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Selvala "Twiddlestorm Explorer" cEDH Primer

Commander / EDH Combo Competitive GW (Selesnya) Primer


Twiddlestorm Explorer primer

a competitive Selvala, Explorer Returned combo deck

Selvala, Explorer Returned has never really been more than a fringe deck in competitive EDH. However, I have found great success with this deck, and think it has a lot more potential than it is given credit for. It has the capability of winning quickly and abruptly while still being able to grind enough in the late game.

- competitive at all points in the game; doesn't need to win early (but still can)
- filled with many backup plans; not reliant on one combo
- doesn't play cards like Dread Return or Narcomoeba that are dead cards when not comboing
- consistent and fun to play
- relatively cheap (for a cEDH deck)
- needs commander to win most of the time
- loses to a few different single cards (e.g. Cursed Totem )

Listed here is my deck and primer for Selvala, Explorer Returned as a cEDH combo deck. Please leave comments, I would love to hear what you have to say!

This deck is built around assembling one of many infinite mana combos, each which can immediately win the game if Selvala is on the battlefield. It can win at pretty much any point in the game, as early as turn 3 or as late as it needs. Many different combos provide resilience- single target removal only slows this deck down for a turn or two. This is a deck for someone who likes figuring out intricate lines of play, likes resilient / not-glass-cannon combo decks, and doesn't like (or at least want) to play blue.

An important ruling on Selvala is necessary to understand before continuing:

Selvala's parley ability is a mana ability. It doesn't use the stack and can't be responded to. (2014-05-29)

What this means is that once you declare that you are activating Selvala, no player can respond, and the ability must be resolved. This has some fringe relevance against cards like Runic Armasaur or if an opponent wants to activate Sensei's Divining Top in response, but most importantly for this deck is its interaction with one of the most important cards in the deck, Umbral Mantle , and one of its rulings:

When you activate an ability, you untap the creature with that ability as a cost. The untap can't be responded to. (The actual ability can be resonded to, of course.) (2008-05-01)

Because of this, if Umbral Mantle is equipped to Selvala, you can activate Selvala and use her mana to untap her without opponents being able to respond (keep in mind that since the +2/+2 part of the ability is still on the stack, you won't be able to cast sorcery-speed spells). Interactions like this help make the deck competitive and really fun to play.

Selvala, Explorer Returned is an important part of our gameplan. She ramps and draws us cards, which both make going off easier. She is also the main payoff for when we have infinite mana. We want to activate Selvala as early as possible, which is why there are as many one-drop ramp effects as we can play:
- Arbor Elf
- Avacyn's Pilgrim
- Birds of Paradise
- Elvish Mystic
- Fyndhorn Elves
- Llanowar Elves
- Chrome Mox
- Sol Ring
- Carpet of Flowers
- Wild Growth
- Utopia Sprawl
- Green Sun's Zenith (for Dryad Arbor )
- Mana Crypt
- Mox Diamond
and technically:
- turn 0 Leyline of Abundance and turn 1 Dryad Arbor

All of these cards let us play Selvala on turn two, which lets us start activating as soon as possible.

Unfortunately, Selvala does draw your opponents cards, along with reveal information about our cards. For those reasons, it is important to try to win as soon as possible once Selvala is on the table. You can't give your opponents enough cards to deal with you, and you want Selvala to stay alive so you can win once going infinite. Thankfully, our opponents drawing a lot of cards from Selvala can work in our favor, as often if you activate Selvala multiple times on your turn but fail to win, you have given your opponents the cards they need to interact with each other, preventing you from being at too far of a disadvantage.

In addition, cards like Grand Abolisher , Silence , Autumn's Veil , Dosan the Falling Leaf , and more allow you to freely try to combo off on your turn without being interrupted by opponents trying to use their new cards (drawn from Selvala) to stop you.

Haste enablers, consisting of Lightning Greaves , Concordant Crossroads , and Thousand-Year Elixir , make Selvala (and your other mana creatures) a lot better at doing what they do, and a lot harder to stop. Cards like Instill Energy and Nature's Chosen allow you to use Selvala multiple times each turn at a very low cost, letting you look through even more cards.

This deck contains many infinite mana combos that all can win the game on the spot with Selvala, Explorer Returned in play (and not summoning sick). Listed here are all of them, in a loosely relative order of easiest to hardest to complete. Detailed in the next panel, titled "Winning," are the ways you actually win the game after getting infinite mana.

- Umbral Mantle and a creature to tap for at least
tap the creature for mana, untap it with Umbral Mantle

- Staff of Domination and a creature to tap for at least
tap the creature for mana, untap it with Staff of Domination , untap Staff of Domination

- Mirror Entity , Wirewood Symbiote , and any creature that can tap for multiple mana (e.g. any Priest of Titania effect)
activate Mirror Entity for = 1, making all of your creatures 1/1 and all creature types, return Wirewood Symbiote to your hand using it's own ability (as it is now an elf) untapping the mana creature, recast Wirewood Symbiote

- Temur Sabertooth , one of Lightning Greaves ; Thousand-Year Elixir ; or Concordant Crossroads , and a creature that costs to tap for at least
tap the creature for mana, activate Temur Sabertooth to return it to your hand, recast the creature

- Cloudstone Curio , one of Lightning Greaves ; Thousand-Year Elixir ; or Concordant Crossroads , a creature that costs , and a creature that costs to tap for at least
tap the creature for mana, cast the other creature, returning the mana creature to your hand with Cloudstone Curio , recast the mana creature, returning the other creature to your hand with Cloudstone Curio

- Temur Sabertooth , Wirewood Symbiote , an elf that costs , and another creature to tap for at least
tap the creature for mana, activate Temur Sabertooth to return a used Wirewood Symbiote to your hand, recast Wirewood Symbiote , use Wirewood Symbiote to return the elf to your hand and untap the creature, recast the elf

- Cloudstone Curio , Wirewood Symbiote , an elf that costs , and another creature to tap for at least
tap the creature for mana, cast the elf, return a used Wirewoood Symbiote to your hand with Cloudstone Curio , recast Wirewood Symbiote , return the elf to your hand to untap the creature using Wirewood Symbiote

- Temur Sabertooth , Village Bell-Ringer , and a combination of creatures to tap for at least
tap your creatures for mana, activate Temur Sabertooth to return Village Bell-Ringer to your hand, recast Village Bell-Ringer , untapping all of your creatures

- Cloudstone Curio , Village Bell-Ringer , a creature that costs , and a combination of creatures to tap for at least
tap your creatures for mana, cast the creature, return Village Bell-Ringer to your hand with Cloudstone Curio , recast Village Bell-Ringer , return the creature to your hand with Cloudstone Curio , untap all of your creatures

- Temur Sabertooth , Eternal Witness , one of Mobilize ; Vitalize ; To Arms! ; or Benefactor's Draught that costs , and a combination of creatures to tap for at least
tap your creatures for mana, activate Temur Sabertooth to return Eternal Witness to your hand, recast Eternal Witness returning the "untap all creatures you control" effect from your graveyard to your hand, recast the spell untapping all of your creatures

- Cloudstone Curio , Eternal Witness , one of Mobilize ; Vitalize ; To Arms! ; or Benefactor's Draught that costs , a creature that costs , and a combination of creatures to tap for at least
tap your creatures for mana, cast the creature, return Eternal Witness to your hand with Cloudstone Curio , recast Eternal Witness returning the "untap all creatures you control" effect from your graveyard to your hand, return the creature to your hand with Cloudstone Curio , recast the spell untapping all of your creatures

Listed here are some other interactions to remember other than the aforementioned infinite combos:

Umbral Mantle and Marwyn, the Nurturer with at least an additional is infinite, even if Marwyn has only 1 power. This works because one activation of Umbral Mantle (using Marwyn and the floating) gives Marwyn +2/+2, which then lets you tap Marwyn for , then you can continue activating for infinite mana.

Selvala, Explorer Returned and Umbral Mantle is not usually game-winning on its own, but usually draws you the cards you need to win. Selvala will usually give you at least , but can give you as much as (assuming there are 4 players), which can then be used to activate Umbral Mantle again, untapping Selvala, and continuing the loop. Staff of Domination works with Selvala too, but because you need to pay to untap the staff, it's a little harder to keep going. Either Smothering Tithe or Leyline of Abundance each make it much easier to win through this loop. Generally, you can shortcut the Selvala + Umbral Mantle loop as follows:
- the amount of in your mana pool will change by X - 3 for each Selvala activation, where X is the number of nonland cards revealed for each activation
- change the formula to X - 2 if you have a Leyline of Abundance on the battlefield
- do not change the formula if you have a Smothering Tithe on the battlefield, instead just add the Treasure tokens based on how many opponents pay the (usually no one will pay)

• To complicate the interaction between Selvala and Umbral Mantle even more, Umbral Mantle actually gives the ability to the creature to which it is equipped. This means that if Umbral Mantle is already equipped to a creature, you can activate the ability through Null Rod effects, but not through Cursed Totem effects (although you anyway couldn't activate Selvala through the Cursed Totem ). However, Instill Energy and Nature's Chosen have the abilities on the enchantments, meaning that you can activate those abilities through Cursed Totem effects (not that you would likely need to).

Mirror Entity and Wirewood Symbiote is a very powerful combo in this deck, as they interact with Selvala similarly to Umbral Mantle . You can perform the loop mentioned in the previous panel to untap Selvala and use her mana to continue through the loop. As with Umbral Mantle , you can shortcut this loop as follows:
- the amount of in your mana pool will change by X - 2 for each Selvala activation, where X is the number of nonland cards revealed for each activation
- change the formula to X - 1 if you have a Leyline of Abundance on the battlefield
- do not change the formula if you have a Smothering Tithe on the battlefield, instead just add the Treasure tokens based on how many opponents pay the

Once representing infinite mana from one of the aforementioned combos listed, You still have to actually win the game. We will do this by activating Selvala, Explorer Returned an arbitrarily large number of times. In effectively all scenarios where you can make infinite mana with this deck, it can translate to activating Selvala infinite times (this is why this deck does not play the Devoted Druid + Vizier of Remedies combo- it doesn't actually win the game immediately in this deck). For example, if you made infinite mana with Priest of Titania and Umbral Mantle (the most common combo used in this deck), you can then equip the Umbral Mantle to Selvala, which can untap her however many times you want, letting you win the game.

The way you actually win the game involves Green Sun's Zenith . After your board state can represent an arbitrary amount of Selvala activations, you will want to find a Grand Abolisher , Silence , or something similar to prevent opponents from interacting this turn. This is important because you will be having them draw their entire decks by the end of the game. Once you feel safe enough to combo off, activate Selvala enough times to draw your entire deck (each opponent will also draw that many cards). You can then cast Green Sun's Zenith (for any value of ), shuffling it back into your library, and activate Selvala again, revealing the zenith. Continue repeating this loop until each opponent has drawn their entire library and "mills" out.

While the Green Sun's Zenith kill is the most effective, I understand not wanting to have to play it out or explain it to your opponents. Luckily, War of the Spark gave us Finale of Devastation , Core Set 2020 gave us Leyline of Abundance , and we've already had Mirror Entity for a while, which are already good enough in this deck as a creature tutor, ramp spell, and combo piece respectively, but can just be used to make all of your creatures massive enough to kill your opponents.

Deciding what to tutor for with this deck can be pretty overwhelming. It's hard to know exactly what cards let you combo on the spot, and what cards are best when you know you can't combo. Listed here is a general order of how you should play tutors (mostly only creature tutors) in this deck. This is not a strict order, but merely a guideline to follow when stuck:

1. If Selvala is not yet on the battlefield, prioritize casting Selvala to casting any tutor effect
2. If Selvala is on the battlefield, prioritize activating Selvala to try to draw into what you need before using a tutor (unless the tutor puts the card on top of your library like Worldly Tutor or Elvish Harbinger ; in that case cast the tutor first so you can draw the card using Selvala)
3. If Selvala has already been used this turn, prioritize tutoring for a creature that can tap for multiple mana (usually Priest of Titania because of its cost efficiency)
4. If you already have a creature to tap for multiple mana, prioritize tutoring for a major combo piece (usually Umbral Mantle , but often can be Temur Sabertooth , or anything else that could easily win you the game)
5. If you already have a creature to tap for multiple mana and at least 1 combo piece, prioritize tutoring for any other cards needed to win the game (i.e. another elf if Priest of Titania doesn't tap for enough mana, Village Bell-Ringer if you have Temur Sabertooth , etc.)
6. If you already have lethal on board, prioritize tutoring for protection for the combo (with creature tutors, this is almost always Grand Abolisher , unless the tutor is Green Sun's Zenith , in which case you can get Dosan the Falling Leaf )

Stoneforge Mystic is an important card to remember when using creature tutors. It allows you to effectively use a creature tutor as an equipment tutor, which is very powerful when Umbral Mantle is one of the best combo pieces in the deck and Lightning Greaves can give your creatures haste, which lets this deck win incredibly faster.

The only other tutor worth mentioning is Enlightened Tutor . Before the unfortunate banning of Paradox Engine , it was almost always the card to tutor for with Enlightened Tutor . It simply would win the game almost every time you could play it, activate Selvala, and cast another spell in the same turn. Unfortunately, now you have to actually think when resolving Enlightened Tutor . Umbral Mantle , being one of the single best cards in the deck now, is often correct, as it lets you "storm off" with Selvala. If you don't have the mana to start Umbral Mantle loops, or already have it on the battlefield, or for whatever other reason don't want to tutor for it, Concordant Crossroads allows you to win very quickly, being the most efficient haste enabler in these colors. Keep in mind that it is symmetric, so it can possibly backfire if you don't win the turn you play it (this is usually only a problem against Najeela, the Blade-Blossom decks or anything playing Hermit Druid ). Finally, if you need removal, Conclave Tribunal is available, and is surprisingly powerful as an Oblivion Ring that can possible be free to cast.

This deck plays minimal interaction for your opponents' threats, so it's important to use it only when necessary:

Creature removal should be reserved for Linvala, Keeper of Silence and Notion Thief (either which stops us from winning, especially Linvala) unless necessary to stay alive (for example, a player is about to untap with Hermit Druid or resolve a free discard outlet with The Gitrog Monster on the battlefield). This removal consists of:
- Path to Exile
- Swords to Plowshares
- Conclave Tribunal

Artifact and Enchantment removal (all the same spells in this deck) can be used a little more freely, as there are more in the deck and fewer important targets. Cursed Totem , like Linvala, Keeper of Silence , shuts down our deck entirely, and Null Rod and Stony Silence make cards like Umbral Mantle worse, but other than those, artifact and enchantment removal can be used to slow down opponents, but keep in mind that there are still threats like The Chain Veil and Necropotence that are necessary to destroy. These removal spells consist of:
- Nature's Claim
- Krosan Grip
- Force of Vigor
- Reclamation Sage
- Conclave Tribunal

The only other real interaction in this deck are in the form of Silence and Mandate of Peace , but they're mostly just used as protection for your own combo unless needed to prevent an opponent from winning.

As for protection (a.k.a. anti-interaction), this deck runs almost all of the efficient ways to prevent your opponents from interacting with you. The full list includes:
- Grand Abolisher
- Dosan the Falling Leaf
- Mandate of Peace
- Autumn's Veil
- Veil of Summer
- Silence
- Ranger-Captain of Eos
Grand Abolisher is easily the most effective out of these, stopping everything your opponents do on your turn as long as it remains on the battlefield. Try to avoid using Silence or Mandate of Peace until you start the turn in which you intend to win the game, as it is very effective as interaction for your opponents as well. In addition, Dosan the Falling Leaf is a symmetrical effect, meaning that you can actually be helping your opponents by playing him. For that reason, avoid playing it until your winning turn (he is mostly in the deck to allow Green Sun's Zenith to find this kind of effect).

This category of cards consists of cards that let us activate Selvala's ability additional times each turn. However, this is also a category of cards that I feel a lot of people overdo when building this archetype. I often see cards like Magewright's Stone and Emerald Charm is Selvala decks, and they simply aren't necessary. I don't think single-use, single-target untappers should be in this deck, as they don't net as much mana as cards like Mobilize and aren't usable every turn like Nature's Chosen . My current suite of untapping effects consists of:
- Mobilize
- Vitalize
- To Arms!
- Benefactor's Draught
- Village Bell-Ringer
- Wirewood Symbiote
- Quirion Ranger
- Thousand-Year Elixir
- Instill Energy
- Nature's Chosen
- Wirewood Lodge
- Seeker of Skybreak
- Umbral Mantle
- Staff of Domination

All of these cards either serve more than one purpose or untap all of your creatures as apposed to one target. The ones that do target creatures should almost exclusively be used on Selvala unless you need the mana from Priest of Titania or similar.

The best way for this deck to win quickly is by playing a card that gives all of your creatures haste, allowing Selvala and other creatures to produce mana much quicker. Unfortunately, since we are in green and white, there are very few options when it comes to efficient haste enablers. The only ones I am playing at the moments are:
- Concordant Crossroads
- Thousand-Year Elixir
- Lightning Greaves

Easily the best of these is Concordant Crossroads (which was thankfully designed before color pie philosophy was a thing) due to its raw efficiency, but any of them are capable of winning a game that you definitely didn't deserve to win. Keep Lightning Greaves in mind when using creature tutors as well, because most of them can find Stoneforge Mystic which can find the greaves, which basically means that creature tutors can be haste tutors in a pinch. Worth noting that I am not playing other haste equipment like Swiftfoot Boots because their equip cost makes them too mana intensive to be worth playing.

Listed here are some cards that seem like they should have a place in the deck, but I currently am not running for a variety of reasons:

A lot of the combos in this deck require having a critical mass of creatures, whether it be creatures that tap for mana, creatures to help reuse Selvala, or just elves on the battlefield. While drawing cards is great, and Skullclamp can even be tutored with Stoneforge Mystic , I would rather keep my creatures on the battlefield, and there is already enough consistency in the deck.

Sword of the Paruns
This is a card that I was playing for a while as a backup copy of Umbral Mantle . In this deck, it is simply worse than Umbral Mantle for the following reasons:
- it costs to go off ( to cast, to equip, to untap once) rather than ( to cast, to equip, to untap once)
- untapping the equipped creature is part of resolving the ability, not activating it (see the "Tips & Tricks" section, tip #2)
- it cannot go infinite with Marwyn, the Nurturer alone
I decided to cut Sword of the Paruns though because it truly is a horrible card to draw in most situations. I have enough other combos in the deck that even if Umbral Mantle gets exiled, the deck still has many ways to close the game. Staff of Domination works better in its spot, and I don't think I need an additional copy who's only purpose is as a backup Umbral Mantle .

Angel's Grace
This card makes winning the game after executing an infinite mana combo easier. Instead of looping Green Sun's Zenith , you can just cast Angel's Grace to not lose the game this turn, then activate Selvala an infinite amount of times. Even though this is easier to play out, it isn't functionally any more powerful, and Finale of Devastation works instead as the easier win condition. In addition, Angel's Grace hasn't ever actually saved me from losing the game in any meaningful way, so it really has no purpose in this deck.

Lotus Petal
Even though it casts Selvala on turn 2 (which is important for this deck), Lotus Petal doesn't really serve any purpose other than that. It's a horrible draw at any point in the game except turns 1 & 2, so I felt it was worth the cut for generally better cards.

Static Orb , Winter Orb , Armageddon , and other "stax" effects
I was running these cards for a while as ways to slow down my opponents if I wasn't able to win, but still drew them a lot of cards with Selvala. I ended up cutting them because they simply didn't contribute to my game plan at all. I would rather play more tutors, combo pieces, or interaction. While I do think that a good stax version of this deck exists, I don't think it's the optimal build, or at least isn't the one I'm going for. In the "Alternate Lists" panel under the "Additional Content" panel is a quickly thrown together stax list if you are more interested in that archetype.

Summoner's Pact
While I am running most of the efficient creature tutors, most of the time they are used to find creatures that tap for mana, and in general you aren't usually winning the game the same turn you tutor. Unless you are getting a creature that wins the game this turn or you have a haste enabler to make a card like Priest of Titania able to win this turn, you will have to pay for the pact, which is rarely mana efficient. I feel like there are enough tutors in the deck already that it's not worth the risk.
Listed here are some cards to consider swapping in depending on the meta in which you expect to play:

Copperhorn Scout - Currently, this is only in my budget build of this deck (which can be found in the "Alternate Lists" panel under the "Additional Content" panel), but in very creature light metas, this is a 1-drop elf (so it contributes to Priest of Titania and the like) that lets you reuse Selvala an additional time each turn, along with any other tapped creatures.

Seedtime - In blue heavy metas, this is a must-counter threat. Experienced players will know to counter Selvala when they can, so this basically lets you recast her for "free." Seedtime becomes even better when Selvala is already on the battlefield, as it basically is Time Walk .

Beast Within and/or Generous Gift - I'm not currently playing these, as I don't feel like I need the extra catch-all removal, but in metas full of Notion Thief , Narset , Linvala , and Cursed Totem , it might be necessary to have the extra removal, especially if your meta has a wide variety of these hate cards.

Curse of Bounty - This is more of a pet card, but in metas with lots of stax and/or very few decks playing creatures, this could easily be very powerful, as it is basically a Mobilize every turn. This can be risky however, as it still can benefit your opponents, so be careful in which pods you play it.

Conqueror's Flail - In interaction heavy metas this is another Grand Abolisher effect that can be tutored by Stoneforge Mystic . I might even consider running it in the primary list.

Q: Why aren't you playing "stax" effects?

A: While this deck has the ability to break the symmetry of many stax effects like Static Orb and Winter Orb , this is not a stax deck. It is a resilient combo deck, and I don't want to waste card slots in my deck for cards that don't contribute to my game plan at all. I have tried Winter Orb , Static Orb , and Armageddon before, and they are really just underwhelming effects that usually hand the game over to whichever opponent is affected the least by the stax cards (especially after I've activated Selvala a bunch of times, basically giving them cards then removing their opponents' ability to interact). In the "Alternate Lists" panel under the "Additional Content" panel is a quickly thrown together stax list if you are more interested in that archetype.

Q: How does this deck actually win the game without cards like Walking Ballista as infinite mana outlets?

A: It is more detailed in the "Winning" panel under the "Gameplan" panel, but briefly: Every infinite mana combo in this deck can allow you to activate Selvala an arbitrary amount of times after making the infinite mana (with very few scenario exceptions), which is also the reason I am not playing Devoted Druid and Vizier of Remedies . Because of this, you can activate Selvala until you are able to play Grand Abolisher or something similar to prevent opponents from interacting. Once you feel safe to win, you can draw your entire deck with Selvala, then loop Green Sun's Zenith as follows:
1. Cast Green Sun's Zenith for any value of , shuffling it into your library
2. Activate Selvala, revealing and drawing the Green Sun's Zenith (since it is the only card in your library), each opponent will also draw a card
3. Untap Selvala through whatever infinite mana loop you have assembled
4. Repeat the previous steps until each opponent has "milled out"

Q: How can Selvala be competitive if your primary gameplan involves giving your opponents many cards?

A: This issue is actually often a self-correcting problem because of the whole concept of a multiplayer game. While yes, you are drawing your opponents cards to likely win the game, there are still [usually] two other opponents who are drawing cards. If you aren't posing enough of a threat to warrant their use of interaction on you, then they will have those extra cards to help prevent each other from winning. This concept allows you to "politic" in a way few other cEDH decks can. With cards like Wirewood Symbiote that let you activate Selvala an additional time on opponents' turns, you can maneuver yourself into a position where your opponents are using all of their cards on each other, leaving you in the clear to win.

Q: Why are you playing white? What advantages does this have compared to Selvala, Heart of the Wilds Brostorm?

A: The commander is a very important part of this deck's gameplan. It helps you ramp and draw into your combo pieces, and wins the game once you assemble the infinite mana combo. In addition, white gives access to Stoneforge Mystic , one of the best tutors in the deck, and other tutors like Eladamri's Call and Enlightened Tutor . More importantly than tutors though, white allows this deck to beat cards like Notion Thief and Linvala, Keeper of Silence . Mono-green doesn't really have many efficient ways to remove creatures, but white gives this deck access to Swords to Plowshares , Path to Exile , and my pet removal spell in this deck, Conclave Tribunal .

Listed here are some cards / packages I am considering factoring into the deck:

Crop Rotation package- The deck already has some great utility lands, like Gaea's Cradle , Cavern of Souls , and Wirewood Lodge , so maybe Crop Rotation (and Elvish Reclaimer if I'm feeling greedy) can find a spot with some extra utility lands (like Homeward Path to fight Gilded Drake ).

Weird Harvest - This is a weird tutor effect, but this deck can probably utilize it well and can probably find ways to abuse it.

Fairgrounds Warden - I want to be able to find creature removal for cards like Linvala, Keeper of Silence using creature tutors, but don't want to play a bad card like Somberwald Stag , so this might be playable, still not sure if it's necessary though.

Conqueror's Flail - This is another Grand Abolisher effect, and while it is a little expensive, it can be tutored with Stoneforge Mystic , so it's probably worth trying.

Voice of Many - This might just be a better Elvish Visionary , as it will usually be a Harmonize on an elf creature, meaning that it is card advantage, contributes to Priest of Titania , and synergizes with Temur Sabertooth and Cloudstone Curio .
My current list (may be different from this one because I'm trying out cards, don't own cards like Mana Crypt , etc.):

Budget list (current build is <$400 USD):

Selvala, Explorer Returned cEDH (budget list)

Commander / EDH* FroggyTroller


Stax list (very hastily built, probably could be better):

Selvala "Explorer Stax" cEDH

Commander / EDH* FroggyTroller



Updates Add

- Sylvan Safekeeper
+ Ranger-Captain of Eos

No cards from Throne of Eldraine really interested me for this deck. Deafening Silence is definitely good in a stax version of this deck, and Kenrith's Transformation might be playable if your meta has way too many obnoxious creatures ( Notion Thief and Linvala mostly), but nothing really seems playable enough for my version of this deck.

And no, I don't want to play Arcane Signet , for the same reason I'm not playing Selesnya Signet or Talisman of Unity - this deck doesn't need 2 mana ramp spells.

I did, however, decide that Ranger-Captain of Eos is much better than I originally thought, and has proven to be better protection most of the time than Sylvan Safekeeper , in addition to being able to find Wirewood Symbiote or Quirion Ranger to draw more cards with Selvala.

I also only now realize that I never posted a Modern Horizons update; sorry about that. If you care, other than Ranger-Captain of Eos , the cards from Modern Horizons put into this deck were Force of Vigor and Prismatic Vista , with Generous Gift and Collector Ouphe being playable in the right metas.

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100% Competitive

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Date added 1 year
Last updated 1 week

This deck is Commander / EDH legal.

Cards 100
Avg. CMC 2.00
Tokens None Treasure
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