Taunting Elf

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage 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
Onslaught (ONS) Common
Urza's Destiny (UDS) Common

Combos Browse all

Taunting Elf

Creature — Elf

All creatures able to block Taunting Elf do so.

Taunting Elf Discussion

KingAtheos on Probably the Best Banding Deck Out There

1 month ago

I do enjoy seeing people use banding. It is a powerful ability that people do not use because they do not take the time to try to understand it. Banding is great with other abilities. Taunting Elf banded with Camel and Elven Warhounds clears the board for you. Obviously Warhounds is a good little slow for vintage but you get the point. If you haven't, I suggest understanding banding. The deck looks amazing.

SideBae on

1 month ago

So, I happen to be very much in accord with RNR_Gaming in the feeling that one-mana mana-dorks will greatly improve this deck. In my experience, in a four player game, people will have a lot of other threats to worry about than mana-dorks; and if the deck is built well, with an appropriate amount of card-draw, it'll recover from a board wipe rather well. That being said, if you want to go the route of enchantment ramp, there're a bunch not in the deck that you should consider. Utopia Sprawl is a favorite of mine, especially if you pair it with an Arbor Elf . Wild Growth , Elvish Guidance and (in the right meta) Carpet of Flowers can all also produce but-tons of mana.

Part of the reason I, and I suspect RNR_Gaming suggest dorks is because, being green, you have access to a lot of creature ramp that can replace artifact ramp. If that is done, you can run cards like Collector Ouphe or Stony Silence ; in competitive metas, these two cards can often times change the course of a game more than any other card. I love artifact ramp dearly -- Kess, Dissident Mage as Storm is my favorite EDH deck -- but it is simply not as good as one mana, dork-based ramp that dodges artifact hate.

One more reason to run dorks, though this one may not really be in accord with the theme of your deck, is that they go very well with the two best win-conditions green has to offer: Craterhoof Behemoth (AKA 'Hoof Daddy') and Triumph of the Hordes . If you use something like Natural Order to slam a Craterhoof for four mana while you have a critical mass of dorks out, you can rather easily end the game right away. Similarly, Triumph of the Hordes can snipe out an Oloro, Ageless Ascetic player like few other cards; Blightsteel Colossus is the only better attacker I can think of.

Give some thought to Sneak Attack . If you have three or four dragons in hand, smacking someone with them for that much red mana may well be what you need. Lathliss, Dragon Queen and Utvara Hellkite will also gain extra value from the ETB/attack triggers. Ilharg, the Raze-Boar has a similar effect that is arguably better than Sneak Attack .

In my experience (perhaps your is different), Path to Exile is really bad in EDH. In general, ramping opponents as a side-effect of removal in a format filled with high-cost, high-payoff strategies is going to be actively dangerous. Sometimes, Path to Exile can be good for removing blockers; however, there are better ways to do this, such as Taunting Elf or even just Renegade Tactics , which has the added bonus of not costing you a card. Same goes for Settle the Wreckage .

If your meta has any blue decks, Veil of Summer is really, really, REALLY good.

Your land-count is very high. If you want to spew out lands, consider Exploration and/or Burgeoning . These can help you get out of the gate much faster than your opponents, and work especially well with your Karoo lands, like Gruul Turf .

Wear / Tear is a good two-for-one. Decimate needs all of the mentioned four card types to be cast, but can be an even more powerful play than Wear / Tear .

Farseek is a ramp-sorcery that can grab typed non-basics; similarly, Nature's Lore does not have to grab a basic forest. I have generally had a good amount of luck with these two.

Flameshadow Conjuring seems like a pretty busted way to squeeze extra value out of your dragons. Notably, if you populate before you sac the token, you get to keep the copy of the original token.

Finally, Sylvan Library is a hallmark of competitive green decks. This is, for the first few turns it's out, a free draw three effect; after that, its card-sorting abilities are what make it good.

Alright man, good luck! That's all I can think of for now.

chaoticmcunited on Dont worry about how much mana I have

4 months ago

I have the same deck (obviously a little different), which I haven't updated in about a year. This will help with that. After having played it a ton I'd say some of the most high impact cards you don't have are Elvish Guidance (talk about ramp! this guy kills), Bramblecrush (contributes as solid point removal), Song of the Dryads (deals with commanders in a humorous way), Harmonize , Shamanic Revelation . I could probably find some more but overall, I'd say the most effective thing I've found for going off with mana and ezuri pumps is having a lot of low-cost producers that also do stuff. Taunting Elf will win you tons of games (and can be regenerated by Ezuri). There's a one-drop elf I'm blanking on that taps to let you play an extra land each turn, which can be helpful for ramp. I could really go on but I have just ONE more lol. Rude Awakening can sometimes feel like a dead draw but it never is. Turns a game around.

As you can probably tell I have a passion for this deck. I love it, even though my friends do not.

Hope this helps!

Selftorn on The best elf deck you've ever seen

5 months ago

To counter flying just sideboard elf archers like Ezuri's Archers or Thornweald Archer . Or add and use Timberwatch Elf for insane power/toughness ramp on your Taunting Elf

mal099 on broke boy infect

7 months ago

Have you thought about using creatures like Taunting Elf and Shinen of Life's Roar to make sure your other creatures don't get blocked? They're not as fast, but would make sure all your creatures get through, instead of just one. Which option is better probably depends a lot on your playstyle.

Phytoburst , Briar Shield (seems almost strictly better than Seal of Strength ) and Scent of Ivy might be good buffs for this deck. Maybe Aspect of Hydra too, but I feel like it would generally be weaker than it alternatives. Potentially some Trample, like Larger Than Life or Predator's Strike if you feel like your damage isn't getting through.

mal099 on Evil Infect

7 months ago

I like this deck, but I'd be a bit worried that there may not be enough ways to get around blockers in there, has that ever been a problem? Wirewood Herald could be used to search your library for a Taunting Elf (you're kind of lacking a way to sac it though), or alternatively, Shinen of Life's Roar is cheap and has the same ability. I also feel like Tel-Jilad Fallen is quite expensive and would probably prefer Blight Mamba or Ichorclaw Myr , although you do at least have some ramp, so it might be fine.

SynergyBuild on Yisan is running slowly.

8 months ago

$20ish Budget way to make Yisan very fast:

Add in Arbor Elf , Fyndhorn Elves , Wirewood Symbiote , Seeker of Skybreak , Temur Sabertooth , Priest of Titania , Elvish Archdruid , Boreal Druid , Devoted Druid , Great Oak Guardian , Autumn's Veil , Nature's Claim , Natural State , Caustic Caterpillar , Reclamation Sage , Desert Twister , Copperhorn Scout , Wood Elves , Somberwald Stag , Manglehorn , Marwyn, the Nurturer , Rishkar, Peema Renegade , Leaf Gilder , Heart Warden , Fyndhorn Elder

Drop out Taunting Elf , Verdant Force , Vorinclex, Voice of Hunger , Wild Beastmaster , Worldspine Wurm , Pathbreaker Ibex , Mycoloth , Kamahl, Fist of Krosa , Gyre Sage , Giant Adephage , Elvish Piper , Cultivator of Blades , Bramble Elemental , Avenger of Zendikar , Tooth and Nail , See the Unwritten , Triumph of the Hordes , Overrun , Overwhelming Stampede , Overrun , Genesis Wave , Explosive Vegetation , Zendikar Resurgent , Growing Rites of Itlimoc  Flip, Umbral Mantle , Lifecrafter's Bestiary

Total of 26 swaps.

The switches lists speed the deck up and make it win through an easy and efficient combo, all fetchable by Yisan. The combo uses Great Oak Guardian , Temur Sabertooth , and Wirewood Symbiote . With these and enough mana producing creatures, you get infinitely large creatures or with 1 more mana, infinitely large creatures and infinite mana, and untaps which can be put into Yisan to fetch Caterhoof and give the team trample.

All together, the deck will also run enough early-game interaction like Caustic Caterpillar , Manglehorn , Reclamation Sage , Natural State , Nature's Claim , the already run Lignify and Acidic Slime , and catch-alls like Desert Twister and Yisan fetchables like Somberwald Stag .

With all of this in mind, it is a little weak to removal, but with Eternal Witness and Temur Sabertooth both fetchable with Yisan, I feel it can be okay.

How does this sound?

Caerwyn on How is trample damage distributed ...

9 months ago

The two key rules here are that combat damage is dealt simultaneously (rule 510.2) and that the attacking player gets to choose how attacking creatures assign combat damage (rule 510.1) (caveat: Banding changes how Rule 510.1 works, but, unless you are interested in that disfavoured keyword, I'll refrain from nerding out over Banding).

Was each blocking creature supposed to take the full 33?

When assigning combat damage, you assign the total points of power for that creature (rule 510.1a)--so, the Taunting Elf will assign a total of 33 damage between blocking creatures.

How does trample effect this overall equation compared to if there was no trample?

Trample only applies if the Taunting Elf is able to deal the equivalent of lethal damage to each creature blocking it.

Here, let's say there is only 10/10, as well as Vigor (a 6/6) on the field. Though 10 damage will not kill the 10/10 due to Vigor 's prevention of damage effect, the Taunting Elf would still be allowed to assign 10 damage to the 10/10, 6 to the 6/6, and 17 to the defending player, as all blocking creatures received what would normally be damage.

Interesting related note, Deathtouch makes 1 single point of damage count for trample purposes. If the Taunting Elf had trample and deathtouch, it could assign 1 point to the 10/10, 1 point to the 6/6, and 31 points to defending player.

Can any creatures take no damage because the amount of toughness before them more than covered the damage?

Yes. Your opponent will get to decide which creatures take damage. If we have Vigor (6/6), then a 10/10, an 11/11, and a 12/12, they can divide the damage however they choose.

Generally, they should assign 6 damage to Vigor , killing it--the more "damage" they would assign to the other creatures, the more counters those other creatures would receive.

Would each blocking creature still deal full damage to Taunting Elf?

Yes. Blocking creatures deal damage simultaneously with attacking creatures.

all creatures that took damage got a number of +1/+1 counters equal to their toughness.

Not quite true. Vigor prevents other creatures from taking damage. In your hypothetical, the only creature that takes damage is Vigor itself, and Vigor 's ability does not allow it to get the counters.

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Taunting Elf occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%