Llanowar Elves

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Legality

Format Legality
1v1 Commander 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
Oldschool 93/94 Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Premodern Legal
Tiny Leaders Legal
Vintage Legal

Llanowar Elves

Creature — Elf Druid

: Add .

Catpocolypse on The Island Awakened

1 day ago

Alright @Profet93, I'm home and ready to take a deeper dive into this.

Abundance + Sylvan Library is something I will have to test out, Abundance is always a card I keep coming back to when I'm building in green. I'll see about testing it out, my group of friends is fine with proxies so I can have a chat with them about it.

If I include Yavimaya Hollow as well as making half my forests snow covered, that brings me to 10 land cards with different names. I'm not sure I can be consistent enough with Field of the Dead for it to be worth including. Though in the future, if I slot in more land cards it is definitely worth considering.

My other explanation wasn't exactly to the point lol, so I'm gonna try to clear this up. The reason my playgroup is fine with Triumph of the Hordes is because they understand that when that card comes out, it is with the intention to end the game this turn, no waiting around, either respond or lose. Finale of Devastation doesn't have that same power in this deck simply because there isn't anything I can go and find that has the same presence or intent that Triumph of the Hordes does.

Skullclamp is definitely something I considered, though not towards my one drops. Most of them are very reliable ramp/landfall shenanigans, Llanowar Elves being the only exception, using Skullclamp on the one drops doesn't seem like the correct play to me. Using it on the elemental tokens however, I am heavily considering, as we have already discussed how good of a sac option they make for cards like Greater Good.

Burgeoning is an interesting case because sometimes it feels kind of useless, but it has also had it's moments where it becomes one of the most powerful cards in my deck. It's a risky card, but there will always be risky cards. The real reason I'm not really considering taking it out however is because my LGS only had one copy and I will honestly feel bad if I tossed $20 at a card that high in demand just to swap it out a week later.

I haven't had a chance to playtest with Greater Good yet, but I have high hopes for it, as it is significantly more reliable than Jaheira's Respite

Those are my thoughts, though unfortunately I haven't been able to back any of them up with testing yet. Interested to see what you think of my logic behind certain choices.

Maximariusmagillius on Viconia the Graveyard Hermit

3 weeks ago

I appreciate the suggestions! I do currently have one, Skull Prophet.

My thought process behind this deck is to mill your own library and play out of the graveyard. A lot of the cards don't ever get to make it into your hand, so it wouldn't make a ton of sense to put things in here that could not be gotten back. That's why there are only 5 non-creature non-land things.

That being said there are tons of creature based mana dorks out there, Arbor Elf, Llanowar Elves, Elvish Mystic, and even my all time favorite Incubation Druid. However I don't think that they would help further my goal of getting stuff in and out of the graveyard, or comboing with that. They could just as easily be replaced with a land, which would combo with other stuff in the deck, Centaur Vinecrasher, Eccentric Farmer, Turntimber Sower so I would be hesitant to cut more lands than I need to.

Lord of Extinction is a great card but Lhurgoyf is great too and a fifth of the price too. They both have their pros and cons, Lord of Extinction has a higher CMC and one more colors. Lhurgoyf toughness is equal to 1+ the number of cards, if my opponent exiles all graveyards that leaves him on the battlefield. If I decide to cut anything, it would be Creeping Dread and I would replace it with Lord of Extinction.

I look forward to hearing more of your suggestions!

TypicalTimmy on Two years ago, The Professor …

3 weeks ago

A nice possible way to circumvent the reserved list would be an unset that has "parody" cards.

Like how Elvish Mystic and Llanowar Elves are literally the same thing by another name. They could simply do that.

Of course it'll drive the power of decks through the roof, having two functional sets of dual lands, for example.

But that's why it should be a silver bordered unset. Then, they aren't legal in Legacy / Vintage, but you can still Rule 0 for Commander.

seshiro_of_the_orochi on Curse of the Were-Rabbit

1 month ago

As Kaheera costs 3 mana, you should add multiple MV1 ramp cards, so Llanowar Elves, Avacyn's Pilgrim etc. seem important. That way, you'll often be able to cast your commander on turn 2. Besides that, Rampant Growth, Edge of Autumn and Selesnya Signet are great cards. Cultivate and Kodama's Reach still are other powerful options in Mono-.

amarthaler on EDH Jorn, God of Winter

1 month ago

MadMork thanks for the upvote and the comments!

Yes, Green typically likes to ramp into large creatures - that's its jam! However, I would argue that any color of the pie has the ability to do so and as you build your decks paying attention to the mana curve is extremely important. Something any deck builder should ask themselves is: What are you trying to play by turn 3-5, which is a critical part of early game, or turn 6-8 when opponents should start being eliminated? But yes, as you look at Green cards you will notice it does an exceptional job at ramping and then having Giants, Elementals or Treefolk enter the battlefield. This is evident through "mana dorks" like Llanowar Elves type cards.

You are correct in pointing out that the ramp strategy in my Jorn deck is primarily accomplished by a few instants and sorceries bringing lands into play. However, since Jorn untaps all of my snow permanents (lands and snow mana rocks included) each turn, I consider that "ramping" into the 2nd main phase. It's almost like resetting your entire turn after the combat phase, because you'll be sitting there with hopefully a grip of cards and mana and your disposal.

My deck isn't too focused on ramping because of the aforementioned, but it is highly focused on the strategy of smoothing out my hand / curve throughout entire game. What I mean by that is I rely on a lot of scrying and card draw to ensure I hit my land drops each turn, have playable instants and sorceries in hand (counter spells, etc), as well as creatures or equipment to put into play. This copes well with my style of playing EDH, where I try to cast the majority of my spells during other opponents' turns if able - or cast creatures on my second main phase versus my first main phase if it makes more sense.

The last thing would be my recommendation for your Muldrotha deck. Ironically, I used to have Muldrotha in this Jorn deck because of her ability to play things from the graveyard (which is what Black does best). Whereas my Jorn deck is trying to be functional while also primarily being within a theme (Snow and exclusive cards to Ice Age, Coldsnap and Kaldheim), it looks like your build is trying to just be functional which is perfectly fine. Not everyone is a nerd like me and tries to keep flavor and theme in their decks. However, I would recommend that you work on building synergy in one direction or the other - are you trying to go exclusively snow synergy, or playing more of a Golgari (Green + Black guild) reanimator archetype with Blue splashed in for card draw and counter spells? Choosing an archetype is important with deck building because you simply don't want your deck to be trying to do too many things at once (which is what my old Jorn build was doing).

Hope this helps! Comment again if you have follow-up thoughts!

BishopAtavist on Abzan Graveyard Recursion Help

2 months ago

bushido_man96 I was on the fence about Dawn of Hope, and Pact Weapon has been in and out of this deck. I think replacing both of those with something better is a good call. I envisioned Pact Weapon being equipped to Nethroi, negating any of the life-loss from the card draw with his Lifelink.

That is an interesting perspective about cutting the lifegain sub-theme entirely. Gray Merchant of Asphodel was in the original build and I had/have a pretty decent devotion to black. So I added Sanguine Bond to capitalize on that. But I could definitely be open to replacing those cards with some more exciting creatures at lower CMC if you think that would be wise?

multimedia I had Llanowar Elves in the deck, but I decided to pull the mana dorks in favor of cards that put lands (which are harder to remove) onto the battlefield. Like Sakura-Tribe Elder. I will definitely consider Llanowar Mentor though! Creating multiple token mana dorks and being an additional discard outlet for dredge cards seems like a no brainer. Llanowar Wastes and Necroblossom Snarl also seem like good adds! I had considered adding more green sources since most of my ideal early card plays (Fauna Shaman, Ramunap Excavator, and Dryad of the Ilysian Grove) require green mana.

Thanks again for those suggestions!

multimedia on Abzan Graveyard Recursion Help

2 months ago

One drop mana dorks, most are budget, is good ramp with Nethroi because they can also be a nonHuman creature to mutate.

Avacyn's Pilgrim is a Human, but I would still play it. Mana dorks are also excellent fodder for Dread Return flashback. If you were to play these green one drop mana dorks then you would want to adjust your deck's budget manabase to make it easier to make green mana turn one. Llanowar Wastes, Exotic Orchard, Necroblossom Snarl and more basic Forests. I honestly think it's worth adjusting the manabase to play these mana dorks.

Llanowar Mentor can repeatedly create a Elf mana dork for ramp or fodder by discarding a dredge card or any other creature to help to setup Nethroi. Having other discard outlets for dredge cards is important to keep being able to dredge. Fauna Shaman is great, but can't count on always having Fauna.

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