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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Big Apple Highlander | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Highlander | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Oathbreaker | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Premodern | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Quirion Elves
Creature — Elf Druid
As Quirion Elves enters the battlefield, choose a color.
: Add to your mana pool.
: Add one mana of the chosen color to your mana pool.
bobarius on
Elven empire 2026
2 weeks ago
Update 15/3: did my first casual two playthroughs yesterday.
1st game First game went ok, with a Door of Destinies on turn 3, Lathril, Blade of the Elves on turn 4 and Dionus, Elvish Archdruid on turn 5. Did a decent amount of combat damage with Lathril and got her buffed and untapped with Dionus, but my 1/1 tokens got shanked due to a combo of having my door of destinies destroyed and a spell that gave all creatures on the board a -1/-1 counter. After this player was out I got my tokens out more consistently through Lathril and Rogue's Passage. Was about to finish the game in 1 turn, but my Lathril got Blinked and as there were multiple propaganda-type effects on the board I couldn't pump through with my tokens. Killed by enemy commander with flying. Oh, good to mention. My Quirion Elves works great for green/black mana fixing. But it got taken by another player in the beginning of the game. Then missed out on 1 black mana for the rest of the game.
2nd game Second game I had a mana-screw, probably due to lousy shuffling on my part. Started with 2 mana and a mana dork. Quirion Elves got captured again, which made some early play, even with the mana-screw impossible. Got some 2 mana creatures out but Conceded after my 9th turn with no mana-draw. Need more testing, but thinking about switching 2 dorks for hard 1 forest and one swamp for more consistency.
DrummerGarrett on
2 years ago
Consider replacing Saprazzan Heir, Slippery Bogle, Avacyn's Pilgrim, and maybe maybe Boomerang.
Consider adding Plague Myr, Quirion Elves, Viridian Corrupter, or Biomass Mutation.
- Looking to increase the presence of 1. Infect, 2. Elves, 3. Multi-Color Flexibility, 4. Legendary Creatures, and 5. 1/1 Creatures that are worth it.
Infect needs to have presence to be worth it and to combo with Exalted.
Elf presence makes tribal perks from Allosaurus Shepherd worth it.
Good 1/1 Creatures allow both legendary lands to give value when board is brought down to base power 1/1 through Humility or Godhead of Awe.
It is also helpful to bring most creatures CMC to 2, so that Uncage the Menagerie is more flexible in that range and has better ROI for mana spent.
grimcase21 on
Varolz, the Scar-Striped EDH - Competitive
4 years ago
If you are still looking to improve the deck, I've also been working on this deck for a long long time (when the card came out). I've always like the voltron big swing style as it was unique to commander, but my deck is solely for 1v1 and does not work very well in multiplayer. Here is a list of cards that I would recommend that have worked wonders for me.
Budget options
Tainted Strike - 2nd berserk (if you're ok with infect)
Belt of Giant Strength - after you scavenge, 2 mana equipment, free equip for another 8 power
Not of This World - my secret tech, after you make it big it's free
Veil of Summer - with this style of deck protection is very important
Sylvan Safekeeper - free protection that they constantly have to respect Wild Shape - flexible, mostly used for hexproof or trample
Jarad's Orders - the 2nd best tutor after buried alive, because there will be 2 creatures you always search for and it's on curve. you always look for Elvish Spirit Guide and Phyrexian Dreadnought. Phyrexian Dreadnought goes to graveyard and Elvish Spirit Guide goes to hand, exile, scavenge, swing with 14 power on turn 3-4.
Unmarked Grave - entomb #2
Demonic Embrace - you can entomb this and give you commander evasion and +3/+1.
Bramblewood Paragon - play this turn 2, minor buff counter, and gives trample because Varolz, the Scar-Striped is a warrior
Rancor - buff and trample, you need to get through
Destiny Spinner - one of the few ways green has to fight counters
Solidarity of Heroes - 2 mana double the 12/13 counters
Wild Growth - it may not be a creature, but it does get our commander out on turn 2
Mausoleum Secrets - 2 mana instant demonic tutor, you sac a dork in response, go find Phyrexian Dreadnought/Death's Shadow, protection spell, or in 99% of cases that I use this one is Berserk
Non-budget additions
Elvish Spirit Guide - serves 2 purposes, the Jarad's Orders trick and making all your turn 2 plays turn 1 (like Sylvan Library), you can also end the Survival of the Fittest chain with elvish spirit guide to do the same trick
Sylvan Safekeeper - free protection that they must always respect, it's very good
Collective Brutality - I value discard highly in 1v1. It also allows you to ditch your scavenge target from your hand to the graveyard while seeing the coast is clear. But in multiplayer, less useful.
Lightning Greaves - haste and protection, yes plz
Dismember - takes care of many of the early problematic targets
super non-budget
Hatred - 1 card win with commander
Necropotence - sculpt your hand for next turn kill
Cards that I would recommend reconsidering/taking out
Harmonize - a bit too slow imo
Arbor Elf - the amount of targets you actually have isn't enough to make it consistent
Asceticism - a bit too slow, you only care about the creature you scavenge on so in terms of mana efficiency something like Sylvan Safekeeper or Lightning Greaves
Quirion Elves/Devoted Druid - we want to go 1->3 mana, so we get our commander out on turn 2, this doesn't help to do that
king-saproling on
Pokemon EDH - 111% altered art
4 years ago
Card list update:
OUT -> Cavern Harpy, Kheru Spellsnatcher, Temur War Shaman, Quirion Elves
IN -> Augur of Autumn, Sakashima of a Thousand Faces, Sakashima the Impostor, Ornithopter of Paradise
carpecanum on
Tana and Tymna Saprolings
4 years ago
Trim lands down to 35. Drop the Abzan Banner , Ghalta, Primal Hunger , Crashing Drawbridge , Llanowar Elves , Quarry Hauler , Quirion Elves , Rampaging Baloths , Rubblehulk , Sporecrown Thallid , Volcanic Geyser , Rampant Growth , Strength of the Pack , Farseek and Life and Limb .
That leaves you with 45 mana / ramp cards out of 100. And 4 more left to cut.
king-saproling on
Lathril
5 years ago
Looks great so far. Personally I would make these swaps:
-
Voice of the Woods -> Pitiless Plunderer ; while not an elf, I think the Plunderer is more impactful here, especially since you'd probably rather tap your elves for mana or toward Lathril's ability than toward making an elemental, right?
-
Llanowar Tribe -> Fallen Ideal ; Fallen Ideal allows Lathril to make exponentially more elves every time she hits. The extra evasion is nice too. I think the mana boost from llanowar tribe is unnecessary here especially since it won't get Lathril out any faster.
-
Abomination of Llanowar -> Ancestral Mask ; similar to Fallen Ideal, and i think it'd be more impactful than the Abomination.
-
End-Raze Forerunners -> Ivy Lane Denizen ; ok hear me out: the turn that Forerunners drops relative to the turn Lathril was played, you will have made 8 elves with Lathril, so Forerunners gives you an extra 25 damage that turn (7+(2*9)). Ivy lane Denizen, on the other hand, will have increased your damage output by 32 in that timeframe AND will also leave you with 24 more elves and a 32/32 Lathril. Oh and you will have killed 1 opp via commander damage. And the Denizen is not a dirty eyeblight :P
-
Springbloom Druid -> Paradise Druid ; Paradise gets Lathril out a turn faster, Springbloom doesn't.
-
Elvish Rejuvenator -> Priest of Titania ; same as above. Also PoT is busted.
-
Bounty of Skemfar -> Heart Warden ; similar to above.
-
Farhaven Elf -> Quirion Elves ; similar to above.
-
Wolverine Riders -> Immaculate Magistrate ; Magistrate will allow you to deal more damage and generate more elves in the long-run v.s. the Riders.
-
Casualties of War -> Storm the Citadel
-
In Search of Greatness -> Awakening ; I think the Search is a bit lackluster since its effect is that the free-casted card must be equal to 1 + highest-cmc, so it's kinda hard to play around. Meanwhile Awakening would win you the game if uninterrupted.
-
Skemfar Avenger -> Skullclamp ; Skemfar only triggers on nontoken dudes dying which is kinda a bummer. Skullclamp is nice because it draws you cards but could also go on Lathril for extra damage/elves.
-
Pyre of Heroes -> Shamanic Revelation
-
Poison the Cup -> Attrition
-
Rhys the Exiled -> Throne of the God-Pharaoh ; I think the Throne is more impactful than Rhys
CogsAndGlimmers on
elf triable
5 years ago
I don't know if you're still checking this, as this was written 5 months ago... But hi! This deck helped give me inspiration for my own elf tribal deck, so I thought I'd come in and give a few pieces of advice in some areas. Cards like Rosethorn Acolyte, Quirion Elves, Paradise Druid, Lifespring Druid, Boreal Druid, and Beastcaller Savant probably aren't the best for this deck. They can commonly be amazing in multicolored decks, as this saves you in the case of not drawing a certain land early on... But this is a mono-colored deck, leading most of these cards, which are balanced due to being able to produce any color, worse than most of your normal, green mana producing options. I would also recommend a cards such as Coat of Arms, Door of Destinies, Herald's Horn, and Vanquisher's Banner. These make a tribal deck go from "Hey, look at all those small creatures, that's worrying" to "Hey, look at that hoard of 10/10 creatures, time to concede". Dark Depths is also a lot of fun, as getting large amounts of mana is fairly simple, but I love your use of Helix Pinnacle (And am probably going to put that in my own deck). Hopefully this advice helps if you're still interested in the deck, because it has so many parts to it that look amazing, and it would be cool to see it worked on a bit more! Good luck in all your future deck building.
Omniscience_is_life on
Klothys Control EDH
5 years ago
I would say Quirion Elves is relatively weak ramp in a two-colored deck... there are just better options. I usually run closer to 40 land as well, but it depends how many cards you want to be playing on other people’s turns.
Last thing: I find it helps to go through all the cards and think “how many scenarios is this useful in? How many times would I rather have drawn a different card instead?”
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