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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 |
| Freeform | 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 |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Farhaven Elf
Creature — Elf Druid
When Farhaven Elf enters the battlefield, you may search your library for a basic land card and put it onto the battlefield tapped, then shuffle your library.
trippy_mcfly on
Cumly Cube
4 months ago
Introducing Cumly Cube 1.4! Two months ago, Cumly Cube was updated to Cumly Cube 1.3, which was touted as balanced and without any notable flaws. There is no more insidious poison than hubris! Many cards remained that were too strong, or close to unplayable. Many archetypes existed in the cube but had too little support to ever be worth drafting. Many cards failed to fit the ethos of Cumly Cube. With 89 more cuts and adds, I am now pleased to announce that, this time, Cumly Cube has reached a final form! Perhaps a few cards are still too strong, too weak, or out of place, but the vast majority of the draft pool is now in an acceptable state. Any further changes to Cumly Cube 1 will exist as minor updates, swapping out only a few cards at a time. This means that there will never be a Cumly Cube 1.5, only 1.4.1, 1.4.2, etc.
Here are the changes, provided with brief justifications:
REMOVED:
ARTIFACT
- Basilisk Collar: equipment is not part of Cumly Cube 1
- Hedron Archive
: cut to weaken the artifact archetype
- Mox Diamond: cut to weaken the artifact archetype
- Mox Opal: cut to weaken the artifact archetype
- Mox Tantalite: cut to weaken the artifact archetype
- Sensei's Divining Top:cut to weaken the artifact archetype
CREATURE
- Academy Manufactor: cut to weaken the artifact archetype
- Archfiend of Spite: madness is not part of Cumly Cube 1
- Arsenal Thresher: too weak
- Augmenting Automaton: too weak
- Autonomous Assembler: Assembly-Workers have been cut from Cumly Cube 1
- Baleful Force: too weak
- Battleground Geist: cut for a better Spirit card
- Belligerent Hatchling: too weak
- Bloodpyre Elemental: too generic of a red card
- Bloom Hulk: there are better proliferate engines available in Cumly Cube
- Copperhorn Scout: cut to weaken the Elf creature type
- Crosis, the Purger: too annoying to play against
- Deathrite Shaman: cut to weaken the Elf creature type
- Deus of Calamity: too weak
- Dutiful Replicator: Assembly-Workers have been cut from Cumly Cube 1
- Dwynen's Elite: cut to weaken the Elf creature type
- Emperor's Vanguard: cut to weaken green
- Farhaven Elf: cut to weaken the Elf creature type
- Fear of Exposure: cut to weaken green
- Fertilid: cut to weaken green
- Galazeth Prismari: cut to weaken the artifact archetype
- Geyserfield Stalker: too weak
- Greater Gargadon: suspend is not part of Cumly Cube 1
- Hallowed Priest: cut for an identical card to support the Cat creature type
- Heedless One: cut for a similar card to better support the Elf creature type
- Hematite Golem: too weak
- Hunted Horror: too weak
- Impetuous Devils: too generic of a red card
- Jeskai Student: too weak
- Junktroller: too weak
- Lashweed Lurker: emerge is not part of Cumly Cube 1
- Llanowar Visionary: cut to weaken the Elf creature type
- Lodestone Golem: we have seen enough of this card in other formats
- Lunar Avenger: too weak
- Maze Behemoth: cut to weaken green
- Mishra's Self-Replicator: Assembly-Workers have been cut from Cumly Cube 1
- Morselhoarder: too weak
- Night Incarnate: too generic of a black card
- Omnath, Locus of the Roil: cut to weaken the Elemental creature type
- Phantom Nishoba: too weak
- Quirion Ranger: cut to weaken the Elf creature type
- Scalding Devil: cut to make room for more interesting Devil creatures
- Self-Assembler: Assembly-Workers have been cut from Cumly Cube 1
- Seton, Krosan Protector: cut to weaken green
- Soul of Zendikar: cut to weaken green
- Teferi's Sentinel: too weak
- Thought Monitor: cut to weaken the artifact archetype
- Torbran, Thane of Red Fell: too generic of a red card
- Ulamog, the Infinite Gyre: cut to make room for more balanced Eldrazi creatures
- Walking Ballista: cut to remove an infinite combo payoff accessible from the Cumly Zone
ENCHANTMENT
- Aura Shards: too powerful
- Blood Moon: we have seen enough of this card in other formats
- Impending Disaster: too weak
- In Bolas's Clutches: cut for a similar but more expensive version of this effect
- Night Soil: cut due to the presence of two other very similar cards
- Revel in Riches: too powerful
- Urban Utopia: cut to weaken green
LAND
- Ancient Tomb: too powerful
- Flagstones of Trokair: too weak
- Mishra's Workshop: too powerful
- Urza's Saga: too powerful
INSTANT
- Accelerate: too generic of a red card
- Bedevil: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Fading Hope: too generic of a blue card
- Fissure: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Fracture: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Frazzle: too generic of a blue card
- Inside Out: too weak
- Lens Flare: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Schismotivate: too weak
- Seize the Initiative: too weak
- Volt Charge: spot removal has been removed in favor of removal found in commands, charms, and confluences
PLANESWALKER
- Karn Liberated: too generic and powerful of a draft pick
- Nissa of Shadowed Boughs: animating lands is not part of Cumly Cube 1
SORCERY
- Broken Bond: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Chain Reaction: too generic of a red card
- False Dawn: too weak
- Grim Tutor: too powerful
- Ice Storm: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Lava Flow: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Sinkhole: spot removal has been removed in favor of removal found in commands, charms, and confluences
- Tezzeret's Gambit: too powerful
- Wildfire: too generic of a red card
ADDED:
ARTIFACT
- Banner of Kinship: encourages building around creature types
- Conduit of Worlds: supports graveyard synergies
- Pillar of Origins: encourages building around creature types
CREATURE
- Aetherjacket: supports the Thopter creature type
- Ajani's Pridemate: replaces Hallowed Priest to support the Cat creature type and lifegain synergies
- Akroan Conscriptor: supports spellslinger synergies
- Alibou, Ancient Witness: supports the Golem creature type and other artifact decks
- Ancient Cellarspawn: supports the Demon, Horror, and Nightmare creature types
- Angelic Aberration: supports the Angel and Eldrazi creature types
- Axgard Artisan: supports the Dwarf creature type
- Bloodwater Entity: supports spellslinger synergies
- Brass Herald: supports the Golem creature type and encourages building around creature types
- Campus Guide: supports the Golem creature type
- Chief of the Foundry: supports the Construct creature type and other artifact decks
- Chrome Courier: supports the Thopter creature type
- Cursed Wombat: supports the Nightmare creature type and +1/+1 counter decks
- Darksteel Colossus: supports the Golem creature type
- Duergar Hedge-Mage: supports the Dwarf creature type
- Eidolon of Blossoms: supports the enchantment archetype
- Endbringer: supports the Eldrazi creature type
- Essence Depleter: supports the Eldrazi creature type
- Gimli, Mournful Avenger: supports the Dwarf creature type
- Gishath, Sun's Avatar: supports the Dinosaur creature type
- Herald of Slaanesh: supports the Demon creature type
- Hunting Velociraptor: supports the Dinosaur creature type
- Immaculate Magistrate: replaces Heedless One to support the Elf creature type
- It That Heralds the End: supports the Eldrazi creature type
- Kozilek's Channeler: supports the Eldrazi creature type
- Mayhem Devil: supports the Devil creature type
- Patrician Geist: replaces Battleground Geist to support the Spirit creature type
- Petravark: supports the Beast creature type
- Pillardrop Warden: supports the Dwarf and Spirit creature types
- Precursor Golem: supports the Golem creature type
- Prosperous Pirates: supports the Pirate creature type
- Quandrix Pledgemage: supports the Merfolk creature type and spellslinger synergies
- Roaming Throne: supports the Golem creature type and encourages building around creature types
- Rootwater Hunter: supports the Merfolk creature type
- Shambling Suit: supports the Construct creature type and other artifact decks as well as enchantment decks
- Shantotto, Tactician Magician: supports the Dwarf creature type and spellslinger synergies
- Smokebraider: supports the Elemental creature type
- Solarion: supports the Construct creature type
- Species Specialist: encourages building around creature types
- Squealing Devil: supports the Devil creature type
- Tayam, Luminous Enigma: supports the Beast and Nightmare creature types
- The Balrog of Moria: supports the Demon creature type
- The Lady of Otaria: supports the Dwarf creature type
- Three Tree Mascot: adds mana fixing and encourages building around creature types
- Titans' Vanguard: supports the Eldrazi creature type
- Torch Fiend: supports the Devil creature type
- Ulamog's Dreadsire: supports the Eldrazi creature type
- Vengeful Devil: supports the Devil creature type
- Venomcrawler: supports the Demon creature type
- Wavecrash Triton: supports the Merfolk creature type and spellslinger synergies
- Zara, Renegade Recruiter: supports the Pirate creature type
ENCHANTMENT
- Destructive Flow: offers a land destruction engine that can provide a large advantage in some decks
- Efficient Construction: supports the Thopter creature type
- Keldon Twilight: offers a creature destruction engine for aggressive decks
- Lay Claim: replaces In Bolas's Clutches as a more expensive control spell
- Might Makes Right: encourages large creatures and can be used in conjunction with sacrifice synergies as a creature destruction engine
- Porphyry Nodes: offers a creature destruction engine for slower decks
- Retreat to Kazandu: supports landfall synergies
- Shivan Harvest: offers a land destruction engine and supports sacrifice synergies
- Sunken Hope: offers a creature bounce engine for slower decks
- Whirlwind of Thought: supports spellslinger synergies
LAND
- Foundry of the Consuls: supports the Thopter creature type
INSTANT
- Atarka's Command: commands have been added to Cumly Cube to provide interaction and versatility
- Aura Mutation: quite similar to Artifact Mutation
- Brokers Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
- Cabaretti Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
- Dromoka's Command: commands have been added to Cumly Cube to provide interaction and versatility
- Kolaghan's Command: commands have been added to Cumly Cube to provide interaction and versatility
- Lorehold Command: commands have been added to Cumly Cube to provide interaction and versatility
- Maestros Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
- Maestros Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
- Obscura Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
- Obscura Confluence: confluences have been added to Cumly Cube to provide interaction and versatility
- Ojutai's Command: commands have been added to Cumly Cube to provide interaction and versatility
- Pulse of the Fields: supports lifegain synergies
- Quandrix Command: commands have been added to Cumly Cube to provide interaction and versatility
- Riveteers Charm: rounding out the charms in Cumly Cube to provide interaction and versatility
- Silumgar's Command: commands have been added to Cumly Cube to provide interaction and versatility
- Silverquill Command: commands have been added to Cumly Cube to provide interaction and versatility
- Siren's Ruse: supports the Pirate creature type and blink synergies
PLANESWALKER
- Saheeli, Filigree Master: supports the Thopter creature type
- Vraska, Golgari Queen: supports sacrifice synergies
SORCERY
- Renegade Tactics: replaces Accelerate as a less typical red card
- Roar of the Crowd: encourages building around creature types
- Temporary Insanity: stealing creatures is a small but important part of Cumly Cube
- Witherbloom Command: commands have been added to Cumly Cube to provide interaction and versatility
WItC on
Budget Beginner Teach Decks (#1 Green) w Puzzles!
11 months ago
I'm back.
Sauluz: I'm a big fan of the Guay art for Wood Elves, and the price is only a little higher, but Farhaven Elf is a great alternative.
michales: Thank you.
hypotheek: no changes other than shown, but I am going to make a few changes to the red deck soon in an update.
Flarhoon13 on
Fiery Sacrifices: Embracing Ziatora's Flame
1 year ago
Having completed my quest to play all 52 of my decks, I decided to try getting a win with all of my decks
October 4
Ziatora demands sacrifices, now more than ever: won. Drew into Living Death
and Primal Surge. Got two Farhaven Elf plus two Eyeless Watcher triggers by chump attacking with them--Cody should not have blocked but fell for one of my oldest tricks, chump attacking before the Living Death
. My losers' record goes up to 8-15
hyalopterouslemur on Going beyond 40 lands if …
1 year ago
A good ratio is 40 lands, and then 10 for mana accel, 10 for instant answers, 10 for card draw, and one boardwipe which will favor you. But it's just a guideline.
In green, you have five mana ramp spells for . All green decks should presumably use all five if possible. (Monogreen gains nothing from Farseek, and Three Visits is a very rare card because Portal: Three Kingdoms. Hermit Druid decks are advised to just use mana rocks.) Toss in Sol Ring and Arcane Signet and we're at 7. The rest can be diamonds, signets, Mind Stone, Thought Vessel (if you're drawing a ton of cards), or Coldsteel Heart (which is strictly better than diamonds because you get to choose your color).
At three mana, you get Cultivate, Kodama's Reach, and Chromatic Lantern. Wood Elves and Farhaven Elf can be good, if you have ways to sacrifice them or otherwise abuse the 1/1 body.
At four, Skyshroud Claim and Migration Path are my favorites. I also like Hedron Archive.
legendofa on Gruul commander deck: mana ramp …
1 year ago
I think you should add in the 1-mana Elves. You don't have very many options on turn 1 right now, and the potential card advantage you get from deck thinning with Thirsting Roots and similar cards isn't very meaningful. Cultivate is good, but Explosive Vegetation is probably a little too expensive. Your deck has a lot of high mana costs, so I would recommend ramping aggressively on turns 1-3 so you can start getting your big creatures out on turn 4. This also means that cards that put lands into play like Farhaven Elf are going to be more useful than cards that put lands into your hand like Sylvan Ranger.
RockIV on Gruul commander deck: mana ramp …
1 year ago
hi everyone, latley i been playing commander with my friends every weekend. i been using my gruul commander deck, that i build recently. im having a lot of fun and getting very good results, but im thinking that i can optimize my mana ramp.
So i want to know what do you guys think.
thats the deck : Clans Savagery :Beasts ,giants and dragons!
in this moment im using cards like Goblin Anarchomancer, Nightshade Dryad, Sylvan Caryatid, Zhur-Taa Druid, as my mana dorks, i also have Somberwald Sage that is a little more expensive in mana, but give me 3.
i also use cards like Farhaven Elf and Sylvan Ranger as my mana tutors among others.
i have also spells like Rampant Growth, Cultivate and Explosive Vegetation to help me.
my doubt came because i have cards like Llanowar Elves, Elvish Mystic and many others that are 1 mana, mana dorks, but i didnt add them to the deck. and also mana dorks and tutor that are more mana expensive like Wood Elves or Ondu Giant that didnt make it to the deck (i also have alot of gruul mana rocks, but i didnt add them because of my commanders hability)
i didnt want to add more mana tutoring spells like Migration Path, because my commander Ruric Thar, the Unbowed will punish me if i have more non creature spells.
i think that, i may optimize my mana ramp if i add the Llanowar Elves like creatures ,but i feel that i will make the mana ramp slower, if i take out cards like Cultivate, Thirsting Roots and Explosive Vegetation even if they arent creatures (because they take mana out of my deck and i will have less chance to draw mana). I also think that the 3 mana or 4 mana tutoring options that i have will make the deck slower.
what do you guys think? thnks everyone for reading :)
DreadKhan on Going beyond 40 lands if …
1 year ago
I think I largely agree with lukecwolf, you need a very good reason to want to run more than about 35 lands, depending on your colour you almost certainly have SOME options for cheap card draw effects, and in most games you'd rather see these than extra lands later, stuff like Sign in Blood and Spirited Companion/Elvish Visionary/Humble Defector help grease hands where you drew either a bit fewer or a bit more land than is ideal, these will make sure you're not stuck when drawing another land in it's place would only help when you have too few lands (and would be brutal if you had extra).
If the Jund deck you're talking about is your Mr Orfeo deck, I think you have too many lands for your average MV, I'd definitely run more land ramp spells (to generate faster/more consistent hands, land ramp can fix too), there are even some janky options like Dire-Strain Rampage and Road / Ruin that offer you combination ramp and removal, there are others that provide blockers (like Wood Elves and Farhaven Elf), just running this many lands makes me fear land floods. For the record, if you've got access to Green you probably shouldn't bother with most of the artifact ramp, Nature's Lore and Three Visits are much better than any of those, especially since they can find non-Basics. The other thing your deck should look at is stuff like Night's Whisper, Sign in Blood, Humble Defector, and Llanowar Visionary/Elvish Visionary, these often play better than more lands. I guess the final thought would be you can sneak some MDFCs in to replace generic lands, the new Stump Stomp Flip would probably be handy in your list for example, and I think most decks that can run Bala Ged Recovery Flip and Valakut Awakening Flip should do so, ymmv on others. At 40 lands I'd straight up shave lands for MDFCs.
I like Bounce Lands in decks that have shaved a few lands, they give you another land drop, but they do make you VERY vulnerable to anyone crazy enough to run Dwarven Miner/Dwarven Blastminer, so keep that in mind I guess? Most people don't use stuff like that in Commander, it's considered anti-social by a plurality of the format, but you might see a Strip Mine, but most people would rather keep their Strip Mine for something like Gaea's Cradle than spend it on a Guildless Commons. I would say with some confidence that you can probably shave a land for every 2 Bounce Lands you replace normal lands with, but I doubt I'd go over 4 or 5 in a deck.
Nunu312 on
Bealoth elfball
1 year ago
This deck is pretty cool, I love me some goad. It does run pretty good as well.
But I do feel it's also quite fragile, lacks card draw and has a bunch of deckbuilding traps in it. The only real way to protect your commander is Swiftfoot Boots, Tyvar's Stand Wrap in Vigor and two of those are instants that mean you need untapped mana. Given you are going to be getting him out on turn 4-5 and then pumping him up turn 5-6, he will be quite vulnerable to any form of damage or control. And given his ability, he is going to be a target for the whole table.
There are quite a few more instants that are good for protection, the standout being Heroic Intervention that will protect your whole board state. For ongoing protection Asceticism is a little expensive but it comes online at about the right time and is quite strong. I don't think you need much more but that goes hand in hand with the next thing.
Actually getting to these is going to be pretty unreliable though as you have 3ish sources of card draw. Given an average game might go 15 turns (lot of variance I know), that's 23 cards. You will be seeing about 1 source of card draw every 3 games. The deck thinning from dropping extra land helps, but I would recommend about 10 cards that have some form of drawing, meaning you should bump into one by at least turn 3 every game. These might just be things like Commander's Sphere, War Room
or Collector's Vault, but red has some good ones like Cathartic Reunion. There are a lot of options here and it's just good to get up to a certain critical mass.
You might also be able to make yourself a little more resistant to control with some recursion (people are going to be killing Raised by Giants), Eternal Witness being the green standard but I'm sure you can find an elf like version.
As for the traps I mentioned... Those are things like:
Guild Artisan, Which requires you to attack with your commander, and gives you two mana. Your commander might attack 2-4 times after turn 8? It's not hard to replace, but its surprising how slow some cards that seem good can be.
Farhaven Elf is similarly pretty good, but your deck doesn't benefit from having it over Llanowar Elves, which only costs 1. The only difference is that land doesn't die easy... but unless someone is trying wipe the board or you really need a blocker, neither do the 1/1 elves.
Same for Kodama's Reach and co compared to the 2 cost versions like Three Visits. The extra land in hand is nice, but the one land in play a turn earlier is often nicer. These could speed the whole deck up by at least a turn.
Hope this helps
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