Creature — Elf Druid
: Add to your mana pool.
|Want (5)||Insertname28 , darthbanana , eggman431 , Wylyam , redmg|
Printings View all
|Vintage Masters (VMA)||Common|
|From the Vault: Twenty (V13)||Mythic Rare|
|Masters Edition (MED)||Common|
|Deckmasters: Garfield vs. Finkel (DKM)||Common|
|Ice Age (ICE)||Common|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Fyndhorn Elves Discussion
2 weeks ago
Interesting topic Ramble, I've been meaning to respond for the last day or two but have just been super busy, but let me provide a mana base formula I stumbled on a few years back after noticing a pattern in my deck building - might be something to try out and see if you find similar results, as I find it's very rare to get either flooded or mana screwed using this formula. I'll provide a couple of examples as well - more for the casual-competitive decks, as my cEDH decks don't always follow the formula as rigorously.
The basic formula for mana-producing lands is: Starting base of 30 mana-producing lands, plus additional lands equal to the CMC of your commander, plus additional lands equal to the average CMC of the deck, minus designated values for each mana rock, mana dork, mana spell and draw spell equal to or less than the CMC of the commander.
The first example is for my Zada, Hedron Grinder deck: Yada...Yada...Zada. In this case, the formula is 30 + 4CMC (commander) + 2.28 average CMC, or 36.28. I then subtract designated values for the following cards in the deck: -1.0 for Mana Crypt, -0.5 for Sol Ring (or any other 0 or 1 CMC rock), -0.25 for Thought Vessel (or any other 2 or 3 CMC rock), Battle Hymn, Brightstone Ritual, Traitorous Greed and Dockside Extortionist, and finally -0.10 for each of the draw spells in the deck: Accelerate, Boiling Blood, Crimson Wisps, Expedite, Fists of Flame, Stun and Renegade Tactics for a total reduction of 3.45 and a final value of 32.83 (rounded up to 33).
The second example includes a more aggressive reduction in mana-producing lands based on my Elf tribal Marwyn, the Nurturer deck: Elves Tap and Slap (Marwyn Tribal Counters). The formula here is 30 + 3CMC (commander) + 2.64 average CMC, or 35.64. I then subtract for the following cards: -0.50 for Sol Ring, -0.25 for Elvish Archdruid, Elvish Mystic, Fyndhorn Elves, Gyre Sage, Incubation Druid, Llanowar Elves, Llanowar Visionary, Priest of Titania, Rishkar, Peema Renegade, Selvala, Heart of the Wilds, Viridian Joiner, Wood Elves, Cultivate, Kodama's Reach, Nissa's Pilgrimage, Rhonas's Monument, Gaea's Touch and Growing Rites of Itlimoc Flip. Finally, I subtract -0.10 for Elvish Visionary, Llanowar Visionary and Inspiring Call for a total reduction of 5.30 and a final value of 30.34 (rounded down to 30).
Although the reduction values could be considered a little arbitrary in certain deck concepts, this formula has held pretty accurate since I started keeping track of it. I hope you find this useful in the future, and happy brewing.
2 weeks ago
Okay, sorry for the delay. Was in the middle of a move.
So first I think some degree of stack interaction would benefit this deck. I don't know what your meta is like, but dealing with enemy control could be a serious pain as you try to establish yourself, so cards like Pyroblast, Red Elemental Blast, Deflecting Swat (or other efficient redirect effects), or even Veil of Summer and Vexing Shusher (use this guy!) could prove to be worth the card slots when the game comes down to protecting your board state or making sure one of your spells resolves.
As for general upgrades I would consider adding in more removal like Beast Within and swap out Wilt for Nature's Claim for the cheaper cost because I feel like the cycling isn't super necessary and 4 life is insignificant. Then, if losing the cycling really bothers you, you can throw in Runic Armasaur for some really sweet card draw that also fits your theme. Additionally, for some pseudo card draw that also has the potential to mess with your opponent's hands AND is most definitely a puzzle, there's Teferi's Puzzle Box. It's a wheel that keeps on wheeling.. sort of. I would recommend potentially adding in more land destruction like Wildfire, Decree of Annihilation, or Obliterate along with recursion for yourself through stuff like Life from the Loam, Ramunap Excavator, Crucible of Worlds, and Titania, Protector of Argoth. Speaking of her, Priest of Titania could probably replace Llanowar Visionary, and along with that, more cheap elf mana dorks i.e. Llanowar Elves and Fyndhorn Elves would do you a lot of good. If you go the MLD route stepping your ramp up is gonna be really important so you can rebuild your board before your opponents can (which is also why you have land recursion), so you might want stuff like Utopia Sprawl, Wild Growth, Carpet of Flowers, or even Exploration if you can swing it. Finally for some additional creature-based wincons, we could put in Conspicuous Snoop + Kiki-Jiki, Mirror Breaker as well as Kiki-Jiki, Mirror Breaker + Zealous Conscripts . To tutor for these you could use Goblin Recruiter to fetch Kiki-Jiki and Snoop, or Imperial Recruiter to tutor for a specific creature you need or just use him to get his gobbo friend and then assemble your win. Some additional misc. cards you might find fun and want to consider: Magus of the Moon, Bane of Progress, Null Rod, Trinisphere, Urabrask the Hidden, Woodland Bellower, Vorinclex, Voice of Hunger (don't do this to your friends lol), Ruination, Jokulhaups, and Root Maze.
Not all of this is going to fit in the budget you gave me, I just wanted to give you a lot of options and potentially stuff that you can build toward in the future if you decide you want to really invest in this deck. Hope this helps. :^)
2 weeks ago
You've got 19 ramp cards, which with a 5 color deck is fairly high. You could turn a couple of signets into Nature's Lore and maybe Skyshroud Claim as they both can tutor up dual lands into play. Your curve's upper arch is at 3, and with your ramp I could see you possibly having a working deck at somewhere around 34-36 lands. Assuming you want to add 6 lands, I'd recommend Untaidake, the Cloud Keeper, Reflecting Pool, City of Brass, Karn's Bastion, Tarnished Citadel, and Ancient Tomb. Orochi Leafcaller, Heroes' Podium, Blackblade Reforged, Fyndhorn Elves, Elvish Mystic, and Avacyn's Pilgrim. If you want a more control deck, you are gonna have to make further cuts for removal and counter spells, as well as some hate cards, but that decision is up to you. It looks great for a first EDH deck, +1
3 weeks ago
I always make a similar recommendation to decks like this: You shouldn't have this many 1 and 2-ofs. It's fine for a starting point, but the goal should be to have a core of 3 and 4-ofs that you always want to draw. That's your game plan.
And, if your friend wants to make this deck faster, he should consider the one-drop elves. The key to an elf deck is to have as many elves as possible as quickly as possible. The one-mana mana-dork elves are perfect because they come down early, and replace themselves in mana:
Lastly, instead of pump effect spells, you should let the lords (Champion, Archdruid, and Clancaller) do the buffing. The bane of green is always boardwipes and falling behind on spells, so consider something like Beast Whisperer for card draw and Heroic Intervention (which is probably the most expensive card I've recommended so far) for protection.
I hope that helps! My last piece of advise is to check out other mono-G elf decks on the site to get a good sense of what the deck should be doing.
3 weeks ago
3 weeks ago
So there're a couple of things I think you can do to improve this deck; feel free to ignore any/all of them:
Mana dorks! The greatest strength of green in EDH is its access to 1 mana dorks who make mana. I highly recommend running at least for (and possibly 6-7) of the following: Birds of Paradise, Deathrite Shaman, Llanowar Elves, Elves of Deep Shadow, Fyndhorn Elves, Elvish Mystic, Boreal Druid, Arbor Elf... These will give you access to consistent ramp that other colors simply cannot match if they don't have a Sol Ring in their opening hand.
Dorks also allow you to run better artifact-hate, if you replace your rocks with them. Cutting things like Thran Dynamo for a Llanowar Elves will both allow you to come out of the gate faster and allow you to run Null Rod effects to nail your opponents' ramp. Collector Ouphe is the top of this category, since you can grab it with tutors like Green Sun's Zenith (which I think you should run if you can).
Cantrips are important! They can dig you to what you need when you need it for relatively little mana. Brainstorm, Ponder and Preordain belong in pretty much any blue deck, though Brainstorm is questionable since you don't have many free shuffle effects (usually provided by fetch lands). I would definitely run Ponder and Preordain, and Brainstorm if you change up your manabase a little.
Speaking of fetches, they're expensive these days -- but there are more affordable options. Consider what are called the "slow fetches:" Rocky Tar Pit, Bad River, Flood Plain, Grasslands and Mountain Valley. These are almost as good and also fetch nonbasics like Breeding Pool and Watery Grave, if you choose to run them. Evolving Wilds, Fabled Passage and Terramorphic Expanse are also options.
That's all I got. Good luck!
3 weeks ago
Not a poem. Song lyrics. Last Resort, by Papa Roach.
Alright, lets do this.
Hooded Hydra is weak in commander because it has no evasion or card advantage abilities.
Nimbus Swimmer is weak as well.
Altar of Dementia seems unmoored from everything else in the deck.