Creature — Elf Druid
Whenever a land enters the battlefield under your control, proliferate.
|Want (2)||GARlockSpiral , NickLamp|
Printings View all
|War of the Spark (WAR)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Evolution Sage Discussion
2 days ago
King_marchesa, Renata, Called to the Hunt is nice, but it is not wise to have a create the relies upon devotion to a single color in a four-colored deck, and her ability provides only a single +1/+1 counter, whereas Archangel of Thune can repeatedly place +1/+1 counters on creatures, and I specifically have True Conviction in this deck to grant lifelink to all of my creatures.
As for Evolution Sage, that is a very nice card, so I may possibly experiment with it, to see how well it performs.
5 days ago
Ramble the other way to do it is to use tutors.
One day I was playtesting Yennett and took two turns in a row that together lasted about 30 minutes.
My Yarok deck once did a stack overload that was a headache to figure out. The scenario was: Yarok, the Desecrated, a Spark Double version of Yarok, Ob Nixilis, the Fallen, and an Evolution Sage. I played Solemn Simulacrum.
After that, it was time for Prime Speaker Vannifar...
1 week ago
You could improve your mana rock section, going with more 2 mana rocks. I rarely find Chromatic Lantern to be that useful in a two-color deck. Or, you could go in on land ramp with cards like Rampant Growth, a Wayfarer's Bauble, and even Summer Bloom can be useful. Since Slimefoot costs three to cast, I'd try to keep my ramp under 2 mana as much as possible, so I'd skip on cards like Cultivate and Kodama's Reach. Manalith and Darksteel Ingot are just not good.
I don't think Bontu's Monument is worth a slot here. You don't have many creatures to cast at all, and if it's not dead in your hand, it's going to be dead on your board. Lifecrafter's Bestiary will likewise not draw you many cards, and just having the scry isn't worth including it, in my opinion. Something like Vampiric Rites and Arguel's Blood Fast Flip will help you draw cards more reliably in your current build. Harmonize would be a better draw spell for you, too.
Last thing I noticed is your lack of sacrifice outlets. Slimefoot does damage when saprolings die, and the most consistent way to kill saps is to do it yourself. If your budget allows, the altars are a good place to start: Ashnod's Altar, Phyrexian Altar, and Altar of Dementia. If your budget isn't that friendly, there are other options. Evolutionary Leap is a cheap sac outlet that lets you trade a sap for a creature in your library. Phyrexian Ghoul and Nantuko Husk are similar creatures that are free sac outlets, and Carrion Feeder is another decent one. Viscera Seer provides good value, too. Going all in on Slimefoot's abilities lets you get benefit out of enchanting it with cards like Keen Sense and Snake Umbra.
You've got a nice start. Hopefully this helps you focus it in a bit better.
1 week ago
Awesome deck! Super synergistic and powerful. The one card I might suggest is Evolution Sage.
2 weeks ago
1 month ago
linkzero thanks for the comments and suggestions. I have definitely considered all of these suggestions, so let me give you my thoughts on them.
With Cathars' Crusade, I decided not to run it because it can't be brought back with Tayam, which was something I sought to limit as much as possible. The only cards that cost more than 3 are creatures.
Pir, Imaginative Rascal is fine, but Winding Constrictor is cheaper to cast and has a bigger body, while doing the same thing. I didn't feel like running both, or the more limited +1/+1 counter ones. I'm really not focusing on +1/+1 counters here.
Evolution Sage was in my deck list until I realised I didn't have one available. I made due without, and it was one of the things that led to me building a more defensive type deck, which my playgroup appreciated. Additionally, I limited the fetch lands because I didn't want to be searching and shuffling all the time for a tapped land. I did get a Fabled Passage with M21, so I'll probably throw that in soon.
My Nikara is tied up in another deck, and its not all that great a fit here, really.
All the rest, the enchantment removal cards, I had to wittle out of my deck and have ready to swap in if a card doesn't really seam to be working out. Its kind of tough to make swaps at the moment. One thing I can say is that I use Mark of the Oni to steal threats, which is often more effective than removal. A big part of the deck revolves around using Tayam's ability to bring aura's out, and because this happens while Tayam's ability resolves and without targeting, opponents can't respond to the aura stealing their creature. It's kind of brutal.
Archangel of Thune is a powerhouse and with 14 cards that can gain life, I usually do just fine with getting it to trigger. You mentioned Skola Grovedancer triggering off of fetch lands, but it also triggers off of Tayam's self-mill, which means it triggers frequently. If nothing else, it can trigger itself with lifelink.
Elesh Norn, Grand Cenobite being an anthem effect means devoted druid can get more -1/-1 counters.
I run the deck as a pillow fort and usually try to focus on protecting my own field before messing with someone else's. I hope that explains my reasoning behind card choices a bit. I would like to fit in Song of the Dryads and Darksteel Mutation, but there really hasn't been a great need with my playgroup.
1 month ago
Hey there, I understand you are trying to keep in mind the balance between maintaining a constellation theme, but the synergy of +1/+1 counters would allow you to use Tayam's ability more often.
Cathars' Crusade - If you bring a creature back, Cathar's would trigger and get you at least 2, if not 3 more +1/+1 counters to then use Tayam's ability again, limiting you only to mana.
Pir, Imaginative Rascal - Doubles the amount of counters (any) on your permanents, giving you more activations.
Evolution Sage - The landfall proliferate again really helps add counters. Especially if you add back the sacrifice lands, like fetches, Evolving Wilds, Terramorphic Expanse, and Fabled Passage. (Those lands synergise with Skola Grovedancer too.)
Rishkar, Peema Renegade - Turns all your creatures into mana dorks.
Nikara, Lair Scavenger - Turns your creatures dying into card draw.
Grasp of Fate / Banishing Light / Oblivion Ring - Personally I would at least add Grasp of Fate, because 3 for 1 removal which can be reused through your commander's ability if it gets dumped to graveyard is very good.
Personally, I don't feel like there's enough lifegain to make use of Archangel of Thune, and Elesh Norn, Grand Cenobite is a good finisher but is an anthem effect (not counters). Good luck with tuning the deck!
1 month ago
DeinoStinkus I ran inexorable tide for a while in this deck but I ended up cutting it because I felt that its affect wasn't quite impactful enough for a five mana enchantment that required me to have a preexisting board state to actually do anything. In my experience it was a win more card that, while useful at times, was rather slow and I would personally prefer to have incremental build cards be at the lower end of my curve like Hardened Scales, Primal Empathy, and Evolution Sage