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Hey, I recommend more ramp, more draw and more land.
Cards to consider adding:
- Temur Ascendancy: draw when Dragons ETB and haste for Dragons
- Elemental Bond: draw when Dragons ETB
- Kindred Discovery: draw when Dragons ETB and attack
- Vizier of the Menagerie: cast Dragons from top of library with any lands
- Painful Truths: draw three cards for three mana and three life
- Dragonspeaker Shaman: reduce all Dragons CMC by 2 is good
- Dragonlord's Servant: two drop who reduces all Dragons CMC by 1
- Farseek: land ramp, tutor for a Battle land
- Cultivate: land ramp, tutor for any two Basic lands
- Sol Ring: one of the best ramp cards for Commander
- Fellwar Stone: two drop ramp that can help to make five colors
- Commander's Sphere: three drop ramp that can help to make five colors
- Command Tower: one of the best lands for Commander, can make any one color
- Exotic Orchard
- Savage Lands: if playing tapped lands then the Tri lands are better options
- Jungle Shrine
- Frontier Bivouac
- Sandsteppe Citadel
- Opulent Palace
- Cinder Glade: Battle lands are two different land types and they work well in a manabase with lots of Basic lands.
- Canopy Vista
- Sunken Hollow
- Smoldering Marsh
- Prairie Stream
Cards to consider cutting:
- Aid from the Cowl
- Awaken the Sky Tyrant
- Blood Mist
- Dragon Roost
- Elephant Guide
- Sight of the Scalelords
- Day of the Dragons
- Durable Handicraft
- Spiteful Motives
- Vessel of Volatility
- Heroes' Podium
- Hero's Blade
- Stoneforge Masterwork
- Acrobatic Maneuver
- Crash Through
- Dramatic Reversal
- Inspiring Roar
- Death by Dragons
- Rolling Thunder
- Splendid Reclamation
- Kolaghan Monument
- Bloodfell Caves
- Scoured Barrens
- Thornwood Falls
- Wind-Scarred Crag
Dragons are already big enough with lots of power you don't need to play a lot of cards that increase Dragons power and toughness. Crucible of Fire is fine because this is a huge boost for all Dragons for only one four mana card, but other than this card you can cut all the others. Temur Ascendancy and Elemental Bond are budget three mana enchantments that can give you a ton of card advantage with Dragons. Drawing a card whenever a Dragon you cast enters the battlefield(ETB) is very good. Ascendancy also gives Dragons haste which is a nice added bonus.
I suggest adding more ramp because Dragons and your Commander, The Ur-Dragon have very high converted mana costs(CMC). Ramp can help to pay for these costs and play Dragons faster in a game than waiting until turn six or seven plus to play a Dragon. Dragonspeaker Shaman and Dragonlord's Servant only effect your Dragons, by reducing the CMC.
Land ramp is another way to ramp as well as help you find lands of the right colors to match the cards in your hand. Cultivate and Farseek are early game cards that can land ramp. Cultivate can only tutor for two Basic lands putting one of them directly into play and the other into your hand.
Farseek is two drop land ramp and it works with the Battle lands since they're two different type of lands, for instance Cinder Glade counts as a Forest and a Mountain. Farseek can tutor for any one of these Battle lands put it into play giving you more color choices.
Battle lands work well with Basic lands for a budget manabase you only need two Basic lands in your control to have any Battle land ETB untapped. This means you can use the mana from the land the turn you play it.
Sol Ring is a staple of Commander. Just about all decks play the card because it's amazing for one mana. Fellwar Stone is two drop ramp that depending on what colors your opponents are playing can make a color of mana. It can make mana no matter what, usually one of any of the five colors.
31x total lands is not enough land I suggest adding more land, 38-40x total lands. Playing a five color budget manabase means you need more land and Dragons have high CMCs. Adding Tri lands, lands that can make one of three different colors of mana help a lot for five color manabases.
Command Tower is a staple Commander card. It's a rainbow land it can make any color of mana because your Commander is all five colors. Exotic Orchard is like Fellwar Stone whatever colors of lands your opponents have in play it can make a mana of one of those colors. Like Tower it's a great budget land for a five color manabase.
Good luck with your deck.
March 20, 2018 3:39 a.m.
Yes, I think both Wizard's Lightning and Wizard's Retort will spike not to levels of Fatal Push because I don't think either will be played much in Modern or Legacy like Push is. Retort in Modern is a possibility because Modern doesn't have Counterspell, but it does have Bolt. Right now both are selling for preorder for $0.60 each there's no way they go down only up in price.
I think they will spike because of Standard. These are powerful cards for Standard with Merfolk Trickster. Trickster is a two drop Wizard with flash you don't have to tap out on your turn to play it perfect for control. EOT flash it in and then have access to Bolt and Counterspell. Flash it in response to your opponent and then have access to Bolt and Counterspell.
Trickster has many other amazing applications for Standard other than these two cards, but that's not what this post is about.
Right now you can preorder 4x Trickster, 4x Retort and 4x Lightning for $12 at TCGPlayer. In my opinion this is a good deal.
March 19, 2018 8:28 a.m.
Hey, there's two buttons in the comment area where you type in the comment at the top is an Unordered List button and on the right side of it is an Ordered List button.
You can also use HTML to make ordered or unordered lists:
Ordered List One Drops
Unordered List One Drops
Ordered lists start with a <ol> tag. Each list item is displayed in order with a number next to it called a bullet. <ol> <li>[[Birds of Paradise]]</li> <li>[[Llanowar Elves]]</li> <li>[[Elvish Mystic]]</li> </ol> To add an item to the list use the <li> tag.
Unordered lists start with a <ul> tag. These lists don't display numbers next to each list item instead the bullet is a dot. <ul> <li>[[Birds of Paradise]]</li> <li>[[Llanowar Elves]]</li> <li>[[Elvish Mystic]]</li> </ul>
March 19, 2018 3:56 a.m.
Wow, very nice extensive explanations of all the cards in the deck, well done. It's however very hard to read because of the mass of text.
I suggest breaking up the sections with some pictures, wrapping the sections in spoiler tags or an accordion. Making each card name a mouseover producing a popup image of the card is helpful to compare the explanation of the card to the actual card. To do this you can wrap each card name in square brackets.
This makes the text of a card name blue making it stand out more when reading.
Docent of Perfection Flip and Young Pyromancer seem out of place. I get that the strategy is casting charms and they create tokens, but I don't think you need them. Consider cutting them for some early game ramp that can help to make five colors: Fellwar Stone and Birds of Paradise?
Good luck with your deck.
March 19, 2018 1:48 a.m.
Hey, you're free to do what you want with the advice I give you :) If you want to post it on your deck page that's fine with me. Probably best to just scrap it as I didn't clearly understand before I posted it what direction your deck is. Sorry, I posted the advice on your profile and not deck page. I usually use spoiler tags to organize and condense, but they don't work now on profile pages, they don't open.
I obviously don't think that equipment is a competitive/good approach because I didn't even mention it in my advice and the majority of my suggestions of cards to cut were equipment related... Unless your playing voltron I don't consider strategies around equipment as competitive they're too slow, too easy to disrupt and not enough payoff.
Voltron strategies are all in with equipment and that's the direction I think you want to be when playing equipment as the main strategy. Include cards like Stoneforge Mystic best way to tutor for equipment and a body, Sun Titan to get back equipment that's been destroyed, Mother of Runes and Grand Abolisher to protect the creature being equipped.
In my opinion lots of spells that do double damage (creatures and players) can make Firesong competitive. Lots of value from a single spell and only needing mana; you don't have to jump through hoops to get this value. You're gaining a ton of life two ways with one card while also doing damage to all creatures and all players.
Thanks for the upvote.
March 18, 2018 2:59 a.m.
Hey you're welcome, looks good I like the changes. I'm glad it's testing so well.
Do you really need main deck Cruel Reality? Have you ever cast it and gotten enough value out of it for seven mana? All the other bomb win conditions are far better than it. Consider upgrading the manabase with 4x Blooming Marsh replacing 4x Foul Orchard?
March 17, 2018 4:46 p.m.
Hey Suns_Champion, I didn't forget about you, you asked for my help :) Playtesting outside of TappedOut and writing about the new Dominaria spoilers at Radiant Elves has taken up the majority of my time for Magic.
Your Super Smash Boros | Firesong & Sunspeaker EDH deck looks great, lots of good cards and interactions. Aetherflux Reservoir is a nice secondary strategy that doesn't completely need Firesong to be a win condition, but becomes much better with Firesong.
Some suggestions to consider:
- Doubling Cube: double all red, white and colorless mana in your mana pool, great with X damage burn spells.
- Thran Dynamo: combines very well with Cube, an excellent source of colorless mana the turn it ETB.
- Earthquake: win condition, X damage to all creatures and players
- Rolling Earthquake: win condition, X damage to all creatures and players, From the Vault: Annihilation version
- Breath of Darigaaz: 4 damage to all creatures and players for four mana kicked, doesn't kill 6 toughness Firesong
- Hour of Devastation: 5 damage to all creatures and Planeswalkers, doesn't kill 6 toughness Firesong
- Price of Progress: lots of damage to each player for two mana
- Acidic Soil: lots of damage to each player for three mana
- Gamble: unconditional tutor
- Faithless Looting: early game draw
- Tormenting Voice: early game draw
- Wild Guess: early game draw
- Survival Cache: draw that's good with all the life gain from Firesong
- Winds of Change: can draw a lot of cards for only one mana
- Reiterate: crazy spell with Cube and other ramp because of buyback, double an X damage burn spell
- Mark of Asylum: protect your creatures from your own burn spells especially Firesong
- Furnace of Rath: double the damage by burn spells, makes X damage to each creature and each player burn spells ridiculous, major life gain
Doubling Cube can double all white, red and colorless mana to cast huge X damage spells which can be amazing with Firesong. Cube is the card that can give you the ability to cast Firesong or Reservoir and other burn spells all in the same turn. In fact with Cube, Firesong and Earthquake you can go off doing a ton of damage to all players and gaining a lot of life the turn you play Firesong.
I suggest adding more X damage to all creatures and all players burn spells. I think the power you're looking for with Firesong is in these spells because they can massively hurt all your opponents and not you because of lifelink. These Earthquakes don't target which is huge for the mana cost because you're damaging all creature and players at the same time not just one. Comet Storm is one of these, but it's one of the higher mana cost options. I suggest adding more because these spells give you the most bang for the mana.
Reiterate and Cube is a great combination because you will have mana to buyback Reiterate which is really good with large burn spells and a main strategy of wanting to cast instants and sorceries.
Gamble is an amazing tutor in Commander because the graveyard is very much a resource in this format. I suggest adding more cheap draw.
Mark of Asylum is busted with Firesong you can be less afraid to cast any burn spell that damages all creatures because the spell will not do damage to Firesong, but it will do damage to every other creature you don't control gaining you a ton of life.
Cards to consider cutting:
- Expedition Map
- Book of Rass
- Basilisk Collar
- Swiftfoot Boots
- Strionic Resonator
- Hedron's Archive
- Painter's Servant
- Thalia's Lancers
- Stonehewer Giant
- Brass Squire
- Imperial Recruiter
- Weathered Wayfarer
- Fire Servant
- Generator Servant
- Teferi's Protection
- Open the Armory
I'm suggesting to add quite a few more burn spells that can damage all creatures therefore it makes sense to cut a large amount of creatures because they will consistently die to these spells. I think these burn spells are much more powerful with Firesong than these creatures are.
Good luck with your deck.
March 17, 2018 4:07 p.m.
Until the entire Dominaria set is revealed I'm using the comments instead of making another update to post how my playtesting is going with Dominaria. I'm not going to offically update Radiant Elves until all the cards I choose to play are in the TappedOut database with art and able to be added to decks.
Round One Dominaria Playtesting: Selesyna Ramp and Counters
Marwyn, the Nurturer looks to be the new Elvish Archdruid of Standard. She's finally since Shaman of the Pack a build around card specifically for the Elven tribe. I've been waiting for a card like her since Magic Origins. She's a unique lord, not a lord in the normal sense that she powers up other Elves or gives them abilities. She's different because she alone benefits from Elves to make her huge and give her major ramp.
In my playtesting I've been searching for ways to break her ramp capability. Being able to use her ramp to play a lot of Elves and Verdurous Gearhulk is fun, but I need a bit more oomph. Obviously good mana sinks are nuts if I can make six to eight plus green mana a turn. Rhonas the Indomitable and Walking Ballista have real potential with her ramp especially Rhonas because he can give her and other Elves trample. Marwyn can get really big with counters giving her trample while also adding to her power is great. Rhonas can act like a pseudo Ezuri, Renegade Leader for other Elves with Marwyn's mana.
These creatures are possibilities, but the card in my playtesting that's best with Marwyn is Approach of the Second Sun. Approach is really one of the most broken cards in Standard because it can be an instant win when casting a second copy of it. It's seen only in Control decks, most notable Azorius Control which it's the win condition. Elves with the reprinting of Llanowar Elves are now poised to have a unique position in Standard as being the tribe of ramp. Dinos can also ramp, but that tribe is about power not ramp. So far decks are not ramping into Approach instead they're controlling the game until they can cast the seven mana sorcery. With the amount of ramp that Elves can now make this changes how to approach playing Approach.
Llanowar Elves adds a one drop to the two and three drop mana Elves. This addition can completely change the tribe making it much stronger. Dominaria has already added these two very good mana Elves in Llanowar and Marwyn, the Nurturer to the already full pool of mana Elves. This tells me that Wizards intent for Elves as a tribe is ramp and I'm happy that they're finally chosen a coherent single strategy to pair with the tribe instead of pairing many different strategies that have no or very little synergy with each other. The fact that Marwyn cares about counters means she has interaction with Rishkar, Peema Renegade and Metallic Mimic this is a subtle, but fantastic hint that Wizards is beginning to care about the Elf tribe.
Servant of the Conduit is pretty much a staple two drop mana Elf in Standard for energy decks I've been playing him since Kaladesh. He's unique because he's the only mana Elf that can make other than green, another color of mana in this case white. Druid of the Cowl has not seen much play, but it's another two drop mana Elf who could make his way into this deck. Relying on Marwyn's ramp to cast Approach is a tricky plan because if Marwyn is killed than I need a back-up plan to make mana. This is where the other mana Elves come in. They can help me to cast Approach without Marwyn and they pair nicely with Rishkar, Peema Renegade.
Marwyn has fantastic interaction with the Kaladesh theme of Elves, +1/+1 counters. She continues this theme by also using counters, but unlike any other Elves she can continue to get counters turn after turn as long as I keep playing Elves. Rishkar, Peema Renegade, Metallic Mimic and Kujar Seedsculptor can all put a counter on Marwyn and Mimic can power Rishkar's mana ability by putting a counter on other Elves who ETB. These three have great synergy together. Marwyn gets a counter when an Elf ETB not when one is cast, this is relevant because Mimic can put a counter on her. Mimic ETB as the creature type I choose, in this case Elf, Marwyn will see it as an Elf when it ETB. Seedsculptor has seen zero play and that's understandable because she's pretty lackluster; however she can put two counters on Marwyn, that's good for a two drop Elf.
Steel Leaf Champion is another incredible Elf from Dominaria. He brings a very aggressive stance to the tribe. Turn one Llanowar Elves can help me to cast a turn two Steel Leaf. This interaction is crazy powerful and I suspect it will be the line I include in all my playtesting with Elves moving forward. The three drop spot on the mana curve is crowded now with Elves: Steel Leaf, Rishkar and Marwyn. Llanowar lets me play all these Elves together in the same deck because any one of them is a good turn two play.
Steel Leaf is an aggressive Elf and that's really not the direction I'm going with this version, but it adds another dimension to the deck that my opponent has to contend with. Steel Leaf benefits a lot from the counters strategy because it starts out with five power putting any number of counters on it makes it just plain huge.
Armorcraft Judge makes Approach of the Second Sun a more consistent win condition. After casting the first Approach the card is then placed in my library seven cards from the top. To realistically be able to win the game with Approach I need a way to draw into my library seven cards deep. Of course I could have a second copy of Approach in my hand after casting the first one. I could then cast the second copy on my next turn and win the game, but this is best case scenario. What if I don't have another Approach in hand? I need a way to draw into the one in my library. Judge can do this, he cares about counters just like Marwyn, Rishkar, Mimic, Seedsculptor and Verdurous Gearhulk.
This is only the first round of playtesting. Second round is Gruul or Naya with Grand Warlord Radha. Stay tuned for more Elf goodness :)
March 17, 2018 1:24 a.m.
This meter is messed up, why is it active on the site? Keeping a nonfunctional feature like this looks very poorly upon the site. Until it's fixed and actually functioning correctly simply hide it in deck pages?
March 15, 2018 11:58 p.m.
Llanowar Elves, oh how I welcome thee back to Standard. Going to have fun casting turn two Steel Leaf Champions!
So far lots more goodies for Commander than for Standard or Modern with new Karn as the exception, but still 130+ cards left to be revealed. Including new Skyship Weatherlight?
It's nice while also being upsetting at the same time that Dominaria looks to have gotten tribes right. Ixalan was suppose to be a tribal plane, but the few tribal cards in the leaked cards for Dominaria are far better than anything tribal in Ixalan. Tribal Wizards looks very fun, supported by new Wizard Lightning Lightning Bolt lite and Wizards Retort Counterspell lite. All the Wizard support revealed so far kind of reminds me of energy's powerlevel.
Nice to see Goblins and Saprolings are back. Hoping for more Elves and an Elf lord to be revealed in the rest of the cards.
New Karn is nuts and Teferi in combination with Seal Away is a nice boost for Azorius or Esper Control. New Jaya is a big disappointment compared to the others, but red does already have Chandra, Torch of Defiance, can't get much better than her for a red Planeswalker.
It's refreshing to see no previous Gatewatch Planeswalkers getting cards for the main set, about time. I expected Gideon and Liliana, especially Liliana, to get a card because in the story they're teamed up searching for Belzenlok.
Having both allied and enemy Check lands together in Standard opens up a lot of deck building possibilities. A single Basic land can now turn on four different Check lands letting them ETB untapped this is a huge boost for manabases in Standard. I'm very surprised by this I thought Pain lands would return because the names of the lands are regions on Dominaria.
March 9, 2018 9:36 a.m.
Someone, not me, has made a visual spoiler of all the leaked cards. Putting all the cards in make-shift by color card frames: https://imgur.com/a/ZcaAe.
I think this is very helpful to see and read what each card does, rather than in a text document. The text document however has game play notes of each card which are very interesting to read. Enjoy.
March 9, 2018 3:52 a.m.
Wizards already released a statement confirming the leaks: https://magic.wizards.com/en/articles/archive/news/dominaria-leak-2018-03-08
They also officially translated into English text of all the cards that have been leaked also including info about the new mechanics and changes in Dominaria. Anyone can download the English release notes: http://media.wizards.com/2018/downloads/DOM_Release_Notes/EN_MTGDOM_ReleaseNotes.docx
Because of these official release notes it should be okay to talk more in depth about specific cards leaked.
March 9, 2018 3:40 a.m.
SirChris39, thanks for the upvote.
rviola, Paradox Engine is a fine a card, but for purposes of the strategy here it doesn't fit. Verdurous Gearhulk is the same CMC and it affects the board much more than Engine. If I was going for an all out ramp strategy with Elves wanting to make a ton of mana to cast a huge creature then Engine is good, but I'm not doing that. Ramp is a supporting strategy because of Rishkar and counters. I like and want ramp, but don't need a ton of it. A new legendary Elf in Dominaria might change things, have to wait and see :)
March 9, 2018 2:44 a.m.
kshock68, I just now saw them all translated into English. Very exciting so far the set looks good. Elves are back and one in particular is making a much needed reappearance :) Six new Elves so far in the leaks including three legendary Elves. Look for a new update here on the leaks, but I have to careful with this update.
The entire set didn't get leaked there's still 130+ cards to reveal, but the majority of the meat of the set was leaked including cards of the three most represented characters of the set, the main villain and the new Weatherlight crew.
March 9, 2018 2:31 a.m.
Hey, great deck, Azami is very fun.
It's obliviously very high end here I'm wondering why you choose not to play the three powerful Farie Wizards: Glen Elendra Archmage, Vendilion Clique and Sower of Temptation? Reliquary Tower and Thought Vessel are also missing? Ways to have no maximum hand size are broken with Azami's draw.
My only criticism is the Avg CMC is pretty high which is not good with a Control deck. Do you really need all the high CMC cards like the two Eldrazi Titans, Enter the Infinite, Omniscience, Time Stretch, Arcanis the Omnipotent, Deadeye Navigator and Great Whale? These cards can be powerful, but most of them you want to cheat into play not hard cast them. I don't think they're helping enough with control and the strategy of drawing cards with Wizards and Azami.
March 8, 2018 1:57 a.m.
Hey, consider Buried Alive. The card is very broken with Meren it's like a tutor with her to get any three creatures putting them into the graveyard such as Sakura-Tribe Elder, Spore Frog and Eternal Witness.
Survival of the Fittest is expensive, but it's another broken card with Meren. It's an engine to fill your graveyard with any creature to be reanimated by her. If you're looking for a card to take your deck over the top Survival is it.
March 8, 2018 1:09 a.m.
Hey, Essence Scatter into Glimmer of Genius is a very good line right now in Standard I suggest adding more Scatter and Glimmer. Glimmer is busted with Torrential. Consider adding 2x more Scatter and 2x more Glimmer cutting 2x Countervailing Winds and 2x Supreme Will?
Champion of Wits seems out of place because you don't want to really tap out to play it. Consider adding 3-4x Cast Out cutting Wits? The cycling of Cast makes it is a very good control card. If moving Cast to main deck then consider adding 2x more Negate to the sideboard? Think of Cast as Vraska's Contempt it's how you deal with The Scarab God and Rekindling Phoenix at instant speed very much needed especially if these creatures aren't Scattered.
Regal Caracal is a nice card to have in Aggro matchups I suggest adding 2x Caracal to the sideboard. In some matchups such as Tokens or Golgari/Sultai Constrictor you'll want another Fumigate. I suggest adding 1x more Fumigate to the sideboard. I think you can choose one of Azor or Nezahal. I don't think you need to play both. You want either in Control matchups therefore I think Nezahal is the better card because it can't be countered.
If I was to choose a core, the most important cards for Azorius Control it would be:
- 4x Scatter
- 4x Glimmer
- 4x Cast
Summary of my suggestions.
Consider adding main deck:
- 2x Winds
- 2x Will
- 3x Wits
- 1x Azor
Consider adding sideboard:
- 2x Cast
- 1x Pull
- 1x Slaughter
- 1x Farm
Good luck with your deck and at the PPTQ.
March 7, 2018 11:25 p.m.
Hey, Azor's Gateway Flip has great interaction with Approach of the Second Sun. Use it as a draw/loot engine to help find Approach or other answers. It's gains you life when it flips and Approach also gains you life; these two cards together can gain you 12 life. Sanctum of the Sun with all this life is a very good land. Gateway untaps before it flips you can technically cast two Approach in one turn with this land. Sanctum combines Ramp with Control which is pretty powerful when Gateway is draw/loot engine before it becomes ramp.
Good luck with your deck.
March 7, 2018 3:40 a.m.
Hey, Hour of Promise with more Deserts is one of the best cards with Mastermind's Acquisition. Promise helps you ramp while also giving you board presence and Acquisition can tutor for the big stuff you want to ramp into such as Convergence or Tyrant. Consider adding 4x Promise main deck cutting 2x Never, 1x Hailfire and 1x Cruel Reality?
Wildest Dreams has nice interaction with Acquisition and Promise. You can tutor for it from the sideboard and use all the ramp to get back important cards from the graveyard such as Acquisition, Contempt, etc. Consider adding 1x Dreams to the sideboard cutting 1x Never?
I also suggest cutting 1x Compass for 1x more Gift of Paradise.
Good luck with your deck.
March 7, 2018 2:57 a.m.
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