Prevent all combat damage that would be dealt to you this turn. Populate. *(Create a token that's a copy of a creature token you control.)
Printings View all
|Commander 2019 (C19)||Common|
|Modern Masters 2017 Edition (MM3)||Common|
|Return to Ravnica (RTR)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Druid's Deliverance Discussion
17 hours ago
Here are some cards you might like: Beast Whisperer, Broodhatch Nantuko, Colossal Majesty, Deep Forest Hermit, Druid's Deliverance, Evolution Sage, Explore, Full Flowering, Gaea's Blessing, Garruk, Primal Hunter, Generous Stray, Giant Adephage, Gilt-Leaf Archdruid (pushing the budget, I know. Just thought I'd throw it out there),Hunter's Insight, Paragon of Eternal Wilds, Rampaging Baloths, Runic Armasaur, Sandwurm Convergence, Second Harvest, Selesnya Eulogist, Seton, Krosan Protector, Shapers' Sanctuary, Snake Umbra, Temur Sabertooth, Verdant Rebirth, Voice of Many.
Figured I'd give you a lot of different choices and you can pick through them for the ones you like.
What I would recommend you do with this deck is turn its focus into a cat and druid tribal deck that incorporates a lot of card draw and token generators along with populate effects. I feel it would bring a lot more synergy to your deck without increasing the price.
IF you ever wanted to break budget a little bit for this deck, I'd suggest maintaining the whole cat/druid/token themes and incorporating a little more of an enchantment focus with cards like Argothian Enchantress, Verduran Enchantress, Yavimaya Enchantress, Eidolon of Blossoms, and Setessan Champion. This would both boost your druid count a bit and your card draw significantly. These combined with enchantments like Beastmaster Ascension, Parallel Lives, Season of Growth and auras such as Keen Sense, and Sixth Sense, would net you a lot of value and power.
You might also consider cutting some of your lands like Blighted Woodland, Desert of the Indomitable, Slippery Karst, and maybe 1 or 2 forests, and adding in more ramp cards. I'd suggest maybe a Kodama's Reach and some artifact ramp like a Mind Stone, but I think you should focus most of your ramp on land auras like Wild Growth, Fertile Ground, Wolfwillow Haven, and Overgrowth. They'd be really nice if you ever decided to go down the Enchantress route.
I knooow this is long I'm sorry but I just see a lot of cool fun and potential in this deck of yours. :^) I tried to keep my recommendations budget but a few pricier choices might've slipped through. I hope this helps!
1 week ago
2 mana for 1 Card Draw is not bad at all for Green, but unless you've got a way to return and/or recur Elvish Visionary in some way, it's not a massive benefit. I'm much more a fan of things like Vanquisher's Banner, Sylvan Messenger, and/or Regal Force since in each case you're dealing with more than 1 single draw (which especially if you're having reliability issues already; is just a roll of the dice).
I would definitely recommend factoring in 4x Priest of Titania. They're a little pricier than I normally like to purchase singles at, but it's not like they're ridiculous either (common rarity helps). There is simply no better (or cheaper dollar-wise) way to generate mana early-on in Elf Decks unless you're prepared to drop 50-100 dollars per single on something(s) ridiculous.
It looks like Ambush Commander could find a nice home here since you appear to use actual Lands more than my Elf build does. He'd add some additional synergy to the Elvish Pioneer/Sylvan Advocate theme you've focused on.
I can't seem to find a single Elf Deck that wouldn't benefit from Vitalize. It's instant speed, cheap cost, and just combos beautifully with so many different Elf Abilities.
I definitely feel that all 4 of your Overrun can be replaced with something better. Between both the mana cost as well as an identical (repeatable) ability on Ezuri, Renegade Leader, there's far better options here. Even something like Wirewood Pride could be a decent replacement...not only is it instant-speed to be used on either offense or defense, but its low cost means you can land early attacks in faster (I prefer to play it after blockers have already been declared and they've let some seemingly worthless 1/1 through).
I don't see a reason to use Druid's Deliverance here at all...not ton of Token generation going on here except from the 4x Elvish Promenade...and even then you're only paying 1 mana to Populate a 1/1 token. If you had better Tokens you could use Populate on, that'd be one thing but since it doesn't work on Non-Token creatures I think you could just as easily use Fog or something similar to save yourself a mana to cast.
1 month ago
I like it!
Druid's Deliverance is another solid utility card, it's worth considering.
1 month ago
Ahh I just read the rulings on Druid's Deliverance and it says "Combat damage dealt to creatures or planeswalkers you control won’t be prevented." Damn. I thought it did that. Are there any better cards like Winds of Qal Sisma that don't require a 4 Power card as a prerequisite?
And even if I don't pull the combo with Watchers of the Dead and Return to Nature, even if I draw either card, I'll still do damage to their graveyard, and with Return to Nature I will still choose a specific card. The thing is that if I have a combo of the two, I will effectively make them choose the best two of their strategem with Watchers of the Dead, which then signals to me what to get rid of with Return to Nature. If I had more graveyard removal, I would be able to rid him of all useful cards. But a graveyard is ever-growing, so they will just make more cards fall into their graveyard, so it's not really a big deal to use unless I know their strategy, which Watchers of the Dead reveals to me. It's more like a signal card rather than a card that is used to completely wipe their graveyard, otherwise I would use Tormod's Crypt and forget about spending two mana to give them two cards back. And, like I said, a vanilla 2/2 isn't too bad... especially if I plan on exiling it for graveyard removal anyways. Even if I don't exile it, it will be useful in chump blocking or dealing damage to a deathtouch or what-have-you.
1 month ago
Not sure I’m a fan of Druid's Deliverance. Fog effects are fine, but you need to make sure that you pick one that can be used aggressively, not just defensively. Deliverance can only ever really be used as a defensive fog since only ever stop damage going to your face. I would instead recommend Winds of Qal Sisma instead, since it can also be used aggressively. You can force your opponent to trade with your board, but then make the trade one sided by negating your opponents damage, while still being able to hit their creatures/face. And, the fog effect will still be able to protect your health in much the same way. Sure, the populate is nice, but as I’ve said before you lack decent targets and the ability to one sidedly trade a board is far better value.
Ok, I’m going to have another go at trying to explain why I don’t think Watchers of the Dead should really be mainboarded in this deck. First reason, in any matchup that doesn’t care about its graveyard, the card is a below average rate, vanilla two drop. And sure, it can become a decent size if you have any lords on the field, but so would any cat you ran instead, and any other cat would arguably be a bigger and more impactful threat, be that simply by being bigger or by having a more relevant ability. If you compare to Prowling Serpopard, the other card that is arguably a sideboard card, it’s stats are actually very good, so even if you play it as a vanilla 4/3, it can trade well and be an aggressive threat, and therefore is a much better include. Watchers also has no real ability to scale well into longer games, unlike many other two drops, including Adorned Pouncer, Ajani's Pridemate or Fleecemane Lion. These all have additional abilities that can come into play later down the line that are impactful and can caused problems for your opponent almost always. Secondly, let’s consider what the graveyard hate ability on Watchers is actually able to disrupt on a major scale. Since you are allowing the opponent to keep two cards, you will almost never hit one of their powerful cards, since they’ll opt to get rid of something else, and this ultimately does you very little good. It might cause some momentary problems for a delve or delirium deck, sure, but those decks will quickly be back online since they can very quickly fill their graveyards, and would still have their key pieces available to them. The fact that your opponent gets to keep two cards available to them, and that they get to pick them, makes this effect a very weak form of graveyard hate that I don’t think will ever really be enough to stop a graveyard deck. Also, when evaluating the impact of a card designed to counter something, you must always consider the card in isolation, in terms of how good it ultimately is at that job. Sure, Watchers might be good if you happen to also have Return to Nature to get rid of the biggest problem that they kept, but what if you don’t have that? Since your only running one of each, it is extremely unlikely that you will have both, so that “combo” will almost never actually happen. I know this probably seems like I’m being unduly critical of this one card, but I think it serves as a good example of how cards need to be assessed when making a deck. Consider the range of the cards possible value, from when it will be as good as it ever will be and also as bad as it ever will be, and then compare how often those events will occur. A card that is game breaking 1% of the time but is awful the other 99% is never going to be a better card than one that gets good value 70% of the time (sorry if this comes across as kind of a lecture on why I think you’re wrong, I know you’ll have your reasons for liking the cards, I’m just trying to kinda explain how I evaluate and develop opinions on cards in the hope that it is helpful to you).
1 month ago
And Druid's Deliverance seems far more useful than Invigorating Surge for my tokens to attack altogether and not die from collectively attacking a single creature that will kill them all in the process of me killing it with my collective attack, effectively giving me life-points as well through the life-link cats. This is why I'm replacing 1x Brimaz, King of Oreskos with 1 more Leonin Warleader, as I already get vigilance from my Companion, and I need lifelink.
1 month ago
Idk, I think mana at that point is really just useful in Commander, which is good so it doesn't hurt other formats. It's also really good and strong with Doubling Season, but isn't overpowered because cards like AEtherize, Toxic Deluge, Evacuation, Black Sun's Zenith, etc. can be such big blowouts. The fact it can be countered makes it pretty useful!
Honestly, I can't think of a way to break the -4, despite trying. The best I have is Dualcaster Mage and a Druid's Deliverance, Full Flowering, or Ghired's Belligerence. All of those are pretty tame considering the mage already went infinite with Heat Shimmer well before this walker. Still some strong but not op idea!
5 months ago
Hey! Thanks for the advise, I actually cut Druid's Deliverance solely because my group contains the spell slingers while I’m the aggro outcast but I do like the card.
As for Song of the Worldsoul I do run it already and love it, it’s funny you mention Growing Ranks as I’ve battled back and forth with it as I see the same problem it appears you experience with it rly not doing a whole lot for me. I was thinking of cutting it but I fear I’m cutting to many populate cards but ghired is always out so maybe I’m worrying for nothing.
Mimic Vat I love and cut solely on people suggestions it might be to slow. Maybe this is the cut I needed to slip it back in haha