Creature — Elf Druid
: Add to your mana pool.
|Have (3)||rockleemyhero , tedtanal ,|
|Want (4)||Mussahumano , Mrjamesgaming11 , Stargaizer , Oliviridian|
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|
Fyndhorn Elves occurrence in decks from the last year
Commander / EDH:
All decks: 0.08%
GU (Simic): 0.51%
Fyndhorn Elves Discussion
2 days ago
Some potential cards. Most of these might be side-grades or out of budget but are worth noting in the Maybeboard. I have a few of these:
Creatures are obviously optimal, what with elf anthems and counters and stuff. I would try to squeeze in the first three if you can. The tempo of getting your commander down on turn 2 is amazing.
Fyndhorn Elves , Priest of Titania , Boreal Druid , Farhaven Elf , Leyline of Abundance , Castle Garenbrig , Llanowar Tribe , Overgrowth , Reap and Sow , Kodama's Reach , Explosive Vegetation , Nature's Lore , Ranger's Path , Skyshroud Claim , Grow from the Ashes , Emerald Medallion , Growing Rites of Itlimoc Flip, Harrow , Circuitous Route
Rishkar's Expertise , Soul's Majesty , Mirror Shield , Zendikar Resurgent , Primal Rage , Heroic Intervention , Return to Nature , Overwhelming Stampede , Overrun , Beastmaster Ascension , Loxodon Warhammer , Colossal Majesty , Rancor , Vivien, Champion of the Wilds , Blossoming Defense , Withstand Death , Titanic Brawl , Ancient Animus , Momentous Fall , Nature's Claim , Once and Future , Regrowth , Wildest Dreams , Road of Return , Creeping Corrosion , Season of Growth , Blanchwood Armor , Sandwurm Convergence , Garruk, Primal Hunter , Vivien Reid , Vivien of the Arkbow , Ghost Quarter ,
Aspect of Mongoose is nice but prevents untapping shenanigans with your commander.
Some obvious out-of-budget stuff here and some lower-powered stuff too but I'll suggest them for posterity.
Llanowar Reborn , Karn's Bastion , Forge of Heroes , The Great Henge , Incubation Druid , Loyal Guardian , Tuskguard Captain , Pollenbright Druid , Solidarity of Heroes , Biogenic Upgrade , Durable Handicraft , Planewide Celebration , Courage in Crisis , Verdant Confluence , Bow of Nylea , Contagion Clasp , Contagion Engine , Hydra's Growth , Path of Discovery , Retreat to Kazandu , Forced Adaptation , Evolutionary Escalation , New Horizons , Nissa, Voice of Zendikar , Jiang Yanggu, Wildcrafter , Vivien, Arkbow Ranger , Kalonian Hydra , Arbor Armament , Stony Strength , Savage Summoning , Hunger of the Howlpack , Soul's Might , The Crowd Goes Wild , Armory of Iroas , Weapon Rack , Predatory Hunger , Primeval Bounty
I have a Drove of Elves I'm not using
2 weeks ago
1) You have 40 lands. If you keep Exploration while raising draw power, you will see far more use from it. Its a really good card, you can cut down to 36 lands and add 4 draw effects and I bet you will see higher performance. Consider Sylvan Library Dark Confidant Phyrexian Arena Runic Armasaur Tymna the Weaver or any handful of others. You can cut all the way down to 34 lands if you add some strong draw pieces.
2) Najeela has some easy built in combos, one of which you run in Sword of Feast and Famine . Also check out Nature's Will and Druids' Repository . These cards allow Najeela to win all by herself once you hit a critical mass. They're very good in any Najeela deck.
3) If you're playing superfriends, you need more ways to clear board or more ways to stop attacks. Consider wipes like Pyroclasm Whipflare Toxic Deluge Wrath of God Supreme Verdict . Consider no attack pieces like Ensnaring Bridge Ghostly Prison Meekstone Silent Arbiter Magus of the Moat . Having some more of these will help with space for your PW to power up.
4) I'd cut some of the larger spells you run. Expropriate is nice but its going to be a dead draw if its in your hand for first 6-8 turns of game. Same with Primevals' Glorious Rebirth . It might be worthwhile to keep Ulamog.
multimedia on Yeva
2 weeks ago
Hey, nice budget version of Yeva.
Your deck doesn't have an official Commander because you haven't tagged Yeva in the decklist. In the deck editor add the text CMDR after Yeva:
1x Yeva, Nature's Herald *CMDR*
This will show Yeva as the Commander of your deck and display the Yeva card image.
Temur Sabertooth is very good with Yeva because you can bounce creatures and play them again at instant speed. Sabertooth is great with creatures who have an ETB ability such as Fierce Empath and Eternal Witness . Being able to cast creatures at instant speed with Yeva and bounce creatures with Sabertooth at instant speed can enable some combos such as Eternal Witness + Beast Within to destroy your opponents permanents. Woodfall Primus can replace Witness + Within to destory opponents noncreature pernaments. Great Oak Guardian + Ulvenwald Tracker can destroy your opponents creatures. Use this combo after you have destroyed your opponents permanents with Within given your opponents a 3/3 Beast for each permanent you destroyed or with Primus.
Consider adding all the one drop mana Elves? These Elves help to play Yeva faster or they can help afterwards with creatures who can make lots of green mana. The Elves who can tap for a lot of green mana can be the mana enablers for combos with Yeva or just use all the green mana to play lots of creatures at instant speed. Marwyn, the Nurturer is especially good with Guardian because each time Guardian ETB it can give Marwyn +2 more power and untap her. Marwyn + Guardian + Sabertooth can be infinite green mana.
Yeva + Guardian + Sabertooth + Marwyn is the mana engine because Guardian can untap all your creatures which includes Elves who can tap for mana and Sabertooth can bounce Guardian so you can keep casting it. With infinite green mana you can sink this mana into infinite activations of Duskwatch Recruiter Flip to find all the creatures of these combos and put them into your hand. Yeva + Elvish Visionary + Sabertooth is another draw engine. Yeva + Genesis Hydra + Sabertooth puts all your nonland permanents onto the battlefield. (Witness + Within) or Primus + Sabertooth + Guardian + Tracker can be a win condition combo.
Cards to consider adding:
- Temur Sabertooth
- Great Oak Guardian
- Marwyn, the Nurturer
- Duskwatch Recruiter Flip
- Beast Within
- Llanowar Elves
- Arbor Elf
- Elvish Mystic
- Fyndhorn Elves
- Priest of Titania
- Elvish Archdruid
- Sol Ring : staple mana rock in Commander.
- Wild Growth : good green ramp and with Arbor Elf .
- Overgrowth : good green ramp and with Arbor Elf .
Cards to consider cutting:
- 3x Forest
- Rampant Growth
- Harvest Season
- Kodama's Reach
- Ranger's Path
- Tempt with Discovery
- Howl of the Night Pack
- Primeval Bounty
- Farhaven Elf
- Yavimaya Elder
- Apex Altisaur
- Rampaging Baloths
In mono green and with Yeva mana Elves are better than land ramp spells. Lore, Wood Elves and Skyshroud are fine land ramp spells because these put the Forest you get onto the battlefield untapped, but the other spells don't making them much slower than mana Elves.
Good luck with you deck.
3 weeks ago
3 weeks ago
Okay, although versatility is important, so is consistency. I might recommend running 4 ofs of mana dorks like Llanowar Elves , Elvish Mystic , and Fyndhorn Elves . I suggest this because the ramp you are running is simply not enough. After playtesting your deck I consistently die before turn 4. IF youre going for a mid-range strategy I would suggest using removal and more fogs, or just go full out ramp and go for a mana dork plan with Leyline of Abundance .
1 month ago
Your deck's average CMC is a bit high (even for eldrazi). In addition, you have a low amount of ramp (although a fair amount of the ramp you do have is solid). The combination of high average CMC and low ramp can often result in a higher than average amount of games where the deck will not do anything productive for far too long. So first and foremost, we should find a way to lower the deck's average CMC while simultaneously increasing its ramp/mana acceleration. Secondly, we want to add more removal/disruption to the deck. Finally, we want to upgrade the average card quality. Doing these three things will DRASTICALLY improve this deck's competitiveness, speed, and power. Removal/disruption is crucial at every point of a commander game, but it is absolutely vital in the early turns of the game. This is even more true when talking about a slower deck. Being able to stop an opponent's explosive starts or protect yourself from early threats is very important. Removal allows slower decks to make it to late game where they can then take over and dominate. Animar is an incredibly powerful commander AND his CMC is very low. Casting him early provides you with an ever growing blocker/attacker that also helps you get to your bombs quicker so I think the commander choice here is an excellent one. His protection from white and black will also stonewall early aggro in those colors. So obviously I think this deck's first objective is to get Animar out ASAP. However, Animar is not invincible (although close) and he can also be countered and he is only one card (albiet one that you always have access to). So again, we need to find ways to increase early game pressure and/or protection. Below are a list of cards I'd suggest for each of those categories. I will not consider budget with my suggestions. Not all of my suggestions will be expensive tho. Although some of my suggestions are expensive cards, they will be the absolute best options for the things we are trying to improve. Also, you can always slowly acquire some of these cards over time. Even a $100 card can be acquired in 4 months without impacting your finances. You can set aside $25 bucks a month (or even every two weeks) and get a $100 card in 2-4 months. I will leave most of the swapping of cards up to you, but I will mention certain cards in your deck that I think should be directly swapped with one of my suggestions. Anyways, without further ado: my suggestions.
Gaea's Cradle – This card is expensive af (probably my most expensive suggestion) but it is a staple in a lot of commander decks. Animar is one of those decks. Animar thrives off casting creatures and Animar decks generally have lots of creatures on their board. The other ridiculously amazing thing about this card (aside from being able to tap for ABSURD amounts of mana) is that it is a land and thus doesn't consume a precious deck slot.
Ancient Tomb and Mana Crypt are monsters of acceleration and Tomb, like Gaea's Cradle, doesn't take up a deck slot. These two I wouldn't recommend as hard as Cradle and they do hurt you so I could see not including them without a certain amount of lifegain. Life doesn't matter that much in cEDH but in regular EDH life totals are usually quite important.
A fair amount of the one drop mana dorks. Your commander's colors will prevent you from being able to play Noble Hierarch , but you should definitely include Birds of Paradise and some combination of Elvish Mystic , Llanowar Elves , and Fyndhorn Elves . Sylvan Caryatid isn't a bad choice either. I persoanlly think Caryatid is better than Rattleclaw Mystic although I think the Rattleclaw is fine and probably shouldn't be cut. Many people believe artifacts are superior to mana dorks but this view isn't completely correct. Artifacts have two main strengths over dorks: they can tap the same turn you play them and they are (generally) harder to remove. In every other way however (barring specific strategies), mana dorks are better. They can chump block hits that would kill you, swing for damage, can be recurred much more easily than artifacts, and can be used as fodder for cards like Fauna Shaman and Survival of the Fittest . You can't feed a 1 mana artifact to those cards and tutor up an Ulamog but mana dorks let you do this. This is also only speaking generally. In certain decks (ESPECIALLY Animar) the payoff for running them is even greater. Paying 1 mana for a mana dork makes Animar grow even stronger and lets him discount more expensive creatures even harder. With Animar on the field, dorks effectively provide 2 mana. They raise the discount and tap for mana themselves. Animar with 3 lands and 3 dorks can let you cast something for 9 mana on turn 4! If one of those lands was Gaea's Cradle , it would allow 12 mana on turn 4!! Other ramp I'd include would be Nature's Lore , Farseek , and Cultivate . Out of these 3 I just mentioned, I'd defintely cut Explosive Vegetation for one of these. Ramp cards that you have that I would absolutely NOT cut at all are Sol Ring , Arcane Signet , Chromatic Lantern , Kodama's Reach , Skyshroud Claim , and Commander's Sphere . These cards were great choices and I would keep all of them.
URG doesn't have the greatest removal options, but there are some suprisingly good choices. Also, the fact that you have access to blue means that you can run almighty counterspells. Counterspells are just awesome and they are often the only way to beat combo decks. Animar is a very creature/aggro based deck so I am not advocating that this should be a control deck by any means. I would only recommend 3 counters for this reason: Counterspell , Mana Drain , and maybe Disallow because of its versatility. I would NOT cut swan song or negate. These two cards are absolutlely amazing and were very good choices. You don't necessarily need to add all of these counters, but I'd definitely add at least 1-2 more. If you find that you don't want to add any (I'd try not to do this) then I would swap negate with Counterspell or Mana Drain . I run negate in most decks that can run it so, again, I wouldn't cut it unless you don't want to add other counters. Only then would I swap it out.
For removal, I'd recommend Reality Shift , Beast Within , and the dreaded Cyclonic Rift . Reality shift is one of the only good exile creature spells without access to white or black. Beast within will deal with any permanent and the beast it leaves means nothing to an Animar deck. Rift is a one sided INSTANT speed board wipe that can also double as temporary removal for any permanent other than lands. An Animar deck with a full board will pretty much win the game after a successful overloaded Rift. I would NOT cut Ulamog at all because he is freaking amazing and his exile two of anything ability is really nice, especially in URG. I'd also keep Balefire Dragon. He's a one sided creature board wipe. Also with the ramp upgrades he will be reliable to cast. I'd strongly recommend every single one of the three removal options I just mentioned. Steel Hellkite is also maybe good here too but I wouldn't necessarily include it. It can potentially cost 0 mana with Animar and is one-sided.
Upgrading Card Qualtiy
Let me first list all the cards here currently in your deck that I would cut. Then I'll suggest some better cards IMO. For creatures I would cut Ancestral Statue, Avatar of Slaughter (this card looks cool but is more of a fun chaos card then a reliable good card. Its 8 mana and can often backfire on you and get you killed. An 8 mana card shouldn't do this), Bearer of the Heavens , Eldrazi Mimic , Endless One , Forgotten Ancient , Hooded Hydra , Pathrazer of Ulamog , and Tromokratis (he is powerful comapered to some of my other cut suggestions, but as you'll see below, there are superior creatures that cost less mana). Assuming you take any of my suggestions, make sure that if you cut one of these creatures you replace it with a creature I suggested. You have 35 creatures in this deck which is actually a very good number for Animar so you should still try to maintain the 35 creature count.
I like your land base but you need at least 35 lands (maaaaybe 34 if you add a bunch more ramp). Your base and colored mana access is good so I will recommend utility lands here. Also don't forget about Gaea's cradle that I mentioned earlier. Anyway, consider Yavimaya Hollow , Alchemist's Refuge , Oran-Rief, the Vastwood , and Kessig Wolf Run . Hollow protects your creatures, refuge lets you play any nonland card at instant speed (many applications for this!), Vastwood buffs your board and provides synergy with the +1/+1 counter cards, and wolf run will let Animar 1 or 2 shot people for lethal commander damage. Again, here I wouldn't cut any of the lands you currently have. You just need to add a couple more lands, that's all.
Noncreature, nonland cuts I'd make would be Death's Presence (overcosted for what it does and can be played around), Forced Adaptation (slow and gives card disadvantage if the creature its on is killed) Frontier Siege (not actually a bad card but its only worth it if you have lots of fliers and not too great at ramp since its 4 mana), Rage Reflection (this card really isn't bad but I think its kinda expensive at 6 mana and slow), Explosive Vegetation (mentioned this earlier), Guided Passage (your opponnents get to see your entire deck which is BAD and you can't assume they will ever get you anything good unless both of you have a much more dangerous mutual enemy. Its also worthless in 1v1), and See the Unwritten (just severely overcosted and not very good).
Here are my suggestions finally. Note that I won't re-mention the earlier suggestions from my previous sections (ramp and removal), but don't forget those.
Creatures I'd consider including would be Kozilek, Butcher of Truth (I would directly swap this with pathrazer. It is much more powerful, has better stats, a better annhilator AND costs less mana. Plus it draws you cards. Directly making this particular swap will also slightly lower your average CMC), Consecrated Sphinx (I'd directly swap this for tromokratis. It will lower average CMC, and although it's smaller than tromo, its flying will allow it to deal damage more often than tromo. The main reason this card is busted is its draw ability. Even having this live for only two turns will win you the game by burying your opponents in card advantage), Kalonian Hydra (I'd directly replace this with Hooded Hydra as he grows WAAAY faster and buffs other creatures aside from himself provided they also have +1/+1 counters. In combination with Oran-rief, he can start buffing creatures that normally wouldn't have +1/+1 counters on them. Finally he's gross with Animar), Etali, Primal Storm , and Nezahal, Primal Tide (another big card advantage engine and can be infuriating to try to kill). Other good support creatures that help with smoothing your draws, providing various support, and/or removing things would be Keranos, God of Storms , Thassa, God of the Sea , Nylea, God of the Hunt , Genesis (he provides never ending creature recursion and is VERY difficult to stop from the graveyard much like anger, brawn, and wonder), Fauna Shaman (survival of the fittest's lesser creature cousin. Survival and fauna shaman are absolute musts in Animar because they work so well as tutors and Animar decks have high creature densities. They also combo disgustingly with genesis, anger, wonder, and brawn), and finally Eternal Witness . Eternal witness NEEDS a place in this deck. It should be in any deck with green and it is also one of the top 7 most played cards in the whole format according to EDHREC. It also is disgusting with genesis. Also note that Thassa, Keranos, Nylea, and Nezahal all resist board wipes and allow you to retain some semblance of a board state following a boardwipe. Keranos and Nezahal also draw you cards so they even help with the rebuilding after a wipe.
Noncreature stuff to consider would be Survival of the Fittest (already explained why it should be included hopefully. It's a fauna shaman that can be activated any number of times per turn instead of only once and is more difficult to remove), Seasons Past (just an insane value card that goes back in your deck and can even get difficult to recur cards like instants and sorceries), Doubling Season (high $$ card but it works really well in your deck with all the +1/+1 counters) Rhystic Study (this even sees play in cEDH like mystic remora. People will not often pay the 1 mana. If they do, they have taxed themselves. Either you draw more cards or tax your opponent's spells. It's a win/win. Also, unlike remora, it stops all types of spells and doesn't require a cumulative upkeep. Make no mistake however, remora is still AMAZING). My last and final suggestions are tutors. Tutors are so important in commander. Too important too ignore. You aren't running any that I can see. URG doesn't have the greatest tutor options but they have some really good ones. I already mentioned fauna shaman and survival of the fittest. Others I'd try hard to slot in include Green Sun's Zenith , Finale of Devastation , Mystical Tutor , and Worldly Tutor .
Anyway, I hope I have been helpful. I tried to mention the cards that I think should absolutely find a way into the deck, but also keep in mind that not all of my suggestions are a must. Again, we just want to lower the average CMC, increase ramp and removal, and upgrade card quality, (like hooded hydra >> kalonian hydra). Good luck and overall a very cool deck! You have my upvote good sir.
1 month ago
More mana generation would be good; stuff like Fyndhorn Elves , Birds of Paradise , Whisperer of the Wilds , Leafkin Druid , Domri, Anarch of Bolas , and Gruul Signet . Some good ramp options would be Cultivate , Kodama's Reach Skyshroud Claim , Oracle of Mul Daya , Solemn Simulacrum . You could always use some sacrifice outlets like Greater Gargadon , Momentous Fall , and Ashnod's Altar . Some equipment I like: Lightning Greaves , Tenza, Godo's Maul , and Fireshrieker . Other good voltron stuff would be like Bear Umbra , Wolfir Silverheart , and lots of other equipment. Guttural Response and Veil of Summer are good protection, Krosan Grip is the best artifact/enchantment removal, and Berserk is super good at just deleting someone.
1 month ago
I have a Tatyova deck built around her as the engine, and what I've found is most important is the curve. I built her as druid tribal, so there are plenty of Llanowar Elves variants, and I restricted the ramp to mostly 1 and 3-mana spells, so I could get her out by turn 3 most of the time. Since a body is a body in your deck, and combination of T1 Birds of Paradise , Llanowar Elves , Elvish Mystic , Fyndhorn Elves , Joraga Treespeaker , or Boreal Druid followed by T2 Wood Elves , Yavimaya Dryad , Farhaven Elf , or Springbloom Druid is a good start.