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 this: Untap this.

So_Immersive on Galadriel, Light of Valinor

5 days ago

cEDH interaction staples I would suggest:

Flusterstormfoil, Silence, Force of Will, An Offer You Can't Refuse, Borne Upon a Wind, Veil of Summer, Force of Negation, Swan Song, Fierce Guardianship, Into the Flood Maw, Mindbreak Trap

combos you can utilize:

Valley Floodcaller + Retraction Helix + any mana positive rock like Sol Ringfoil or Mana Vault resulting in infinite

Devoted Druid + Swift Reconfiguration resulting in infinite

Kinnan, Bonder Prodigy + Basalt Monolith resulting in infinite

popular dorks in cEDH

Noble Hierarch, Birds of Paradisefoil, Delighted Halfling

(effects like Neoform and Eldritch Evolution are good for turning your dorks into protection with Grand Abolisher or Voice of Victory when trying to combo)

hyalopterouslemur on Which Mono-Color is the Most …

3 weeks ago

has the best card draw, and as a consequence of early Magic's design philosophy (Basically, every color could do anything but some colors would suck at it; the exception is blue, which could even be demonstrably better at it than the color that's supposed to be best at that thing, e.g. Prodigal Sorcerer existing.) you can find a good card to do just about anything you want.

has all the mana accel. People are surprised by mana dorks being so powerful, but do you doubt Bloom Tender or Devoted Druid or Kami of Whispered Hopes? In addition, green card draw can sometimes be even better than blue; I've drawn ten cards (and gained 12 life) off Shamanic Revelation before. (Which, I suppose I could do with Distant Melody, minus the lifegain.) Green also has the best recursion, and, yeah, green can tutor creatures; Birthing Pod, Chord of Calling and Green Sun's Zenith all exist.

is next. It has the best tutors, including the only universal tutors in the game. (Yes, I know about Prototype Portal. Does anyone use Prototype Portal?) It has some good boardwipes, unlike green and blue. (Just put a Sword of Light and Shadow on one of your creatures and then activate Pestilence over and over.) While black's card draw leaves something to be desired—I still play Phyrexian Arena in Stax decks and practically nowhere else—the ability of black to pay life in exchange for things is at double strength in a 40-life format.

is fourth. Basically, the only thing white has going for it is boardwipes, though experimenting with white card draw is nice; just remember, "once per turn" applies to your turns as well.

is, to be candid, red doesn't really impress me at all. It has some boardwipes. some spot removal, but even when I'm playing multiple colors, it feels like I'm including red only because my Commander is red, and I want to justify having enough mountains to reliably cast from command zone.

SaberTech on Mana Rocks or Mana Dorks?

2 months 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?

2 months 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?

2 months 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

4 months ago

definitely Devoted Druid

SaberTech on Mana Rocks or Mana Dorks?

6 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.

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