Healer of the Glade

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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
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Healer of the Glade

Creature — Elemental

When Healer of the Glade enters the battlefield, you gain 3 life.

Kret on Muldrotha: Budget Elemental Tribe!

1 year ago

Soul of the Harvest, Fertilid, Mulldrifter and Shriekmaw are good budget elementals.
Wolfbriar Elemental is a nice mana sink in the late game.
Consider adding backgrounds like Master Chef or Scion of Halaster.
You are running Joint Exploration. Consider similar cards like Explore or Growth Spiral. They can let your deck gain some early velocity.
If you play multiple elementals with evoke then a card like Village Rites becomes useful because you can cast it in response to the evoke trigger and draw 2. Card like Evolutionary Leap could also be used in response to evoke trigger to draw a fresh elemental
Zendikar's Roil can let you go wide with elementals.
Tatyova, Steward of Tides makes your lands into 3/3/ elementals
Kenrith's Transformation is a great removal spell that replaces itself and can be recurred.
Tezzeret's Gambit draws 2 cards and proliferates.
Nissa, Voice of Zendikar puts counters on each creature for just 3 mana

Cards I would replace:
- cards with kicker and Vine Gecko (they are generally worse cards than regular budget ramp spells like Rampant Growth or Cultivate)
- 6 forests because you have low mana curve (I would cut the land count to something like 36 lands, but you could also swap them for dual lands with basic land types from Kaldheim - Woodland Chasm, Dominaria United - Haunted Mire, Temple cycle - Temple of Malady or bounce lands - Golgari Rot Farm
- Titania, Protector of Argoth because there is only one card -> Harrow that can proc her ability to make elementals
I would also cut some of the elementals that don't have any useful abilties like Jaddi Lifestrider, Healer of the Glade, Glade Watcher, Floodhound, Offalsnout, Smolder Initiate and Slitherwisp.

Hope you find some of the suggestions helpful.

Saccox on Gain life Pezzent

3 years ago

owenger Thanks for your comment! Revitalize gives only 3 life,it's not work good with Angelic Accord,i prefer Healer of the Glade,cost only one mana and it's a creature. Fountain of Renewal it's too much economic expensive(0.52 euro price trend in magiccardmarket)in this deck the limit it's 0.30 euro. And it's not suitable in this deck, it works much better in Vampires gain life Pezzent. If you want, look at my other decks too and tell me what you think ^^

dichia on 5c elementals toolbox

3 years ago

I added another Neoform in the sideboard because it's too important for the Healer of the Glade combo against aggro/burn decks even though when I removed it from the main board I added another copy of Omnath, Locus of the Roil which can also buff my Thunderkin Awakener.

dichia on 5c elementals toolbox

3 years ago

TriusMalarky thanks for all this help. I see how good Thunderkin Awakener is in this deck.

I have a couple of noob questions to ask, not to question your cards choices, but to understand them:

TriusMalarky on 5c elementals toolbox

3 years ago

I've been working with Elementals for a while. Haven't quite finished, but here's some notes:

4x Thunderkin Awakener is necessary, at least for your game one strat. It gets you so much value it's insane. Between Vesperlark, Risen Reef, Spitebellows, Lightning Skelemental, Flamekin Harbinger and Flickerwisp, it can do everything from giving you a free Blightning+ every turn to being repeatable removal to drawing you multiple cards a turn.

Don't try and go too heavy into the 'toolbox' aspect game one. Leave Sideboard cards in the sideboard. While you do have 8 tutors, you really can't afford to use maindeck slots for cards like Wispmare or Ingot Chewer.

I did forget about Eldritch Evolution in my brewing, but it's a great card here.

Here's my proposition on a slightly altered list utilizing Evolution:

Giving you 22 lands. You can probably fit Omnath in there as a 1-of for fun, but I'm unsure if he's worth it.

Here's why: Briarhorn sucks. Its ability is mostly worthless in a format where you want to be winning the game for 3 or 4 mana. Smokebraider is far too slow. Neoform and Eldritch Evolution are perfect here for making sure you are fast enough.

Now, here's the nice thing -- that maindeck is a generic one-size-fits-all deck, and it's nowhere near optimized for individual matchups. Guess what that means? Post SB, you will be able to assemble the absolute perfect deck for beating your opponent, often in a way that still wins the game quickly and efficiently.

On your sideboard:

Since you get 12 tutor effects, you can easily just side in one or two cards and still have a really solid gameplan.

I hope that helps. Not a ton of flex slots because you're just running ways to win against the average opponent g1, but it keeps its 'ultimate toolbox' type strategy while gaining a much more potent curve.

lagotripha on Hydratic Rampage

3 years ago

I highly reccomend avoiding expensive cards for first decks- if you are going to spend >$5 on a card, you want to be picking up a card that fits into lots of decks as a format staple (for green, stuff like Birds of Paradise). A lot of cards are expensive because there isn't enough supply for a format (in whiptongue's case, commander), rather than them being the best options. There are diminishing returns on copies of legendary creatures too, and no shortage of inexpensive cards that never quite made the cut into modern that are super fun. Old standard staples are frequently <$0.30

If there are hydras you want to spend money one anyway, pick up one and run tutors like Uncage the Menagerie.

If you get bored, start messing around with synergies; a lot of 5/6/7 drops are playable in a green ramp shell like this- some will perform outstandingly, and others can sit it out with minor cost.

In terms of fighting fliers, Grappling Sundew, Wall of Tanglecord or Traproot Kami offer a delay, there is a lot of cheap spot removal like Aerial Volley, multiplayer options like Clip Wings, sweepers like Corrosive Gale/Hurricane/Skyreaping, options to turn flying into a downside like Bower Passage/Dense Canopy, utility answers like Crushing Canopy and Crushing Vines, 'total shutdown' effects like Elvish Skysweeper, Scattershot Archer or Gravity Well.

Then there are options like a 'fight' subtheme using your own fliers- allowing for answers to more than just flying Foe-Razer Regent is a lot of fun, Frontier Siege is cute, Kraul Harpooner has seen competitive modern play in sideboards.

I really reccomend packing in one answer and a couple of planned search effects- knowing that Uncage the Menagerie can get you a Vastwood Hydra/Overgrown Battlement/Kraul Harpooner makes it decent when you only have a few options, while it encourages a relaxed and varied decklist.

Feed the clan sees great sideboard play for a reason- its a good card when facing lightning bolt effects, but if they have repeatable damage it starts looking lackluster. I'd look at creatures with lifegain stapled on- Gilded Goose will be rotating soon, and so should get cheap and remain somewhat relevant in that neiche, while cards like Healer of the Glade, Pelakka Wurm or Oracle of Nectars do the thing in the meantime.

Finally, the 'I'm optimising a deck' thing- with 24 basic lands you can swap for 2-3 utility lands. There are budget cards that fix major problems without competing for slots; Emergence Zone against counterspells, Labyrinth of Skophos/Mystifying Maze to Fog attackers, small-scale lifegain like Sapseep Forest/Glimmerpost/Radiant Fountain, card advantage like Memorial to Unity, manlands like Treetop Village or threats like Rogue's Passage.

The reason deckbuilding in casual magic is so fun is that there is rarely a 'right' answer- there are about twenty ways to solve any problem, and its more about which one you enjoy more than what exactly you pick. I had a deck which aimed to use Gutter Grime with Brindle Boar and Gristleback for a while and it did great. Look around, don't worry too much about optimising and have fun.

ZendikariWol on Amulet Rainbow Reef

3 years ago

Aw shit, here we go again (psa: I'm not at all exasperated, I love the feedback, and I am aware of the non-bo of Risen Reef and the Shocks)

Yes, I probably definitely need to get some Blood Crypts in there for Shriekmaw and however many Dismember I find necessary. Might even cut Jegantha- I rarely end up casting her anyway.

Yeah, I would probably run Damping Sphere if I didn't scoop to it.

I may well cut Healer of the Glade to put a couple Shriekmaw in main board.

Once again, I really don't want lands whose primary purpose is not tapping for mana. The horizon lands would basically just be basic painlands, and I'm running shocks instead of pain lands because if they're entering untapped (which they usually do) they cost me no life, where the painlands still do- and tbh would probably kill me.

abbatromebone on Amulet Rainbow Reef

3 years ago
  • thats fine im trying to be helpful and not be a dick as well. Some people dont know the rules as well. We all have our expirences with the game so i assume people don't know, being well there's a lot of rules and interactions.
  • Id agree with point 3 as well. It was just an idea to throw out there.
  • Well the only way i see stopping any card is through cards like Meddling Mage and counter magic. You do have access to blue, so there could be a plan to consider haveing a shell of your combo and pulling out cards like Healer of the Glade. Its not needed in most of your matchups. It just helps keep a healthly life total, which counter magic can also do. You could put Healer of the Glade in your SB.
  • heres another idea being you are using Devastating Summons cards like Crucible of Worlds and Ramunap Excavator could be interesting to get them back. If you do go that route try Mystic Sanctuary in there as well. Its a land for reed, and can bring back summons. It'd generate more value although it may not be necessary.
  • Also while im thinking about lands replacing some shocks with Unclaimed Territory seems like a good idea as well.
  • You should also consider the card Anger of the Gods which murders your deck so hard. It really makes me think the counter magic idea is needed. The ones that come to mind are Mana Leak Spell Pierce Negate probably not Spell Snare, and maybe Dispel. The main issue with dispel is that it doesn't hit wrath affects.
  • Damping Sphere might be a card to consider it hurts other combo decks. It hurts amulet titan, tron (not that its needed here), and storm.
  • It might also help to clarify overall goals. Is you goal to do well at your local FNM? if so lets tune it to that meta, If its a much larger scale then we will want to tune it to the broader meta.
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