This Deck is Born

My Elvish journey in Standard started with the release of Magic Origins and a powerful three drop Elf creature, Shaman of the Pack. She allowed Elves decks in Standard to actually work and possibly be competitive. The first version of this deck was Golgari colors (G/B) and called Golgari Elves. The very first decklist was:June 30, 2015

Chord of Calling

During the first day of playtesting on I came to the conclusion that Thoughtseize is not really needed game 1, but rather games 2 and 3 to take your opponent's board wipes and Planeswalkers. I moved 4x Seize to the sideboard for 4x main deck Chord of Calling. I quickly found out that Chord was bonkers in this deck and with Elves in general. Convoking a Chord for six to get Shaman was easy for this deck and extremely powerful.June 30, 2015

Woodland Bellower

Adding Bellower gave this deck a fantastic one of Chord target since he can find and put Shaman directly into play. At the time I could convoke a Chord for 9 using my Elves on the battlefield and lands to get a Bellower which was a powerful play, but I realized much later that Bellower really does cost too much to reliably play in this deck.July 1, 2015

Sylvan Messenger

The name Messenger Elves is born. At first I wasnt playtesting with Messenger at all. Someone in the comments section recommended that I add some Messengers because Chord can get her and since then I haven't looked back. I Added 4x Messenger to the deck and took out 4x Company.July 5, 2015

First Sideboard

Up until now I wasn't using a sideboard in my playtesting since the meta had not even remotely started to become clear. The first sideboard for this deck was a mess:I quickly found out that Deadbridge is not a good card and Seize should go back into the main deck.July 6, 2015

Winning Decklist

After taking a few weeks off from playing this deck I returned to it and developed the first completive decklist. I started winning a lot on and was feeling really good about the deck.July 20, 2015

Thoughtseize Back

I moved 4x Seize out of the sideboard and put it back in the main deck. The main reason for this change was because of Abzan and main deck Languish.

July 22, 2015

Gilt-Leaf Winnower

Winnower was a completely overlooked card by me at first. I didn't think it was a good card at all. Then Abzan with Siege Rhino became the best deck in Standard so I decided to start playtesting Winnower and was very much surprised how good he is. 1x Winnower was added to the main deck and sideboard.July 24, 2015

Chord Toolbox

This was the first really thought out sideboard plan using a variety of singleton creatures and using convoke with Chord of Calling to get any one of them when I needed them. Some interesting creatures included:This sideboard plan while neat turned out to not be needed and after a while I changed the sideboard back to a traditional plan.July 27, 2015

Downfall and Obelisk

Hero's Downfall was added main deck in place of Murderous Cut basically because of Abzan with Rhino and Elspeth. I had cut Downfalls for Cuts in the early stages because of the double black casting cost of Downfall which was a misstake. 2x Obelisk of Urd was also added which gave this deck another powerful way to win the game if I wasn't finding or drawing Shaman or Chord.Aug 15, 2015

More Nissa

At one point I was playing 4x Nissa main deck with 20 lands. I quickly found out that four Nissa is too much and 20 lands is not enough. I ended up using 3x Nissa and 21 lands for a while until I finally settled on 2x Nissa.

Aug 18, 2015

Collected Company

All this time I wasn't playing Company at all instead deciding to go with 4x Messenger as my card advantage. Company is too powerful of a card not to play in this deck because of the interaction with Shaman. I added 2x Company main deck.

Aug 19, 2015

Self-Inflicted Wound

By this time Abzan Aggro and Midrange was rampant in Standard. Wound turned out and still is a terrific sideboard card vs Abzan. Added 4x Self-Inflicted Wound to the sideboard.

Aug 24, 2015

Standard Rotation

Standard rotation was a month away, all cards from Theros block and the M15 core set can no longer be used in Standard. This deck lost a lot at this rotation with the biggest losses being Elvish Mystic, Chord of Calling, Thoughtseize and Downfall. All other elves in this deck were not affected which still left a great core in place moving forward.Sept 3, 2015

Battle for Zendikar

Battle for Zendikar while a pretty poor set in general, did give this deck three great new Elves. The returning creature type Ally and its new mechanic Rally added three Ally Elves to this deck, an excellent mana Elf in Beastcaller Savant, a flying Elf Skyrider Elf and an Elf that can mass pump a team of creatures for a turn Tajuru Warcaller. Battle also brought new powerful fetchable dual lands to Standard which allows this deck and many more to easily include a third color or more.Sept 15, 2015


With the release of Battle for Zendikar and Skyrider Elf this deck takes on a new shape by including blue as its third color, turning Messenger Elves into Sultai. Up until this point this deck was Golgari making this the first time I was splashing a third color in this deck. The first Sultai decklist was:Sept 19, 2015

Rattleclaw Mystic

I decided to replace Leaf Gilder with Rattleclaw Mystic because Mystic could help to cast since he can make blue mana a turn 3 Kiora, Master of the Depths or a 5/5 Skyrider Elf much easier then Gilder could. This change worked very well if I had either a Kiora or Skyrider in my opening hand, but was not the best with all the other elves, specifically Dwynen's Elite and Shaman of the Pack. Sept 26, 2015

Reality Shift

Before GW Megamorph was such a popular deck this deck used Reality Shift as its main deck and sideboard cheap removal spell. Shift replaced Murderous Cut. Shift could exile Hangarback Walker giving no value to your opponent in the process. Once GW Megamorph became so popular then the big drawback of giving your opponent a manifest after using Shift was too much of a negative to continue using the card.Oct 1, 2015


Added Drana, Liberator of Malakir to the main deck as another aggressive single creature threat and a powerful threat with a battlefield of Elves. Drana is another Ally creature for Tajuru Warcaller and Beastcaller Savant can help to cast her.

Oct 6, 2015

Gnarlroot Trapper

Since turning this deck into Sultai colors Gnarlroot Trapper hasnt been used because I didn't think a good manabase could be configured to have turn 1 Trapper, turn 2 Beastcaller and turn 3 Skyrider. I have retooled the manabase to make Trapper work including 10x come into play untapped black sources for a turn 1 Trapper. Trapper giving deathtouch to Skyrider is very powerful.Oct 11, 2015


Since the first version of Sultai Messenger Elves I haven't been playing Dwynen, which has been a mistake. Dark Jeskai is a very popular deck in Standard. This deck really struggles vs Jeskai and Mantis Rider. Dwynen, Gilt-Leaf Daen is a four toughness lord Elf with reach that can attack through and block a Rider. Dwynen is also very good with Skyrider Elf because Skyrider is an Elf creature so he gets the pump from Dwynen. I added 2x Dwynen to the main in place of Drana, Liberator of Malakir because Drana is terrible vs Rider.Oct 27, 2015

Windswept Heath

After taking a break from playing this deck for a while I returned to it. All this time I have been using Bloodstained Mire and Flooded Strand as my two fetch lands because both can get all three of Sultai's color requirements. Both Mire and Strand can't fetch a Forest; this has turned out to be a large oversight by me of the building of this deck's mana base. Windswept Heath is replacing Strand in this deck because it can fetch a Forest and a blue source with Prairie Stream. Heath can't get a black source, but Mire can. Being able to have a fetch land that can fetch a Forest in the early game is very beneficial for this deck I just wish that I had realized this much earlier.Nov 21, 2015
Dec 14, 2015

Leaf Gilder

Added 4x Leaf Gilder giving this deck another two drop mana Elf. Gilder allows the possibility of a turn three Collected Company or Sylvan Messenger. Mana created by Gilder can be used to cast any spell in the deck which is great with Company. As a result of this Company has been increased to 3x main deck. The new Sulati decklist:
Jan 22, 2016

Oath of the Gatewatch

The set Oath of the Gatewatch is released. Oath gave this deck four very good main deck-able cards Sylvan Advocate, Oath of Nissa, Nissa, Voice of Zendikar and Hissing Quagmire. Advocate with Quagmire has turned out to have excellent interaction. To make room main deck for these new cards the Sultai Elf Ally strategy with Skyrider Elf, Beastcaller Savant and Tajuru Warcaller was cut.
Jan 22, 2016


With the release of Oath of the Gatewatch and having a new G/B Dual land Hissing Quagmire this deck moves back to Golgari colors. This move really simplified the manabase making it more consistent, not having to rely on fetch lands and battle lands. Cutting blue of Sultai colors was the biggest change for this deck in a while. Sylvan Advocate replaced Skyrider Elf, Oath of Nissa replaced Beastcaller Savant and Nissa, Voice of Zendikar replaced Tajuru Warcaller. The new Golgari decklist:
March 27, 2016

Shadows Over Innistrad

SOI didn't have any Elves in the entire set. Instead it brought combo back with Elves in the form of Cryptolith Rite and Westvale Abbey  Flip. This marks one of the biggest overall deck design changes for this deck in a while. No longer having to rely on just Shaman of the Pack or an Elf swam to win the game. Collected Company completely replaces Sylvan Messenger and the deck name Messenger Elves is changed to Rite Elves. The new Rite Elves decklist:
May 25, 2016


Rite Elves becomes Abzan to take advantage of the powerful cards Eldrazi Displacer and Declaration in Stone. Displacer adds yet another excellent combo piece to use with Cryptolith Rite and Shaman of the Pack. Continually, blinking Shaman now becomes the win condition of Rite Elves. This deck is now packing three powerful combo pieces to be used with Rite and Elves, Displacer, Duskwatch Recruiter  Flip and Westvale Abbey  Flip. Declaration is added mostly to combat Humans. Unconditional creature exile that can also completely wipe a battlefield of tokens is excellent. Abzan Rite Elves decklist:
July 17, 2016

Eldritch Moon

Eldritch Moon the second set in the Shadows Over Innistrad block also has no Elves just like the previous set. Huge Eldrazi Distended Mindbender and Decimator of the Provinces brought a new powerful mechanic to Magic, emerge. Emerge was great with the Cryptolith Rite combo strategy with Elves. Both these Eldrazi were included in this deck with Mindbender as the stand out and Decimator ending up in the end in the sideboard. Due to the double black emerge casting cost of Mindbender I cut white leaving behind the more complex Abzan manabase for a much more consistent Golgari one. Golgari Rite Elves decklist:
Sept, 2016

Shaman Rotates

The end of an era. Since the beginning Shaman of the Pack has been the center piece of this deck, but she rotated at this rotation. This was a huge rotation, rotating 90% of Elves out of Standard. The rest of Khans of Tarkir block rotated meaning Collected Company is gone as well as all of Magic Orgins. Magic Orgins was a great set for Elves because it had Shaman, Dwynen's Elite, Elvish Visionary, Sylvan Messenger and Nissa, Vastwood Seer  Flip. The loss of Shaman means this deck and Elves as a tribe are in trouble. Kaladesh the next block in Magic has to have Elves or the tribe is extinct in Standard. Because of this impeding rotation and the unknown fate of Elves I took a break from playing this deck until Kaladesh.
Sept 30, 2016


Thankfully, Kaladesh had Elves which really saved the Elf tribe in Standard. A new mechanic was introduced, energy. I liked energy right away and build the next version of this deck around it. Rite Elves is dead, but Energy Elves lives on. I changed this deck's name to Energy Elves. Skyrider Elf returns, the first time using him since the Sultai version of this deck back in Battle for Zendikar(BFZ). I used energy as a mana color fixer to take advantage of the converge creatures Skyrider and Woodland Wanderer from BFZ. A new type of artifact is also introduced, Vehicles. Smuggler's Copter ended up being the best Vehicle in the set and the best one with Elves. For the first time red is used in this deck for Harnessed Lightning, an excellent creature removal spell that uses energy. I started out in Sultai colors, but ending up in Temur. The Temur Energy Elves decklist:
Oct 16, 2016

More Tribal

Even though Energy Elves as it was built was fine I wasn't happy with the lack of tribal synergy. The deck was changed including an equipment for the first time, Stoneforge Masterwork as the tribal card with Elves. The energy strategy with Skyrider Elf remained and Peema Outrider joined the tribe giving this deck two Elves with evasion, flying and trample to best take advantage of Masterwork. The new Temur Energy Elves decklist:
Jan 10, 2017

Aether Revolt

The second set in the Kaladesh block is released. Rishkar, Peema Renegade and Metallic Mimic are tribal cards for Elves who had fantastic synergy with each other. Rishkar in particular was a very strong new Elf for Standard. Aether Revolt continued the energy mechanic in the set having some great options in Rogue Refiner and Aethersphere Harvester.
Jan 24, 2017

Sultai Counters

A new version of Energy Elves is Sultai. Using energy and counters strategies with Winding Constrictor. Energy remained with Constrictor as the build around card for this version because of it's great synergy with both Rishkar, Peema Renegade, Metallic Mimic and Verdurous Gearhulk adding even more counters creating a layering counters effect with Elves. Constrictor was also great for energy production. Blue remained for Skyrider Elf since he too was very good with Constrictor. One of the better removal spells in black printed in a while was Fatal Push. Push became the go to removal spell in this version. The new Sultai Energy Elves decklist:
Feb 23, 2017

Metallic Mimic

Mimic was the weakness card because it needed to be played turn two and was pretty bad after that. Mimic was cut for more powerful cards this meant that the tribal aspect of Elves was gone. I decided not play a lackluster card just to keep this deck tribal. With the cutting of Mimic Armorcraft Judge was also cut in favor of Tireless Tracker. Nissa, Voice of Zendikar was also under performing and was cut for Aethersphere Harvester. Due to the addition of Tracker as well as needing to trigger revolt for Fatal Push I added Evolving Wilds cutting Botanical Sanctum. The new Sultai Energy Elves non-tribal decklist:
April 2017


Amonkhet set featuring another new plane in the Magic multiverse is released. Amonkhet didn't have any Elves, but it did have the return of Gods to Standard as well as one of the better unconditional removal spells printed in a while.

April 17, 2017


A new version of Energy Elves is Bant. Rhonas the Indomitable becomes the new build around card replacing Winding Constrictor and counters strategy. White replaces black for Cast Out and Tamiyo, Field Researcher. The new Bant Energy Elves decklist:
May 20, 2017


Another new version of Energy Elves is Temur. I finally settled on Temur cutting white for red for Harnessed Lightning and Glorybringer to take better advantage of energy. For the first time this deck lacks a real build around card, but because of the power of energy this wasn't a problem. Building this deck around Rhonas the Indomitable while powerful was not utilizing energy to the fullest. Rogue Refiner was added and became one of the best energy cards in the deck and in Standard. Verdurous Gearhulk was cut for Glorybringer and Woodland Wanderer cut for Bristling Hydra to better use energy. The new Temur Energy Elves decklist:

Budget Energy Elves

Standard multimedia



I've begun brewing with Ixalan and have already updated a new post rotation version of Energy Elves. This version welcomes back Golgari, two color pairing as well as Winding Constrictor. It's using some already proven strategies as well as some new ones thanks to Ixalan. The new strategy is really drawing cards and punching face, simple right, well there's more to it. Rishkar, Peema Renegade becomes the best Elf left in Standard and Constrictor is still one of the best creatures with him. Elves are still here, but they're represented as the least amount ever in this deck. The reason for this is the coming rotation really depletes the tribe of any good options and Ixalan doesn't have Elves. Rishkar is obviously still here as is Servant of the Conduit as well as Narnam Renegade , but other then these three Elves the rest are not worth playing. Druid of the Cowl and Cultivator of Blades have potential, but not in this version. Green and black got a lot of good cards in Ixalan. In fact I think out of the five colors these colors got the most playable new cards for Standard in the set.

This new version is only using 12x Elves, 4x of each of Rishkar, Peema Renegade, Servant of the Conduit and Narnam Renegade . Out of these three Narnam has been the biggest surprise and has become an integral part of the this deck's new strategy. Narnam cares about counters is a one drop Elf with deathtouch. Deathtouch is what makes Narnam very good for this deck and in general Standard. Deathtouch is a welcomed ability on a creature for the upcoming Standard because creatures are set to continue to rule the format. Even more so because of Dinos. Deathtouch is a form of evasion and creatures with evasion are good with Ruin Raider because these creatures are more likely to survive after attacking. Narnam by itself can be a simple attacker to trigger Raider's raid or a creature removal spell in combat which is lot for only one mana.

I'm keeping the energy strategy, but it's not as important as it was with Temur Energy Elves. Energy or no energy Servant is still one of the best ramp creatures in Standard and even though ramp is less wanted in this version it's still a very nice thing to have, just in case. The energy strategy is now here primarily for Aethersphere Harvester 's ability to gain life. It's no secret that Rishkar is broken with Winding Constrictor and because of how powerful this interaction is even if it's some what boring in the scheme of things I'm back to pairing these two. Rishkar is not just here for the interaction with Constrictor he's just an excellent overall card, who happens to be an Elf; Constrictor just pushes him over the top.

I imminently zeroed in on a few cards in Ixalan. Ruin Raider, Ripjaw Raptor and Shapers' Sanctuary got my spidey sense into overdrive. So much so that this deck is now using all three in some manner, either main deck or sideboard. Raider is the new Dark Confidant, yes Confidant, this powerful card got a pseudo reprint for aggressive strategies. I say aggressive because the only way to use Raider's draw ability, raid, is to attack. Unlike Confidant I can't draw unless I attack with creatures. The difference here is Raider lets me potentially draw the same turn I play him. Confidant can't do this. Energy Elves is now built around Raider because I lose life equal to the converted mana cost of a card that's revealed with his raid. To use him I have to keep the avg. cmc of this deck at 2 or lower. I can't safely play four drops and need to top off the mana curve with three drops. Raider works here because of Elves cheap mana cost and the Rishkar, Constrictor interaction which can make creatures as well as themselves very powerful for little mana cost.

Little mana cost for the power of a card is what I'm looking for here; one drops are best and Standard is now filled with pretty powerful one drops. Sanctuary fits this criteria and is really too powerful for only one mana. The irony is this card is also only playable at one mana, two mana might be okay, but it doesn't effect the board when it enters the battlefield and it isn't a creature. Sanctuary can however completely change the game for my opponent. He or she has to think twice about killing one of my creatures or even interacting with them with abilities such as making one unable to block for a turn. My opponent has to think about doing these things to my creatures because I will draw a card or more if they do. Sanctuary can do a lot for only one green mana. It's ability can stack; if I have more than one Sanctuary in my control I'm drawing two cards each interaction instead of one, this can get out of hand pretty fast. There's two creatures who I want to have in play more than the rest, Winding Constrictor and Ruin Raider. Both these creatures are magnets for removal, but if I get to draw a card when either is targeted then it's not so bad if they die. Sanctuary's ability triggers when a creature I control is targeted this currently doesn't matter for this version, but it means that if I can counter the spell or ability that's targeting the creature I still get to draw because the targeting step happens before the resolution of a spell happens. This makes Sanctuary really amazing with blue counter magic and creatures.

Ripjaw is not the best Dino in the set, that award goes to Carnage Tyrant, but he's the runner up. Even ignoring Ripjaws amazing enrage ability he's still a 4/5 for only four mana. 5 toughness for four mana is great, making him a prime creature to put counters on. Enrage is what makes Ripjaw potentially broken because the ability doesn't care how Ripjaw is dealt damage. It can be dealt damage from my opponent or even by me. Wizards is clearly pushing Dinos to be playable in Standard as a result they're strengthened the amount of playable red damage to creature spells and reduced playable creature removal options in other colors. This favors Ripjaw to have a huge presence in up coming Standard. If I could play both Ripjaw and Ruin Raider together I would, but playing Ripjaw makes Raider's raid too dangerous. Ripjaw is for now in the sideboard to be boarded in matchups where losing life from raid is not the best idea such as in the Ramunap Red matchup. In this matchup for example I would board in Ripjaw and board out Raider.

One of my favorite cards from Aether Revolt is Aethersphere Harvester . I've been playing this card since AER was dropped into Standard because it's so good with energy. Up until now Harvester has always been an excellent support card to add to any energy strategy I was using, but now it's much more, a vital piece of the strategy pie. The energy strategy remains here to take best advantage of Harvester because it can gain life as well as only needing crew 1 to power it up. It pairs amazingly well with Ruin Raider. These two cards together can be a draw engine and a life engine as long as I have energy. If I'm gaining life from Harvester than Raider's raid which makes me lose life is not a drawback making Raider even better. Harvester is a Vehicle and any Vehicle can be crewed by creatures the same turn they're played, like pseudo haste. I can play Raider and crew Harvester with him, attack with Harvester and then end of turn trigger raid and get a card. This is a powerful two card engine. Harvester is also amazing with the Rishkar, Peema Renegade, Winding Constrictor interaction putting two or more counters on it. Even without Constrictor Harvester is still great with Rishkar.

The force who's Walking Ballista has returned. Ballista has incredible known synergy with Winding Constrictor. It's good with Rishkar and since it has a cmc of 0 it's also good in a deck with Ruin Raider. The drawback of Ballista is it's not good at attacking unless getting pumped up by Constrictor. I want to be attacking to trigger raid for this reason Ballista is not the best option, but it's just so damn versatile that I would be foolish to not play it. A possible new broken interaction of Ballista is with Dinos who have enrage, especially Ripjaw Raptor. This interaction in my opinion could possibly make Ballista a target for the Standard ban list, it's that good. I can remove a counter for no mana cost from Ballista targeting Ripjaw, his enrage then lets me draw a card. I only did one damage to Ripjaw, he has 5 toughness so he's still alive. I can then remove another counter from Ballista targeting Ripjaw again and draw another card. As long as I can keep putting more counters on Ballista I can remove a single counter and target Ripjaw each time I can draw a card each time I do this. I can do this interaction four times to a normal Ripjaw per turn. You can see how this interaction can get bonkers. These two cards together as a draw engine can single handedly turn any midrange slugfest in my favor. Adding Constrictor to this mix really breaks Ballista.

Grasp of Darkness rotates from Standard when Ixalan is released and Wizards decided not to print an instant speed two drop black removal spell to replace it. Instead they printed Walk the Plank which is a sorcery and Vraska's Contempt which is an instant, but four mana. Both are playable, but are they good options? Wizards made Plank a sorcery to push Dinos because an ability of Dinos is haste and sorcery speed removal is terrible to combat haste creatures. It appears this card was also printed as a way Wizards thinks will push Merfolk in Standard, but I don't think it will have that effect at all. It will push Dinos and also make Glorybringer possibly oppressive. Since Contempt can exile not destroy Wizards thought they needed to tack on another mana to it's cost; it wasn't needed and shouldn't have happened. As you can see I again don't agree with what Wizards is doing with removal in Standard. They need to give us more, better answers to creatures not worst options. The reprinting of Lightning Strike a good start, but Standard needs more.

Fatal Push remains in Standard and it will also remain as one of the best removal spells in the format especially against Ramunap Red, Pirates or Merfolk if either become viable Standard decks. It's revolt restriction in other matchups is needed much more than before because other than Push there aren't other cheap mana cost instant black playable removal spells. I'm playing 4x Push, it's only one mana making it an excellent reveal for Ruin Raider's raid.

Harsh Scrutiny is a forgotten one mana discard spell from Kaladesh. I think it's time for it to be a viable option in Standard is coming. An underlining theme of the most powerful creatures in Standard are they have either haste, don't die or can't be targeted to be killed. Hazoret the Fervent is already oppressive with red strategies and him as well as the other Gods especially The Scarab God look to become extremely powerful creatures in the new Standard because the card that kept them in check, Grasp of Darkness is gone and there's no cheap mana cost replacement. Hour of Glory although four mana has potential to be a powerful removal spell in up coming Standard because if it exiles a God then all copies of that God in my opponent's hand are also exiled. Carnage Tyrant the new Dino from Ixalan is most likely going to be one of the most annoying creatures in Standard as long as it's in the format. It's the chase mythic rare of the set, Wizards Dino money maker. This Dino can't be targeted to be killed, only a board wipe, sacrifice spell or discard can stop it and both sacrifice and discard spells are very unpredictable. Scrutiny is my way of combating the Gods, Tyrant and problematic creatures such as Glorybringer, Bristling Hydra and Ripjaw Raptor with discard. If I can take them from my opponent's hand before they're cast then I don't need to worry about having a lot of removal that can kill them. Scrutiny is only one mana making it nice as a reveal with Ruin Raider's raid.

Doomfall although not instant also gets a big boost in playability because of Tyrant. Both modes can exile Tyrant making it versatile for three mana.

Enemy colors in Standard are at a disadvantage compared to allied colors because of the amount of playable duals. Golgari for example only has one set of playable dual lands, Blooming Marsh. There's also Foul Orchard , but it's only a budget option. Gruul allied colored has two sets of playable dual lands, Rootbound Crag and Sheltered Thicket and it helps immensely that these lands have synergy with each other which is something that enemy colors lack in coming Standard.

To relieve some of this disadvantage enemy colors have access to two lands which can make any color of mana, Aether Hub and the new Unclaimed Territory from Ixalan. Like Hub in Kaladesh, Territory is the rare land disguised as an uncommon and will stay around $3 a copy while in Standard. Both these lands are however restrictive in how they can make mana, but these restrictions are so minor that they're great options for enemy colors in deck using creatures. Hub of course needs an energy strategy to power it and Territory needs creatures presumably of the same type. Both Hub and Territory can make one colorless mana with no restrictions which is a huge reason they're playable in the first place. Territory can however only make color mana for creatures not spells this can be problematic in the early game for removal and discard spells which aren't creatures. I happen to be playing both as well as really relying on both, making it possible that Territory is not right for this version. Evolving Wilds may need to replace Territory as a no mana cost way to trigger revolt for Fatal Push. I might need to just bite the bullet and do this even though I'm not a fan of Wilds. This change will however slow the deck down because Territory can enter play untapped and be used to make colored mana the turn it's played to play a creature of the type I choose or make colorless mana for anything else; Wilds can't do this.

More Update Coming Soon

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EchoScorch says... #1

Upvote for your immense dedication

October 17, 2017 7:49 p.m.

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Date added 2 years
Last updated 1 day

This deck is Standard legal.

Cards 60
Avg. CMC 2.13
Folders Standard TRS-M15-KTK-ORI, Standard, standard to build, Golgari, Standard, ok, Elves, Standard, Interesting Decks, Inspiration, See all 294
Top rank #3 on 2016-02-07
Views 111778

Revision 227 (1 day ago)

-1 Swamp main
+2 Dragonskull Summit main
-1 Forest main
+1 Glorybringer side
-1 Vraska's Contempt side

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