
Faeburrow Elder
Creature — Treefolk Druid
Vigilance
Faeburrow Elder gets +1/+1 for each colour among permanents you control.
: For each colour among permanents you control, gain one mana of that colour.
Trade
Have (2) | jecder , Azdranax |
Want (4) | Lunar_Wing , TurophobicMage , instantconsequence , riverspree16 |
Combos Browse all Suggest
Legality
Format | Legality |
1v1 Commander | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Oathbreaker | Legal |
Pioneer | Legal |
Tiny Leaders | Legal |
Vintage | Legal |
Casual | Legal |
Custom | Legal |
Quest Magic | Legal |
Rules Q&A
Latest Decks as Commander
Latest Decks
Faeburrow Elder Discussion
theinvincible333 on
Niv value
1 month ago
- Aura Shards + Mirari's Wake + Faeburrow Elder + Knight of Autumn + Knight of New Alara Eladamri's Call + Wildfield Borderpost
- Bard Class + Cindervines + Huntmaster of the Fells Flip + Klothys, God of Destiny + Radha, Heart of Keld + Xenagos, God of Revels + Decimate + Dire-Strain Rampage + Escape to the Wilds + Hull Breach + Firewild Borderpost
- Binding the Old Gods + Leyline Prowler + Windgrace's Judgment + Vraska, Golgari Queen + Culling Ritual + Maelstrom Pulse
- Hidetsugu Consumes All Flip + Kardur, Doomscourge + Kroxa, Titan of Death's Hunger + Olivia, Crimson Bride + Orcus, Prince of Undeath + Kolaghan's Command + Rakdos Charm + Dreadbore + Veinfire Borderpost
- Baleful Strix + Hostage Taker + Mistvein Borderpost
- Coiling Oracle + Rootcoil Creeper + Uro, Titan of Nature's Wrath + Growth Spiral + Tamiyo, Collector of Tales + Bring to Light + Croaking Counterpart
- Elite Guardmage + Niambi, Esteemed Speaker + Soulherder + Faithful Mending + Fieldmist Borderpost
- General Ferrous Rokiric + Aurelia's Fury + Wear / Tear + Deafening Clarion + Solar Blaze
- Izzet Staticaster + Prismari Command + Expressive Iteration
- Despark + Fracture + Inkshield + Kaya's Guile + Merciless Eviction
- Fires of Invention + Ignoble Hierarch + Sylvan Caryatid + Blasphemous Act + Demonic Tutor + Farseek + Arcane Signet + Chromatic Lantern + Coalition Relic + Commander's Sphere + Panharmonicon + Tome of the Guildpact + Urza's Filter
Epicurus on
The Holy Dragons Legion
2 months ago
I appreciate the creativity, and there are certainly a few suggestions I could present. But first, I think it is most important to address your choice of Commander.
Niv-Mizzet Reborn is absolutely not the right Commander for this deck. And I don't mean to say that all 5-color Dragon tribal decks should have The Ur-Dragon at the helm (though, that would be a great choice, just sayin'). My reason is simple: you don't have enough color pair cards on the list for 'Ol Nivvy to be useful. Like, at all. Even as part of the 99.
Now, you could fix that by adding spells such as Terminate, Abrupt Decay, Diabolic Vision, Faeburrow Elder, Render Silent, Anguished Unmaking, etc etc etc... Not to mention that you only have 8 color pair dragons in the deck, and 5 of them are Gruul (meaning, first of all, that the most amount of dragons you could snatch with Niv would be 3 and the chances of doing so are astronomical, and secondly that if you revealed 3 or more dragons by some dumb luck they're more likely to all be Gruul than any other combination, meaning you'd only get to keep one).
The thing is, you'd have to add a helluva lot of cards to make Niv palatable for this deck, and that would mean basically overhauling the entire deck. A much easier task would be to just simply change the commander.
As for general suggestions, I think you can use some Haste enablers. Dragon Tempest, Temur Ascendancy, Dragonlord Kolaghan and Sarkhan Vol come readily to mind, but there are a ton of other choices, such as Rhythm of the Wild, Fires of Yavimaya and Samut, Tyrant Smasher.
As for your question about better low-mana dragons, understand that there really aren't many good ones below MV4. I mean, they're dragons. What do you expect? However, here's a few of the better ones that aren't an arm and a leg:
Again, if you're going for a genuinely low curve dragon deck, you're going to be disappointed. It just really can't be done.
And finally, Lathliss, Dragon Queen is quite upset that she wasn't included.
That's all I got.
Cheers!
Grasshoppeh1 on
Karametra, Big-Mana Stompy [PRIMER]
2 months ago
Saw your reddit post, I don't reddit but I do lurk....
This is an unorganized brain dump of my thoughts on the deck. Pressed the playtest button above and goofed around with it a bit.
Anyone playing karametra knows how busted Whitemane Lion is. Thus I can make a logical guess that you purposely took it out. Mind you that for white+1 it is your most powerful ramp spell. Along with its friends Kor Skyfisher and Stonecloaker. I'm not saying you should run it, but maybe consider either that or stonecloaker if your play group has a lot of graveyard stuff happening.
One land to consider might be Mistveil Plains, I would only swap it in if you feel like you run out of threats.
37 lands might be too much? Maybe try 35-36 and see how you like it. You have karametra!
Lotus Cobra is another Tireless Provisioner which trigger off your general, I must suggest replacing Faeburrow Elder. That is partially preference and how you reason it is like this: if you feel like Tireless Provisioner is better than Faeburrow Elder it is time to swap in a cobra.
A tech swap might be Garruk's Uprising over Elemental Bond. For one if your trying to stompy them,, you should probably have more than 4 power. It also gives natural trample. The catch is it reduces your draw potential, which we can actually address.
How often does your Archangel of Thune go off? Do you feel its falling behind?
Cataclysmic Gearhulk is a potential alternate board wipe that gives you a creature. Tragic Arrogance does the same things, but you get to pick >:)
If you feel like your running out of ammo, Pokedex is worth trying out (Lifecrafter's Bestiary), Return of the Wildspeaker is a buff or draw, Garruk, Primal Hunter is draw or more creatures.
As for stompy bois, some I consider are Vorinclex, Voice of Hunger (WARNING: High salt), Woodland Bellower (Tutor + body), Apex Devastator (goes brrrr). Shalai, Voice of Plenty (if your wide or get targeted a lot), Kaldra Compleat (high pressure, makes big thing bigger), Multani, Yavimaya's Avatar (Comes back and with a lot of lands hits hard), one of my favorite cards ever printed, "cute" swarm uhh... I mean Scute Swarm. (s)cute swarm goes nuts when you start dropping lands. Get the alt art for extra (s)cuteness.
Have fun!
allariontalfwyn on
Consult stax tymna
3 months ago
The only combo line I am able to see is Freed from the Reel and Faeburrow Elder for infinite mana to draw out with Thrasios to Thassa's Oracle and Demonic Consultation, how else does this combo off? Am I too dumb to see it?
DawnsRayofLight on
Stranger Things Party! WUBRG (5 Color) *Updated*
3 months ago
Mike has an infinite combo with either Intruder Alarm or Village Bell-Ringer, a sac outlet (ideally Ashnod's Altar) to create an untap loop. you can use Faeburrow Elder or Bloom Tender for infinite mana, Arcanis the Omnipotent or Shorikai, Genesis Engine to draw your deck, I am sure there is a tap and ping a target as well.
You can use Rise and Shine and Cyberdrive Awakener to also beat down your opponents with artifact tokens.
I am running a Stranger Things list too! The Mind Flayer, The Demogorgon, & The Upside Down, It is a Mike and Will Abzan Combo/midrange list that has been pretty fun.
I am debating what to do with Eleven, I would like to run a spellslinger list with her. Hopper went in my Isshin, Two Heavens as One list. Max has potential. Dustin and Lucas got shafted, I wish Dustin was a sort of Grand Architect-like card and Lucas just sac'd an artifact to ping any target, I am sure the cEDH players wanting to run Mike Lucas, ft Lurrus would love that for a win con.
DreadKhan on
Cheap dragon
3 months ago
Alright, I'll try to keep that in mind and minimize the jargon. One thing I'd say about running lands, it's easy to end up with less than you actually need. The difference between 36 and 38 is extremely minor in terms of how many lands you can draw, so the exact number isn't that important, but if you have a higher cost Commander (Tiamat has a Mana Value of 7, or MV 7), you'll want ramp. A higher cost is usually any Commander requiring more than 4 mana, and/or one that requires more than 2 colours, either makes a Commander harder to cast. I end up on 38 in a deck like Reaper King, but I also use a lot of ramp in that deck to generate the huge mana values that deck can require. This deck probably wants anywhere from 36-42 lands, with 42 being where you want to be if you run relatively few ramp effects, 36 would mean running more of them, at least 10. You should probably run Command Tower. Temple of the False God is a risky land in a deck that isn't running a lot of lands, I hate to run it with less than 40 in a deck unless I have a payoff for a land tapping for 2.
It's worth considering basing your mana base around Green, not because most of the cards will be Green but to use Green ramp spells/mana dorks. I'm guessing you aren't aiming to spend a lot on this, so the cheapest $$$ way to increase your mana available is to use Green spells which can find Basic lands for you. Circuitous Route, Harrow, Roiling Regrowth, Search for Tomorrow, and Dire-Strain Rampage are all very good ramp effects, with most of them being cheap and able to find you colours of mana you might need. Sacrificing a land can be a good thing if you've got several of the same Basic land, which can happen easily. There are a ton of other ramp spells, many quite cheap, especially if you don't mind 3 mana effects. Spells that find land can be much better than artifacts, because artifacts can be blown up very easily compared to lands. I would also look for ones that can find any Basic land compared to ones that can only find a Forest unless you want to raise the budget a bit, as these lands are generally more expensive, but Kaldheim has 10 Snow type dual lands, one for each pair, and they are fairly cheap, and ramping with one of these off of Three Visits or Nature's Lore feels really good, but it'll be more investment. There are a lot of effects that find Forests and can find non-Basic Forests like Breeding Pool or Rimewood Falls, and finding one of those can really help make sure you can cast Tiamat. I would still play cards like Arcane Signet and Sol Ring, and most 2 MV mana artifacts are good cards usually.
A card that should be very useful in Tiamat would be Maskwood Nexus, which makes all creatures, wherever they are (in your hand, library, graveyard, or in play) are all every creature type, including Dragons, so Tiamat can find any 5 creatures. If you end up playing many cards that care about Dragons, this is worth looking at. Silverglade Pathfinder and Dreamscape Artist are pretty helpful some games as creatures that can also ramp you, potentially repeatedly if you are playing Casual games where you have a few more turns.
Interaction to protect your creatures can be very useful, Bolt Bend and Stubborn Denial are interesting options for you in a deck that will often have a power 4 creature out. Disdainful Stroke can stop board wipes, and Saw it Coming can stop anything in it's track, involving only U to cast, I would watch out for counterspells that cost UU (Blue Blue mana) to cast, this can be hard to arrange. You might think of Vindicate and/or Utter End to have removal vs any type of permanent, AFAIK neither is very expensive atm. There are 5 'Signet lands', Darkwater Catacombs, Skycloud Expanse, Shadowblood Ridge, Mossfire Valley and Sungrass Prairie are all very cheap and pretty good dual lands. Ash Barrens is a very good way to find a needed colour, especially Green. The World Tree is getting up there a bit, but it's a card worth looking at in 5 colours, especially if you run plenty of cards that find lands for you. If you have especially good non-Basic lands, IE lands that tap for 2 or more, Crop Rotation, Hour of Promise and Reap and Sow are all worth considering, finding a World Tree or other especially good land can be much stronger than finding a Basic. Faeburrow Elder and Jegantha, the Wellspring are very good ways to generate mana, probably don't run Jegantha as a Companion, just put him in the deck and you have no restrictions from him.
Well, that's what I'm thinking of right now, I'll probably have more later for you. I'll try to think of cards that are cheap and work for your deck, it might be a few posts before I've run out of relevant thoughts.
multimedia on Averna, the Chaos Bloom In …
3 months ago
Hey, if you need mana help add Arcane Signet? I think mana help you add should help to cast The First Sliver since casting First is the main reason to have mana help. I don't think Averna is needed because when you can utilize it's land ability with cascade you control First Sliver.
Faeburrow Elder is good ramp especially when playing five colors to help to cast First Sliver. If you control First Sliver, Elder taps for five mana (one of each color).
You can also help Farseek as well as overall color fixing from lands by adding more lands that are two or more basic land types. Tango lands (Cinder Glade) and Snow dual lands (Rimewood Falls) are budget options. More Shock lands (Stomping Ground) or Triomes (Ketria Triome) are more expensive options. They could replace some basic lands.
eliakimras on
Ghired - Precon Primal Genesis - Heavy Upgrade
4 months ago
Hey! Kinda late, but I would like to suggest some stuff:
(Disclaimer: I have a budget way lower than yours, but I've been tinkering with Ghired for almost two years - he's my favorite commander. I'll break the suggested upgrades down into categories for better organization.)
Haste enablers:
- You need them for Ghired and his tokens to attack right away, as well as to use your creatures with tap abilities on demand. Please consider Hammer of Purphoros in addition to Lightning Greaves and Fires of Yavimaya. The Hammer can even create tokens if needed.
Ramp: Run at least 15 ramp cards to make your deck flow smoother and faster.
-
As an aggressive deck, speed is fundamental. Fellwar Stone, Nature's Lore, Three Visits, Skyshroud Elf, Bloom Tender, Faeburrow Elder, Chromatic Lantern, Coalition Relic, Wood Elves, Skyshroud Claim and Mirari's Wake can ramp and heavily fix your mana, taking the place of Gyre Sage, Solemn Simulacrum, Rampant Growth, Sakura-Tribe Elder and Xenagos, the Reveler - the latter is a win-more ramp, and his 2/2 token is not large enough to synergize with the power-based card draw, while the other four fix for a single color of mana (Ghired decks can sometimes be color-hungry), and this deck can't abuse the sad robot for value.
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In the land department, Krosan Verge and Blighted Woodland pull their weight, and synergize greatly with Avenger of Zendikar and Rampaging Baloths. Maybe remove Cascading Cataracts? (Your spells are not THAT color hungry.)
Direct damage:
-
Have you considered Warstorm Surge and Terror of the Peaks as a mean to do damage even before attacking? The dragon can even be cloned with Flamerush Rider, Flameshadow Conjuring and Soul Foundry for extra copies of the same effect (the game ends quiiiickly after that). I'd remove Dragonmaster Outcast for that, since its effect is slow (albeit amazing if he lasts on the field).
-
Talking about damage, how about doubling it? Gratuitous Violence, Fiery Emancipation, Gisela, Blade of Goldnight, Angrath's Marauders and True Conviction can assist you on that.
Extra combats: You don't have to worry about your opponents' answers if they never get to their turn, so...
- Moraug, Fury of Akoum, Aurelia, the Warleader, Combat Celebrant, Scourge of the Throne (I believe there is an infinite combo involving those two), Savage Beating, Response / Resurgence, Breath of Fury (always attach it to your disposable tokens to keep attacking).
Boardwipes:
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Winds of Abandon might replace Hour of Reckoning. I don't really like to lose Ghired on a boardwipe, since he costs 7 mana to recast. Winds of Abandon also works as evasion for your creatures, since your opponents won't have creatures to block. As for the ramp it offers, an opponent can't do anything with the extra lands if he/she's dead, right? :-)
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Blasphemous Act/Vanquish the Horde plus Boros Charm/Heroic Intervention is a good combo that saves your creatures while taking your opponents' creatures out for not a lot of mana.
Card draw: Alongside ramp, it is my main concern with Ghired. I want to be able to rebuild my board after a boardwipe.
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Garruk's Uprising is a better Colossal Majesty, even giving evasion to your creatures.
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I believe that Camaraderie can be substituted for Shamanic Revelation as the latter cost less mana. Mouth / Feed is another option that creates its own big token. Return of the Wildspeaker can either draw cards or buff creatures for an alpha strike.
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Keeper of Fables triggers all other power-based card draw, while giving easy draw triggers to all your trampling creatures. Elder Gargaroth is a buffed, more versatile version of it. And remember: both can be cloned for extra juicy draw or extra tokens.
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Sylvan Library is an overall great card filter for your regular draws. It gets better with shufflers like fetchlands and tutors.
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Since your deck is focused on attacking and getting extra combat steps, Etali, Primal Storm might be a fun way to play your opponents' cards while lowering their life points.
Some cards I suggest you to remove:
- Sundering Growth: you already have enough flexible removal. You will almost never be in a situation in which the token to copy and the artifact/enchantment to remove are optimal choices. Since you're running Eladamri's Call, Reclamation Sage might be worth including (and cloned for the enjoyment of your friends).
- Starnheim Unleashed: one token is too little for a whole card slot in the deck. If you're foretelling, it costs a lot of mana to be worthwhile. The game might be over before that.
- Growing Ranks: waiting a whole rotation to get a token which does not even have haste is not ideal.
- Ghired's Belligerence, Full Flowering: good for a late game play, mostly dead until then. I like those, but I removed them in favor of more mid-game cards, since I might not last until 9+ mana.
- Trostani, Selesnya's Voice: while on-theme, it does little to advance your win condition.
- Thunderfoot Baloth: not an amazing buff. Your creatures are big already, and Garruk's Uprising takes care of the evasion.
- Feldon of the Third Path: all-star when there is a lot of graveyard filling - there is none in this deck. (I really tried to keep him on my deck because I like the card, but most of the time there was no creature in my graveyard.)
- Eldrazi Displacer: are you using it for a combo? I couldn't identify it.
Some cool lands for you to try out: (landbase is my favorite part of deckbuilding)
- Castle Garenbrig: how easily do you have access to a Forest for it to be worth including in your deck?
- Rogue's Passage: can sometimes help you to finish an opponent.
- Scavenger Grounds: if you face graveyard-centric decks (you don't seem to use your graveyard much).
- Hanweir Battlements Meld: another haste enabler.
- Gargoyle Castle: sometimes you need a flying token. (I rarely use it, but I like to have the option.)
- Gemstone Caverns: a turn-0 ramp when the first turn is not yours.
- Bonders' Enclave: card draw on a land (easily accessible).
- Mana Confluence, Battlefield Forge, Karplusan Forest, Brushland, Horizon Canopy, Sunbaked Canyon, Prismatic Vista, Cragcrown Pathway Flip, Branchloft Pathway Flip, Needleverge Pathway Flip: more untapped dual lands.
I hope I've been of some help to you. I didn't suggest many token-related cards because I believe that, as long as you have decent ramp, draw and removal in your deck, you can win to your heart's content. Wanna throw in a Godsire? Do it. Prefer to clone your opponents' creatures with Hate Mirage? Go ahead. But the fundamentals of the deck is what makes it flow consistently. Have fun and smash 'em all (and run Doubling Season for extra fun) ;-)