|Avg. deck rating||4.60|
|Good Card Suggestions||1|
|Last activity||3 days|
Soul of the Harvest is always an.... "interesting" card to run with elves as well. I don't know that I'd highly recommend it, but it's worth mentioning. If you get infinite mana, have him out, and can just continuously play dudes and draw more dudes and play more dudes and draw more dudes, then it gets really good. Especially if you drop Craterhoof Behemoth afterwards. Generally called an "elfball combo" I think. Again, these are sorta different directions the deck can go. It probably can't run ALL of these ideas as well as focusing on one.
I agreed with you at first. But I just realized, Demigod of Revenge has haste, and that could be much better than maybe one of the other spirits you have. That way when you play your combo, he comes in and can attack right away. If you somehow get all 4, that's lethal. If you get only 2 or 3, they could still get the +2 attack bonus from the other spirit, and hit for 14. It just means you can swing for a bunch of damage on the turn you combo, instead of having to wait a turn and risk getting board wiped. (Although your deck looks very capable of just combo-ing multiple times).
It isn't bad, but it still just leaves you top decking, which is what you want to avoid. You want options in your hand. When you run out all the cards in your hand, and your opponent kills them all with Anger of the Gods or Supreme Verdict , you'd much rather play Lead the Stampede and get 3-5 creatures put into your hand, than to have Descendants' Path just possibly putting one elf out a turn tops, when you might not even want to cast them right away. I feel Descendants' Path is only better in long drawn out games, or when used to cheat out large creatures, neither of which I feel is the goal of this deck.
I would cut out some of the spirits, and add some form of mana ramp. Realistically you don't need all 16 of those giant spirits to come into the field in order to win the game. You'd be better off using some green mana ramp spells and cutting the spirits down to 2 of each or so. Maybe less even. It doesn't take much to be lethal. A way to give them haste when they come in would be sweet too.
Thank's for the suggestion, I might switch the Chemist for the Seer, because I agree the Seer could hurt me a lot. Not sure if Chemist will stay, but doesn't hurt for now. I like your list a lot, but most of the cards I would try from it are the ones I cut for budget reasons. I pretty much cut any card worth more than 2$ to keep it super cheap :P.