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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Marwyn, the Nurturer
Legendary Creature — Elf Druid
Whenever another Elf enters the battlefield under your control, put a +1/+1 counter on Marwyn, the Nurturer.
: Gain an amount of equal to Marwyn's power.
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2 months ago
3 months ago
3 months ago
Since Marwyn, the Nurturer's activated ability says "Add green equal to Marwyn's power", Drana and Linvala's activated ability would say the same. Would Drana and Linvala look at my opponent's Marwyn's power to tap for mana or would it just tap for 0?
4 months ago
i really enjoyed the enforce that u had describing the deck and the mechanics.
i'm playing Lathiel for a long long time and i'm updating him a lot since then.
all the cards that u described i alredy test it, some of then still in the deck but mostly i had cut from the deck in order to be fastier and be more "Go for the troat" (my playgroup dont play easy haha).
firstly i wanna say the awesome cards that i wouldn't dare to touch that u metion before: Aetherflux Reservoir Authority of the Consuls Mangara, the Diplomat True Conviction Worldly Tutor Teferi's Protection Ozolith, the Shattered Spire Branching Evolution Light of Promise Well of Lost Dreams Scholar of New Horizons Tribute to the World Tree Esper Sentinel
it took me a long time to get this deck better and i still getting some frustations but if you like to consider, here some tips of cards to be implemented in order to have a better experience with it: ( mostly of this cards i proxed it because i dont wanna spend a lot of money and because i dont have a headache changing they every 2 months when wizards bring some new things )
starting with the nasty combos :
God Mode ( infinity mana + infinity draw :D ) : Argothian Elder or Priest of Titania + Quirion Ranger+ Ashaya, Soul of the Wild + Beast Whisperer with Eternal Witness in the deck u can even cast your grave again
ramp : Marwyn, the Nurturer : counters will get him a good ramp Mirari's Wake : awesome ramp Land Tax: can save you in early game Burgeoning : get ahead Priest of Titania : every elf in the battlefield Exploration : get ahead again Arbor Elf : very good with Selesnya Sanctuary or some mana that u need Mana Reflection: awesome ramp Circle of Dreams Druid : gaeas crandle in creature Nykthos, Shrine to Nyx : why not ? proxy <3 Crop Rotation: get those good lands in battlefield Carpet of Flowers: very good against 2 or more people Smothering Tithe : just perfect
draw : Generous Patron: our green budget risky study, perfect in lathiel Guardian Project : good in general The Great Henge : we have big creatures so probably will cost onle 2 green mana Toski, Bearer of Secrets : unstapable, can't be countered and draw Archivist of Oghma: meh... sometimes good sometimes not, but its 2 mana
tutors: Finale of Devastation : go for the troat Enlightened Tutor: very good tutor in our deck Eladamri's Call : get those pieces that u need Fauna Shaman : get those pieces that u need Defense of the Heart: this is funny, but moste of times works haha Yisan, the Wanderer Bard : good in general Natural Order : to the battlefield! Primal Command : say goodbye to ur grave zombie players
utility: Akroma's Will: defense or end game Alhammarret's Archive : it's 5 mana, but double life gain and double draw Eternal Witness : u have awesome cretures that people wanna destroy so... also good piece of combo God Mode Elesh Norn, Mother of Machines : Hushbringer + Hardened Scales, but better Serra Ascendant: sooooo goood in this deck ... first piece to be tutored by yisan, the wanderer bard Angel of Destiny: go for the troat Ashaya, Soul of the Wild: combo, but also a big creature Overwhelming Stampede : go for the troat Walking Ballista: good in general andd combo Cleric Class: combo but also grave Spike Feeder : Snowball effect, one of the best synergy of lathiel, 'each turn' change counters for life/
5 months ago
I was able to play quite a few games this weekend against a friend of mine. He is still working on getting his deck right as well so I don't know how well this would fair against a competitive deck but it did very well for me this weekend. A few things to note though, and please feel free to offer any thoughts you have.
The deck was very fast, which I loved. Problem is, within just a few turns of basically every game I played, I was out of cards in my hand. So, I will be focusing on adding a few more pieces that will allow me to draw extra cards to keep the pressure on my opponent. (I am currently waiting on Realmwalker to come in the mail. That is the only card I wasn't playing with, but having a few may help this a little bit.
Mana was never my issue. So, because I have so many creatures that help create lands I have decided to get rid of Heritage Druid as I never really found is feasible to tap 3 creatures to gain 3 mana. In fact, I had so much mana from other sources I don't think I ever needed to do this.
I need trample. I was able to get so many cards out so quickly that I was able to attack with many creatures, but I could see where having trample will be a must again competitive opponents. I am considering adding another 1-2 Ezuri, Renegade Leader to help with this. To add, I came across Khalni Hydra and although it won't give my other creatures trample it he trample itself and costs 1 less mana for each green creature I control. I should have no problem getting that out by turn 4.
5 months ago
Staff of Domination + dork die voor 5 mana tapped = infinite
Combo's met Ashaya, Soul of the Wild op het veld.
Quirion Ranger + dork die voor 2 mana tapped.
Scryb Ranger + dork die voor 3 mana tapped.
Argothian Elder zonder summoning sickness = beide teams infinite mana
Combo's met Temur Sabertooth op het veld.
Wirewood Symbiote + 1 cmc elf om te bouncen + mana dork die voor 5+ tapped.
Combo's involving lands
8 months ago
I'm assuming you are centering the deck around Gilt-Leaf Archdruid
If you are going mono green:
Kodama of the East Tree + Kamahl, Heart of Krosa with plenty of card draw and landfall token generation Kodama will help you ramp out lands quite quickly and Kamahl will provide the wincon through combat damage assuming you animate your lands.
Yedora, Grave Gardener is a good choice for a morph landfall deck with a sac outlet like Altar of Dementia and utility morphs like Ainok Survivalist can be quite fun. Though this doesn't quite fit with the Archdruid. But on the alternative she goes infinite with Life and Limb/Living Lands. Life and limb also works well with Sporemound. If anything you can use Maskwood Nexus to make Gilt-Leaf Archdruid work which also makes some other landfalls get more powerful with Life and Limb in play.
Otherwise you can go elf/druid tribal and use commanders like Marwyn, the Nurturer.
9 months ago
I did a lot of research on precon decks while building my Urza/Mishra partner deck. This is definitely above that, which is fine, but one of the more interesting things I saw in said research was that it isn't always best to include tutors because new players don't even know the cards in the deck, much less what to search for. Land ones are fine, obviously, because they tell you what to find. Cards like Chord of Calling is great as an upgrade, but it may cause an unintentional feeling of being overwhelmed with options. Cutting it would also save $6-7.
Triumph of the Hordes is another cut I'd make with the same reasoning as above. Trying to explain the difference between combat damage and commander damage is probably enough for now. Again, great upgradefor later. This would cut about $12.
Cutting these three would shave off another $20-25.
Two more lands
Speaking of lands, I think adding in two more would help smooth out any potential mana-screws, which are a horrible feeling as a seasoned player... and even worse than that as a newer player. Whether they be two more forests or something like Khalni Garden, Fertile Thicket or Tranquil Thicket, I think two more lands would help smooth things out.
I would also mention that while Freyalise, Llanowar's Fury is the deck's commander, Ezuri, Renegade Leader, Dwynen, Gilt-Leaf Daen and Marwyn, the Nurturer could also be the deck's commander. She's not necessarily locked in to just Freyalise.
The last thing I'll mention is that none of us here know the person you're making the deck for. If you see any of this advice and think "eh, I think she'd get it" or "She'll understand this pretty easily", then go for it! Build whatever you think they'd like the best.