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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 |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Pioneer | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Llanowar Visionary
Creature — Elf Druid
When Llanowar Visionary enters the battlefield, draw a card.
: Gain .
DreadKhan on Going beyond 40 lands if …
1 week ago
I think I largely agree with lukecwolf, you need a very good reason to want to run more than about 35 lands, depending on your colour you almost certainly have SOME options for cheap card draw effects, and in most games you'd rather see these than extra lands later, stuff like Sign in Blood and Spirited Companion/Elvish Visionary/Humble Defector help grease hands where you drew either a bit fewer or a bit more land than is ideal, these will make sure you're not stuck when drawing another land in it's place would only help when you have too few lands (and would be brutal if you had extra).
If the Jund deck you're talking about is your Mr Orfeo deck, I think you have too many lands for your average MV, I'd definitely run more land ramp spells (to generate faster/more consistent hands, land ramp can fix too), there are even some janky options like Dire-Strain Rampage and Road / Ruin that offer you combination ramp and removal, there are others that provide blockers (like Wood Elves and Farhaven Elf), just running this many lands makes me fear land floods. For the record, if you've got access to Green you probably shouldn't bother with most of the artifact ramp, Nature's Lore and Three Visits are much better than any of those, especially since they can find non-Basics. The other thing your deck should look at is stuff like Night's Whisper, Sign in Blood, Humble Defector, and Llanowar Visionary/Elvish Visionary, these often play better than more lands. I guess the final thought would be you can sneak some MDFCs in to replace generic lands, the new Stump Stomp Flip would probably be handy in your list for example, and I think most decks that can run Bala Ged Recovery Flip and Valakut Awakening Flip should do so, ymmv on others. At 40 lands I'd straight up shave lands for MDFCs.
I like Bounce Lands in decks that have shaved a few lands, they give you another land drop, but they do make you VERY vulnerable to anyone crazy enough to run Dwarven Miner/Dwarven Blastminer, so keep that in mind I guess? Most people don't use stuff like that in Commander, it's considered anti-social by a plurality of the format, but you might see a Strip Mine, but most people would rather keep their Strip Mine for something like Gaea's Cradle than spend it on a Guildless Commons. I would say with some confidence that you can probably shave a land for every 2 Bounce Lands you replace normal lands with, but I doubt I'd go over 4 or 5 in a deck.
jonjonhholt on Mono Green Elves
1 year ago
love elves! has Llanowar Visionary felt good in play? i think its a really strong card but i feel like elves is so fast it might be a bit out of tune. also a huge fan of all of ur 1 drop mana dorks i think i need more of them in my elves list. btw Winding Way is another effect similar to Lead the Stampede as is You Meet in a Tavern but you may prefer Lead the Stampede.
JoosetheMuice on Gnoming on that green mana
1 year ago
Really love how this deck played last time. Some potential suggestions (not even necessary really) but anyway:
Titan of Industry serves the double purpose of artifact/enchantment removal and protection for Omntah.
Triplicate Titan as another late bomb for your top end.
Noxious Revival could be an interesting way to get omnath back cheap, but also has other versatility to grab your own creatures or stall an opponent with a bad draw in a tight situation.
Lesser stuff that could maybe work
Llanowar Visionary could be low-key good here as it replaces itself.
Squall Line if you think you need it, could be good to clear annoying creatures and win late game if u have a mana store.
Blackblade Reforged it's budget and could give the Nath a big punch late game.
Slashdance on Forest Tribal, LoL
2 years ago
Thank you, both Basshunter & SufferFromEDHD
I may use Gaea's Touch, I think I have one if I search through green box.
I have a love/hate relationship with level-up cards. I love the idea, hate it when I actually play them, so I'm not so sure I'll use Joraga Treespeaker. I have her in my Elfball deck, but it's so mana hungry I rarely get past the first level. In this deck, Llanowar Visionary has a place with the early card draw along with ramp, and Devoted Druid is here for even faster mana ramp that doesn't require additional mana pumped into her to get an extra early green mana. I can also drop a +1 counter on her to reset, and I don't care if she dies because she's coming back (or will eventually come back). Joraga just wants too much from me when I want to cast other things early in the game. YMMV
Yavimaya, Cradle of Growth is indeed good. When I get one, I'll probably add it in, maybe in place of Mosswort Bridge.
Mana Web is brutal, indeed. I'd probably only use it if I wanted to play with a more competitive pod or in a tournament. It's great, but maybe a bit hardcore to play with friends. Although I do have a buddy that loves his $12 counter spell deck that this would be great against, lol. It's situational, for me, based on power level or deck types I expect to play against.
Hidden Path and Nature's Cloak could both be great, and almost feel like cheating in a deck like this, lol. If I find that I can't get my creatures through reliably, I might just do this. However, one of the beauties of this deck is that you almost WANT to get blocked a lot of the time. If I'm attacking with a boatload of lands, and my commander is out, I want my opponent to block so I can kill of his smaller creatures. I want him to make decisions. And I don't care if my Forests die, as they're coming right back to the table ... Untapped and ready to block for me (to which they can die again, come back, and by my turn have lost summoning sickness and I'm ready to read & repeat). By having Forestwalk, I get more damage in, sure ... but I lose my pseudo Vigilance that's built in with the recursion that makes this deck fun. So, for now, I keep the Forestwalk out. That said, I'm more likely to want a sorcery/instant for Forestwalk for a surprise win condition, such as Nature's Cloak.
Scarwood Bandits is always fun. However, it doesn't have much synergy with the deck and I would prefer the deck to stay more focused. Lots of fun cards in green to toss in for flavor, though, and this would be great if I went on a little tangent.
Basshunter on Forest Tribal, LoL
2 years ago
Hi, really enjoyed this one - like the idea!
you could think about:
Gaea's Touch - strong in every mono green deck and perfectly fits in a forest tribal
Joraga Treespeaker - imo better than Llanowar Visionary or Devoted Druid
thijmnesoy on Can You Smell What the Rock is Cooking..In Pauper?
2 years ago
edit to previous comment: or even Llanowar Visionary
solterranean on Lathril Casually Competitive
2 years ago
If you're looking to speed the deck up, I'd consider adding: Elves of Deep Shadow, Birds of Paradise, Wild Growth, Utopia Sprawl, Boreal Druid, Elvish Pioneer and the all-mighty Deathrite Shaman. For those, I'd look at cutting: Kodama's Reach, Rampant Growth, Elfhame Druid, Farhaven Elf, Jaspera Sentinel, Llanowar Visionary, and Springbloom Druid. Selvala, Heart of the Wilds is an amazing card, just not sure if it belongs here, maybe replace it with Elvish Guidance. There's also always Heritage Druid,
And hey, if you've got a Gaea's Cradle, Crop Rotation is a must (and its slower cousin, Sylvan Scrying, which also makes Nykthos, Shrine to Nyx a good add. More ($$$$) lands to consider would be: Cavern of Souls and Yavimaya Hollow. Other utility lands you might want to check out would be: Emergence Zone, Nurturing Peatland, Castle Garenbrig, and Wirewood Lodge.
If you've got the funds and are looking to get those last few % points in your ramp package, take a look at: Carpet of Flowers and Jeweled Lotus.
For card advantage, yeah I agree that Glimpse of Nature and Oakhame Adversary are good options, along with Sylvan Library, Necropotence, and Dark Confidant if you've got the $$ and looking to get as close to 100% as possible. Regal Force is a non-elf that's essential in elf decks. Some other options would be: Pact of the Serpent and Elvish Visionary. In terms of tutors, definitely consider: Chord of Calling, Eldritch Evolution, and maybe even Woodland Bellower and Fauna Shaman. Decks closer to CEDH would probably include: Vampiric Tutor, Diabolic Intent, and Survival of the Fittest. Also, Eternal Witness might be too good to not include, along with Noxious Revival. Patriarch's Bidding is a cheaper Haunting Voyage.
Card advantage cards you could consider cutting would be: Twinblade Assassins and Silhana Wayfinder.
In terms of removal, I think you'd want: Assassin's Trophy, Abrupt Decay, Nature's Claim and/or Force of Vigor, and Deadly Rollick. I also like Golgari Charm in more casual metas.
For elf synergy, along with Elvish Champion, I'd take a look at: Ezuri, Renegade Leader, Immaculate Magistrate
For utility, consider: Autumn's Veil, Veil of Summer, Vitalize, and the non-elves Scryb Ranger and Temur Sabertooth. Concordant Crossroads seems really good with Lathril too.
Hope this helps! Happy brewing
Niob_Mordodrukow on Fast Animar
2 years ago
Made some changes. - Coiling Oracle since it costs 2 color mana, and we dont have much lands to abuse his landdrop ability.
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Destiny Spinner since Rhythm of the wild included now, and also we have Veil of Summer and Cavern.
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Lotus Cobra for Tireless Provisioner, because elf and treasures are better in most cases.
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Slithermuse, because depends on opponents hand a lot.
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Soul of the Harvest, since we have a lot of those effects anyway (i concider Vizier and Augur as those effects also).
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Stratus Dancer, because it is a 2 mana counterspell just for sorcery or instant. It is good, but free counters are better.
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Wall of Roots, because 2 mana dork, giving only 1 mana per turn, and it is not even an elf.
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Hardened Scales, because we dont have much creatures requiring tons of counters (In fact, it is two eldrazi and ballista. Everything else works well without this card), and it is better to have some card which does something useful instead.
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Exotic Orchard, because sometimes will not give us correct color.
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Flooded Grove, because filters can be bad sometimes.
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2x Island, cause we needed 2 more slots.
Now i wanna check how good is Rhythm of the Wild and return Destiny Spinner if it is not. And also find a slot for Ramunap Excavator, since we have 9 fetchlands and Lotus Field
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