Silhana Starfletcher

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Guildpact (GPT) Common

Combos Browse all

Silhana Starfletcher

Creature — Elf Druid Archer

Reach (This creature can block creatures with flying.)

As Silhana Starfletcher enters the battlefield, choose a color.

Tap: Add one mana of the chosen color to your mana pool.

Silhana Starfletcher Discussion

Spell_Slam on Wildland Fire

1 month ago

Cool idea for a deck! I think you could try to build around your commander even more.

In your mana base, a very easy inclusion would be all the cycling lands. Desert of the Fervent , Desert of the Indomitable, Tranquil Thicket , Slippery Karst and Smoldering Crater are great for Gruul decks to have anyways because of the lack of card draw and they work super well with your commander.

All the Dredge stuff would be great in the deck. You already have Brownscale, but you could use Shenanigans (there's always a target), Moldervine Cloak and Greater Mossdog all give you consistent action in the late game that will also power up your damage.

There are tons of self-mill cards that are worth running for card advantage. Lead the Stampede , Beast Hunt , Benefaction of Rhonas , Commune with the Gods , Kruphix's Insight , Scout the Borders all work at varying degrees of efficiency. If you ran a few more enchantments (which wouldn't be hard to do), this could actually be a great way to stock your graveyard and give you tons of action throughout the game.

With that in mind, almost every Flashback card is probably worth running. Same goes with Retrace and Jump-Start. These will give you so many options over the course of the game and be an extension to your hand.

Book Burning Targeting yourself is a pretty good way to stock the graveyard quickly, unless an opponent wants to take 6, which is also nice.

Chainflinger is decent in PDH and would fit nicely in a deck like yours.

Firebolt is very good in general and gets even better if you're milling it into your graveyard.

Fortitude can make a big creature a bigger problem and feed your graveyard lands.

Mother Bear seems like a good fit, like most cards that generate value in the graveyard.

Elven Cache is a great card to have in green PDH. It doesn't cost you a draw like Reclaim does, which justifies the mana cost, in my opinion.

Is Renewal to janky? Cantripping and fixing your mana might not be worth 3 mana, but it does move your gameplan forward somewhat.

A lot of the cards in your maybeboard are cards I think you should actually play. Excavating Anurid is quite strong. A 5/5 vigilance that cantrips at almost no downside for you is really good. Igneous Elemental is comparable to Flametongue Kavu in many scenarios. All your burn and removal that requires sacrificing creatures or lands is also good for your game plan. Quicksand has no downside in your mana base.

In general, I think having more creature-based ramp might be better than sorcery or artifact ones, unless they sac lands. Rampant Growth, Land Grant, Search for Tomorrow, Renegade Map and Armillary Sphere seem like they would be stronger as mana dorks. Zhur-Taa Druid and Silhana Starfletcher are both cards that do a lot of work in PDH, plus all the typical 1-mana ramp creatures in Green.

Otherwise, I think Diligent Farmhand and Muscle Burst is cute, but not very effective overall.

Relic of Progenitus is powerful, but very risky for you. Something like Night Soil could be a stronger choice, or just plain old Tormod's Crypt .

Chain Lightning and Lightning Bolt are oddly enough not impactful enough to play in PDH, in my opinion. I would vastly prefer Staggershock over either one for the better damage output or card advantage potential. These could be easy subsitutes for some of your maybeboard spells.

A lot of your creatures are aggressive, but not enough to really be pertinent in a game with 30-40 life (depending on how you play). Borderland Marauder, Burning-Tree Emissary, Moldgraf Scavenger, Zectar Shrine Expedition and to a certain extent even Scythe Tiger could be better as more resilient, synergistic or more powerful threats that scale better with all the ramping you're doing. Something like Sprout Swarm is a classic game-winning card that is good across the entirety of the game and works well with sac effects you're running.

Last thing: I think you should run more lands. I get that you're trying to be low to the ground and aggressive, but running a low land count hurts you in a lot of ways. It makes less opening hands keepable, it restricts the breadth of finishers you can use, it lowers the efficiency of your commander and cards like Winding Way and can even result in you running out of basics to fetch in the mid-to-late game. I think 38-40 lands would be a more appropriate number.

Again, great idea for a deck and I'm looking forward to hearing more about how you do with it. Is it more for 1-on-1 play or multiplayer?

NickyBolas on Rayami Keywords

2 months ago

For cuts, i'd think about removing reach creatures as that ability is worthless once you have flying already.

So:

Then I'd cut down creatures that aren't that great in their own and are just in her for redundancy like

You might also want to as m switch stronghold assassin to Attrition and run Viscera Seer as a reliable and continual sac engine.

Also, if you're feeling spicy, you can run Killing Wave . You can use it offensively to drain opponents, it just as a "sac any number of you creatures" for a single {B}, since you can cast it for X=0 and still choose to not pay for each of your creatures.

Coward_Token on Superstition, Fear, & Jealousy | Sidisi EDH

1 year ago

Yeah, flying is something I'm worried about as well and I'm similarly trying to fit in cards that can fill in multiple roles (which is why Bow of Nylea is in my Maybeboard despite it being a proverbial master of none). Here's some cards I brainstormed up, maybe you'll find something useful among them:

Bitterblossom is cheap and could give you some chump blockers that can attack, be sac'd and trigger Path of Discovery as well. There's also Hornet Nest & Chronozoa but they require some setup and aren't very cheap.

I see you removed Nyx Weaver at some point, how do you feel about taking it back? It doesn't solve things completely but with 3 toughness and reach it's a pretty OK blocker in addition to its graveyard-related abilities.

Assorted mediocre-but-multifunctional cards: Return to the Earth, Spidersilk Armor, Aquastrand Spider, Silhana Starfletcher, Cloudseeder

Expensive and probably inferior to Wonder: Abhorrent Overlord, Sandwurm Convergence

LeaPlath on Nath of the Gilt-Leaf

2 years ago

Heritage Druid, Elvish Archdruid, Birchlore Rangers, Priest of Titania, Joraga Treespeaker let you turn your tokens into mana etc.

Nature's Lore, Assassinate, Bone Splinters, Death Stroke, Despise, Distress, Explore, Gruesome Discovery, Journey of Discovery, Mind Rot, Appetite for the Unnatural, Doom Blade, Druid's Deliverance, Gilt-Leaf Ambush, Naturalize, Seedling Charm, Spring Cleaning, Strength in Numbers, Vitalize, Prowess of the Fair, Wayfarer's Bauble, Deadbridge Shaman, Silhana Starfletcher can all be cut in my opinion. These cards are all low impact or just a bit eh, compared to what you can do.

Unnerve should be Syphon Mind.

Nullmage Shepherd lets to turn a swarm of tokens into repeatable removal.

If you want to go in hard on tokens, you also have Primal Vigor as another token doubler, Second Harvest as a single use doubler, Sylvan Offering as a massive token producer/political card you can take advantage of especially. Voice of the Woods turns tokens into yet more tokens.

Damnable Pact is a good draw x spell, which can be political, or can be used to burn someone to death. Weird Harvest is an interesting political option, that can let you win on the spot with enough ramp.

themoma on Ezuri, Renegade Leader untap deck

2 years ago

Another update to the two people who are reading this: I took out Scrying Sheets (there are so few snow permanents that it doesn't seem worth it in this particular deck) and put in Sea Gate Wreckage; filling a colorless land slot with a card that lets you repeatedly pay three mana to draw a card when your hand is empty (which happens fairly frequently with this deck) seems insane in the mid/late game, and could become a huge draw engine with various untap-land effects. Since I took out a few draw spells, it seems worth adding card draw back in a slot that doesn't typically draw cards.

I also took out Awakening (too symmetrical, although it probably still works to this deck's advantage) for Rishkar, Peema Renegade. I like having an extra creature, and Rishkar is a great three drop, because he could provide two extra hasty mana on turn three, depending on which other creatures we've got out, and we've got other ways to add counters to our non-mana elves if he sticks around. He's also just 4/4 of value for 3 mana, which seems good, and has bounce synergy with Wirewood Symbiote, which is nice in a deck that's light on enter-the-battlefield creature effects.

I've still got a couple of creatures possibly on the chopping block. Yeva, Nature's Herald has been underwhelming so far; I haven't yet had a game where I've been able to have the combo of Yeva and Quest for Renewal or similar letting me flash in creatures on all my opponents' turns. By the time that's set up, I'll probably have few cards in hand anyway. Winding Canyons and untap effects might be enough flash for the deck.

It seems like Silhana Starfletcher is a little underwhelming as a flyer blocker and one-mana generator for three, since this deck isn't really configured for defense, and all the other three-drops have much higher value. But without another one- or two-drop mana elf, Silhana seems fine for now, as the most versatile three-drop that generates one mana. Maybe Seedborn Muse goes in one of these two slots; I'm not really sure.

Aside from the creatures, I'm very happy with the mana base (I just went through Mana Base Crafter, and Sea Gate Wreckage was the only card I didn't yet know about that I wanted, and now have). I've whittled the non-creature spells down to the ones that I always want to see in my hand at some point during the game. I'm not sure if there's anything more to add, but I'm sure there will be some spicy cards in future sets that slot in nicely.

themoma on Ezuri, Renegade Leader untap deck

2 years ago

I took out Caged Sun, Norwood Priestess, Elvish Piper, and Farsight Mask and brought in Selvala, Heart of the Wilds, Mobilize, Nature's Will, and Awakening, to get some more sweet untap effects into the deck. Aside from Craterhoof Behemoth, there aren't that many creatures worth cheating in with the two creatures, so having a cheaper mana generator is a better use of the slot. I might also put in Rishkar, Peema Renegade for Silhana Starfletcher or another higher mana cost creature.

Thunderbumper on Temur Dragons: Khan't Touch This

3 years ago

Might as well link my dragon deck. It's mono red, so won't fit you perfectly but we've got some similar themes and maybe something in there will spark your interest.

Dragon Thunder

If you're looking for early game, I recommend Slumbering Dragon, Silhana Starfletcher, Dragonlord's Servant or Dragonspeaker Shaman

Sarkhan's Triumph is a dragon's deck dream tutor card.

Mana ramp mentions would be the Silhana Starfletcher again along with Xenagos, the Reveler, really any green based mana ramp with a decent defense. Sylvan Caryatid

Xenagos, the Reveler I find is the perfect spot for a dragon deck. Mana ramp or chump blocker, depending on what you need. You can usually get him out third turn with some earlier ramp, making your fourth turn OP as heck.

I also enjoy Xenagos, God of Revels for the extra power and haste hit.

Ohh and last but not least, Rancor If you're playing green creature beat down. You owe yourself to put in at least one. There is a reason why it's one of the most if not most highly rated card in MTG.

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