Familiar Ground

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Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Familiar Ground


Each creature you control can't be blocked by more than one creature.

jarncards on Sleeping Elves Kill

2 weeks ago

Collected Company is one of the better cards in a deck like this.

If you run Green Sun's Zenith, I think you should run Dryad Arbor 100% of the time. Having the option to 1 mana ramp tutor as needed is the best in the game, even if it's fragile.

If you want to do the whole tap ten elves thing Benefactor's Draught, Vitalize, and Mobilize are useful. And as long as you're using mana dorks, they are good throughout the game. Birchlore Rangers is also a good mana dork for getting either color as needed if it matters. Like some of the others you have it can use creatures with summoning sickness.

Add Regal Force, you'll have the mana, and it draws infinity. Toski, Bearer of Secrets is also amazing at this.

Consider Patriarch's Bidding for when your ridiculous board state earns the response it will deserve. Also Gerrard's Hourglass Pendant

I cant build a green/black deck without Gaze of Granite and Pernicious Deed. They are great

Timberwatch Elf for the commander, or maybe Gempalm Strider might be better than Overrun. Trample isnt so important with so many creatures that will likely outnumber blockers, and the extra card from cycling and utility of another creature is worth considering. Ezuri, Renegade Leader is already in your deck and he's definitely the best option though. Beastmaster Ascension also works like a really inexpensive overun and turns on really easily.

Some of the green and black backgrounds area awesome Criminal Past, Cultist of the Absolute, Haunted One and Raised by Giants will stick around for the next cast even after your commander gets removed.

Consider Constant Mists or even instead of Fog, however I really don't think you need any of the fog effects. Honestly, you might actually need to worry about other people's fogs instead. Questing Beast is the only card that is capable of piercing though a Teferi's Protection or The One Ring in these colors. THrow in a Natural Order and you can get that, or a Craterhoof Behemoth when it matters most

Viridian Zealot, Reclamation Sage, Nullmage Shepherd, and Elvish Lyrist are useful for removal. You already have Glissa, but I dont think she's enough.

Elvish Champion might be your best lord. Pair it with Yavimaya, Cradle of Growth. Also definitely want to add Shizo, Death's Storehouse. Having lathril connect is important.

If you keep the tyvar planeswalkers, Harald Unites the Elves does a lot.

Kithkin Mourncaller might draw cards to use with your excessive mana. Leaf-Crowned Visionary, Skemfar Avenger, Miara, Thorn of the Glade do too, at a cost.

consider Crop Rotation. It can get nythkos, yavimaya.

Looking at your list you have almost nothing that turns on lathril in combat. look at Alpha Authority, Familiar Ground, Alpha Status, Gift of Doom, Rancor, Spider Umbra, Alpha Authority, Canopy Cover, Vorrac Battlehorns. Fallen Ideal is possibly my favorite with the die/sacrifce synergies you already have. Im not a fan of token doublers. I think youd be better off powering up lathril to make more tokens in the first place.

I would dump any ramp card that costs more than 3

Azoth2099 on Anikthea, Hand of Erebos is Graverobbing

2 months ago


OK here we go lol

Creature cuts: Archon of Sun's Grace, Composer of Spring, Courser of Kruphix, Doomwake Giant, Dryad of the Ilysian Grove, Nessian Wanderer, Nyx Weaver

Artifact cuts: Mesmeric Orb, Whip of Erebos

Enchantment cuts: Battle for Bretagard, Boon of the Spirit Realm, Cast Out, Exploration, Familiar Ground

Sorcery cuts: Extinguish All Hope, Kodama's Reach, Rampant Growth, Skyshroud Claim

Instant cuts: None! Add things like Veil of Summer & Silence, though

I'd recommend that you replace all of those lands ramp spells that cost more than 2 with more mana rocks instead! Your guild signets (Selesnya Signet, Orzhov Signet & Golgari Signet) & talismans (Talisman of Hierarchy, Talisman of Resilience & Talisman of Unity) are all better options since this isn't a Landfall deck.

wyattahu on Lathril’s Shadowood Elves

4 months ago

Familiar Ground makes lathril unblockable, plus makes your other elves difficult to block.

Fallen Ideal is essentially exponential when you connect with lathril.

wyattahu on Lathril, Blade of the Elves WIP

1 year ago

Familiar Ground and Vorrac Battlehorns are super helpful in a lathril deck!

bushido_man96 on Elves lovers...HELP!

1 year ago

Familiar Ground. It makes your commander unblockable.

bushido_man96 on

1 year ago

I went with an enchantment focus in my build. Familiar Ground is a great enchantment that can essentially make your tokens unblockable.

wyattahu on Latrhil Voltron's deck ♥

1 year ago

If you're running Familiar Ground, then Vorrac Battlehorns are super helpful, too

LittleBlueHero on

3 years ago

I put together an elf tribal deck last night with her and was testing. Quest for Renewal would have won the game for me if it wasn't destroyed and Familiar Ground is a slightly harder to remove Vorrac Battlehorns with out the trample to make her unblockable. Even when I had her pumped to 6/7 I was finding attacks hard to make without her being able to be chumped and killed.

My version played out pretty well, though it did run out of cards as I couldn't seem to find any of my draw spells. Thinking I may need to get some more repeatable effects in there like Beast Whisperer and Phyrexian Arena. Even casting a card like Read the Bones was only moderately effective. In a deck that wants to flood the board I think I need to be drawing more than one or two cards from an effect unless its an every turn effect.

Her drain ability is absurd. If it stays the way it is now i'll be happy. All you need is one "untap on each upkeep" card and its game over if your opponents can't answer it (10 on my turn, 10 on the next three is game over most of the time) So I will be adding in Awakening on top of my Seedborn Muse and Quest for Renewal.

Just some early observations from my, albeit brief, experience. +1

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