Combos Browse all Suggest
- Llanowar Elves + Marwyn, the Nurturer
- Elvish Piper + Intruder Alarm + Llanowar Elves
- Intruder Alarm + Llanowar Elves + Rhys the Redeemed
- Imperious Perfect + Intruder Alarm + Llanowar Elves
- Llanowar Elves + Parallel Lives + Wren's Run Packmaster
- Elvish Rejuvenator + Llanowar Elves + Tetsuko Umezawa, Fugitive
- Hellkite Charger + Llanowar Elves + Savage Ventmaw
- Illusionist's Bracers + Llanowar Elves + Seeker of Skybreak
|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
|Pauper Duel Commander||Legal|
Creature — Elf Druid
: Add .
legendofa on Using ChatGPT to generate a …
22 hours ago
To address this primer specifically:
"This is my Commander deck with a focus on utilizing the high power of the Commander to trigger effects that scale with a creature's power. The deck strategy revolves around four main themes:"
- This is a good capture. The first sentence is a little unwieldy, but that's a style point rather than a content point.
Token Generation: The deck includes cards that can generate tokens based on the power of a creature. Examples include Fungal Sprouting and Ghoulcaller Gisa.
- I count five cards that create tokens, and one of them doesn't create scaling tokens. In my opinion, four cards isn't a "main theme."
Card Draw: There are cards that allow the player to draw cards equal to a creature's power, such as Disciple of Bolas and Momentous Fall.
- This is an okay comment. While it ties into the power scaling, the act of drawing isn't a main theme. It's card advantage, but it doesn't rely on drawing the way Queza, Augur of Agonies does.
Power/Toughness Manipulation: Some cards create creatures whose power and/or toughness are based on the power of another creature. For example, Miming Slime creates an ooze token with power and toughness equal to the power of the creature with the greatest power among creatures you control.
- This comment is somewhat inaccurate. It gets the closest to the core "power matters" theme, but P/T manipulation as I interpret it isn't present. P/T isn't being manipulated, just tracked. The rest of this point is redundant with the first "main theme."
Life Gain/Loss: Some cards in the deck, such as Essence Harvest and Rite of Consumption, can cause a player to gain or lose life equal to a creature's power.
- This is a fine capture, if somewhat underdeveloped.
This deck also has a good amount of recursion and removal cards, along with cheap ramp to ensure that the commander can come out as early as turn 4. For instance, Jarad, Golgari Lich Lord and Hell's Caretaker can bring creatures back from the graveyard, and Beast Within and Sever the Bloodline can deal with problematic permanents on the opponent's side of the field. For ramp, the deck includes staples like Sol Ring, Arcane Signet, and a suite of mana dorks (Elvish Mystic, Llanowar Elves, Fyndhorn Elves) and land fetch cards (Sakura-Tribe Elder, Wayfarer's Bauble).
- The formatting in this section is good, but Jarad, Golgari Lich Lord's ability is misinterpreted. Again, the substance is kind of missing, basically saying "These are cards that are in this deck" without describing how or when to use them. What is a "problematic permanent" for this deck? What creatures would you want to recur?
CamraMaan on Interaction between Yedora, Grave Gardener, …
3 days ago
In short, when Yedora, Grave Gardener turns a dead creature into a Forest, and Life and Limb makes it into a creature, will tapping that Forest creature for mana produce an extra green mana from Leyline of Abundance? My assumption is that it effectively exists as a creature with the ability to tap and add one green, like a Llanowar Elves (but a saproling), and should therefore trigger the Leyline. But I just want to make sure. Thanks in advance!
Azoth2099 on Snake Lady is Back
3 days ago
drader Hey man! So here are my suggestions:
Number one, I think you need way more mana dorks. Arbor Elf, Llanowar Elves, Fyndhorn Elves, Elvish Mystic,Elves of Deep Shadow & Deathrite Shaman are all great options. Other cards like Farseek, Nature's Lore, Three Visits, Dark Ritual & Culling the Weak are also always great to have access to.
It looks like you need a bit more card draw as well, I'd recommend Necropotence, Dark Confidant, Dark Tutelage, Ad Nauseam, Toski, Bearer of Secrets & Scroll Rack.
I know they can get expensive, but a few Tutors are essential for a smooth game plan. A few cheaper options are Diabolic Tutor, Profane Tutor, Time of Need, Beseech the Queen & Shared Summons. Diabolic Intent & Worldly Tutor are also relatively cheap due to recent print runs.
Metallic Mimic could also work wonders here, allowing your Snake tokens to host more -1/-1 counters, helping the deck power itself. Young Wolf accomplishes something similar.
Let me know how you feel about these recommendations!
Azoth2099 on Green/Black toxic/proliferate need recommendations
4 days ago
Balvron Welcome back to the game! As I'm sure you know, a lot has changed.
So, my personal deck building philosophy these days is to decide how the deck is going to win with specific cards and work backwards from there, filling in the rest of the deck with the means to win with those specific cards (ramp, draw, tutors, etc.)
I'll get straight to the point, I think a better approach would be to use your access to 4 colors to quickly Tutor up gear for Atraxa, Praetors' Voice such as Phyresis, Grafted Exoskeleton and Swiftfoot Boots as the backbone of your infect strategy. Cards like Enlightened Tutor, Steelshaper's Gift & Open the Armory can help with that. There are also a lot of tutors in Black like Diabolic Tutor and Grim Tutor that can get you where you're trying to go.
I'd also Include a high density of mana dorks like Bloom Tender & Llanowar Elves since you're in Green. That, along with a decent number of mana rocks like Sol Ring & Arcane Signet will help you get your commander out in the early game, as well as allow you to cut down on lands to between 29-35, depending on the numbers.
Blue cantrips like Ponder, Brainstorm & Preordain are great. Enchantments or Artifacts like Dark Tutelage, Phyrexian Arena & Scroll Rack could also work here.
As for proliferation, I'd recommend cards like Flux Channeler, Inexorable Tide, Tekuthal, Inquiry Dominus, Viral Drake & Thrummingbird. There are also control options like Serum Snare, Reject Imperfection & Brokers Confluence.
Strionic Resonator & Lithoform Engine might pass playtesting, but maybe not idk!
eliakimras on Sytphilis (give it to your opponents)
2 weeks ago
Hello! I went through your list looking for spots to upgrade, but I found almost none: congratulations, it is really optimized!
Still, I believe you might want to consider some of these cards to increase your engine:
Ramp: Cultivate and Llanowar Elves could be Starfield Mystic, Bear Umbra, Burgeoning or Exploration instead, to stick with the Enchantments theme.
Draw: Don't forget the other enchantresses (Satyr Enchanter, Verduran Enchantress). I would take out Hyena Umbra and Cartouche of Solidarity for them.
Tutors: Heliod's Pilgrim might be better than Moon-Blessed Cleric, since it puts the card in your hand.
Pillowfort: Raking Canopy is probably more effective to deflect fliers than Spider Umbra. Elephant Grass could take White Sun's Twilight's place, since the former does not blow your own field.
Evasion: You might want Unquestioned Authority for extra evasion. It might replace Aegis of the Gods. (In my experience, players' spells do not usually target other players.)
Hate pieces: Rest in Peace, Ground Seal, Solemnity, Authority of the Consuls, Blind Obedience are some cards you might want to include.
- Since your deck punishes artifacts so heavily (Austere Command, Stony Silence, Titania's Song), I believe Helm of the Gods could be swapped out for Primal Order as a punisher for nonbasic landbases. (Against my decks, it would be doing all the damage.)
- Michiko's Reign of Truth Flip, Katilda, Dawnhart Martyr Flip and Hallowed Haunting might be good finishers for your deck.
thesilentpyro on Chatterfang's Nuthouse of Cards
1 month ago
- Fae Offering
++ Introduces a fun little minigame. ++ Exciting with Academy Manufactor
-- Unable to trigger on opponents' turns without flash creatures, but that's minor
++ Pet reanimation spell, fantastic with with tokens
- Invasion of Ikoria
Flip (+ maybe Vampire Hexmage)
-- Can't fetch amazing humans (Yawgmoth, Thran Physician, Species Specialist, Eternal Witness, Pitiless Plunderer, Jaheira, Friend of the Forest)
++ Less salt-inducing wincon than Natural Order->Craterhoof Behemoth or a giant Finale of Devastation
++ Battles are a fun minigame when not fetching Hexmage
-- Hexmage is lackluster on its own
-- Not as guaranteed of a win condition as a big Finale
-- The Invasion being a permanent opens it up to removal before it flips
- Llanowar Elves et al
++ Get Chatterfang out on turn 2 to start going ham sooner
- Nested Shambler back in
++ BB to double your squirrel count still seems good
- Force of Vigor
++ Creature spot removal is shored up by Chatterfang and all other removal spells hit creatures, so might be reasonable to have this not
++ Probably better in-slot than Binding the Old Gods
- Craterhoof Behemoth
== If Invasion of Ikoria Flip goes in
++ Cutting makes Natural Order worse, but also no longer as groan-inducing
- Finale of Devastation
== If Invasion of Ikoria Flip goes in
- Witch's Oven
++ Cheap sac outlet that works with Academy Manufactor and Gilded Goose -- Slow and food otherwise sucks.
-- The bonus only really happens if Chitterspitter has gone up several times
++ Is fetchable with Urza's Saga, but it's the worst option of the current three. Always fetch Skullclamp over this.
- Tireless Tracker
-- Second-worst token maker behind Witch's Oven
-- Only eight fetchlands + Binding the Old Gods and Growing Rites of Itlimoc Flip to double-trigger
++ Does qualify as a (slow) draw engine
++ Works with Academy Manufactor
- Binding the Old Gods
-- Worst ramp and worst removal
++ Removal count is still moderately low, though. Can't rely on Chatterfang's ability for everything.
-- Probably worse in slot than Force of Vigor
- Saw in Half
++ Does function as bad protection against spot removal -- Not a lot of nonlegendary creatures worth copying that don't already win the game, so often dead
Deep Forest Hermit
-- Even when there is a target, often win-more
1 month ago
Lands: Battlefield Forge Rugged Prairie Plateau Hanweir Battlements Meld Sunhome, Fortress of the Legion Field of the Dead - if you go with a bunch of nonbasics
Untaps: Patriar's Seal Drumbellower
Board Wipes: Farewell Vandalblast
Red Temp Steal Synergy: Seize the Spotlight Grab the Reins Act of Aggression
Damage Multipliers: Fatal Frenzy Angrath's Marauders Fiendish Duo Gratuitous Violence City on Fire Solphim, Mayhem Dominus Torbran, Thane of Red Fell
Mana: Land Tax Weathered Wayfarer Knight of the White Orchid Thaumatic Compass Flip Smothering Tithe Keeper of the Accord
Creatures: Inferno Titan Ball Lightning Dockside Extortionist Terror of the Peaks Llanowar Elves Purphoros, God of the Forge Pure Reflection - Not a creature but ho boy can you sac Urabrask's Forge Battle Angels of Tyr Esper Sentinel Anger Sun Titan Cosmic Larva Blistering Firecat Phyrexian Soulgorger Hofri Ghostforge Impetuous Devils Nova Chaser Taurean Mauler Chandra's Incinerator
+X Power Purphoros's Intervention Unleash Fury Mirror Entity Elturel Survivors
Fun: Legion Loyalty Duke Ulder Ravengard Blade of Selves Elesh Norn, Grand Cenobite Hamletback Goliath
legendofa on Skeleton Deck
1 month ago
Bad Moon is good, keep it. Sorry if I gave that impression. My thoughts was that if you have four Skeletons and two Bad Moons out, that's twelve total damage output, probably around turn 6 at the earliest. That's fine if you don't mind playing the defensive game, but it will be hard to push damage through. See if you can find some bigger Skeletons: Underworld Sentinel, Bone Dragon, or even Skeleton Archer. These bones need some meat.
And yes, you will need to worry about land drops and mana production. 16 lands would be more reasonable in a hyper-aggressive Elf tribal deck with playsets of Llanowar Elves, Elvish Mystics, and Elvish Archdruids. Since you want to spend mana to cast your Skels, and hold back mana to regen or reanimate your Skels, 16 lands just isn't going to be enough. You'll likely be trapped at two lands for the first five turns, choosing between casting one spell per turn or regenerating.
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