Maybeboard


An elf ball deck, as one might expect from a Freyalise Commander

The Gameplan: This deck's plan is relatively straightforward; punch your opponent with creatures until they die. Executing that gameplan, however, can have some nuances, especially in a multiplayer game.

Buffs/anthems are usually going to be a major part of your win condition. The stronger each of your individual creatures is, the more difficult it is to deal with them as a group. Beastmaster Ascension is probably one of the most powerful cards in the deck for this reason. It turns all your little 1/1s into 6/6s, which is very hard to deal with. Cards like Kamahl and Triumph of the Hordes are also good at this. Door of Destinies provides a tribal buff, but it can take some time to get it up to a large number, since it requires that you cast rather than play.

The deck also has lots of mana available to it, so sometimes a few bigger creatures can be just as threatening as an elf hoard. Wurmcalling can be used to constantly create new creatures, as long as you have the mana to fuel them. Planar Portal can be a good way to sink your mana in preparation for a huge swing.

Strengths: Uses ramp to get going quickly. Contains a few infinite combo (Elvish Archdruid + Umbral Mantle + 3 other elves)(Paradox Engine + Wurmcalling + five mana dorks/rocks), provided you control the right things. Can build an imposing board state and overwhelm opponents.

Freyalise makes for a potent commander, because when you resummon her from the command zone it resets her loyalty. If left alone, she can draw you a lot of cards while summoning mana dorks, or destroy your opponents' problematic enchantments and artifacts. The deck can also function without her, if need be.

Weaknesses: Uses colorless cards to compensate for some of green's deficiencies (board clear and protecting your own board), and doesn't do it as well as it might.

It's fragile: a single board wipe can be extremely hard to recover from. The longer the game goes, the less likely you are to win. The more opponents disrupt your plans, the harder it is to bounce back. While some cards can help mitigate this (Cauldron of Souls and Heroic Intervention), they can't always be relied on.

Predictibility: Most players can figure out this decks gameplan without much effort, and it doesn't have many surprises within it.

Lack of flying: I mean, it's green elf tribal, what do you expect?

Budget: remove the Vigor, Coat of Arms, and Paradox Engine and you have a fairly affordable build without losing very much. Most of the cards are fairly inexpensive and easy to acquire. The Caged Sun could also be cut without losing very much.

Thanks a lot for reading! Any constructive criticism or suggestions are, of course, welcome.

Suggestions

Updates Add

Removed: Shamanic Revelation, Overrun, Nath's Elite

Added: Staff of Nin, Triumph of the Hordes, Caged Sun

Considering removing: Elvish Champion (you'd be surprised how many elves there are that suddenly become unblockable against you)

Comments

Attention! Complete Comment Tutorial! This annoying message will go away once you do!

Hi! Please consider becoming a supporter of TappedOut for $3/mo. Thanks!


Important! Formatting tipsComment Tutorialmarkdown syntax

Please login to comment

Date added 7 years
Last updated 7 years
Legality

This deck is not Commander / EDH legal.

Rarity (main - side)

5 - 0 Mythic Rares

35 - 0 Rares

24 - 0 Uncommons

11 - 0 Commons

Cards 100
Avg. CMC 3.69
Tokens Beast 3/3 G, Elf Druid 1/1 G, Elf Warrior 1/1 G, Phyrexian Beast 4/4 G, Servo 1/1 C, Wurm */* G
Folders 1, Green Commander
Votes
Ignored suggestions
Shared with
Views