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Said on Standard Goblins...


Hey, Fight with Fire in my opinion is a better card than Firecannon Blast. It's the same CMC, sorcery and it does 5 damage right away to a creature. With the amount of Goblins you can have with Prospector you can possibly kick Fight making it also a win condition. 10 damage to opponent is a lot or choose damage a lot of stuff on the battlefield.

Skizzik is a nice aggressive curve topper. 5/3 trample and haste for four mana is good, kicking it for one is also not hard.

Consider Wily Goblin? It helps for some crazy turns with Prospector, Siege-Gang even Skizzik?

4x Arch seems like too many because of Chainwhirler. Arch is good, but not good enough to possibly disrupt your ability to play Chainwhirler. Consider cutting 3x Arch for 3x more Mountains?

Good luck with your deck.

May 20, 2018 10:54 p.m.

Said on U/W Control...


Hey, Gideon of the Trials is a house right now for control he's another win condition. I suggest 1-2x Gideon cutting 1x Approach or 1x Cast Out or both. With so much card advantage with Teferi, Azcanta, Glimmer and Gearhulk you only need one Approach. If you're afraid of the one Approach getting countered then play a second copy in the sideboard for matchups where you'll expect to see counter magic.

I think Settle is the best board wipe for control right now because of Teferi and Gearhulk. Settle is instant this allows you to take advantage of Teferi's +1 ability of untapping two lands. Teferi has taken over the five drop spot of the mana curve this conflicts with Fumigate where as Settle can be cast before Teferi and this play can be quite devastating to your opponent. Gearhulk can flash back Settle. Fumigate is still a good card for control, but I see it more as a sideboard card than main deck. Consider 3-4x Settle and 2x Fumigate with 1x more Fumigate in the sideboard?

Vehicles and Scrapheap Scrounger are huge right now and they are a pain in the ass for control to deal with, they're Fumigate proof, but not Settle proof another reason Settle is the better spell right now.

If you're looking for an upgrade to Caracal I suggest 2x Lyra Dawnbringer. In some matchups she's extremely hard to deal with requiring two removal spells to kill her. Even getting one attack in with her is enough to stabilize, she's good. Red Aggro is now playing black mostly to stop Lyra.

A sideboard plan of 3-4x History of Benalia is something to consider. This card is good in control matchups because your opponent will board out creature removal. Sagas also give you something for free with History you get a 2/2 Knight and a +2/+1 pump of all Knights for no additional mana cost. This is excellent for control getting something without having to pay mana letting you leave up counter magic. Control matchups are long draw out games, this is good for Sagas.

I like a couple of 1 of catch-alls for the main deck: Blink of an Eye and Commit // Memory. These bounce spells are versatile nice to have and Memory is crazy to cast from grave or flashback with Gearhulk especially if you have a Teferi emblem.

Good luck with your deck.

May 20, 2018 11:11 a.m.

Said on Abzan Counters...


Hey, consider Adventurous Impulse? I like it a lot in Constrictor decks because it helps you set-up including finding the Snake or follow up play after getting the Snake in play such as Ballista. Finding Aether Hub is also helpful.

Constrictor decks have the drawback for stalling out if your curve is too disrupted, Impulse can help to recover from this. Playing a two drop either Constrictor or Siphoner turn two makes a huge difference in games. Turn one Impulse can help to find one of these two drops.

I don't think you need both Siphoner and Branchwalker both are amazing cards, but Siphoner is busted with Constrictor and Hub. Consider cutting Branchwalker for Impulse? Impulse also helps to find Shalai or a land to make white mana.

4x Blooming Marsh is a more important land than 4x Scattered Groves here because Marsh lets you play turn one Llanowar into turn two Constrictor. Marsh gives more turn one green sources that ETB untapped, this is important when playing Llanowar. Marsh also helps for Impulse. I think you need to decide which color is more important to the overall deck black or white? Currently there's only 11 total sources of black in the manabase, this is not enough to consistently cast turn two Constrictor.

Consider this manabase:

  • 4x Hub
  • 4x Marsh
  • 5x Forest
  • 2x Swamp
  • 1x Plains
  • 4x Sunpetal or Groves
  • 4x Cemetery

I like the idea of adding white for Abzan, but I suggest a lighter splash then you're currently playing. 2x Shalai seems very good with Constrictor, but her ability is six mana. By the time you can start using it you could of already played a Gearhulk which is doing basically the same thing faster and doesn't require white. Yes Shalai is good, but Golgari is the color combo of the deck because of Constrictor, getting green and black does much more than white. Shalai in my opinion is best here as only late game support and protection from Settle the Wreckage.

Good luck with your deck.

May 20, 2018 6 a.m.

Said on G/W Mid-range...


Hey, only Standard post rotation here? I ask because 4x Scattered Groves can really help the manabase. If don't want to add Groves than consider 4x Tranquil Expanse in it's place? 9x Plains is a lot of Plains when you want to play Steel Leaf Champion.

For midrange 22x lands is a low amount even with 4x Llanowar. I suggest 24 lands since four drop Shalai and five drop Lyra are some of the most important cards you want to be able to play. You're going to want more lands to consistently be able to play these Angels.

Consider 3x Shanna, Sisay's Legacy and 2-3 Thrashing Brontodon. Knight of Grace is more of a sideboard card for matchups where you're expecting black removal. Same with Settle the Wreckage better here in the sideboard since you're tapping out each turn to play something not wanting to leave up four mana for Settle. In some matchups however Settle is really good, but that's why you have a sideboard :)

Good luck with your deck.

May 20, 2018 4:19 a.m.

Said on Grixis Cripple...


Hey, I suggest you take a look at Brawl:

See other peoples Brawl decks at this site:

It's a new 60 card singleton format that uses only Standard cards. You start out with choosing a general in this case your general can be Nicol Bolas, the Deceiver. After choosing a general fill the rest of the deck with 59 cards including lands. All cards except basic lands can only be used as 1 ofs(one copy of the card). The cards used in the deck can only be in the same colors as your general.

I suggest Brawl because what you have here is a nice start for a Bolas Brawl deck, in fact it's a complete 60 card Brawl deck already, but not a Standard deck. For a Standard deck what you have here is a list of cards you want to play, but this isn't a complete Standard deck.

A list of cards is a good first step to making a Standard deck, but now choose an archetype, a strategy and pick the best cards for your strategy and play more copies of those cards, less 1 ofs. Choose an archetype: aggro, midrange, control or combo. An archetype helps to devise a plan of how to build a Standard deck.

Standard decks are not entirely made up of all 1 ofs(one copy of each card) instead decks have 4 ofs, 3 ofs and 2 ofs. With more 4 ofs than anything else. Why 4 ofs instead of 1 ofs? This is done for consistency to give you a better chance to draw the most important cards of the deck. If your deck is entirely 1 ofs then consistently you will not draw the best cards of the deck, in fact it will be even more random than it already is what you do draw.

4 ofs are also typically used for lower converted mana cost(CMC) cards such as 1 drops(cards with 1 CMC), 2 drops, 3 drops, sometimes 4 drops and rarely 5 or 6 drops. Rarely 5 or 6 drops are 4 ofs because you don't want to draw these cards in the beginning of the game. You will not be able to cast them. In the beginning of the game you want to draw 1 drops, 2 drops and 3 drops because you'll most likely be able to cast these cards. Playing some 2 drops and 3 drops as 4 ofs makes it more consistent that you will draw them in the early game when you want to draw them.

The Planeswalkers decks are not good examples of Standard decks. I suggest taking a look at the new Standard Challenger decks to get a better idea of what a Standard deck looks like:

The best example of these Challenger decks is Vehicle Rush it looks completely different than what you have here. In Rush you can see the most important cards in the deck are 4 ofs. There's still a few 1 ofs, but very few. The archetype of Rush is aggro. I know this by looking at what cards are used in the deck.

The aggro archetype cares about 1 drops, 2 drops and creature removal. All these are included in large amounts in Vehicle Rush. The strategy of Rush is being aggressive attacking with little creatures using artifacts as support. Artifacts are very important to make the deck function.

If you make a Standard deck here it will be nothing like Vehicle Rush it will be completely different archetype and strategies, but I mentioned Rush because it gives you an idea of what a real Standard deck looks like.

Good luck with your deck.

May 20, 2018 3:24 a.m.

Said on Elves of Dominaria...


At today's Announcement Day, Wizards announced that we are returning to Ravnica for three sets. The Fall October set: Guilds of Ravnica, the Spring January 2019 set: Ravnica Allegiance and the Summer or Fall 2019 set is unknown. Yes three sets of Ravnica in a row.

Here's the official Announcement Day video:

If you can't make it through watching and listening to the whole video because your face has sunken into your head from all the cringing, I completely understand. I had to fast forward through many parts of the 10 minute video...

Dawn is the highlight of the entire thing. Dawn talks about the new art direction for Ravnica, most importantly how the creatures in each guild are going to look, what characteristics of the clothing says about creatures in each guild.

Here's Golgari and you'll notice he's an Elf, an Elf Warrior. Elves are already confirmed to be part of the Ravnica sets! This is exciting early news. Elves are returning to Golgari, the best color combination for the tribe.

More Golgari and more Elves. Elf Shamans are also part of the guild. The art direction for Golgari is described as being about the cycle of life, death and the rebirth. Mushrooms and fungi represent these concepts. They appear to be growing on and part of the armor and clothing of the Elves. Very interesting mushroom dresses for the women Elves the art could be fantastic for these.

In Dominaria Fungi and Saprolings are Golgari this could be a nice transition into and possible pairing of these two tribes.

More Elves in the concept art for Simic. Simic's art direction is described as the guild of bio engineers, lab tech and hybrid creations. Elves are part of the Supersoliders section of the guild.

I really like the idea of more hybrid Elves like Coiling Oracle and Gaea's Skyfolk kind of wish this idea was expanded on with other guilds. Looking at this concept art it appears that only the armor and clothing of the Elves is hybrid. I hope this isn't the case and the actual body of an Elf is a hybrid of two or more different creatures. This is much more interesting then just changing the armor or clothing.

Next up for Standard Magic is the Core Set 2019(M19). We know more about the Ravnica October set than July M19, haha. Something is kind of wrong, out of whack, with the these announcements...

May 18, 2018 7:34 p.m.

Hey, to a fellow Elf player :) All the accordions are working for me just fine at your deck. I'm using Google Chrome. I don't think there's a deck formatting bug happening right now on TappedOut.

Sometimes on various pages of TappedOut the HTML doesn't load correctly. When this happens the graphs don't load on the right side as well as lots of other functionality problems such as accordions. Refreshing the page usually fixes this or will fix it eventually with a refresh, could take a couple times though.

If you don't see the featured deck ad at the top of the deck page then this is also a sign of a glitch with the HTML and a page refresh is needed. Another sign of a glitch is if you rollover a card in the decklist and an image of the card doesn't show.

You can try saving the deck from the editor. I know that this works when using a custom CSS stylesheet. Sometimes the CSS doesn't load saving the deck seems to fix this.

There's also cookie problems with this site. Logout, clear all TappedOut cookies then Login again. This sometimes fixes problems.

May 17, 2018 2:29 p.m.

Hey, you mention Wily Goblin, but it's not in the deck? I like the interaction with Wily and Prospector to ramp into a fast Siege-Gang. Willy is very expendable which is good fuel for Prospector and Barrage. Looks like you cut Wily for Mimic...

Goblin Chainwhirler is proving itself to be one of the best cards if playing mono red. I suggest 4x Chainwhirler. 19 total land seems low consider cutting Smash for 2x more lands? 19 lands would be fine if you could get a turn one Prospector every game, but this is unrealistic to expect. 19 lands is not enough land to consistently make a turn three land drop which you want for Warchief or Chainwhirler.

The sideboard is kind of all over the place, the only cards I would keep would be 3x Abrade and 1x more Barage. Consider adding to the sideboard: 2x Fight with Fire, 2x Kari Zev's Expertise, 2x Aethersphere Harvester, 3x Magma Spray and 2x Glorybringer?

Good luck with your deck.

May 17, 2018 6:27 a.m.

Said on Looking for 4 ......


Hey, I suggest adding a lot more info of what kind of two color decks you like, strategies you like to play. You're not just looking for help here you're looking for someone or many people to do all the work for you.

Yes it's a huge task and you begin by saying you have no time to do it? If you want help then help the people that want to help you, saving them time by giving them a starting point. You want four well-balanced decks is a good idea; it's not a starting point to actually getting the decks made.

I suggest making some starter decks here, post the links to them. These decks are examples of the kinds of decks you like to play, or would like to save with cards that you have in your collection. This gives users here that want to help you a better idea of what your looking for and what cards you have.

May 17, 2018 5:32 a.m.

Said on Azorious Angels...


Hey, consider Selesnya instead of Azorius. Selesnya lets you take advantage of Shalai's powerful ability of giving all your creatures +1/+1 counters. Green could replace blue, ramp could replace counterspells.

The two best Angels: Lyra and Shalai have expensive mana costs, ramp can help to play them faster in a game. Ramp also helps with Helm of the Host which you need a lot of mana to play.

Consider 4x Llanowar Elves, 4x Merfolk Branchwalker, 4x Gift of Paradise, 3-4x Blossoming Defense, 4x Sunpetal Grove, 4x Scattered Groves and 4x Tranquil Expanse?

You're going to want more than 18 total lands when the two best cards of the deck, the Angels, are four and five drops. Consistently you can't make a turn four or turn five land drop with this low amount of lands. I suggest minimum 24 lands.

May 17, 2018 4:11 a.m.

Said on WR Historic...


Hey, consider Mardu, splashing black for Scrapheap Scrounger? I really like the interaction between Teshar, Pia and Scrounger. You don't need much black for Scrounger because Teshar can reanimate it. It's also a historic spell to trigger Teshar.

Heart of Kiran is my next suggestion. Heart can give creatures you reanimate with Teshar something to do when their reanimated, crew Heart. Heart is very good with Karn and the other Planeswalkers. Heart is also great with Scrounger.

May 17, 2018 3:17 a.m.

Said on GB Saprolings...


Hey, just need 4x Blooming Marsh and a sideboard and this is the best Golgari Saps deck I've seen on TappedOut. Streamlined and I really like Offering with Saps right now in Standard. Rite of Belzenlok is very interesting something I haven't seen yet with Saps. The Demon is a sac outlet for Saps with Slimefoot each turn. Saps provide enough sac fuel to keep the Demon from doing damage to you, great stuff.

The 1x Force might be better as a fourth Tendershoot more chances to draw Tendershoot, more chances to play back to back Tendershoots. Tendershoot just does so much for Saps with the city's blessing especially with Song as ramp.

You clearly know how to build a deck, when you get around to making a sideboard I'll be very interested in seeing it. I don't want to give any suggestions for the sideboard; I want to see what you come up with :)

Good luck with your deck.

May 17, 2018 3:03 a.m.

Said on Jaya's Amulet...


Hey, interesting ideas I really like Hour of Devastation right now in Standard. Jaya, Chandra and Karn all pair well with it. I don't think you even need to play Cut. Worrying about having double black to cast Ribbons seems problematic and honestly not needed because of Fight with Fire. I see 2x Search in the sideboard consider moving it main deck cutting 2x Cut? Azcanta can find all the pieces for your strategy, seems too good main deck.

May 17, 2018 1:37 a.m.

Hey, looks good. I suggest a few more Swamps and a few less Islands because of Aetherborn and Push. Black is more important early game than blue. Consider 8x Swamps and 3x Island?

I agree with you Lost Legacy is not a good card. I suggest simply playing more Negates in the sideboard instead of Legacy. The one/two punch of Duress and Negate gives Dimir a sideboard advantage in control matchups. Sorcerous Spyglass is also pretty nice right now. Seal Away is a problem for midrange in control matchups; Negate is a way to countered Seal. I think Cast Down is a better sideboard card than Moment of Craving being able to board in more Down is very helpful. The cornerstone of red aggro right now is Goblin Chainwhirler and the counterstone of mono green is Steel Leaf Champion. Push and Craving as early game removal is not very good to stop these cards, but Down can kill either of them.

Consider this sideboard:

  • 4x Duress
  • 4x Negate
  • 1x Spyglass
  • 2x Tracker
  • 1x Gonti
  • 2x Down
  • 1x Contempt

Good luck with your deck.

May 16, 2018 8:55 p.m.

Hey, consider Unclaimed Territory? It looks like you're forcing black here when I don't think you need too. One of the best interactions with Knights is all white, Marshal and History. You want 4 each of these cards, 4 ofs. If you have to trim black to play more Marshal than in my opinion do it. I think you're better off splashing black only for Knights and not other nonKnight or noncreature cards.

Consider this manabase:

  • 8x Plains
  • 4x Dunes
  • 4x Courtyard
  • 4x Chapel
  • 3x Territory

I've increased the lands to 24 because hitting your turn three land drop is very important to play either Marshal or History. All the lands in this example can be used to make white mana which is what you want when playing Marshal.

Here's a possible Knight core that takes more advantage of Marshal and History:

  • 4x Bodyguard
  • 4x Grace
  • 4x Malice
  • 4x Marshal
  • 2x Aryel

  • 4x History
  • 2x Destiny

  • 3-4x Call the Cavalry

I think Call is quite good with Marshal, History, Destiny and Dunes especially with History because Call makes Knights. With History the strategy is going wide with Knights, Call adds to this strategy. Turn three History and turn four Call is putting a lot of Knight power on the battlefield for a turn five pump from History.

Consider Gideon's Reproach for white two drop main deck removal? I like main deck Reproach instead of Seal Away for attacking strategies because Reproach can clear away a blocker which Seal can't do. 4 damage is also a lot, it's nice for two mana instant can kill a ton of creatures in the early to mid game. Seal is an amazing card, but I think it's better sideboard here for Gods, Lyra and Ghalta, big creatures you'll have problems with.

White gives you all the removal and sideboard options that you need. Does black help? Sure, but I don't think it's needed. Duress and Fatal Push are the only cards that hurt to lose.

Good luck with your deck.

May 16, 2018 6:21 a.m.

Said on Elves of Dominaria...


aqKetoz, thanks for the upvote.

Servant of the Conduit is an Elf. In fact he's the best two drop Elf. This is tribal Elves that's the reason I'm playing him. Turn three Grand Warlord Radha is pretty good and Servant can make red mana for Radha which is very helpful.

Elves in Standard make mana, that's strongest characteristic of the tribe right now. Especially because of Marwyn, the Nurturer and her mana ability one reason to be tribal Elves. Other than Steel Leaf Champion expect most other Elves here to be mana producers.

This a mono green deck, splashing red only for Radha because of Unclaimed Territory. Only green puts a limit on removal options; there's not a lot to choose for. Ancient Animus is the current two drop removal spell. Is it ideal? Nope, but it's what we have to work with in green and I'm actually quite pleased with it. Most mono green decks right now in Standard are not even playing main deck removal, only 4x Blossoming Defense as pseudo creature removal in combat and protection.

I would like to put red removal in this deck, I tried this, but the manabase doesn't work with more red. More red with Sheltered Thicket, Mountain even more Aether Hub disrupts Llanowar Elves and Steel Leaf Champion too much. There's a fine line here with the manabase being able to play these two Elves together and red.

May 16, 2018 4:55 a.m.

Hey, if you don't want to include cards in the deck that will rotate in Sept. maybe add this bit of info to the deck description? Currently 4x Concealed Courtyard is one of the best reasons to play black with Knights otherwise the manabase is much better as simply mono white because of Benalish Marshal.

Consider Benalish Marshal and Dauntless Bodyguard? These are two very good Knights in Standard especially Marshal. Consider 4x Marshal, 4x Bodyguard, 4x History, 4x Grace, 4x Malice and 2x Aryel. Add 2-3x Radiant Destiny for more tribal. Removal: 4x Approach, 2x Seal, 3x Ixalan's Binding. The sideboard can have more copies of Seal as well as Down for certain matchups.

I like Approach as the main deck two drop removal spell because it can clear away a blocker. With Knights you want to be attacking and Seal is not good removal to clear away a blocker. It requires that your opponent attack you first with a creature which is problematic if a creature is just sitting back on defense.

Because Marshal is a lord for all your creatures you don't have to be pure Knights. This opens up some nice options like 3x Legion's Landing  Flip, 2x Shalai, Voice of Plenty(protection from Settle the Wreckage) and 2x Lyra Dawnbringer.

Good luck with your deck.

May 15, 2018 7:56 a.m.

Said on Filthy Fungus...


Hey, really like the name :)

You're playing this deck at Standard tournaments? I find this hard to believe, but more power to you, hope you draw well. Currently the deck is 62 cards...

Consider more Migration, Swarm and Sapherd? These are the cards that create Saps before Tendershoot. You say the early game strategy is to create as many Saps are possible, but you can't really do that with only one Migration. It's the two drop that creates the most Saps. Consider cutting 2x Oviya and 1x Bontu for 3x more Saproling Migration? Cutting 2x Duress for 2x more Spore Swarm? Cutting the last Bontu for another Sapherd? Sapherd is nice because it's a three drop to take advantage of turn one Llanowar Elves. 4x Llanowar and 4x Sapherd makes this possible line of play more consistent.

I don't think you need both Bontu and Plots as sac outlets I think you can choose one and cut the other. I think Plots is a better overall card with Saps. Oviya looks out of place I don't think you need her. She's not helping the Sap strategy and even as a token producer she's not that good, too slow.

For the manabase if you can get 2x more Woodland Cemetery this is will help the deck a lot. I mention Cemetery and not Blooming Marsh because Cemetery is a safer buy since it will be legal in Standard until Sept. 2019. Marsh rotates out of Standard this Sept. However, if you get more Marsh it will also help the deck. If budget is a concern then I suggest 4x Foul Orchard. More Golgari dual lands that can make either green or black, less basic lands.

If you're playing or want to start playing in tournaments a 15 card sideboard helps. A sideboard is used to give you advantages in some matchups. Cards that are good for the sideboard are: Duress, Divest, Thrashing Brontodon, more Vicious Offering, Golden Demise, Nissa, Vital Force, Skysovereign, Consul Flagship, Driven / Despair, etc.

May 15, 2018 1:36 a.m.

Said on Elves of Dominaria...


Heroic Intervention is a fine sideboard card, but for this deck I would rather sideboard in threats for matchups where Intervention would be used such as Control. Intervention has the annoying problem with only protecting my creatures from Fumigate and not Settle the Wreckage because I don't get hexproof. In fact it doesn't do anything at all when I'm facing a Settle. I feel that boarding in a card that's useless to the number one way my opponent can stop my army in a matchup is not a good idea.

There isn't a card in green that can be used to combat both Fumigate and Settle with creatures. Need a green spell or creature that can give me hexproof as well as all my creatures indestructible :)

This is a reason that I'm turning to cards that can be mostly immune to both Fumigate and Settle for the matchup. Nissa, Vital Force, Lifecrafter's Bestiary and Vehicles. Out of these options only Vehicles are not immune to Settle, all of them are immune to Fumigate.

May 13, 2018 4:40 a.m.


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Finished Decks 41
Prototype Decks 30
Drafts 0
Points 4872
Avg. deck rating 122.86
T/O Rank 14
Helper Rank 5
Good Card Suggestions 470
Cards Added/Fixed 96
Last activity 34 minutes
Joined 3 years