Rootweaver Druid

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Rootweaver Druid

Creature — Elf Druid

When Rootweaver Druid enters the battlefield, each opponent may search their library for up to three basic land cards. They each put one of those cards onto the battlefield tapped under your control and the rest onto the battlefield tapped under their control. Then each player who searched their library this way shuffles it.

prayer on Sekki, Ghost Piñata

1 year ago

I usually never comment on decks, but I would like to thank OP for the excellent primer and everyone in the comments for card suggestions :)

A couple of my own suggestions: Have you tried taking a look at Scythe of the Wretched? It helps keeping Sekki around and is really good with fight spells. But it is especially powerfull with Lure type of effects (You reanimate all creatures that die the same turn, if they received damage by a creature with the scythe).

Rootweaver Druid is also a decent option and usually doesn't generate hate/threat in this type of deck. People tend to agree to tutor for the lands, due to the obscurity and mana cost of Sekki.

Licecolony on NayaDinos

1 year ago

I'd add 6 or so lands. There's just not near enough there. It also seems you're expecting a really long game with cards to reshuffle stuff into your library and gain life. You start at 40 health. If you're taking that much damage, the extra 5 here or there aren't saving you. And reshuffling cards from the graveyard into the library is only going to be useful if you're playing against a mill deck or you somehow draw your entire deck. Both somewhat uncommon situations.

Cards under $3 that you might consider:
Nature's Lore
Rishkar's Expertise
Cultivate
Rampant Growth
Farseek
Kodama's Reach
Colossal Majesty
Return of the Wildspeaker
Beast Within
Nature's Claim
Thunderfoot Baloth
Rootweaver Druid
Reclamation Sage
Cathar Commando
Knight of Autumn
Qasali Pridemage
Thrashing Brontodon
Ranging Raptors
Regisaur Alpha
Shifting Ceratops
Territorial Hammerskull
Territorial Allosaurus
Topiary Stomper
Atzocan Seer
Tribal Forcemage
Naya Charm
Road of Return
Boros Charm

Cards that I would call easily expendable:
Suncleanser
Cacophodon
Looming Altisaur
Imperial Ceratops
Wilderness Reclamation
Verdant Haven
Gift of Paradise
Fertile Ground
Oketra's Last Mercy
Rolling Thunder
Serene Remembrance
Elixir of Immortality
Oketra's Monument
Alhammarret's Archive
Sanguine Sacrament
Slice in Twain
Enter the Unknown
Boros Signet
Gruul Signet
Selesnya Signet

seshiro_of_the_orochi on Scute^10

1 year ago

The general idea is pretty cool, but I have some thoghts:

Generally speaking, 21 lands is far too few. You have multiple ways to tutor for lands, and you still want to play one per turn. 25 or 26 is the minimum amount to play here, and I could argue for more.

Rootweaver Druid is great in 4-player games because you get three lands while everybody else gets two. In a 1v1 game, it's simply a terrible card. If your opponent takes the deal, they get two lands, while you get one. If they don't take the deal, you just played a really bad creature. Both options are bad. Maybe play woodelves instead?

Veteran Explorer is powerful, but you have no way of killing it on purpose, so it's up to your opponent to kill it. Sakura-Tribe Elder is worlds better here.

Lastly, Champion of Lambholt and Sylvan Primordial surely work here, but these would be the first I'd kick for more lands, with the next being Migratory Greathorn. It's a fine card, but due to your low creature count, you propably won't have too many chances of using its mutate ability.

Lastly: You already ramp like hell, so why not use more landfall? Rampaging Baloths is one hell of a card, a great curve topper, and can bd redundancy for your swarm in case somewhat has Night of Souls' Betrayal.

To summarize: You should kick Rootweaver Druid, Migratory Greathorn, Veteran Explorer, Champion of Lambholt and Sylvan Primordial. You should add in woodelves (or something comparable), Sakura-Tribe Elder, Rampaging Baloths, and something between five and nine forests.

McToters on Winter is coming Jorn Snow

1 year ago

So I've freshened up my memory on some snow permanents, and I've taken a deeper look at your creature list in particular. I think you can take out Burnished Hart, Rootweaver Druid, Sakura-Tribe Elder, Wolfbriar Elemental, Yavimaya Elder and replace with the following:

Centaur Omenreader cut CMCs instead of ramp

Abominable Treefolk

Berg Strider fits tap theme

Boreal Druid mana dork

Draugr Necromancer

I suggest taking out those other five creatures because I count 8 ramp spells under sorcery and I think those all look great!

Then I'd take out one of your lands for Dark Depths, which is also huge flavor.

And lastly, I do not see any boardwipes besides Torment of Hailfire so Blood on the Snow seems pretty great here!

Sorry if that's a lot to throw on. Your card draw, counters, mana curve and control all seem excellEnt. You know your deck better than I do though so maybe some of my suggestions aren't good. Let me know!

Idoneity on Land Twins

3 years ago

Alright, let's do this.

Good day to you, FacetiousFanboy. Now, I have a mere one lands-matter deck, whereupon 'tis the extent of my knowledge upon the strategy, but 'tis something I have meticulously tinkered for quite the meiny of years. Therefrom, I may offer my enlightenment.

Upon the very intrinsic parts, we have the categories of a commander deck: removal, wraths, card draw, ramp, lands, recursion, and engines. Being a legendary creature in the modern era of Magic, Mina and Denn grant a splendid engine from the command zone. Allow me to touch upon the basics within the decklist.

In order aforesaid, removal:

I mayn't have ever seen Relic Crush, but I do not like it. Five mana to kill two things is far too inefficient, thus I would recommend you take this out of the deck. Force of Vigor is better on most accounts.

Storm the Citadel requires you to have a board state, and requires a sorcery-speed deployment. Removal is best utilized in surprise, and being a sorcery negates such a factor. I do not like this card.

I would add Chaos Warp, for it hits any permanent at an efficient cost and at instant speed. One I much like is Hull Breach. Two-mana, two targets. It does not get much better than that.

Unto wraths:

I have noted a supreme lack of wraths. I have also noticed some inefficient X-spells for which you intend to use twelve or so mana. Try removing Banefire, Clan Defiance, Spitfire Lagac, Tunneling Geopede, and Living Twister. The pinging effects matter little until the opponents are sitting at seven life. Living Twister is one I have tried and disliked. Banefire and Clan Defiance hit the opponents' face, but do near to nothing in terms of furthering your board state. These are great when you are ahead, but you currently have no options for when you are behind.

Try Blasphemous Act, Chain Reaction, Molten Disaster, and Savage Twister. In the event of you finding one, do add Ezuri's Predation.

Upon card draw.

If you so desire X-spells to utilize, I would add Commune with Lava. It may be cast upon the endstep before your turn, and thus offers many more option without requiring you to tap out.

Escape to the Wilds offers a new hand and an additional land drop, whilst being a mere $0.25.

Well, Valakut Exploration has impressed me. It is essentially another Horn of Greed, which bears much dint. I would add these both for the endless engines they offer.

Similar yet potentially better, Tireless Tracker. Clues are fantastic, and are a splendid devotion of mana for use at any time. By this argument, I would kill Seer's Sundial. I have attempted the Sundial, but it requires a mana dump immediately as averse to any time.

Courser of Kruphix is just better than Grazing Gladehart. It may be half of the life gain, but the card draw off of the library's top is fantastic.

Outside of land-related draw engines, there are the basic ones of Outpost Siege, Elemental Bond, Guardian Project, and Harmonize.

Ramp, of course.

Notably, you are in Green, the very pinnacle of ramping. I would add the basics of Rampant Growth, Farseek, Harrow, Nature's Lore, Three Visits, Skyshroud Claim, and SOL RING.

As to what should be removed, Rootweaver Druid ramps you for one and an opponent for two. It could ramp you for two and your opponents for four. You always come out behind in this exchange, and thus I would see this fit for exclusion. Far Wanderings is great, but best if you have a full graveyard. This deck cannot achieve Threshold too easily, thence this effect may be improved.

Returning from the grave, recursion it shall be.

This is an optional field, but it is nice to have an option or two. I see but Seeds of Renewal. Seven mana for two things returned? I nill. Bala Ged Recovery  Flip serves as a land early and a win condition late. Eternal Witness is just always fantastic.

Start your engines.

What in heck is this Sporemound Nonsense? A five-mana 3/3 that spawns 1/1s. Quite lacking indeed. I do not see any justification for having this in the deck.

Crash of Rhinos is cute, but does not accelerate your gameplan by itself. Large, but not unbeatable. I am not fond of Akoum Hellkite myself, but it is better than others of what I would remove.

Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.

Zendikar Resurgent doubles the mana and offers much card draw, winning the game once you untap. Beast Whisperer is similar, but an early-game card.

Given the number of tokens you create Purphoros will drain the opponents' life apace. In the same avenue, Evolutionary Leap can offer defense if someone attempts to kill a creature, or it can find a better use for your tokens.

Comet Storm is a far more efficient version of the X-spells you had opted to include, for it can remove problematic threats or multiple problematic players.

Unto finality, Genesis Wave can plop out most of your deck upon the table, and it is difficult to lose from there.

Conclusion.

Thus is the end of my babbling. Pardon the overlong comment, but I do hope it was of some aid.

I do have my own list, as forementioned, built around the lovely Hazezon Tamar. If you would so deign to peer upon its glory, that would be splendid.

The Lands Restored

Fare thee well.

TriusMalarky on Court of Grace, the best …

3 years ago

Aight, my thoughts: first, I think EDH games don't actually go all that long. 8-10 turns is probably a good estimate of game length -- but that's 8-10 per player.

So, if you resolve Phyrexian Arena t3, you can expect to draw 5-7 cards over the course of the game, and it doesn't do anything immediately. Compare to Tymna or Tuvasa the Sunlit as ways to draw one extra(or more with Tymna, or if you have instant speed enchantments in Tuvasa) card each turn in the command zone. Both of them can do something immediately, so they're better lategame, and they also don't take up a draw: they're always in your command zone.

Thus, I wouldn't consider Arena. It's too slow for a draw engine in the 99. IMO, draw engines in the 99 gotta be pretty good, like Notion Thief or Ad Nauseam. Lots of cards now is better than twice as many in as many turns.

Court is interesting, and guarantees a draw -- 4 mana cantrip, which is bad -- and is incredibly likely to give you a 1/1 with flying. So 4 mana to get a 1/1 and a card as its floor. Not great.

But I don't think we should be comparing it to Arena, or using it as a draw engine. It's a way to bring Monarch to the table, and it also makes it so you're one of the best equipped to maintain Monarch status. It brings another angle to the table.

I'm a big fan of cards that, while not strategically correct, are correct to run for the purpose of fun games. Rootweaver Druid is a 3-mana Rampant Growth, in overall effect, but it guarantees that no player is mana or color screwed. Court of Grace, on the other hand, doesn't do nothing and also brings a fun, combat-centric political aspect to the table. That's the reason to run it. It sucks compared to Arena, which is already bad card draw, but it's amazing when considering the fun it could bring at the right tables.

RhythmBeast on Ezuri Combo Elves *Primer*

3 years ago

Solid list! I built a similar elf-tribal deck back when I started playing commander, and there are definitely new crazy pieces ( Allosaurus Shepherd is crazy good...and expensive). Looking at Commander Legends, the only elf card I thought might be usable is Rootweaver Druid as Gilanra, Caller of Wirewood is more big creature casts based, and Numa, Joraga Chieftain is mainly +1/+1 counters based. The only other mono-green elf that's new in the set is Fin-Clade Fugitives which is, in my opinion, not a great card. Outside the perviously listed cards Horizon Stone might be okay for the deck in case you get a ton of mana but don't yet have a clear finisher. I'm probably gonna rebuild this deck sometime soon, I cannibalized it to build a Chulane deck, but after some of the Commander Legends reprints I saw while opening packs, I got nostalgic about rebuilding it. Guess I'm gonna have to proxy the Shepherd till he gets reprinted or something. :/

Emzed on Wanderer's Song

3 years ago

Lotus seems like a huge upgrade, however at the same time Opposition Agent adds another very potent hoser to the format. Maybe Dawnglade Regent has a tiny chance of earning a slot. Getting Rootweaver Druid before untapping might be sweet, but at sorcery speed the card is so incredibly bad. Also opponents can just all refuse the effect, so probably it's completely unplayable. Kodama of the East Tree and Magus of the Order seem useful, but rather slow.

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