Harvest Season

Harvest Season

Sorcery

Search your library for up to X basic land cards, where X is the number of tapped creatures you control, and put those cards onto the battlefield tapped. Then shuffle your library.

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Harvest Season Discussion

Synreth on Hapatra EDH

3 months ago

Awesome deck my man! I absolutely love Hapatra and think she is really fun! Feel free to check out my own build and see if there is anything in there you like: Hapatra, Vizier of Plagues

But may I suggest: Hard to block Hapatra - Trailblazer's Boots, Sword of Truth and Justice, Sleeper's Guile, Cover of Darkness (also can be used to hit with alot of snakes)

Tokens helping - Bastion of Remembrance, The Meathook Massacre, Gruesome Fate, Throne of the God-Pharaoh, Harvest Season, Altar of the Brood

Target anything - Glaring Spotlight, Shadowspear

Keep it up man! Really fun to play :)

Crow-Umbra on My Viper Don't Want None Unless You've Got-

3 months ago

Oooo, thank you for the suggestions seshiro_of_the_orochi! I know I definitely have a copy of Harvest Season around in my binders. I had Harvest Season in one of the iterations of the Adrix and Nev, Twincasters deck that this list originally was.

Thunderfoot Baloth is pretty cool. I was thinking of finding a spot for another Trample anthem. I was thinking of finding a spot for straight up Primal Rage lol

seshiro_of_the_orochi on My Viper Don't Want None Unless You've Got-

3 months ago

This looks very good, great job. Harvest Season seems to be a good adition. You want to attack a lot, so it will propably ramp you quite a bit.

multimedia on Latty the baddie

3 months ago

Hey, one drop green mana Elves are really good, a big reason to play Elves. They aren't just ramp with Lathril they're also fuel for her activated ability when you don't need them for ramp and lets you get more Elves onto the battlefield quicker.


Staff of Domination does everything as a mana sink for Elves and can be an enabler for Lathril to be a win condition. With Staff you first make infinite green mana by tapping and untapping one of Archdruid, Marwyn(with 5 or more power), Priest of Titania, Circle or Wirewood Channeler. When you have infinite green mana then Staff is the mana sink to draw and cast enough Elves to control 10 or more. When you have 10 or more Elves then Staff can be the mana sink to repeatedly untap Lathril and each one the 10 Elves as the win condition.

Quest for Renewal is another enabler for Lathril and 10 Elves to be win condition. When Quest has four counters which is not difficult especially with more mana Elves, you can untap all creatures you control during each opponents turn. With Lathril each opponent loses 10 life on each player's turn, resulting in all opponents losing 40 life in one cycle of all player's turns if you have three opponents.

Chord of Calling is a helpful instant creature tutor since can tap Elves to help to pay for it's convoke, with enough Elves it's a free spell to cast and it puts the creature you search for onto the battlefield. It has nice interaction with Elf tokens since can tap them to convoke the turn they're created. With Chord get Ezuri or Miara, Thorn of the Glade in response to removal, get Archdruid so you can tap him on your turn, get Magistrate so you can tap her on your next turn, get Varragoth so you can attack with him on your next turn, etc.

Patriarch's Bidding is among the most powerful tribal spells for quick recovery. For five mana it reanimates all Elves in your graveyard. Play a Regrowth just to have another potential Chord or Bidding or recur any other card.


An area to consider improving to help with competitiveness is the manabase by upgrading to Golgari dual lands that ETB untapped.

Cabal Stronghold only works with basic Swamps and there's only 9 here which is not enough to really get much if any ramp making it consistently only a colorless source of mana.


Some cards to consider cutting: Blightbeetle, Mana Bloom, Terramorph, Serpent's Soul-Jar, Return Upon the Tide, Masked Admirers, Wild Pair, Golgari Guildmage, Korozda Guildmage, Rhys the Exiled, Blanchwood Armor, Dowsing Dagger  Flip, Harvest Season

If Blightbeetle is tech in your playgroup than nice, but if it's not then it looks out of place. Most if not all mana ramp sources can come from actual Elves instead of other sources like Mana Bloom or land ramp like Terramorph. I would even play one drop mana Elf or Farhaven Elf over Cultivate or Harvest Season.

Serpent's Soul-Jar is not a good card, exiling an Elf when it dies is not a may you have to do it and hoping to be able to cast many Elves later, one at a time with Jar is not going to consistently happen. Instead most if not all your exiled Elves will be stuck in exile for the rest of the game because Jar will be destroyed or removed another way.

Good luck with your deck.

Soulus101 on Everybody wants to be a Squirrel

4 months ago

Hi friend, just a quick note to say that Spring / Mind is not legal in this deck. Your commander's colour identity is Green/Black, and Mind requires Blue. You may want to consider Harvest Season in its place. The land/rock count also seems a bit low.

Scytec on Lathril

4 months ago

Ok, to be honest there are only four cards I would remove without being too concerned here: Grizzled Outrider, Sarulf's Packmate, Snarespinner, and Pride of the Perfect. They aren't all bad, they just aren't as good as your other options essentially. When I broke it down, you have a pretty fair amount of each archetype I look for. Not including the four I mentioned above, you have 16 "Ramp" spells, 12 "Interaction" spells, 10 "Draw" spells, and 19 "Raw Value" spells. Not all of these are as efficient as you may want, but each are what I would consider acceptable for sure. One thing I would recommend is looking for additional means of recurring draw, or large draw spells. More cards like Beast Whisperer and Pact of the Serpent. I would also be wary of cards that draw for a death trigger like Twinblade Assassins and Miara, Thorn of the Glade. They are good recurring draw spells, but you really only run one sacrifice outlet with Pyre of Heroes, so you will be relying on your opponents to kill your things for you which isn't ideal. They are still solid options unless you find another card similar to Beast Whisperer which triggers on casting a creature spell. Any time you have a consistent means to keep your hand full is a great time given how many spells you want to be casting each turn and how much mana you will have access to at any given time. I would honestly look at increasing your draw capabilities so you dont empty your hand and just have to sit there playing whatever you draw each turn. Effects like Mind's Eye are good, but slightly worse for you because it isnt also on an elf, so you wont get full value like you will with something like Beast Whisperer. I wrote all the cards down on a sheet of paper to do this, I will throw it in my carrying case so I can give it to you either friday or if i see you before, then. From my earlier recommendations, based on where your deck is currently, I would drop Elves of Deep Shadow and Harvest Season. Both are good cards, but you have plenty of ramp, and most of it is also on an elf which makes it better for you in this list. Tutors (anything that allows you to search your library for a specific card) inherently make a deck more powerful, because you can fetch whatever you need at any given time, so the more of those you include, especially the ones already on elven bodies the more consistently you will hit the cards you really want to see every game. Prime examples would be Elvish Archdruid, Ezuri, Renegade Leader when you get him, and Ruthless Winnower would be the ones that pop up in my mind as amazing cards pretty much every game. Realmwalker would be a really good spell that would fall under the "draw" category because it essentially lets you use the top card of your library as if it were in your hand whenever that card is an elf. I still like Copperhorn Scout and Seedborn Muse here, especially if you do decide to pick up Yeva, Nature's Herald. You dont run many instants, but scout would let you tap down your elves for Lathril's ability your first main phase, you can go to combat swing scout, then untap all your elves and just do it again. Assuming you just do that twice, you drain each opponent for 20 life and gain 20 life yourself. With Seedborn Muse, you can do it at the end of each of your opponents turns, in one rotation of the board, you can drain 30 life and gain 30 life. With Yeva, Nature's Herald you would be able to utilize your land on each opponents turn to cast any green creature spells currently in your hand in addition to tapping them all with Lathril and dealing damage. The synergies that are possible in this deck are somewhat terrifying if I am being honest. Haha. There may come a time when you have to decide if you want to dedicate to combat or tapping with Lathril to really focus the deck down and get it to that next level, but honestly you could make this deck very scary without having to do that. Elves are so good that you can make this at least a 7 on my power scale with a little work (and unfortunately money, elves are a really powerful tribe, and they are popular enough that the good cards for them reflect that in their price). For reference, that is as strong as my Meren of Clan Nel Toth deck and I have spent literal years tuning that one, it is my strongest deck with the exception of my competitive list i built. Haha. Elves are good man.

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