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Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Arena | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Gladiator | Legal |
Highlander | Legal |
Historic | Legal |
Historic Brawl | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Modern | Legal |
Modern Beyond Horizons | Legal |
Oathbreaker | Legal |
Pauper | Legal |
Pauper Duel Commander | Legal |
Pauper EDH | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Rules Q&A
Sylvan Ranger
Creature — Elf Scout
When Sylvan Ranger enters the battlefield, you may search your library for a basic land card, reveal it, put it into your hand, then shuffle your library.
RockIV on Gruul commander deck: mana ramp …
1 week ago
thnks alot for the advice legendofa, but if i add the 1-mana guys, what should i take out? maybe Sylvan Ranger, Explosive Vegetation, and two more cards, to have at least four.
legendofa on Gruul commander deck: mana ramp …
1 week ago
I think you should add in the 1-mana Elves. You don't have very many options on turn 1 right now, and the potential card advantage you get from deck thinning with Thirsting Roots and similar cards isn't very meaningful. Cultivate is good, but Explosive Vegetation is probably a little too expensive. Your deck has a lot of high mana costs, so I would recommend ramping aggressively on turns 1-3 so you can start getting your big creatures out on turn 4. This also means that cards that put lands into play like Farhaven Elf are going to be more useful than cards that put lands into your hand like Sylvan Ranger.
RockIV on Gruul commander deck: mana ramp …
1 week ago
hi everyone, latley i been playing commander with my friends every weekend. i been using my gruul commander deck, that i build recently. im having a lot of fun and getting very good results, but im thinking that i can optimize my mana ramp.
So i want to know what do you guys think.
thats the deck : Clans Savagery :Beasts ,giants and dragons!
in this moment im using cards like Goblin Anarchomancer, Nightshade Dryad, Sylvan Caryatid, Zhur-Taa Druid, as my mana dorks, i also have Somberwald Sage that is a little more expensive in mana, but give me 3.
i also use cards like Farhaven Elf and Sylvan Ranger as my mana tutors among others.
i have also spells like Rampant Growth, Cultivate and Explosive Vegetation to help me.
my doubt came because i have cards like Llanowar Elves, Elvish Mystic and many others that are 1 mana, mana dorks, but i didnt add them to the deck. and also mana dorks and tutor that are more mana expensive like Wood Elves or Ondu Giant that didnt make it to the deck (i also have alot of gruul mana rocks, but i didnt add them because of my commanders hability)
i didnt want to add more mana tutoring spells like Migration Path, because my commander Ruric Thar, the Unbowed will punish me if i have more non creature spells.
i think that, i may optimize my mana ramp if i add the Llanowar Elves like creatures ,but i feel that i will make the mana ramp slower, if i take out cards like Cultivate, Thirsting Roots and Explosive Vegetation even if they arent creatures (because they take mana out of my deck and i will have less chance to draw mana). I also think that the 3 mana or 4 mana tutoring options that i have will make the deck slower.
what do you guys think? thnks everyone for reading :)
Corrus555 on Green/blue sea monsters copy
2 years ago
Alright let's get dorky. So you want more consistent game and early game. I like your mana ramp and some big boys, I just feel you don't have the early game, you wait for your own board state to get big but only have counter spells to remove threats.
My first list of cards I think can be removed for either lower cost cards or the effects arnt good enough. Urban Evolution to much mana for 3 card draw, the extra land drop isnt enough to justify the mana cost. Seer's Sundial is decent but the recuring cost will slow you down. But with a card like Horn of Greed ,everyone getst the card draw but you should be hitting a land drop every turn realistically. Horn of Greed isnt good with cards that put them onto the battlefield, but playing additional lands will trigger it multiple times for you, free effect for doing what your commander does. it will pay for itself in two turns. Acidic Slime its just slow,I like this better than itWickerbough Elder. Reclamation Sage is better and often the land doesnt matter unless its super competative. or Beast Within will help you with the land removal. meh Stumpsquall Hydra do you really need your CMDR bigger?? slow Sporemound Elder Deep-Fiend meh? like any combos or anything with this? Sharktocrab its cool, but you can only do the effect once, and you dont care about counters, but i see its good for the octopus creature type. Stormtide Leviathan often shoots people in their own foot if you dont have the bottom requirement on your creatures.
lands I dislike,Vivid Creek Vivid Grove tapped and only good for two turns? lands I like are Evolving Wilds Simic Growth Chamber Thornwood Falls Molimo, Maro-Sorcerer better version below. Below link are slow fetches if money is a concern, but you can run them outside your color because they dont have the mana symbol, to bad you can't run other bounce lands. https://www.mtglands.com/main-slowfetches.html https://tappedout.net/mtg-questions/bounce-lands-outside-commanders-color-identity/
Decent cards to replace with Hydra Broodmaster. Multani, Yavimaya's Avatar If you go graveyard recursion consistently she isn't bad Titania, Protector of Argoth if youre using fetches and such. If you do graveyardWorld Shaper The Mending of Dominaria Springbloom Druid early blocker,Harrow Crop Rotation crop R triggers your commander and only costs one. for any land. Zendikar's Roil this doesnt get removed by board clears and makes bigger than 1/1 spores.
Skyshroud Claim any forests. if you do dual shock lands. Fabled Passage if you have the $$$. Myriad Landscape if no $$$. Slippery Karst its good with graveyard synergy but often its cycled unless you need it the first few turns to get to land searches like Cultivate
The best card you should get Azusa, Lost but Seeking Roil Elemental Rapid Hybridization one cost removal of commander worth it. Tatyova, Benthic Druid you need cards that do similar effects as your commander so they cant just shut your deck down with one removal of your CMDR.
Tutor for your big guysFierce Empath This will pay for itslef in one turn Lotus Cobra Good long game card in my opinion that can be used for sac outlet and mana sink to pay into Tireless Tracker
Lands I like Terrain Generator Temple of the False God Hinterland Harbor cheaper than dual shocks, Thats Breeding Pool this is a dual shock land.
Late game cards that are VeRy NiCe but extra Praetor's Counsel Tooth and Nail
To battlefieldWood Elves Farhaven Elf and to hand Sylvan Ranger Ulvenwald Hydra these early game guys get you lands and can chump block, which means you block them with anything big they throw at you, assuming it doesn't have trample
Plenty of more expensive fixes but this is a good start, Let me know if you got some $$$ so I can recommend that. Most these cards should be under 10$ ish.
ThatWeirdPerson on It's Just a Flesh Wound ($100 Meren)
2 years ago
Callous Bloodmage feels a bit slow for the deck because I have better things to recur at my end step that will keep the deck online. I swapped Yavimaya Granger in for Sylvan Ranger pretty quickly and am trying to find places to slot in your other recommendations. How useful do you really think Lurking Predators would be in my deck, cuz I run 43 creatures and most of them are small besides the big guys like AVG, Ravenous Giganto, and Protean Hulk
hiddengibbons on Multiple Omen Machines and creature …
2 years ago
If I have 2 Omen Machine and cast a Sage of Epityr or Sylvan Ranger from the first Oman Machine, do I rearrange the top four cards or search for a land before the next Omen Machine trigger’s or do I finish all Omen Machine triggers before using the creature ETB triggers?
Guerric on Lathril's Relentless Elves
2 years ago
As for things to cut, here is my list-
Cards to definitely cut- 1) Abomination of Llanowar he's just a big, dumb of elf with a target on his back for removal. There are better options. At least Drove of Elves has hexproof, but I wouldn't even play that. The only one I'd play is Jagged-Scar Archers, and that's because of its utility against flyers.
2) Elvish Rejuvenator He gets a land, but doesn't actually ramp you. And that is if you get a land- you might whiff. You have better options. If you really want this effect Sylvan Ranger costs one less mana and is guaranteed to not whiff.
3) Eyeblight Cullers 5cmc is just too much for something that only gives you three tokens on its death, and you have no mill synergy.
4) Golgari Findbroker This card was made for draft. It just costs too much for what it does. Its not just the four cmc, 2 and 2 is a high opportunity casting cost.
5) Harald, King of Skemfar He's basically a 3/2 with menace that replaces himself. The clause on Tyvar might seem good if you add him (which is good idea, btw- he'll be worth it even if he doesn't stick around too long), but even then you have to remember that he won't find Tyvar the majority of the time. Again, its nice he replaces himself and gives you some selection, but there are better options.
6) Jaspera Sentinel Dorks are great, but you have to tap two creatures for one mana, which is a bad rate in elves. There are better dorks suggested above.
7) Masked Admirers This is one of those cards that Wizards stuffs into every precon conceivable, even though its bad in most of them. We don't need it here.
8) Thornbow Archer He's only draining one life for each time he attacks. That isn't enough to justify his slot.
9) Voice of Many You get maybe three cards for four mana at most? He's not the worst and he does draw cards, but I've never liked him.
10) Voice of the Woods This might sound like a good use of your elves, but its better to pump your elves than to use them to summon elementals. Plus he costs five to cast.
11) Tergrid's Shadow We have a joke about this card in our playgroup, but in general it isn't what we want. Letting your opponents pick what they sacrifice means you'll rarely hit the thing you need to get rid of. You might as well just play Doom Blade or any other premium removal card in these colors. There are a lot!
12) Poison the Cup They just put this in the precon because foretell was a Kaldheim theme, but there are so many cheap (both in real world and mana cost) black removal cards that this one shouldn't make the cut.
13) Roots of Wisdom You're better off just playing Harmonize or getting one of the consistent draw pieces I suggested. This card won't do a lot for the slot in your deck.
14) Return Upon the Tide This just costs too much mana, and you have other better recursion pieces out there.
Cards to think about removing
1) Serpent's Soul-Jar This card could be good, but could also be a trap. Your graveyard is a resource, and exiling everything from it prevents mass recursion. Also, your opponents can target this with removal and you'll never get your stuff back. I'd probably just play Haunting Voyage, Patriarch's Bidding, and Living Death to get your goodies back for more fun!
2) Twinblade Assassins He does draw cards, and is probably at least as good as Phyrexian Arena while he lives. So you might keep him, but he costs 5cmc, so if you have enough card draw you might want to cut him.
3) Numa, Joraga Chieftain He can pump your stuff. But Kindred Summons, Genesis Wave, or the above mentioned Torment of Hailfire and Exsanguinate are much better ones!
4) Nullmage Shepherd This can allow us to remove problematic stuff. But tapping four elves is a bigger cost than we often want to pay. Something to think on.
5) Sylvan Messenger Again, this card does get us some draw, much like Lead the Stampede which I used to play does. I've just never found it good enough to include though. Nonetheless, you want at least ten pieces of draw, and this does count as that!
6) Eyeblight Massacre This will kill a lot of stuff, but will often leave what you most need to kill alive. Ezuri's Predation is a recently reprinted board wipe that is now more affordable and will wreck your opponents while leaving your stuff intact. In Garruk's Wake and Plague Wind cost a 25 cents each and will hose everyone but you, and because you are playing elves you can afford their cmc!
7) Ruthless Winnower Having played against this card I can attest that it is annoying, but your opponents will often kill it before it can have too much impact. If it were a lower cmc it would be a guaranteed in, at least it will take the heat off of more important cards. It is high at 5cmc though. Keeping it might be the right choice, but I'd at least consider it.
TheoryCrafter on Lathril What Cards Do I Cut?
3 years ago
With all the permanents you have already that pump up your power and toughness, I think you can get away with cutting Overrun and Triumph of the Horde. Yes, TotH gives infect; but with all the Elf token makers you have, most of the time you'll kill off your opponents' life before you draw the card.
Another you can cut is Beast Within. If you're using it to sacrifice an elf, Your ability to create a lot of elf tokens negates the need. Opponents' board wipes will better feed your aristocrat permanents.
Cut these three and adding lands will depend on your average CMC per card. My advice is to replace Explosive Vegetation and Skyshroud Claim and replace them with less expensive Elves that tutor lands. They include, but are not limited to, Greenseeker, Sylvan Ranger and Wood Elves. It's not two lands on the battlefield, but you'll make up for it with a land earlier in the game and an elf.
Thank you for reading me out. I hope this helps. Happy Hunting!
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