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.
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|Commander / EDH||Legal|
Latest Decks as Commander
Rootweaver Druid Discussion
on Land Twins
1 month 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 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.
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.
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.
Ramp, of course.
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.
Primeval Bounty is always lovely, but not requisite. I believe it to be more powerful than current options in your deck.
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.
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.
Fare thee well.
2 months 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.
2 months 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. :/
3 months 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.