Devoted Druid

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planar Constructed Legal
Planechase Legal
PreDH Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Devoted Druid

Creature — Elf Druid

: Add .

Put a -1/-1 counter on Devoted Druid: Untap Devoted Druid.

SaberTech on Mana Rocks or Mana Dorks?

1 month ago

DemonDragonJ I wouldn't be inclined to trade a 3cmc mana rock for a 3cmc mana dork unless there was some strong synergy reason to do so, or that dork pumps out a lot of mana. The mana rock at least taps for mana the turn that it enters while the Prowler doesn't and is vulnerable to board wipes.

I also think that you are underestimating Devoted Druid. Ignoring all the combos that use it, the quick burst of mana that it can give you off of a 2 drop isn't something to sneeze at. That would let you make plays like casting Lotuslight Dancers on turn 3 and then Mimeoplasm on turn 4.

Devoted Druid also has synergies with both Mimeoplasm and cards like Butcher of Malakir that trigger off of a creature dying. With Mimeoplasm, Devoted Druid can kill itself at instant speed (just activate its untap ability twice) to give yourself a second creature in the grave. If you use it as the main creature for Mimeoplasm, then all the +1/+1 counters off of the second creature can translate into a ton of mana to work with on the following turn.

DemonDragonJ on Mana Rocks or Mana Dorks?

1 month ago

SaberTech, Devoted Druid is nice, but I find it to be fairly lackluster, so what do you think about Leyline Prowler, as that creature can produce any color of mana and has two useful keywords?

SaberTech on Mana Rocks or Mana Dorks?

1 month ago

DemonDragonJ, Looking at your Mimeoplasm deck I don't think that the sacrifice theme is heavy enough to want to put a bunch of mana dorks in for potential fodder. That being said, Devoted Druid is pretty good in Mimeoplasm in general and could potentially replace Commander's Sphere.

Mana dorks could have more synergy in Kresh since it has far more sacrifice effects. Looking through your list, I don't think that it has an overabundance of draw power that would make the "unlimited hand size" effect worth running a 3cmc rock like Decanter of Endless Water. I could see that being swapped out for Ignoble Hierarch.

The sacrifice theme in Teneb also looks only mildly supported, so I don't think that you get real solid advantages out of running mana dorks on that basis. You do have some ability to throw around +1/+1 counters though, so a dork is a mana source that could be buffed for damage later. I think that Devoted Druid could replace Decanter of Endless Water in this one. You have a fair number of 4 and 5 drops that a turn 2 Devoted Druid could help you cast on turn 3, and the various counters and anthem effects would help you squeeze a bit more mana out of it.

Cloudy2024 on the ol sack nd back

2 months ago

definitely Devoted Druid

SaberTech on Mana Rocks or Mana Dorks?

5 months ago

So, the general advice that you might find online regarding mana ramp in commander is something like this:

  • Cheap ramp that searches for lands like Nature's Lore and Farseek is the best because land destruction isn't played often in commander and it thins your deck a little.
  • 2cmc mana rocks like Arcane Signet and Talisman of Dominance are the second best option because they aren't destroyed by most wrath effects that get played.
  • Mana dorks are the worst option for ramp because they generally have summoning sickness and are vulnerable to a bunch of the removal that gets thrown around.

There are other factors to take into consideration that adds nuance to the guideline above though. Like you already noted, decks that are built to get extra value out of creatures when they enter, die, or feed into other synergies could appreciate running mana dorks. Some mana dorks also offer additional utility like how Devoted Druid is part of a bunch of different combos. The biggest advantage that a mana dork can offer though is when it only costs 1 mana to cast while most of the other cheap options cost at least two mana. There are a couple reasons why being able to ramp turn one could be important to your deck:

  • If your deck has a bunch of important or strong cards that cost 3 mana to cast then being able to play ramp on turn one lets you cast those spells on turn two, speeding up your game plan by a turn at a critical point in your curve.
  • Maybe you have a bunch of important combo pieces or something that cost 2 mana that you want to cast on turn two if you can, so you don't want to spend turn two casting something like Arcane Signet or Nature's Lore. In that case, turn one would be the ideal turn for you to ramp if you can.

So take a look at the cards you run at each point in your deck's curve and determine how much of an advantage being able to ramp on turn one would be for you based on what you are running at 2cmc and 3cmc. That should help inform your decision.

As for mana rocks; One of the advantages of 2cmc mana rocks is that they only require generic mana to cast so you can cast one immediately off of a Sol Ring while card like Nature's Lore requires colored mana. If you are running a 5+ mana commander then the possibility of going turn one land -> Sol Ring -> mana rock means you could be casting some 5cmc commanders as early as turn two. If your commander is a strong value engine or is very aggressive then being able to play your commander that early is a strong advantage. If that is the case for your deck, then having a few mana rocks in the deck increases the odds of you being able to pull off that sort of fast play.

seshiro_of_the_orochi on Arachnophobia, Webs of Fear (Shelob)

6 months ago

I've had a deck around Shelob for a while. It has since made room for Ygra, Eater of All, but Shelob can definitely do some rather unique things.

First, there is neat tech when having a commander with Ward. Including a number of spells like Snakeskin Veil, Fake Your Own Death and Not Dead After All always make fir great "Gotcha"s when an opponent tries to remove your commander.

Cards like Viridian Longbow are powerful for deathtouchers in general, and for Shelob, it can be easy removal. For even more shenanigans, Thornbite Staff with Longbow can be a one-sided boardwipe.

Finally, Shelob goes infinite with Devoted Druid. Just kill the druid with a spider to get an artifact that untaps infinitely to get infinite . I don't know if this works for your playgroup, but it's quite powerful. Protean Hulk can do similar things, the only problem lies within it being 7 mana to get out.

I wish you all the fun with the deck!

greyninja on Slimefoot, the Stowaway

7 months ago

Hello! Saw the thread and wanted to jump in

Can add a few more one drops to get Slimefoot out turn 2. Elves of Deep Shadow, Delighted Halfling, Deathrite Shaman, Elvish Mystic, Fyndhorn Elves, etc

If money isn't an issue, Doubling Season to get redundancy with the slimefoot + Parallel Lives + Ashnod's Altar combo. Demonic Tutor to help find it

What are some other wincons?
- Craterhoof Behemoth
- Peregrin Took + Experimental Confectioner
- Chatterfang, Squirrel General + Pitiless Plunderer
- Chatterfang, Squirrel General + Warren Soultrader + Blood Artist
- Hazel's Brewmaster + Devoted Druid

There are a lot of other 3-4 card combos in these colors, but these will help get your gears going when building.

Have fun! Please take a minute and upvote a few of my decks!

Balaam__ on

7 months ago

Most decks which run Devoted Druid as part of a combo run something like Vizier of Remedies. While not Pauper legal, you’d need some type of recursive effect like that in order to turn the Druid into anything more than a worse Llanowar Elves. Unfortunately Sigil of the Nayan Gods just won’t do that, not without some other infinite-creature making combo.

What you could do is splash for Midnight Guard. That would combo into Presence of Gond for infinite creatures. But at that point, Devoted Druid + Sigil of the Nayan Gods is redundant.

The problem arises when you mentioned you’d be facing Tier 1-3 decks at your local LGS. These combos are well known, and any player worth his salt would be packing disruption to get rid of either combo piece. Without them, the deck isn’t powerful enough to stand on its own in any meaningful way.

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