Elvish Mystic

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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
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
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Elvish Mystic

Creature — Elf Druid

: Add .

Kjacobson6800 on Mo' Counters, Mo' Mana, Mo' Monsters! *Help

3 weeks ago

Looks like a fun budget build, I like what Belfore has to say. That being said, Greens original lifeblood is mana production. I would focus on that a bit more. Cards like Llanowar Elves Elvish Mystic Arbor Elf Wood Elves etc. Assuming you can make Rishkar huge with counters, Rogue's Passage may come in handy for lethal swings with Commander damage. I also really like Growing Rites of Itlimoc  Flip these days. More proliferate and doubling could really make this thing go off. Maybe take a look at what cards you're willing to squeeze in /spend money on that can double your counters. Chord of Calling is affordable and may be a nice addition. Id definitely grab a Genesis Hydra.... Seems like it would fit the flavor.

Austin_Smith_of_Cards on I Have the Power!

1 month ago

Nice list, looks like a solid Temur build

I do think the average CMC of the deck is a little high though; I would try to cut some 3 and 4 drops and push up the 1s and 2s to make the opening turns more consistent. Birds of Paradise, Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Goblin Anarchomancer, Sol Ring would go a long way to help start getting to be able to play the good stuff faster.

Alternatively, you could swing the other route, cut out all the 1-2 drops from the deck, and make this a Keruga, the Macrosage companion list, which turns into additional card advantage from the command zone.

Andramalech on I Have A Dragon

1 month ago

In my best Kaiba impression- you're a third rate duelist using a FOURTH rate deck! it's not bad, I'm just joking. I like what you have here! If you want to push into bracket 4 territory I recommend the following:

.. all of these to get your draws and hand in a row. I see you've already taken up Three Visits so just increase your count of all those spells like Thirsting Roots and even Farseek to capitalize on that ramp capability. The newly released Temur Devotee is a nice committed mana-fixer.

Otherwise, consider lower cost removal spells such as Pongify and Rapid Hybridization, even Swan Song and Strix Serenade. The most efficient way to break into the higher bracket is to do things at their most efficient capability. In this case, you'll have tons of high cost dragons. Right? So use a formula. turn 1 dork, turn 2 ramp, etc., etc. whatever works for your playstyle. Just have one in mind!

The biggest issue your deck has is that you have next to NO one drop spells. Minion of the Mighty exists and so does Elvish Mystic, and Llanowar Elves. You absolutely need to make use of your first turn beyond just putting down a land and passing.

And if you are intent on holding up that one mana on your first and doing a land down, go - you HAVE to increase the number of instants you leave yourself access to. 6 simply is nowhere near enough. Arguably, more than 2 per hand is preferred. Stuff like Swords to Plowshares and Path to Exile are so popular and effective because they can be used on that first turn. I mean, you might be a card down for it.. but it'd be better than sitting on your hands for the first turn.

I would recommend using that newly printed red dork that was at 2 mana, because I like your 2 mana package in green colors. The hard issue after wards is probably how much has to happen at 3 mana rather than happening at one mana. Consider stuff like Burgeoning, Exploration.

All of this to say I hope your deck building process is easier with the feedback, please feel free to reach out if you have questions- I happen to really like what you've acquired here and want to see you succeed. Good luck, and +1!

kamarupa on Godsiren

1 month ago

I like it, but I think you're leaning a little too much on ramp and don't have any interaction spells. I suspect it can be more consistent and competitive with a few more lands and some protection and removal spells in the mainboard.

-4xElvish Mystic, +4 Lands (1xHall of Heliod's Generosity)

-3xChord of Calling, +2xHeroic Intervention, +1xWinds of Abandon

-2xLlanowar Elves, +2xPath to Exile

Andramalech on Mono green superramp

2 months ago

eww... alright, lemme help.

anbrx on The Princess and the Frog

5 months ago

This deck looks incredibly slow. You have only 1 piece of Turn 1 ramp in Mox Diamond. In its current state you are essentially starting the game on Turn 3, rather than Turn 1. With as many tapped lands as you are running, this clock will likely be even slower. After drawing several test hands with this list, I am yet to draw a good playable hand.

I would recommend trying to find room for at least some of the following: Birds of Paradise, Delighted Halfling, Llanowar Elves, Elvish Mystic, Fyndhorn Elves, Deathrite Shaman, Avacyn's Pilgrim, Elves of Deep Shadow. These additions will speed up the deck and allow you to actually play the game before turn 4.

I would also recommend trying to get some targeted removal in there. Cards such as Nature's Claim, Assassin's Trophy, Abrupt Decay, Swords to Plowshares.

You may also want some solid one-card wind conditions such as Craterhoof Behemoth, Overwhelming Stampede, or Triumph of the Hordes

Balaam__ on

6 months ago

I think 15 lands is slightly low. The only practical Turn 1-2 ramp you currently have are Llanowar Elves and Elvish Mystic, 7 cards total. Without any supplemental ramp package (i.e. Arbor Elf + Utopia Sprawl ), that puts you in danger of stumbling out of the gate and falling behind early game, a place no Elves player wants to be in. It would be worth considering either upping the land count or recalibrating the creatures to include more ramp.

Eilel on Selvala, Heart of the Wilds

6 months ago

RAMP:

Llanowar Elves

Elvish Mystic

Fyndhorn Elves

Incubation Druid

Gwenna, Eyes of Gaea

Quirion Ranger (commander untap)

Scryb Ranger (commander untap + flying en prod blue)

Entish Restoration

Patriar's Seal

Gaea's Touch

Fanatic of Rhonas

Awaken the Woods (mana sink)

Archdruid's Charm (ook removal)

Goreclaw, Terror of Qal Sisma (ook trample enabler)

Nyx Lotus (late game super ramp wss)

Lands:

Boseiju, Who Endures

Emergence Zone

Homeward Path

Oran-Rief, the Vastwood (ik vind niet super maar ik ken genoeg mensen die m dat wel vinden)

Temple of the False God

Myriad Landscape (niet te veel tap lands spelen maar denk dat deze wel kan)

Blighted Woodland

Card draw / advantage

Vivien, Monsters' Advocate (buiten de ability ook tutor op de -2)

Last March of the Ents

Lurking Predators

Monstrous Vortex

Tribute to the World Tree

Garruk's Uprising (ook trample enabler)

Battle Mammoth (creature en soort ward voor alle creatures)

Disciple of Freyalise  Flip (kan je als een landslot spelen, dus eigenlijk gratis include. als je niet nodig hebt als land heb je carddraw en lifegain)

Regal Force (creature)

Tutor

Finale of Devastation (ook haste enabler)

Tooth and Nail

Weird Harvest

Natural Orderfoil

Green Sun's Twilight

Recursion / Graveyard

Bala Ged Recovery  Flip (ook een land)

Long Rest (kan elk type kaart terug pakken, mass recursion)

Eternal Witness

Enablers

Concordant Crossroads (haste)

Surrak and Goreclaw (trample + haste)

Temur Sabertooth (combo kaart, alles met etb kan je opnieuw spelen, ook voor meer carddraw etc)

Ulvenwald Oddity  Flip (Trample + haste en +1/+1 enabler als die geflipt is)

Thousand-Year Elixir (geeft je commander soort van haste en kan untappen)

Removal

Scavenging Ooze (graveyard)

Rampaging Yao Guai (ook mana sink)

Beast Within (raakt practish alles)

Terastodon (super goed)

Collective Resistance

Khalni Ambush  Flip (fight spell die je als land kan spelen)

Bridgeworks Battle  Flip (fight spell die je ook als land kan spelen)

Kogla, the Titan Ape

Protection

Tyvar's Stand (of een mana sink)

Lightning Greaves (haste voor je commander met 0 equip)

Swiftfoot Boots

wincons

Goldvein Hydra (mana sink en eventueel super late game extra ramp)

Ochre Jelly (mana sink + trample + moeilijk vanaf te komen)

Silverback Elder (removal / card draw / lifegain)

Alternative wincons

Helix Pinnacle

Triumph of the Hordes (als je een teringlijer wilt zijn)

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