Arbor Elf

Arbor Elf

Creature — Elf Druid

Tap: Untap target Forest.

Browse Alters View at Gatherer

Trade

Have (1) rockleemyhero
Want (0)

Combos Browse all

Legality

Format Legality
1v1 Commander Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper EDH Legal
Tiny Leaders Legal
Unformat Legal
Vintage Legal

Arbor Elf occurrence in decks from the last year

Latest Decks as Commander

Arbor Elf Discussion

TheVectornaut on Green Boi - needs help

1 day ago

I'll just go through the mainboard cards I would personally cut first. Ancient Ooze : very big but requires trample or the like to actually do anything at 7 mana. Copper Myr : almost objectively worse here than most green mana dorks. Ezuri's Archers : not impactful enough in the main without a devotion or elf theme. Ghoultree : your creatures are too big to be dying that often and you want them alive anyway. Lumberknot : similar story to Ghoultree. Spawnwrithe : needs to be built around. Wall of Tanglecord : wastes the benefits of any Overrun effects. Predator's Rapport : more of a sideboard card unless burn is really popular. Reclaim : very slow and lacking enough good targets. Serpent's Gift : redundant and inefficient if you just run enough deathtouch creatures. Tower Defense : are there really enough flyers going around to have this in the main? Windstorm : see above. Spider Spawning : if this is what you're running Transguild Promenade for, it's not worth it without more GY synergy. Accorder's Shield : vigilance isn't impactful enough with no exert, tap abilities, or much else to abuse it. Brawler's Plate : very costly for the buff. Golden Urn : much worse than even the Rapport. Staff of the Wild Magus : staffs aren't even strong enough to do well in dedicated lifegain decks, unfortunately.

I'd say all of your maybeboard picks are better than the aforementioned cards. I'll list some other alternatives that come to my mind though. Primordial Hydra and Kalonian Hydra are some budget-unfriendly but highly dangerous beaters that you can get out relatively early. Joraga Treespeaker (or maybe Elvish Archdruid ) would make your archers much better by letting them double as mana dorks. Otherwise, I like Arbor Elf with Utopia Sprawl type auras on your forests to help ramp. If you prefer the vigilance idea, Champion of Rhonas is a budget Elvish Piper that likes not tapping in combat. If you like walls, Overgrown Battlement and Axebane Guardian can get ridiculous mana going. They also benefit from Assault Formation which synergizes with Tower Defense. In terms of small creatures with reach, Traproot Kami is my clear pick for mono-green, especially in multiplayer. If you need to add trample, Rancor is excellent value. If you need recursion, Eternal Witness should be near the top of the list. If you're struggling with flyers, maybe try Gravity Well . If you need more life, Engulfing Slagwurm likes forced blocks while Verdant Sun's Avatar likes playing beefy guys.

Given what you have already, I think shifting to include more deathtouch creatures and Lure s would be the most optimal plan. Viridian Longbow and Thornbite Staff are some other equipment that benefit from that strategy. For the creatures, Ohran Frostfang is a casual-only option that's completely busted in commander, and I'm always a sucker for Wasteland Viper 's versatility at only 1 mana.

Erza420 on Modern Dragons cause why not

1 week ago

needs 2 more lands and more ramp. with Arbor Elf and Utopia Sprawl you could drop Thunderbreak Regent turn 2.

TheVectornaut on Buff, Creatures

1 week ago

With a mana ramp core built around elves, I'm a fan of Joraga Treespeaker . Its production at 3 mana is somewhere between Llanowar Visionary and Llanowar Tribe , but if you can invest in it until level 5, all of your elves get an upgrade. Alternatively, if you prefer focusing on your lands, Arbor Elf + Utopia Sprawl and Voyaging Satyr + Nykthos, Shrine to Nyx are quite strong pairs.

Balaam__ on Hydra Gluttony

2 weeks ago

I think a few more lands what help tremendously. You want to hit your land drop each and every turn, no exceptions, and without any of the usual mana dorks green runs ( Arbor Elf , Llanowar Elves etc) I think 17 is a bit low. I see you have Whisperer of the Wilds , but even so. Good news is that once you figure out what you’re taking out to make room, you don’t need any super expensive lands. Bayou would be ideal, but a couple extra Forests is just fine.

Also, maybe I’m just overlooking something, but how are you getting Whisperer of the Wilds out Turn 1?

Nerdytimesorwhatever on Rashmi, Eternities Crafter: Experimental Elves

2 weeks ago

Ahhh okay, apologies for going overboard. I play a cEDH Rashmi list that is significantly different from yours, though there are some topdeck manipulation similarities!

I still think you should run Elvish Mystic , Arbor Elf , Carpet of Flowers (if applicable), Wild Growth , Utopia Sprawl , and more ways to play Rashmi in the earlier turns in general (like Jeweled Lotus ). My meta has evolved to make it impossible for me to play Rashmi after turn 3, so my lists usually run 15-19 ramp pieces. So take my ramping advice with a grain of salt lol.

I also feel that your interaction suite is a bit light, but thats from the position of someone who runs over 35 interaction spells haha

What does your meta look like, and how does this deck counter it/fit into it?

TheVectornaut on Christmas Dagrons

1 month ago

No problem. I enjoy going through the first cycle tab to offer input where I can. I'm used to playing on lower budgets and power levels so I don't usually have much to offer when it comes to long established decks.

Also, on the subject of mana curve, it's worth remembering that the purpose of ramp is to drag the top end back to the left. A bomb most other decks would have to play on turn 6, you plan to play on 5, 4, or even 3 instead. Obviously the more big cards you run, the more ramp will be needed to support them. That's why Gruul dragons also tends to run anywhere from 10 to 20 cards dedicated to acceleration. You have a solid starting package with the set of Servants and the Birds (and Sarkhan actually), but adding a couple more ramp pieces could make it easier to run the critical mass of dragons that Atarka and friends need to shine. It could be untap synergy with Utopia Sprawl and Arbor Elf , landfall with Oracle of Mul Daya (budget: Courser of Kruphix ) and Lotus Cobra , or just more generically good dorks and tutors like Somberwald Sage and Harrow . A turn 1 Bird into Somberwald on 2 potentially lets you cast any creature in the deck as soon as turn 3. If you do want smaller dragons instead, Dragonkin Berserker and Dragon Whisperer can get bodies on the board early and hopefully pay out later. The actual dragon options of Slumbering Dragon and Dragon Hatchling are pretty poor inclusions unless you're trying to go hard with Dragon Tempest .

Here's an article from Wizards' own Gavin Verhey with some tips on dragon ramp strategy. Note that the build in question was made for an old standard meta, so there will be some obvious differences to a modern gameplan.

Dragon Ramp Reconstructed

TheVectornaut on Red Green Dinos

1 month ago

It's worth noting that when transitioning from standard to modern, a lot of cards that seem like powerful contributors to a tribe end up being worse than non-tribal counterparts. For instance, Thunderherd Migration is probably better than the standard alternative Beneath the Sands , but it's probably worse than Rampant Growth , Cultivate , or maybe Sylvan Scrying with the right nonbasic to fetch. Drover of the Mighty is another that seems strong as a 3/3, but if you're tapping it for mana most of the time anyway, something like Birds of Paradise , Arbor Elf , Joraga Treespeaker , Incubation Druid , Whisperer of the Wilds , or Ilysian Caryatid might be more efficient. The only other suggestion I have is to consider adding ways to recurrently trigger enrage. Forerunner of the Empire is a pretty common option, but I can also see Pyrohemia , Harbinger of the Hunt , Raging Regisaur , Spikeshot Elder , or Power of Fire being used with varying pros and cons. Some enrage lists I see also make use of damage trigger shenanigans on cards like Arcbond and Rite of Passage . A possible cut could be Shifting Ceratops since it's generally more of a sideboard card. Otherwise, I'd cut any enrage trigger that isn't either repeatable or very cheap. Reckless Rage is great, but Tilonalli's Crown could just as easily be Dual Shot or something to that effect. A final note I'd make is that you may be able to take advantage of some of the bigger enrage dinos like Snapping Sailback and Silverclad Ferocidons . I wouldn't normally recommend them, however, Etali and a lot of ramp go a long way toward making them viable.

multimedia on BG Elves

1 month ago

Hey, I'm impressed, well done building your deck on a budget with like 90% cards from Commander Legends.

Commander Legends was an amazing set for Elves especially Miara. Unfortunately, to make any real impact from upgrades you're going to want to add more cards from other sets, but most cards you add could be $1 or less each and still make a huge impact.

An advantage of Elves as a tribe is ramp, more specifically one drop mana Elves and Elves who can tap to make a lot of mana. No other tribe has as many one drop mana creatures or creatures who can make a ton of mana. By adding more mana Elves you can reduce the amount of lands while increasing the amount of Elves. More ramp from Elves is wanted by both your Commanders to cast Nadier quicker and to pay more into X with Numa. Both of your Commanders don't do much without lots of ramp.

Archdruid is the budget Elf who defines the tribe since he's an anthem for Elves and can make as much green mana as Elves you control. Marwyn and Joiner are good with Numa, Joraga Chieftain since they want counters put on them, they care about how much power they have. Marwyn is also good with Elf tokens since each token that's created puts a counter on her. Guidance has excellent interaction with Arbor Elf if you enchant a Forest or Woodland Chasm .

Other mana rocks are more sources of ramp. Sol Ring and Arcane Signet are two budget staple cards in Commander. Golgari Signet is another two drop ramp source upgrade.


These cards would expand on the Elf token theme and Prowess is unique since it's an Elf that's not a creature. Expanding on the token strategy makes Nadier better. Warmaster is another mana sink to pump and give Elves deathtouch. Elderfang doesn't create tokens like the other cards, but it has good interaction with them. Letting you swing with your Elves and opponents have to make difficult decisions about what to do.

I offer more advice including cuts to make. Would you like more advice?

Good luck with your deck.

Load more