post-AVR. The deck's been playing really well lately. That, and/or it's been pretty lucky. Probably a bit of both.
May 26, 2012 12:42 a.m.
So Magic 2013 is bringing Arbor Elf and Elvish Visionary back, along with an as-yet revealed Elf legend named Yeva, so this deck is going to be getting a sudden surge energy between the months of July and October, at least until set rotation.
I'm not going to make any changes until more of the set has been spoiled, and maybe not even until the prerelease, but I'm excited all the same.
June 6, 2012 6:56 p.m.
Quite balanced deck, I like it much... maybe I'd think about some draw options, just an idea and I am sure you already did :D
June 14, 2012 5:04 a.m.
I could probably use some Lead the Stampede , but I would probably want to increase the creature count slightly, just to optimize the card. For now, I like playing the deck with a little bit of control in the form of Karn Liberated and Go for the Throat , just because of the kinds of decks I usually face at my local game shop.
Adding a bit more draw is something I'd like to explore though. I'll probably wait and see what M13 has in store. Thanks for your comment!
June 14, 2012 11:34 p.m.
Do you have any answer to Naya? It seems like an Invisible Stalker or Geist of Saint Traft , combined with Increasing Vengeance or an opponents Wolfir Silverheart would destroy you. Can I suggest Tribute to Hunger ? You could remove either Go for the Throat or one Sever the Bloodline .
June 15, 2012 11:02 a.m.
My hope in that matchup is to race with Wurmcoil Engine and my own Wolfir Silverheart s, or to kill with a trampling elf army. I've just got to out-aggro, and that's usually never much of a problem with all the ramp. I can also side in Phyrexian Metamorph to kill the St. Trafts and copy the Silverhearts, so I've got options.
June 15, 2012 11:19 a.m.
June 15, 2012 4:42 p.m.
Phyrexian Metamorph added back in, Tumble Magnet dropped. I'll just clone the things I would have been using the Magnet on in the first place (Mirran Crusader , Inferno Titan , enemy Wurmcoil Engine , etc.), with the added bonus of legend-killing.
June 15, 2012 6:21 p.m.
I am really interested in hunting up these cards and trying this deck out at my local FNM. Did you happen to go tonight? (June 22), if so, how did you do? and how well does your deck play against control and delver?
June 23, 2012 2:47 a.m.
I'm really loves elves and you're the one that makes me want to build an elf deck, again.
June 23, 2012 9:09 a.m.
@Alphawolf626 Just posted another tournament report/update up top. The gist: I visited a new store I haven't been to yet and managed to tie for first place! This other guy and I both went 3-0 and just decided to split the prizes.
I played against control (in the form of Solar Flare) in round 1, and really had no trouble against it at all. But I think part of that is most people's unfamiliarity with Ezuri, Renegade Leader , and the fact that I could regenerate half my field in the event of a Day of Judgment (he wasn't the only player to make that mistake last night).
The guy I split prizes with was playing U/W Delver, and we played each other afterwards in a for-fun game (we didn't bother cutting decks, and could mulligan to 7, that sort of thing). He absolutely destroyed me. I've played against other Delver variants, like U/R, U/B, U/G, and win maybe 3/5 of the time, but the stock U/W build can be really difficult for me. Then again, it was a fun game, sooooo.... Nah, he destroyed me. Just keep in mind that card:Ezuri's Archers is an excellent card to have in that matchup!
June 23, 2012 12:54 p.m.
Awesome results. My main standard deck, Call the WHAAAAAAMBULANCE, Placed 8th last night. It seems my hardest matchups are control and Delver variants :/ Thanks for the insight!
June 23, 2012 1:19 p.m.
June 23, 2012 1:56 p.m.
Thanks, it really is fun to play. I love the look on people face when I cavern+bird to a turn 2 mirran and a turn three hero of bladehold lol +1 to your deck as well
June 23, 2012 2:25 p.m.
After some consideration, I'm going to try a mono-green list this weekend, dropping the usual splash of black. I'm losing:
1x Glissa, the Traitor (1x additional copy in sideboard)
sideboard 2x Sever the Bloodline
1x Ezuri, Renegade Leader (total: 3x)
2x Revenge of the Hunted (total: 4x)
sideboard 1x Phyrexian Metamorph (total: 3x)
Thoughts: I like Glissa, but she rarely came into play, and even when she did, there were only a couple of occasions I got to use her artifact renewal triggers. She benefits more from a deck built around her. Go for the Throat was often useful, but just as often a dead draw. Revenge of the Hunted often ends up acting as removal on its own, and you can also get a ton of damage through at the same time. If I need more targeted removal, I now have the option of Garruk Relentless Flip in the sideboard.
What does everyone think? I'm trying to keep the deck roughly the same in terms of functionality, while improving the consistency a little, and trying not to sacrifice the weaknesses that green has that black was capable of filling (i.e. removal).
So far, my removal package is looking like:
June 25, 2012 8:39 p.m.
l love the changes. a lot of the decks out there aren't creature heavy enough early on to require the spot removal, especially since you have the abundance of creatures :) also, Revenge is so perfect. i find it both fitting and hilarious that you label it as 'removal' xD sad to see Glissa go but only because you rarely see her; i completely agree with your sentiments. good luck!
June 25, 2012 9:21 p.m.
@thundernick Thanks! I had a couple of games where an early miracled Revenge of the Hunted on an card:Ezuri's Archers or something was able to kill something like 2x Delver of Secrets Flip and an Invisible Stalker all at once, and I had one of those eureka moments where I looked at the Go for the Throat in my hand and simply frowned. It's removal in the same since that Bonfire of the Damned is. It isn't quite as powerful on its own as the Bonfire, but I'm sure you get my meaning.
Also: my heart swells with malicious joy when I target a Wurmcoil Engine with it. One green mana = one-sided board wipe + chunk of trample damage + gain 12 life. :D
June 25, 2012 9:36 p.m.
Fun thing is? With trample + deathtouch you only have to assign one damage to each creature and the rest goes to the dome.
I like the new changes, pretty sweet.
June 25, 2012 10:11 p.m.
June 25, 2012 10:31 p.m.
I just have a hard time with luck related things so miracle mechanic is coming nowhere NEAR me.
June 25, 2012 10:55 p.m.
@Ohthenoises actually, I'm pretty sure with trample you have to assign lethal damage (not counting the deathtouch) before any damage rolls over. It's when multiple creatures block a dude /without/ trample that you assign damage as you choose. Of course, if they had 12 blockers you could just spread out the love and take them all with you XD
June 25, 2012 10:57 p.m.
@thundernick the nice the about deathtouch is that one damage is automatically considered lethal, so a Wurmcoil Engine with trample could in fact be blocked by four creatures, deal one damage to each, and then all the excess damage (with Revenge: 8) would hit the opponent. Trample + deathtouch rules so hard.
June 25, 2012 11:11 p.m.
Deathtouch gets an exception to the usual blocking/assign damage order rules.
June 25, 2012 11:13 p.m.
Here are the relevant rules.
"702.2c A creature with toughness greater than 0 thats been dealt damage by a source withdeathtouch since the last time state-based actions were checked is destroyed as a state-basedaction. See rule 704."
"702.18b The controller of an attacking creature with trample first assigns damage to the creature(s)blocking it. Once all those blocking creatures are assigned lethal damage, any remainingdamage is assigned as its controller chooses among those blocking creatures and the player orplaneswalker the creature is attacking...."
So all trample cares about is that you assign lethal damage and deathtouch states that any non zero damage is lethal.
June 25, 2012 11:25 p.m.
@blackrun I think I'm going to keep this deck restricted to SOM-M12-ISD. I will in all likelihood build a separate deck to continue on post-rotation with ISD-M13-RTR.
In a post-rotation build of this, I think I'll definitely use card:Yeva, Nature's Herald , as she's awesome. Thragtusk would be another great addition, especially since it replaces my 4x Wurmcoil Engine pretty well (large body, lifegain, resistance to removal in the form of a leftover 3/3, that sort of thing). Also Rancor . Oh my gods Rancor .
I am looking forward to these new sets!
June 26, 2012 8:17 a.m.
I was really dubious at first but after playing the Duels of the Planeswalkers card:Yeva, Nature's Herald deck i came to appreciate Roaring Primadox .
June 26, 2012 8:23 a.m.
June 26, 2012 2:19 p.m.
Now that I've got a more consistent (mono-green) mana base, I've decided to throw in a couple of Buried Ruin s. At only 2x, they shouldn't interfere with my casting things, and would give me a more consistent method of artifact recycling than Glissa, the Traitor ever did (though, it was sheer beauty to see her wield Ratchet Bomb like a yo-yo of death). Lands are uncounterable, and land destruction rarely seen (and this land even wants to hit the graveyard, eventually), so I like the inevitability of future artifact wurm attacks.
They give the obvious benefit of recurring Wurmcoil Engine in a long, grindy Game 1, and are exponentially better after sideboarding my bombs and metamorphs.
If it works well for me, and if mana turns out to be an ultra- mega- non-issue, I may even bump the count up to 3 or 4.
June 27, 2012 8:02 p.m.
Could you explain your sideboard? To be honest, I am building this deck for my little brother (he runs a G/U Soulbond deck at the moment) and the sideboard has a few cards that would either be hard for me to acquire, or are kinda expensive. I was wondering if you could explain your choices for sideboard in hope that I can find a little more budget friendly set of alternate choices.
June 29, 2012 5:04 p.m.
I tried it out against a friend at the latest FNM. (My little bro used it, but made a lot of misplays because he isnt used to it) I wasnt able to get ahold of any Ezuri, Renegade Leader apart from the 1 that I have, so I dropped the other 2 and the acidic and added Dungrove Elder . The deck was definitely missing its Ezuri's, but I like how Dungrove ran with the Mono-Green. Maybe you could find a spot for it? I dont know if you have considered that card before :)
June 30, 2012 3:16 p.m.
@Alphawolf626 Dungrove Elder is definitely a strong card, and I would never complain if one suddenly decided to materialize on my side of the battlefield, but I'm cautious about dropping things for it considering so much of my mana ramp comes from creatures rather than lands, so my Elders will never be as big as a mono-green deck that intentionally builds around the card (by using things like Rampant Growth and Primeval Titan to power it up). I think it kind of comes down to Dungrove Elder vs. Thrun, the Last Troll , and I've decided to run the regenerator instead. Your mileage may vary!
June 30, 2012 4:07 p.m.
@Alphawolf626 As for the sideboard (sorry I'm so late in responding!):
Naturalize is good for those decks that rely heavily on problem artifacts or enchantments that you absolutely must kill as soon as possible, when one copy of a clunky 5-mana Acidic Slime just won't cut it. Birthing Pod and Shrine of Burning Rage are good examples, as is an Oblivion Ring sitting atop your Wurmcoil Engine or Karn Liberated .
Ratchet Bomb is insaaaaanely good against token decks, but can also be used to kill Insectile Aberration Flip Flip and problematic werewolves on the turn it comes into play, on account of their zero casting cost. It's also just generally handy for removing things that are giving you serious problems, as long as their casting costs aren't too high. This is really a staple sideboard card that I bring in a lot. They're a little expensive and rotate out soon, though. I'm not sure what to use in their place, if you don't have them. I was originally splashing black in this deck, for Sever the Bloodline . That's a pretty solid card against tokens, and also against reanimator decks, thanks to the exile.
Phyrexian Metamorph is for copy/killing enemy legends like Elesh Norn, Grand Cenobite , and for copying wurmcoils and enemy titans and things. Very versatile card. Sever the Bloodline could also sort of fill in here if you went black, or Phantasmal Image or the upcoming Clone if you go blue, or even just Beast Within to stay green. You can basically think of this as a removal slot.
Corrosive Gale kills spirit tokens, angel tokens, delvers, demons, etc. It's a pretty cheap card to order online. Since a lot of what it kills overlaps with Ratchet Bomb , you can just increase the number of copies if you aren't able to get some bombs on your board.
The extra Thrun is good against burn and control decks.
I bring in Garruk, Primal Hunter against heavy control decks that rely on a lot of board sweepers. The free beast tokens help me rebuild my board presence, and his draw power is crucial to refueling against an opponent with a full grip of answers. And then his ultimate is cool. Very good card. I was running him in the main deck, but wasn't all that great against all the flying aggro. I will probably start playing him in the main deck again once the sets rotate out, since he'll be reprinted in M13.
Garruk Relentless Flip was an experiment for this week. The intent was to use him as single target removal with the potential to do nasty things afterwards, but I never really got to do much with him. I may end up abandoning him for Beast Within or something.
Hope that helps!
June 30, 2012 4:09 p.m.
I can see where the dungrove wont be useful. One of the bigger changes I made was since I dont have Buried Ruin or Cavern of Souls (that 4-of is in my main deck), I just replaced then all with forest, so the land flow was perfect for dungrove. All I needed was a 4/4 or 5/5 hexproof with a shiny miracled Revenge of the Hunted
Thanks for the indepth sideboard. I think I ended up using it as is minus the Garruk Relentless. Beast Within is more useful overall I think. I recommend posting the sideboard strategy as part of the description in case someone asks again lol. Anyways, I really like where the deck is going and I think just a few tweaks against the metagame here and it could really be a surprise! How did you place this last FNM (June 29) I actually took first with Call the WHAAAAAAMBULANCE lol
July 3, 2012 2:31 a.m.
@Alphawolf626 I didn't get a chance to play it last week, unfortunately, because of reasons. Plans interfering and such. I won't get a chance to play it tomorrow, either. Maybe I'll get some use out of it between rounds during the M13 prerelease this weekend though. There's always that.
July 5, 2012 7:47 a.m.
idk about Arbor Elf , but Thragtusk is a winner. much better if you play him on naya or selensya because of Cloudshift s or other flickers. you will need to change your elf ramps when you will consider M13 core set. but all in all, very good deck theres also cheap trampler Rancor to consider, but i dont think you'll need that, Wurmcoil Engine is a boss
July 7, 2012 10:02 a.m.
@gbspot Yeah, once Scars of Mirrodin and M12 rotate out, if I want to continue with elf ramp I will probably just create another deck, and leave this one up here for posterity. It would be a fundamentally different deck without Ezuri, Renegade Leader and company. I would like to include at least 1x Thragtusk main deck, to help against Delver, but I might decide to make that more of a sideboard card instead. We'll see!
Looking forward to the prerelease today, so I can try all this new stuff out!
July 7, 2012 10:17 a.m.
@joking_pumpkin You might be surprised (I certainly was), but because so few people these days have actually played against Ezuri, Renegade Leader , many forget that he's capable of regenerating elves. I played in one tournament where I managed to regenerate two thirds of my creatures through three different players' Day of Judgment thanks to opponent misplays, twice against the same person!
But of course player error is not really something you can really depend on. Board wipes are actually the primary reason I run a full 4x Wurmcoil Engine s (and soon the occasional Thragtusk ), because you put your opponent in a very difficult position when you can have two 3/3s on the field and ready to attack immediately after a Day, card:Black Sun's Zenith, Blasphemous Act , etc.
Terminus is still a potential problem, but as long as you don't overextend, the high number of playable threats that this deck runs should be enough for you to recover. I also make sure to side in Garruk, Primal Hunter when I'm playing against control decks, as he provides a 3/3 body every turn, and can replenish your hand with his -2 if you need to bounce back from a loss in card advantage.
I've tried to make this deck relatively resistant to board wipes. I'm helped out by the fact that I'm seeing fewer control decks lately, and thus fewer sweeper spells, probably largely because R/G Aggro and B/R Zombies use so many undying creatures that mass kill spells aren't quite as useful as they've classically been. We'll just have to see if cards like Mutilate and a focus on mono-black control affect those numbers any.
July 12, 2012 9:55 p.m.
I used to play at the deep all of the time! Small world
July 14, 2012 2:33 a.m.
Hey im a little cofused and was wondering if you could help me i wanted to make a standard elf deck but it keeps saying my deck isn't legal in standard because of Arbor Elf and Rancor but you have those cards in your deck and it says its legal in standard so i was just wondering why that is and if you could help me out with that thanks : )
July 27, 2012 9:33 p.m.
This will never, ever happen, but in the interest of science, this deck can do 121 damage on turn 4, if you're on the draw.
Turn 2 - Forest, Elvish Archdruid
Turn 3 - Forest, Copperhorn Scout and 2x of some combination of Llanowar Elves and Arbor Elf . Tap your older elves to add six green to your mana pool (G from your 1-drop mana dork, GGGGG from your archdruid). Cast Ezuri, Renegade Leader and a second Elvish Archdruid .
At end of turn, you should have no cards in hand and seven elves on the battlefield.
Turn 4 - Draw and play Forest. Tap both Archdruids to produce 14 (7+7) green mana, tap an additional land to make it 15 and activate Ezuri's Overrun ability three times. Attack with all other elves. Everything but the Copperhorn Scout untaps. Before dealing combat damage, tap the Archdruids, your three remaining lands, and your three freshly untapped Arbor/Llanowar elves for a total of 20 green mana, and activate Ezuri's ability another FOUR times.
You have five attacking elves, each with +23/+23 and trample (+2 from the archdruids, +21 from the seven Ezuri activations), adding up to a grand total of 121 trampling, pointy-eared damage.
You can kill five other players in a traditional 20-life free-for-all multiplayer game, on turn 4, all at the same time, as long as each player has less than 5 total toughness amongst their blocking creatures. I'M JUST SAYING.
All it requires is an impossibly perfect draw against a group of opponents that do absolutely nothing whatsoever to interfere with your plans! This information is TOTALLY PRACTICAL! For SCIENCE!
August 1, 2012 11:46 p.m.
Copperhorn Scout has a place in my Elf EDH for just that reason, combine her with Priest of Titania , Elvish Archdruid , Rofellos, Llanowar Emissary , Wirewood Channeler , Omnath, Locus of Mana 's storage capability and Ezuri, Renegade Leader and you have a situation of "Rocks fall, everybody dies".
August 2, 2012 12:05 a.m.
I accept as canon any reality that allows me to defeat an opponent by throwing hundreds of green mana at them!
GO GO Helix Pinnacle !
August 2, 2012 12:29 a.m.
What will you change after the rotation? You have any M13 cards in mind to trade for, or will you wait until Return to Ravnica is launched?
August 4, 2012 8:18 a.m.
@chrisimtg I built the deck back in January (in a somewhat different form, considering many of the above cards did not exist yet), and I've played it and deckcycled it a bunch since then. 157 people seem to have liked it and proceeded to +1 it, and I am deeply appreciative of the response it has generated.
It's not the best deck around, but it's fun, it does well for me, and it got some people seriously considering elf decks in standard (thought mine was not the only deck to do that (zandl's Standard Elves: Believe it. (Back in business!), which predates mine, is rocking 122 votes itself!). Elves are pretty popular among a certain significant portion of the Magic-playing populace, after all.
August 5, 2012 3:27 p.m.
@hers I will probably create a new deck entry for what this deck turns into after rotation, because it will be a very different animal without Ezuri, Renegade Leader and Wurmcoil Engine , but I think an elf deck will definitely work post-rotation. Elvish Archdruid is arguably the key component anyway, and since it's getting reprinted, all kinds of elf shenanigans will still be possible.
Looking at just Innistrad block and M13, though, I could see the list being much more oriented toward just using elves to ramp out powerful green creatures. Vorapede and Thragtusk , for example, when played together, can sort of do an impression of Wurmcoil Engine , considering they are both usually take two removal spells to kill, and the beast is capable of gaining you some life. And then there is always Craterhoof Behemoth . And honestly, once Vapor Snag abuse is at an end, and card:Green Sun's Zenith is gone, there may even be a place for Primordial Hydra , the plucky little fella!
I am going to have to wait until Return to Ravnica to know for sure, though. Because Scars of Mirrodin is rotating out and Innistrad block didn't have any elves, I'm pretty much entirely dependent on the fall set introducing some spiffy pointy-ears. Thankfully, Selesnya and Golgari are both guilds that have traditionally included elves, so the likelihood of seeing some in the fall set is very high.
August 5, 2012 3:42 p.m.
well i like it. i have an elf deck i just made elf weenies yum. its ok. +1
August 5, 2012 4:42 p.m.
elf combo seems good... just saying.
copy paste this into yo' browser nerds...http://magic.tcgplayer.com/db/deck.asp?deck_id=1034706
not so popular yet, that it gets hated on too bad... i mean, in my opinion its the most effective way to play elves before rav shows up. Post scars of mirrodin falling off... I agree, elves might be the way to go. But, in the fleshy meaty inbetween... Genesis Wave is elves' best friend.
August 7, 2012 6:47 a.m.
what do you have against Day of Judgment ?? this deck doesn't seem like it has a 84% win ratio, it may be just luck. green alone doesn't have much to go against turn 4-6 control. or even mass burn? or any whipe spells? you need to splash something. I understand the ramp will confuse the initial player. for instance take wolf run... i would mulligan til i had a burn and a mana or two then destroy all your 3 toughness and less with Slagstorm that would leave 5 creatures your have left in your deck that Wouldn't die, and the chance you are drawing 1 of them is .094333333 per turn assuming you started with 7 cards and didnt mull and no mana ramp at all for turn 4 for a fatty.
The deck standard is a decent amount of people player delver, and you can somewhat deal with that. however Wolfrun, entreets, solar flare, U/B Control, Mirrodin crusader alone.... Feast and Famine
try splashing red, add 4x Rootbound Crag lose the 3x card:Ezuri's Archers and replace them with Birds of paradisethen put in 3x bondfire and get rid of Viridian Corrupter or put it in your side board, but naturalize is 10 times better. also Silklash Spider is un-needed find something else to take out and replace those cards and you will have a much better chance of winning.
Hope this helped.
Jspedz top 8 PTQ 2012 Green/Blue Blue Green HexSmash
August 8, 2012 10:15 a.m.
@jspedz It's probably just my meta, honestly. I have seen so few board wipes these days, other than Bonfire of the Damned and the rare Terminus (which are, admittedly, pretty dang powerful). Wurmcoil Engine and Thragtusk shrug off most board wipes quite well, actually, and the Garruk, Primal Hunter in the sideboard is very good against such shenanigans.
Slagstorm is solid against me, but I'm just not seeing many people using it. With elf combo sort of being a thing, that may soon change. Then again, the sideboard helps: Tree of Redemption , Thrun, the Last Troll , and again, Garruk. If someone is stalling the board position for a board wipe anyway, I have time to get the lands to play these things, even if I lose card advantage or tempo in the short term. I also have the option to just play around it.
Entreat the Angels has never been a problem for me, and is part of the reason (the other being Delver) that I have card:Ezuri's Archers and especially Silklash Spider in the main deck (the spider is also a surprisingly good wall against the likes of R/G aggro, what with the seven toughness and all). Also? Ratchet Bomb helps.
Mirran Crusader is a jerk that I always fear, but I never see him played. I've pointed out before that my options against the crusader are limited, but I do have a few options. If I start seeing him played more, I'll be adding Tumble Magnet or some additional artifact creatures to my sideboard. Perhaps Wall of Tanglecord ?
Also: no need to take my 84% win rate seriously. While my local game store does have some excellent players, we've also had lots of newer players showing up this summer. None of us are exactly professional. Also, my sample size is pretty low: only 38 matches played, many against the same people/decks across multiple weeks. The percentage doesn't really hold up to any academic rigor, it's just me being obsessive about statistics.
I'll consider removing the numbers, as I don't really want to be making the statement that this deck will definitely win that much. It won't. I'm sure some of my success with the deck is because I've been playing some form of it, off and on, since January.
August 8, 2012 11:49 a.m.
Also: so far, Delver and Zombies give me the most problems. I think my win rations against them are somewhere in the 40-50% range.
R/G Aggro, Tokens, Miracles, Control, Solar Flare have been perfectly manageable, though I have to point out that I haven't played against much Control in the last few months (my planeswalkers used to be in my main deck, and have since moved to the side for exactly that reason).
Birthing Pod and Trading Post decks can be grindy stalemates, and are part of the reason I've opted for a main deck Viridian Corrupter over Acidic Slime (it's 2CC cheaper, and thus easily played without ramp, to take out artifacts that absolutely must die now).
Hope that helps, to anyone interested in my personal anecdotal experience with matchups (take with huge grains of salt)!
August 8, 2012 11:56 a.m.
yes i understand where you coming from however; on the current top 8 frequency located here -> http://magic.tcgplayer.com/standard_deck_hq.asp, the following decks use whipe - RG Agro, Naya Pod, UB zombies, Wolfrun, UW mid Range, Wolf run Rug, Solar Flare BW vencer.Bant pod, Black Market. All have Whipe Spells turn 2,3,4,5
The killer of your deck is yes, Terminus which is played in Entreets, Solar Flare UW Mid range, BW Venser
one whipe turn 3, 4, or 5 even 6 will end your deck and that would suck.... splashing an ally color will help you here.
Hear me out,
Your a mana ramp, well splash white and use card:Faith's Reward it wont change your Mana much at all, use 3 scars lands, and 4 of the Sunpetal Grove and replace 7 forests take Tree of Redemption out of your sideboard and the Revenge of the Hunted replace these 4 cards with both 4-Faith's this way you have a counter to whipe spells this also helps the Thragtusk and Wolfir and other fatties from Re-triggering and staying on the field. Personally i dont see this change doing much damage to your deck, in any way let me know, whats you think.
This will get around everything whipe but Terminus because the card is broken
Hope this helps
August 8, 2012 2:07 p.m.
Did this deck once have infinite reflections? Copying a wurmcoil onto everything else amongst other prime targets for rwplication definitely was a good idea and quirky.
Have you tried Soul of the Harvest it definitely fits into the ramp and fixes the problems i see in decks that drop creatures early and often.
August 9, 2012 1 a.m.
Also a Fresh Meat would respond well without having to splash color to counter a board wipe.
August 15, 2012 7:19 p.m.
@gheridarigaaz I used Infinite Reflection in a version of this deck, found here: Reflecting Elves. I was a fun and quirky little trick, I won't lie. I like the card, expensive as it is, and I'm looking forward to finding a use for it in Ravnica as well.
August 15, 2012 8:01 p.m.
I really like this deck and I have tried to make an elf deck of my own, Elvish Warpath. Its not standard or anything, I tend to play with friends and we just use whatever cards we have managed to acquire. If you could take a look at it, I would really appreciate it. I know you don't have too many problems from board wipes, but I found that Gutter Grime helps with those except the Terminus .
August 16, 2012 1:14 p.m.
I'm just jumping into elves today, and I'm fascinated how they work. Just a note though, this is far from Standard. Modern yes, but Standard no. I get the feeling of an abandoned thread here. +1 though for cool pictures and elves!
November 23, 2012 10 p.m.
Anyway, like I said I'm new to the world of Elves, and I'd like some help with my Standard Elf Deck Damn Dirty Elves!!. Thanks!!
November 23, 2012 11:16 p.m.
@AirlockFart Yeah, this is a deck from last season. I've left it marked 'Standard', because that's what the deck was originally intended for, and unfortunately there is no 'Historical Standard' tag. I kind of feel like if I changed the tag to Modern, people would jump to compare it with other Modern elf decks, and there's no way this deck would hold up against those. Better to leave it collecting dust. It's pretty self-evident by looking at the decklist that it's defunct anyway.
I'll take a look at your deck, but just as a comparison point, and for anyone else who stumbles across the above retired deck, here is my current Standard elf deck: Elves of Deeper Shadow
November 23, 2012 11:36 p.m.
I Love this deck! Very good set up. I also have an elf deck. Mono Green Elf Deck It would be awesome if you would take a quick look at it and give me any tips, tricks or ideas for the deck. + 1 From Me :)
January 19, 2014 4:46 p.m.
It's an old mislabeling error. If you read the first line of the description, I clarify this deck was intended only for Scars of Mirrodin-Innistrad Standard. I've changed the label to Casual to hopefully avoid any other 2-year necrobumps.
September 14, 2014 12:26 p.m.
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|Top rank||#1 on 2012-01-24|