Treetop Village enters the battlefield tapped.
: Gain .
: Treetop Village becomes a 3/3 green Ape creature with trample until end of turn. It's still a land.
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|Commander / EDH||Legal|
|Commander: Rule 0||Legal|
Latest Decks as Commander
Treetop Village Discussion
1 month ago
Yorvo feels pretty meh to me. No haste, no trample, no removal resistance. Just a big body that has to stick and then can still be chump blocked. Not a top tier 3-drop for us IMO.
Sylvan Anthem looks tempting, but it requires a bunch of other cards to be on the battlefield in order to be good. I think the question is: What is it better than that you would take out in order to include it? For me the answer is nothing.
I think I see your point about Lair of the Hydra , but I'm still not sold on it. I still bring this version of Stompy to my LGS: Hexdrinker Stompy, and I haven't run into much board-wipe there so on turns when I am attacking with Treetop Village I have found that I also want mana for Hexdrinker or Aspect of Hydra or Blossoming Defense or Scavenging Ooze or sideboard tech or something other than just one big mana sink. It's rare for me to have more than 4 or 5 lands out, so there's only so big I think I'd be able to make it anyway. But I could see the argument for Lair if I was running this version with mana dorks and an extra Forest, and if there was more control in my meta.
I'm definitely open to Oath not being the best choice. I do like how it smooths out draws though. This list seems more picky about what is in its opening hand than a more traditional list loaded with more or less interchangeable aggressive 1 and 2-drops would be. Here, any hand that doesn't have a mana dork, a 3-drop, and sufficient land feels bad. Oath can help with all of those pieces. Being able to dig a bit in grindy games seems useful too. I could see cutting down to 3 for a Dungrove Elder for sure though.
1 month ago
I'm not sure about Lair of the Hydra . It's cool that it can come in untapped sometimes, but it takes 4 mana to become a worse creature than Treetop Village becomes for only 2 mana, so I don't think it's as good.
2 months ago
For leave the battlefield effect like Yedora, Grave Gardener 's you look at how the permanent existed while it was last on the battlefield. It will not normally trigger for the creatures brought back as lands, but can trigger for things that are temporarily creatures like Treetop Village and Chimeric Staff .
4 months ago
It's a solid start, but there are a couple of changes I would make, first, drop damnation, it's about 35% of your budget and only so, so in this deck. Next I would have a look at your removal packages (over the last year standard has done wanders for budget options)
I would seriously consider Bonecrusher Giant as a solid body and nice removal. It's a really nice hit by bloodbraid due to its duel nature
And Vraska, Golgari Queen it's a card draw engin late game and normally 2 abrupt decays. Which is always welcome.
I would also consider 2 copy's of Chevill, Bane of Monsters as he's solid card advantage and your offen going to be killing stuff.
As your not running dark confident or goyf your probably should be running 2 Tasigur, the Golden Fang as it's a solid mid game beater and late game card advantage engin.
Stone rain is ok but far from ideal in this deck, offen it's a do nothing card.
Also if your running blighting I'm a big fan of Chandra, Acolyte of Flame as she's basically a 2 snap casters mages. (She dose need some help for teh double red mana but it's with the range of workability)
On the subject of plainswalkers apart fro vraska (which is your best budget option) your other solid options are Domri, Anarch of Bolas , ramps, protects against control lists, it pumps and it removes stuff. He's probably the best option. After that there's also Liliana, Waker of the Dead (as close to lilly of veil as where going to get) and Nissa of Shadowed Boughs who is deceptively good over a long Grindy match, bringing back your best creature with counters, and being triggered twice a turn but evolving wilds.
Hope some of this helps.
6 months ago
Pre-modern is a format that certainly has a lot of appeal to me. I am myself in the process of constructing a pair of pre-modern decks, and revived my old Fires deck of back in 2001.
I also built a pair of decks for Urza Block Constructed, and there are a lot of nice cards in that block to use in a mono-green pre-modern deck too.
Cards you might consider, if those are not in your deck already, are Exploration and Saproling Burst . Blastoderm is another power meanie at 5/5. And even though the Albino Trolls are no big hitters, they are available turn 2 at 3/3 with Regenerate.
9 months ago
Nice deck. Have you considered adding more basics to get more out of your commander? Lands like Mobilized District , Treetop Village , Drownyard Temple , Castle Garenbrig , Command Tower , Stomping Ground and so on doesn't synergize too well with your commander. I run a Phylath deck (you can find it here: Phylath) where im using only basics and fetches ( Evolving Wilds , Fabled Passage , Prismatic Vista , Terramorphic Expanse and Wooded Foothills ) to insure i get at least 6 tokens when i cast Phylath. In a 2 color deck its no problem running mostly basics. It also opens up for Blood Moon if your playgroup is ok with that.
Cards i highly recommend:
Conjurer's Closet - bounce Phylat on each of your end step is really nice
Skullclamp - turn all those 0/1 into card advantage
Greater Good - your plants can get really big. Get some serious card advantage when needed (nice to have in case of boardwipe)
Beastmaster Ascension - attack with 7 creatures is really easy in a Phylath deck. This will activate the turn you play it, giving all your creatures a permanent +5/+5 for only 3 mana :).
Purphoros, God of the Forge - Deal some serious damage to each opponent when you cast Phylath. Also really good with Scute Swarm
Tireless Tracker - Card advantage on landfall
11 months ago
honestly the decks very light on lands, id want at least 21-22 and you running a lot of three drops. personally i would drop 1 rhonas 1 yorvo and 1 eone for 3 more lands. if you want utility lands i would for a mana base like this id aldo run at least 1 Dismember (probably 2) as despite the improved removal mono g has seen its still the best option for those gurmag anglers and tasigur lurrus and now kroxa.
1 year ago
First, play whatever cards you want or feel like. Your deck, your gameplay, and Have Fun!
The following are all friendly suggestions not in any way meant as criticism of your deck. But the singleton thing should get stopped. Figure out which elves work best for your local metagame and the decks you play against. Then go to 2 or 4 copies each of them. Cut the situational cards and put them in the sideboard for game 2 or remove them entirely. I would also follow abby315's list of suggestions and his suggestion of ditching weak pump spells and replace them with the various lords or creatures with a pump capability like others have suggested. Here is a list of cards that may be decent replacements or adds to your deck:
Ezuri, Renegade Leader is probably one of the better elf cards for aggro elves. Provides Regeneration for any other elves you have and Overrun at will. I would go to a 2 count
Imperious Perfect: Replace Wirewood Hivemaster with this card. The hivemaster produces insects so they wont bonus from your anthem/lord effects. Is not legendary so you can have up to 4 copies. Besides pumping all your other elves, they even produce them every turn. Worth 2-4 copies.
Reclamation Sage: Replace Deconstruct with this, maybe go to 2 copies main deck. But if the deck is for 1 on 1 put them in the sideboard for game 2.
Dwynen, Gilt-Leaf Daen: Replace Stream of Life with this guy, go to 2 copies of this maybe
Loxodon Warhammer, Rancor or anything like them: Replace your instants that boost creatures with permanents like these or similar instead. Or if you are going to have a combat trick in your hand then make it something like Overwhelming Stampede, Wrap in Vigor or Heroic Intervention like abby315 suggested. If it's not a permanent you want a card that is going to change the game state dramatically not just boost 1 creature for 1 turn. Remember, if you have a card like Ezuri, Renegade Leader or your Timberwatch Elf you can activate his ability at instant speed which surprises people if they lose track of what you have in play.
Return of the Wildspeaker: An example of a go big instant instead of cards like Giant Growth. Replace any instant you have with this card. Its modal to refill your hand or giant growth all of your elves. At instant speed.
Beast Within: If you want instant speed removal, use a catch-all card like this instead of 1 card for artifacts, 1 card for creatures, etc. It doesnt need to be this card specifcally but one that targets any permanent at instant speed. And run at least 2 copies of it main deck to always have an answer in your deck for your opponent's stuff.
Lifecrafter's Bestiary: Replace wurm's tooth with a copy of this card instead. It will accelerate your deck. 2 copies wouldnt hurt.
Some good utlity cards:
Bow of Nylea: Excellent all around support card. Does many things but the big one is giving your elves deathtouch so even when you attack with them when they are tiny, they kill stuff. All the other utility is amazing value.
Leyline of Abundance: Another mana ramp/anthem/lord option that has a chance of getting put into play on turn 1.
Nullmage Shepherd: This card is like repeatable Naturalize. Sometimes holding an instant in your hand is better, but sometimes repeatable wins games.
Titania's Chosen: Replace stuff like Wurm's tooth or Nomadic Elf, Norwood Ranger with cards like this or some of your other better creatures you should be running more copies of.
Masked Admirers: Another good elf creature that provides a repeatable benefit that can be used to replace other cards you arent thrilled about.
Creeping Renaissance: Following someone wiping the table, this card or Fresh Meat can get you right back into the game.
Planeswalker suggestions. Because they are resistant to removal and can add a lot to a game if it goes long. Multiple repeatable abilities are strong. They are expensive, and I would try to trade for them if possible. If interested:
Freyalise, Llanowar's Fury: She makes llanowar elves! And she basically does all the things in Green's pie. Makes lots of elves, destroys artifacts and enchantments at will and draws cards.
Nissa, Who Shakes the World: Not on theme for elves, but she is so strong that I would feel lame not mentioning it for a mono green deck. Her static ramps you crazy style and her ultimate can finish games.
Nissa Revane: Basically, her ultimate would put all 24 of your elves into play in one turn. If you do want to put copies of her in your deck, I would also suggest replacing some other elves with 4 copies of Nissa's Chosen for added value.
Vivien Reid: This is a well-balanced walker for any green deck. Built in card advantage, removal and flyer killing, and then her ultimate is an emblem better than almost any other lord/anthem effect you can put in the deck.
Garruk Wildspeaker: My lowest choice for the list, but he plays early and produces creatures.
Land Suggestions. You may not need them, being mono-green doesnt mean there arent a couple good lands for your deck:
Oran-Rief, the Vastwood: While this is in play, most every creature you cast will get a counter. Basically a free boost for a little tempo loss.
Rogue's Passage: Does what it says, sometimes you only need 1 more hit to win. And it taps for some mana.
Pendelhaven: As long as this is untapped, a shock spell wont kill an elf! Kind of situational but useful.
Treetop Village: A forest that's also a 3/3 creature when you need it.
Again, these are just ideas to get you thinking about ways to improve your deck. The most important thing is to focus on what you want to do with the deck. Then get 4 copies of every card in your deck that makes that happen. Everything else after that should provide support, advantage or acceleration for those main cards.