Creature — Elf Druid
: Gain one mana of any type that a land you control could produce. If this has a +1/+1 counter on it, gain three mana of that type instead.
: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
|Have (4)||, Redbeard09 , metalmagic , TrystonSpencer|
Combos Browse all
|Commander / EDH||Legal|
Latest Decks as Commander
Incubation Druid Discussion
2 days ago
Nice deck, Yeeehaw seems to be the more fitting name indeed =D
What instantly came to my mind looking at this deck were Dragon Throne of Tarkir , giving you the option to boost those mana dorks and Wilderness Reclamation , leaving you ready with more mana for your flash spells. Also Patron of the Orochi might be nice or Incubation Druid .
Since you don't have many artifacts, maybe Molder Slug would be worth a consideration.
1 month ago
Filter Lands -> Thriving Lands + 5 Color Lands
Falta G para balancear
Quandrix Command , Draconic Intervention , Rip Apart , Venerable Warsinger , Daemogoth Woe-Eater , Daemogoth Titan , Incarnation Technique , Pest Infestation , Veyran, Voice of Duality , Laelia, the Blade Reforged , Tivash, Gloom Summoner , Essence Pulse
2 months ago
The card I'm most excited for is actually Quandrix Command . It's a much more useful (in most scenarios) version of Memory's Journey (which forms a recursion loop with Noxious Revival ) and has a good amount of synergy with the rest of the deck (acts as temporary removal/counterspell and I run Incubation Druid ).
2 months ago
Seriously though, this looks sweet as hell. The infinite mana angle seems nasty, but not overly pushed, which should lead to good gameplay. Freed from the Real tends to be a surprisingly loud threat and my guess is that it's likely going to be a bit too greedy, especially considering you have fairly limited protection. Pemmin's Aura is good enough because the protection is built-in, and the added evasion will help you close some games. I've also found that cards like this tend to suffer quite a bit to the Chaos Orb s in our meta but YMMV.
The first thing that stood out to me was that you have significantly less interaction than you typically play, and I'd bet that it'll feel a bit uncomfortable having to be so selective with your answers. I'd recommend adding Windgrace's Judgment and Assassin's Trophy to improve your flexible removal, and some number of Erebos's Intervention , Battle at the Bridge , Profane Command , and Black Sun's Zenith to up your creature removal and creature count (Hydra tokens) at the same time. Also, these do really well against indestructible threats (cough Blightsteel Colossus + Ulamog, the Ceaseless Hunger cough) like gods and such.
You could probably also use another counterspell or two, but if you don't want to lean too hard that direction, that's understandable.
The second main thing I noticed is your mana ramp package—I'd look at it fairly critically and consider your goals. For example, I'd keep all creatures that tap for 2 or more mana ( Bloom Tender , Incubation Druid , Selvala, Heart of the Wilds ) as they give you more paths to going infinite. I'd cut the ones that only make 1 mana ( Birds of Paradise , Manaweft Sliver , Leyline Prowler ) as they tend to be a bit of a liability compared to land fetch spells and you aren't inherently taking advantage of the fact that they are creatures.
I'd also focus on the curve of your mana ramp. I think you should prioritize 2 cost spells like the three on-color signets, and the land fetch spells Nature's Lore , Farseek , Rampant Growth , and Sakura-Tribe Elder . Swapping these for your 3-5 cost mana ramp will give you more chances to cast Zaxara on turn 3 and get the ball rolling on both bigger mana and generating hydras. The way I see it, you could have a signet + Zaxara to use on turn 5 or spend that same turn casting a Gilded Lotus which is the same mana output but a turn slower. Basalt Monolith is the exception here as it goes infinite.
The final thing I'd encourage is to play more land. You really need to always hit Zaxara early for your deck to do it's thing, and maximizing your potential to consistently hit 4 mana on curve is going to pay dividends. At 34 I'd say you're 2-3 short of what I'd recommend for a mana-hungry deck like this, and you're actually at 33 right now because Winged Temple of Orazca starts as a Hadana's Climb Flip and likely shouldn't be counted as a land.
Here are the baseline swaps I'd recommend:
Out - Birds of Paradise - Manaweft Sliver - Leyline Prowler - Yavimaya Elder - Freed from the Real - Capricopian - Seedborn Muse - Chromatic Lantern - Darksteel Ingot - Replicating Ring - Gilded Lotus - Opulent Palace
In + 2 Forest + 1 Island + 1 Swamp + Farseek + Nature's Lore + Sakura-Tribe Elder + Golgari Signet + Simic Signet + Dimir Signet + Profane Command / Erebos's Intervention + Windgrace's Judgment / Assassin's Trophy
These aren't super exciting changes but they'll massively help your initial consistency. I'd play the deck a buch before deciding what swaps would be best beyond this.
Stoked to see the deck in action!
3 months ago
It's worth noting that when transitioning from standard to modern, a lot of cards that seem like powerful contributors to a tribe end up being worse than non-tribal counterparts. For instance, Thunderherd Migration is probably better than the standard alternative Beneath the Sands , but it's probably worse than Rampant Growth , Cultivate , or maybe Sylvan Scrying with the right nonbasic to fetch. Drover of the Mighty is another that seems strong as a 3/3, but if you're tapping it for mana most of the time anyway, something like Birds of Paradise , Arbor Elf , Joraga Treespeaker , Incubation Druid , Whisperer of the Wilds , or Ilysian Caryatid might be more efficient. The only other suggestion I have is to consider adding ways to recurrently trigger enrage. Forerunner of the Empire is a pretty common option, but I can also see Pyrohemia , Harbinger of the Hunt , Raging Regisaur , Spikeshot Elder , or Power of Fire being used with varying pros and cons. Some enrage lists I see also make use of damage trigger shenanigans on cards like Arcbond and Rite of Passage . A possible cut could be Shifting Ceratops since it's generally more of a sideboard card. Otherwise, I'd cut any enrage trigger that isn't either repeatable or very cheap. Reckless Rage is great, but Tilonalli's Crown could just as easily be Dual Shot or something to that effect. A final note I'd make is that you may be able to take advantage of some of the bigger enrage dinos like Snapping Sailback and Silverclad Ferocidons . I wouldn't normally recommend them, however, Etali and a lot of ramp go a long way toward making them viable.
3 months ago
Hey, nice start on a budget.
Elemental Bond and Garruk's Packleader draw a card when each 3/3 Serpent is created. Maskwood Nexus has already been suggested and it can make cards that create tokens much better since then those tokens are Serpents. Nexus can also be repeatable protection for Koma for three mana to create a Changeling. Nadir Kraken creates tokens and cares about +1/+1 counters. Nadir + Bond + Koma can create a Tentacle and grow Nadir on each player's turn for one mana. Chord of Calling can get Packleader and Whir of Invention can get Nexus.
Koma is a Commander who you want to cast as fast as possible because of her ability to create a Serpent on each player's turn. For this reason ramp should be priority because even if you all you draw is ramp that's fine because you can use it to ramp into Koma. You have the right idea with Kinnan, consider expanding on nonland ramp that taps?
- Incubation Druid
- Devoted Druid
- Gyre Sage
- Kiora's Follower
- Kiora, Behemoth Beckoner
- Simic Signet
- Talisman of Curiosity
Incubation, Sage, Devoted care about +1/+1 counters to make more ramp. If you control a land that can make blue mana then Incubation can make blue mana making her the best option.
4 months ago
Sure thing LeWaffles! If you're planning to pick up some upgrades, I'd also suggest swapping out some basic lands for these doods:
With so many mana dorks in the deck, I think you could safely function at 33 lands. The nice thing about having lots of mana dorks/rocks is that they ensure Lathril comes out a turn early. I wouldn't go lower than 32 lands though, since the odds of having drawn 3 lands by turn 3 starts to go down significantly from that point. Anyway I should stop hyper-analyzing your deck now haha. My fave deck involves Tana, the Bloodsower and she's similar to Lathril so I get excited about builds like this
5 months ago
I've been trying to find the right balance in my Lathril build as well.
Cards I think are cuttable here: Just Beaters - You are looking to flood the board with elves and pump up Lathril to make more elves. Traditional beater type creatures don't do much for you here so you can probably lose cards like Heedless One, Abomination of Llanowar and Elvish Vanguard. These cards don't do anything for you other than get big and swing which is counter productive to you strat.
Big Mana Producers - You want to flood the board early and elves in general don't have high CMC so you can probably lose some of the higher cmc mana dorks like Wirewood Channeler, Selvala, Heart of the Wilds, Joraga Treespeaker and Incubation Druid.
Other - Unless you plan on a lifegain subtheme you can cut Nissa Revane. I can't run Coat of Arms in my group because there are a lot of other tribal decks that also benefit from it. Higher mana elves like Eyeblight Cullers and Exquisite Huntmaster and Nath of the Gilt-Leaf are all cards I would consider cutting to bring down the average CMC.
Obviously just my opinions, I don't know if you have pet cards or what your plaugroup looks like just thought I could share my line of thinking!