Viridian Zealot

Combos Browse all Suggest

Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Highlander Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Viridian Zealot

Creature — Elf Warrior

, Sacrifice Viridian Zealot: Destroy target artifact or enchantment.

jarncards on Sleeping Elves Kill

3 months ago

Collected Company is one of the better cards in a deck like this.

If you run Green Sun's Zenith, I think you should run Dryad Arbor 100% of the time. Having the option to 1 mana ramp tutor as needed is the best in the game, even if it's fragile.

If you want to do the whole tap ten elves thing Benefactor's Draught, Vitalize, and Mobilize are useful. And as long as you're using mana dorks, they are good throughout the game. Birchlore Rangers is also a good mana dork for getting either color as needed if it matters. Like some of the others you have it can use creatures with summoning sickness.

Add Regal Force, you'll have the mana, and it draws infinity. Toski, Bearer of Secrets is also amazing at this.

Consider Patriarch's Bidding for when your ridiculous board state earns the response it will deserve. Also Gerrard's Hourglass Pendant

I cant build a green/black deck without Gaze of Granite and Pernicious Deed. They are great

Timberwatch Elf for the commander, or maybe Gempalm Strider might be better than Overrun. Trample isnt so important with so many creatures that will likely outnumber blockers, and the extra card from cycling and utility of another creature is worth considering. Ezuri, Renegade Leader is already in your deck and he's definitely the best option though. Beastmaster Ascension also works like a really inexpensive overun and turns on really easily.

Some of the green and black backgrounds area awesome Criminal Past, Cultist of the Absolute, Haunted One and Raised by Giants will stick around for the next cast even after your commander gets removed.

Consider Constant Mists or even instead of Fog, however I really don't think you need any of the fog effects. Honestly, you might actually need to worry about other people's fogs instead. Questing Beast is the only card that is capable of piercing though a Teferi's Protection or The One Ring in these colors. THrow in a Natural Order and you can get that, or a Craterhoof Behemoth when it matters most

Viridian Zealot, Reclamation Sage, Nullmage Shepherd, and Elvish Lyrist are useful for removal. You already have Glissa, but I dont think she's enough.

Elvish Champion might be your best lord. Pair it with Yavimaya, Cradle of Growth. Also definitely want to add Shizo, Death's Storehouse. Having lathril connect is important.

If you keep the tyvar planeswalkers, Harald Unites the Elves does a lot.

Kithkin Mourncaller might draw cards to use with your excessive mana. Leaf-Crowned Visionary, Skemfar Avenger, Miara, Thorn of the Glade do too, at a cost.

consider Crop Rotation. It can get nythkos, yavimaya.

Looking at your list you have almost nothing that turns on lathril in combat. look at Alpha Authority, Familiar Ground, Alpha Status, Gift of Doom, Rancor, Spider Umbra, Alpha Authority, Canopy Cover, Vorrac Battlehorns. Fallen Ideal is possibly my favorite with the die/sacrifce synergies you already have. Im not a fan of token doublers. I think youd be better off powering up lathril to make more tokens in the first place.

I would dump any ramp card that costs more than 3

rekkim on Darkwood Elves

1 year ago

Replace Naturalize with one or another of Reclamation Sage, Viridian Zealot or Nullmage Shepherd? Slower, but they synergize.

I'm personally of the opinion that the sage is the best option because it isn't going to remove itself from the field and does what it needs to do as long as it resolves, but you might end up with dead draw if it's the only thing you can play and there's nothing to remove. The zealot's generically good, if strictly worse than Caustic Caterpillar, but I'm wary of sacrifice in such a tribal deck.

Flavuss on glissaboyzz

1 year ago

Madhava Yes i think I need to play around it to see how it works. By the way i have liquimetal torquees just in case . If i try that the artifact removal is redundant I'll try to swap tel jilad justice with the torquees. For the bigger beaters I was thinking to add something in the side , like Stonecoil Serpent maybe? Or do you think I have to put something in the maindeck? I was trying to build the deck with the idea of making the 4 drops the keys cards (Glissa, splinter and now karn) while mantaining the majority of the cards under the 3 mana cost mark. what do you think about Elvish Scrapper and Viridian Zealot ? And to play direct Land removal/ land fetch like [mwonvuli acid-moss] dont you think rethink the llanowar/mystic presence for more basic lands in main and room for another 3/4 cards? I had Hornet Sting for removal in side. I'll try the Blast Zone too

meecht on Stardew_Vale's Guide to Ezuri Claw of Progress EDH

1 year ago

Looter il-Kor and Crystal Shard were pretty good in my Ezuri deck years ago. Crystal Shard isn't seen very often which means you can sometimes bounce an opponent's big play, but it also lets you reuse ETBs on your own creatures.

I also recommend running something like Viridian Zealot or Caustic Caterpillar to get around the occasional Torpor Orb-like effect.

ClockworkSwordfish on

2 years ago

I can't help but notice you have zero ways to deal with noncreature permanents! Trying to win while ignoring them is a possibility, but it would be a major drag to be shut down by something like Meekstone, Teferi's Moat or Grave Pact.

I'd strongly consider making room for a few answers to such cards - some of the premiere choices include Hull Breach, Nature's Claim, Ancient Grudge, Krosan Grip and Shattering Spree. Sticking more to the creature side of things, some good options include Reclamation Sage, Outland Liberator  Flip, Thrashing Brontodon, Viridian Zealot, World Breaker and the blanket-answer Bane of Progress. Hopefully some of these cards can help dig you out of tight situations in the future!

Omniscience_is_life on Lathril and a lot of elves

2 years ago

33 Lands seems like too few for an average cmc of more than two and a half, especially with only 11 draw effects. Even the fact that you have 17 ramp effects doesn't sway me, as many elf decks sitting closer to 25 barely scrape by with 33. And MDFC or two could help with this, though--Bala Ged Recovery  Flip, Khalni Ambush  Flip... and speaking of Ambush, I couldn't help but notice your distinct lack of interaction. These days at least 9 removal effects are suggested. Masked Vandal, Nullmage Shepherd, Viridian Zealot, and maybe Gilt-Leaf Winnower could all work alongside the aforementioned Ambush, and a handful of less synergistic cards as well. It's gotta be done :(

Some protection could be good seeing as you're such a creature-heavy deck; as it stands, one Wrath of God and you're out! A Heroic Intervention, Wrap in Vigor, etc. maybe

Malsorn on Muldrotha, the senzu bean

3 years ago

I think that the landbase could use some upgrades, I'd recommend looking into Command Tower , Path of Ancestry , and maybe some other utility lands. Field of Ruin , Myriad Landscape , Blighted Woodland , Scavenger Grounds , Bojuka Bog , etc. Some cheap sac creatures are always good in these kinds of decks as well, Sakura-Tribe Elder , Viridian Zealot , etc. Lastly, the Seal effects are always good when you can reuse them! Seal of Primordium , Seal of Doom , Seal of Removal . That and they're enchantments, meaning they won't take one of your creature recasts per turn. Hope this helps!

Load more