Copperhorn Scout

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Legality

Format Legality
1v1 Commander 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
Tiny Leaders Legal
Vintage Legal

Copperhorn Scout

Creature — Elf Scout

Whenever Copperhorn Scout attacks, untap each other creature you control.

lagotripha on Elf Modern on a Budget - Keeping it simple!

2 months ago

I like the list, though there are some tweaks worth looking at.

Winding Way is a lead the stampede that also fetches lands and costs 1 less mana. Looking 1 card less is a small drawback.

Vivien's Arkbow and Pyre of Heroes opens you up to artifact hate a little, but massively improves reach.

Arbor Elf is another cheap dork if you want to go to 12. Quirion Ranger appears in legacy lists to power out high mana turns with count your elf mana. Copperhorn Scout can theoretically do the same, but Its usually cut first.

And if you really want to splash into another colour, Secluded Courtyard and Unclaimed Territory offer a lot of fixing.

Guerric on Help Building my First Competitive …

4 months ago

I'd replace Mobilize with Copperhorn Scout. The cmc is the same, and scout is an elf for when that matters, and the scout can be used repeatedly. The problem with Vitalize and Mobilize is that they are one-offs and thus often low impact, but at least the former is an instant allowing you to use it during your opponents' turns for a surprise move.

Cards like Torment of Hailfire are just better than things like Gruesome Scourger and Radiant Epicure which at 5cmc will often just not do enough to justify the cost. It's always good to think of the floor of the card and not just the ceiling. If you have one other creature out and play those cards it will feel bad. With Hailfire, even if you only cast it for five each opponent is going to have to choose between sacrificing up to three permanents or taking up to nine to the face, which will be a good return on investment.

Living Death is especially amazing with Syr Konrad, the Grim and can double as a board wipe and win con. If you cast it with Syr Konrad out, first all creatures in all graveyards will do damage to each opponent as they are exiled from the graveyard, then opponents will take damage for every creature killed and put into the graveyard. Its just crazy powerful. Also, if you have a sac outlet you can always sac all of your stuff first so you can get everything back. Its just unbeatable.

I feel like Throne of the God-Pharaoh could do some work but probably fits better in a different deck, but that's just me.

The Meathook Massacre is pricey in money for a reason- its sort of a catch all. It can be a boardwipe, or not, but either way its an extra aristocrat effect of a permanent type people remove the least, so its good!

I'll post some other thoughts on the deck page itself, but I wanted to answer your above questions here.

ionlyplayelves on Help Building my First Competitive …

4 months ago

Ok! I'm back and finally updated my deck. Removed a ton of cards and added most of what you guys recommended along with some others I found online.

Questions:

  • I should be receiving Torment of Hailfire this week, trying to think of what to remove for this card. Thoughts?
  • Copperhorn Scout looks like a viable strategy for the deck as I want to untap creatures to retap Lathril, Blade of the Elves for direct damage. Thing is, how often will I attack or will it be safe to attack to keep him alive and make this worth a slot. Thoughts on that?
  • I really wanted to add Living Death into the deck, but was concerned on everyone's creatures coming back from the grave. Should I add it as a way to end the game if I have the right cards in the deck?
  • Thoughts on leaving Throne of the God-Pharaoh in?
  • Overall thoughts/feedback on deck changes?

Pinging Guerric for thoughts :)

123456789101112131415161718 on Marwyn Elf Stampede

5 months ago

Obvious upvote Elfball decks have a super special place in my heart, so I always love to see them on here. I agree with what Guerric says, you need to cut non elf synergistic cards for more elves. Wirewood herald, omnath, yew spirit, and magus of the order are the first cards that come to mind. throw in more elvish lords and elves that tap for mana.

Marwyn is a super powerful commander, but I feel like you are too reliant on her with this deck. There are several cards in here that only truly synergize with marwyn, which makes the deck a bit less consistent. Marwyn is definitely a kill on sight commander, and so if you use your pump effects on her and she gets killed, your opponents are getting significantly more value than you are.

My biggest suggestion is to cut a bunch of artifacts, enchantments, instants, and sorceries, that only synergize with marwyn, or that have better effects found in elves. druids deliverance, ring of kalonia, blackblade reforged, garruk, gauntlet of power, even nissa, are cards i'd take out, and throw in more elves. Circle of Dreams Druid, Dwynen's Elite, Elvish Harbinger, Heritage Druid, Copperhorn Scout, Elvish Mystic, Llanowar Elves and Wirewood Channeler, are all good choices for elves to slot in.

Finally, I think when you add more rampy elves, and cut some of the cards mentioned above, you should cut back on some lands, maybe go down to 30 or 29 depending on how you find the deck functioning. Mono green decks in general shouldn't run more than 31 unless its landfall, but elf decks especially should have sub 30.

I hope you find these suggestions helpful, and if you need any inspiration, Ezuri's Exuberant Elfball Extravaganza is my version of elfball. Any questions you have I'd love to answer as well!

Monomanamaniac on Lathril and a lot of elves

8 months ago

Omniscience_is_life I definitely agree that I'm being very very greedy with my lands and I need to make some tough calls to get that count up, but honestly I've never been land screwed in an actual game before. The interaction game is certainly my biggest weakness, I have very little in removal or in protection cards. I wish I had an extra heroic intervention in my collection for sure, but wrap in vigor seems like a reasonable inclusion. Any suggestions for possible cuts to get some of that going would be appreciated.

shadow63 as soon as I can get my hands on a craterhoof you bet it's going in. Swinging the whole team honestly isn't my main win condition, but it's a good backup plan.

Yisan more untap effects are decent for the list, but repeatable ones seem to give better results. I actually use several untap effects Copperhorn Scout, Wirewood Symbiote, Seedborn Muse, Quest for Renewal, Thousand-Year Elixir, Staff of Domination are the main ones.

sub780lime I've had an acolyte sitting in my maybe board from day 1, it's a nykthos on a stick, and certainly pulls its weight. Its casting cost and not being an elf are the only things that have kept me from pulling the trigger on it. Augur of Autumn seems like a winner for sure. Yeah right now my primary wincon is looping lathril's ability every turn or infinitely.

Scytec on Lathril

11 months ago

Ok, to be honest there are only four cards I would remove without being too concerned here: Grizzled Outrider, Sarulf's Packmate, Snarespinner, and Pride of the Perfect. They aren't all bad, they just aren't as good as your other options essentially. When I broke it down, you have a pretty fair amount of each archetype I look for. Not including the four I mentioned above, you have 16 "Ramp" spells, 12 "Interaction" spells, 10 "Draw" spells, and 19 "Raw Value" spells. Not all of these are as efficient as you may want, but each are what I would consider acceptable for sure. One thing I would recommend is looking for additional means of recurring draw, or large draw spells. More cards like Beast Whisperer and Pact of the Serpent. I would also be wary of cards that draw for a death trigger like Twinblade Assassins and Miara, Thorn of the Glade. They are good recurring draw spells, but you really only run one sacrifice outlet with Pyre of Heroes, so you will be relying on your opponents to kill your things for you which isn't ideal. They are still solid options unless you find another card similar to Beast Whisperer which triggers on casting a creature spell. Any time you have a consistent means to keep your hand full is a great time given how many spells you want to be casting each turn and how much mana you will have access to at any given time. I would honestly look at increasing your draw capabilities so you dont empty your hand and just have to sit there playing whatever you draw each turn. Effects like Mind's Eye are good, but slightly worse for you because it isnt also on an elf, so you wont get full value like you will with something like Beast Whisperer. I wrote all the cards down on a sheet of paper to do this, I will throw it in my carrying case so I can give it to you either friday or if i see you before, then. From my earlier recommendations, based on where your deck is currently, I would drop Elves of Deep Shadow and Harvest Season. Both are good cards, but you have plenty of ramp, and most of it is also on an elf which makes it better for you in this list. Tutors (anything that allows you to search your library for a specific card) inherently make a deck more powerful, because you can fetch whatever you need at any given time, so the more of those you include, especially the ones already on elven bodies the more consistently you will hit the cards you really want to see every game. Prime examples would be Elvish Archdruid, Ezuri, Renegade Leader when you get him, and Ruthless Winnower would be the ones that pop up in my mind as amazing cards pretty much every game. Realmwalker would be a really good spell that would fall under the "draw" category because it essentially lets you use the top card of your library as if it were in your hand whenever that card is an elf. I still like Copperhorn Scout and Seedborn Muse here, especially if you do decide to pick up Yeva, Nature's Herald. You dont run many instants, but scout would let you tap down your elves for Lathril's ability your first main phase, you can go to combat swing scout, then untap all your elves and just do it again. Assuming you just do that twice, you drain each opponent for 20 life and gain 20 life yourself. With Seedborn Muse, you can do it at the end of each of your opponents turns, in one rotation of the board, you can drain 30 life and gain 30 life. With Yeva, Nature's Herald you would be able to utilize your land on each opponents turn to cast any green creature spells currently in your hand in addition to tapping them all with Lathril and dealing damage. The synergies that are possible in this deck are somewhat terrifying if I am being honest. Haha. There may come a time when you have to decide if you want to dedicate to combat or tapping with Lathril to really focus the deck down and get it to that next level, but honestly you could make this deck very scary without having to do that. Elves are so good that you can make this at least a 7 on my power scale with a little work (and unfortunately money, elves are a really powerful tribe, and they are popular enough that the good cards for them reflect that in their price). For reference, that is as strong as my Meren of Clan Nel Toth deck and I have spent literal years tuning that one, it is my strongest deck with the exception of my competitive list i built. Haha. Elves are good man.

Scytec on Lathril

11 months ago

Some extra cards to consider include Triumph of the Hordes, Elves of Deep Shadow, Copperhorn Scout, Seedborn Muse, Elvish Harbinger, End-Raze Forerunners would be a super budget Craterhoof though no where near as good either...does give your creatures trample though, Allosaurus Shepherd is stupid expensive, but insanely good because it makes your green elves uncounterable and can give you a huge bump in power as well, Fauna Shaman, Chord of Calling, Harvest Season, Overwhelming Stampede, Beastmaster Ascension, Doubling Season and Parallel Lives are both very expensive as well, but double the number of tokens you produce, and Tyvar Kell. Feel free to ask my why to any of these, they just seem solid for the combat elves strategy, not all of them necessarily belong in your list, just some options to consider. some of them are very expensive, i think i mentioned that with each though...

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