Farhaven Elf

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Farhaven Elf

Creature — Elf Druid

When Farhaven Elf enters the battlefield, you may search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library.

king-saproling on Sultai Landfall

3 days ago

Looks like a solid list so far. Personally I would make these swaps:

Muldrotha, the Gravetide -> Kodama of the East Tree
Notion Thief -> Stone-Seeder Hierophant
Ramunap Excavator -> Awaken the Woods
Courser of Kruphix -> Tireless Provisioner
Doubling Season -> Spark Double
Roil Elemental -> Quantum Misalignment
Parallel Lives -> Irenicus's Vile Duplication
Crucible of Worlds -> Sakura-Tribe Scout
Harrow -> Elvish Rejuvenator
Roiling Regrowth -> Sporocyst
Cultivate -> Farhaven Elf
1x Island -> Field of the Dead
Meloku the Clouded Mirror -> Animist's Awakening
Trade Routes -> Genesis Wave
Life from the Loam -> Nissa, Resurgent Animist
Zuran Orb -> Squandered Resources

Profet93 on Godzilla, King of Monsters Budget Build

3 months ago

x1AlphaWolf36 +1

What is your budget per card?

Why run a signet in a 2 color deck with green? Rampant Growth/Nature's Lore are budget friendly swaps

Elemental Bond - Should budget allow, better than colossal majesty

Soul's Majesty - Budget friendly draw

Harmonize - Regula, reliable draw

Life's Legacy/Momentous Fall - Super draw, beware of the blue player however

Traverse the Outlands - ???? Or do you not have enough basics?

Sakura-Tribe Elder/Wood Elves/Nissa's Pilgrimage/Farhaven Elf - Solid ramp

Eternal Witness - Recursion

Fierce Empath - Tutor

Inferno Titan - Damage

Terastodon - Removal (that can hit pesky lands)

Decimate - 4 in 1!

Would love to hear your thoughts on each suggestion, hope this helps!

DreadKhan on Goose Mother Voltron

5 months ago

I took a look and found the following cards that I think might not synergize especially well with your deck. Murkfiend Liege seems a bit 'meh' unless I'm missing some very powerful tap abilities, if you want Vigilance you could use an equipment, I find creatures tend to get wiped more often than artifacts, and stuff like Haunted Cloak do not attract a lot of attention. Consuming Tide seems like an odd card, Simic often has a big board, I feel like your deck should be trying to have a bigger and more threatening board than most other decks, and if the opponent redeploying would leave you behind, that will be a problem I'd think. I think I'd rather have Mark of Sakiko than Emergent Sequence, my issue is that while Sequence is better very early, the creature will die very, very easily, so even though it's land ramp it's not very good, if you're sold on a spell their is Nature's Lore, or creatures like Wood Elves/Farhaven Elf that won't take mana with them. I think their is better card draw than Tezzeret's Gambit, it's not that it's terrible, I'm not sure Proliferating one time is worth very much, I'd much prefer to have Momentous Fall to help rebuild when I'm wiped. I'm also not a huge fan of Thought Vessel, Simic decks can get away with running very few artifacts, making them less vulnerable to artifact hate. I am a bit clueless why you're running Cerulean Wisps, though I could see it being a pet card. I'm not sure what I'd replace it with, but I struggle to see how it could be impactful. I think I'd happily replace Unsummon with Crystal Shard, even if it is another Artifact the effect is pretty useful. Similarly, I think I'd replace Frogify with Mass Diminish, Frogify is a fun and powerful enough effect, but Mass Diminish has a much larger impact in most games, and if it gets turned around VS you somehow your deck uses +1 counters and won't suffer as much!

I hope this gives you some food for thought!

DreadKhan on 100 cards for Meren

7 months ago

I would look into stuff like Diligent Farmhand, Dawntreader Elk, Yavimaya Granger, Burnished Hart and maybe Fertilid, each of these not only finds a land for you, they will die for your Meren, meaning she can recycle them if you still want more mana for some reason. I think these creatures are much more synergistic than your mana artifacts. There are also cards like Wood Elves and Farhaven Elf that will also find a land but these require a sac outlet.

If you want to add a fairly strong card, Sidisi, Undead Vizier is a really good repeatable tutor (I usually sacrifice her to herself and reanimate her). There are flashier cards like Razaketh, the Foulblooded or Protean Hulk, either should win very quickly if they end up in play, but Sidisi is a bit lower to the ground, and the ability to find anything with no real drawback (and the ability to repeat it) makes this worse Diabolic Tutor very strong. If you want a cheaper version that has huge political potential (you can get a desired effect out of someone else's deck) you might like Varragoth, Bloodsky Sire.

DreadKhan on Gnoll Patrol

10 months ago

I also think Gnolls are cool and approve of this premise! Here are my thoughts about the deck, hope they're helpful.

If you ever want to raise your budget a bit, Pathbreaker Ibex has huge synergy with your deck.

When I was testing out your deck I found that you seemed to be short of creatures for a deck that runs lots of creature payoffs and generally can't win without them. In a deck that's very creature centric I like to run closer to 40, if not more, Gruul has really, really good creatures to choose from. For example, you can run Wood Elves, Farhaven Elf over artifact ramp, these give you a creature body while also permanently ramping you (land ramp is much more stable than artifact ramp anyways). Creature buffs can be stapled to a creature, there are options like Thunderfoot Baloth, Goreclaw, Terror of Qal Sisma or maybe Blossoming Bogbeast or Kamahl, Heart of Krosa. You can use creatures as a great source of removal with options like Thorn Mammoth, Ulvenwald Tracker, Kogla, the Titan Ape, Gruul Ragebeast, Steelbane Hydra, Viashino Heretic, and Outland Liberator  Flip are all pretty decent at getting things off the table for you while also offering a physical presence. Not sure if they quite fit, but depending on your meta Silklash Spider and Squallmonger are pretty nasty surprises for decks that use Flying a lot, Squallmonger can even kill huge flyers with another player's help, or allow several players to quickly eliminate an archenemy that is lower in life.

There are a few good ways to double your power in Gruul, the new Two-Handed Axe is very interesting, the surprise Double Strike ability works well with your Commander, and the power doubling effect definitely does. Inquisitor's Flail is an incredible equipment if your Commander is either very big or has First Strike, yours can easily get big enough to justify the risk. Berserkers' Onslaught is really strong, even if it's 5 mana, Enchantments tend to stick around for awhile.

I think you should run more sources of Trample in here (there are some listed above as well), but with a budget restriction that does make it more of a challenge. Your Commander is really strong if he has Trample, but can be chumped by a 0/1 goat token without it (funny image, maybe he got hungry?). Garruk's Uprising is a really good card if you have enough creatures with power 4 and up, but the Trample is the real perk here arguably. Kessig Wolf Run might do the trick, and it's on a land. Brawn is pretty budget, but it can be hard to get it killed. War Cadence isn't exactly Trample, but it can easily let you swing with unblockable creatures if someone is tapped out, but remember this can also be used to create chaos on other people's attacks if you've got nothing better to do. It's also not Trample technically, but Siege Behemoth can bypass blockers for your attackers.

With a relatively low budget in Red, I feel like Rite of the Raging Storm is a very underrated card. Those 5/1s are never coming your way, but they will swarm anyone who can't deal with it on their opponent's turns, and yours gets the buff from your Commander fwiw. Breaker of Armies is a good way to clear out potentially a whole board worth of stuff of a vulnerable player, it can deter attacks vs you if their defenders are all going to be stomped by an Eldrazi.

If you can get your creature count high enough, you could sneak stuff like Lurking Predators in, which is pretty impressive card advantage over time in many metas. There is also Heartwood Storyteller, which is very good if you don't run many non-creatures.

DreadKhan on Pariah's Stompy Gruul Deck

10 months ago

I noticed a few things you might want to take a look at while testing your deck out, first you run several examples of artifacts that ramp you, this is usually a questionable choice in any Green deck, but Gruul is very good at ramping in particular, it has the least need for artifact mana. Some people run artifact wipes like Bane of Progress to punish people who are stuck with artifact ramp. There are always more creatures that can be tapped for mana, but there are also cards like Farhaven Elf and Wood Elves that find a land, there are quite a few of these out there. At your budget I think you should be running Myriad Landscape and Blighted Woodland, and I would consider Guildless Commons as a way to sneak an extra land drop out of your hand (you could also just run more lands).

Second, I think you might want to include more answers to artifacts and enchantments, if not creatures. Gruul decks that run big creatures can look to fight effects to help pressure opponent's boards/kill stuff like Magus of the Moat, Domri Rade and Domri, Anarch of Bolas are budget options that can help make fights happen, Ulvenwald Tracker, Thorn Mammoth, and Gruul Ragebeast are creatures that can generate repeated fights. Beast Within, Chaos Warp and Wild Magic Surge are all pretty interesting cards for a Gruul deck to look at, but there are also cards like Reclamation Sage or Caustic Caterpillar/Thrashing Brontodon, as well as Conclave Naturalists or Indrik Stomphowler that can help deal with artifacts/enchantments that interfere with attacking, and anything that can be used at instant speed has value in disrupting combos. At your budget Road / Ruin might be good, it offers ramp and removal in one card.

Third, you might want more card draw, there are a variety of ways to do that in Gruul, but many of the better options are Green spells. If you consistently have a big enough creature out Return of the Wildspeaker is good, as is Rishkar's Expertise, Momentous Fall and Greater Good. I like Bonders' Enclave if you think you can count on having 4 power out, and War Room is pretty handy in a pinch. Regal Force can draw a bunch of cards if you have green creatures. Garruk's Uprising might be budget enough, but Toski, Bearer of Secrets and Ohran Frostfang are cards to think about if you ever want to upgrade, both are very strong, Frostfang's deathtouch is superb synergy with Trample. If you do go with more Fight effects, Neyith of the Dire Hunt can draw a card for each fight and has other synergies with the deck. Dragonborn Champion is cheaper than Frostfang or Toski, but it requires your creatures to be big and probably have trample, so it might be worth a look.

Here are a few cards that might help that don't fit into the above categories/aren't necessarily solving a problem, but I think are worth thinking about. War Cadence is an all time favorite of mine, you can use it on anyone's turn if you have spare mana, very handy to make it impossible for an archenemy to block, also handy when you get down to 1v1. Have you thought about a Breaker of Armies? When it attacks, that player has to block it with everything, but you technically get to assign damage as you see fit unless they have Banding, so this tends to clear out an opponent's board while letting your other creatures get in unblocked vs that opponent. With your relatively low land count I feel like Abundance would be decent. With so many sources of Trample in your deck Bow of Nylea would be a sweet addition, Deathtouch and Trample are very good together.

Hope some of this is helpful, Gruul stompy decks are a lot of fun!

eliakimras on Menacing Aura

11 months ago

Hello! May I step in to give you some recommendations? Since you're on a budget, all cards suggested are 2 dollars or less.

Part 1: Ramp

In: You probably want aura ramp and cost reducers over standard land ramp: Wild Growth, Transcendent Envoy, Hero of Iroas, Jukai Naturalist and Stenn, Paranoid Partisan (choosing Enchantment). These will allow you to storm through your deck casting Auras ad nauseam.

Out: Elvish Mystic, Farhaven Elf, Arcane Signet, Nature's Lore and Cultivate are all great ramp cards, but you can do better (and more thematically) with the cards I mentioned above.

Part 2: Card draw

Just as important as ramp is card draw: Galea won't always be available to you.

In: Sage's Reverie, Enchantress's Presence, Satyr Enchanter, Mesa Enchantress.

Out: Coiling Oracle, Curious Obsession (unreliable), Curse of Verbosity (unreliable), Eel Umbra.

Part 3: Removal

Swords to Plowshares is GREAT, no doubt. But, in this kind of deck, you can spice it up with the great Auras that has for removal.

The objective is, then, to use the cheapest Auras that can hit more than one permanent type, with emphasis on "loses its abilities" in the text box.

In: Mortal Obstinacy, Ossification (synergy with your basic land fetchers).

Out: Reclamation Sage, Swords to Plowshares.

Part 4: Boardwipes

In: I believe you should run more boardwipes that leave your board mostly untouched. Austere Command is one such example. You almost always will clean all artifacts and the half of creatures that are more dangerous to you. Curse of the Swine is another selective wipe.

Out: Time Wipe (not one-sided), Plains.

Part 5: Protection and Evasion

In Voltron, tempo is crucial.

Now to the Auras:

Following the same logic as with removal, I'm using auras over instants to protect the Voltron.

Part 6: Tutors

Without Hammer of Nazahn, Nazahn, Revered Bladesmith is just a more expensive Open the Armory.

In: Open the Armory, Heliod's Pilgrim, Moon-Blessed Cleric, Light-Paws, Emperor's Voice and Invasion of Theros  Flip (bonus that all those tutors also change your library's top card).

Out: Nazahn, Revered Bladesmith, Celestial Archon, Heliod's Emissary, Hypnotic Siren, Curse of Unbinding (7 mana is a lot for an Aura).

Part 7: Win Conditions

In: Since you're going all-in with auras, All That Glitters and Ethereal Armor do wonders.

Out: Bruna, Light of Alabaster is slow and telegraphed in this build. People won't let her stick to the field. Nissa, Steward of Elements is tough to protect in a Voltron build, while she only offers scry, which your lands can already do.

Part 8: Lands

In:

Out:

  • Thriving Grove, Thriving Heath and Thriving Isle are neat fixing, but the Temples are superior since they play into Galea's strategy.
  • Path of Ancestry is great if you're in a 5-color deck or in a tribal-heavy creature deck. This build is neither.
  • Lumbering Falls is good for suiting Equipments on, but Auras will just go to the graveyard when this land stops being a creature.
  • Azorius Chancery, because you don't run the other two bouncelands.
  • Razorverge Thicket. You'll soon realize that the later turns are more important than the early ones in EDH. This land is a beast in Modern, but it is far from worth it in Commander unless you're playing a turn-3 win deck.
  • Forest and Forest to give room for the two remaining Panoramas. (With all the land searching above, you're probably more likely now to have a target for Utopia Sprawl than before.)
  • Seaside Citadel. I know, I know: tri-lands are great and all, but, in this build, I'm trying to bake the top-of-library manipulation into the manabase so you have more free spell slots for your Auras, similar to what I did with Yennett, Cryptic Oddity (to a great success): each land in it has to either enter untapped somehow or change the top card of the library.

If you read this far, congratulations! Here is the list of the deck with all the suggested alterations, in case you want to test it: Galea, Menacing Aura. Good luck and have fun!

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