Creature — Elf
When Wirewood Herald dies (is put into the graveyard from the battlefield), you may search your library for an Elf card, reveal that card, put it into your hand, then shuffle your library.
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|Commander / EDH||Legal|
Wirewood Herald occurrence in decks from the last year
Latest Decks as Commander
Wirewood Herald Discussion
1 week ago
Hey, good budget upgrade of the precon. Nice upgrades of Ezuri, Beastmaster, Rangers, Visionary, Domination and Revelation.
In upgrading the precon on a budget and playing Lathril I've found four areas for improvement:
- Creature tutors.
- Too many Swamps.
- More ways to pump/make Lathril bigger.
- Ways to untap Lathril after she attacks.
Some budget cards to consider adding:
- Immaculate Magistrate
- Elves of Deep Shadow : can make black mana.
- Copperhorn Scout
- Wirewood Herald
- Chord of Calling
- Shared Summons
- Quest for Renewal
- Toski, Bearer of Secrets
- Timberwatch Elf
- Paradise Druid : can make black mana.
- Wirewood Symbiote
- Llanowar Wastes
- Unclaimed Territory
- Rogue's Passage : make Lathril unblockable.
- Woodland Chasm : Forest dual land that Wood Elves can search for.
A repeatable/all Elf/budget interaction is Lathril + Immaculate Magistrate + Copperhorn Scout . This combos scales to make Lathril bigger each turn you attack which can create more Elves each turn and it lets you use Lathril's tap ability with all the Elves she just created after combat.
First, put counters on Scout with Magi to give Scout a better chance to survive combat. Second, attack and untap Magi + Lathril. Last, in combat put counters on Lathril with Magi. Once Scout is big enough to survive combat you can then use Magi to put counters twice on Lathril. Marwyn, the Nurturer can make a lot of green mana with Magi + Scout to use with a mana sink such as Ezuri.
Quest for Renewal with at least 4 counters combos with Lathril + 10 Elves to make opponents lose 40 life in a cycle of players turns (opponents lose 10 life on each player's turn).
Good luck with your deck.
3 weeks ago
Hey, nice start. I'm also very excited about Lathril as a new Elf Commander and I'm upgrading the precon on a budget.
Consider cutting some lands for more one drop mana Elves? One drop mana Elves are an advantage that Elves have and the precon lacks them. The idea is one drop mana Elves can replace some lands since they can make mana while also adding the total count of Elves. 38 lands is really too much land for Elves thus consider cutting some Swamps?
- Elves of Deep Shadow : can make black mana.
- Llanowar Elves
- Fyndhorn Elves
- Arbor Elf
- Birchlore Rangers : can make black mana, good mana ability with Elf tokens since any two tokens can be tapped even the turn they're created to make mana.
- Gnarlroot Trapper
Some other cards, less than $1 each, to consider for upgrades and most can increase Elf tribal synergy:
- Immaculate Magistrate --> Grizzled Outrider
- Elvish Guidance --> Ravenous Lindwurm
- Wirewood Herald --> Filigree Familiar
- Copperhorn Scout --> Elderleaf Mentor
- Skemfar Avenger --> Koma's Faithful
- Oakhame Adversary --> Elderleaf Mentor
- Eyeblight's Ending --> Briarblade Adept
- Llanowar Visionary --> Joraga Visionary
- Llanowar Wastes --> Foul Orchard
- Woodland Chasm --> Golgari Guildgate
Good luck with your deck.
1 month ago
Hey, you have some amazing cards here Cradle, Hollow and Shepherd, but then there's all the creature removal spells, Sundail and Majesty, etc. which are subpar. Spells such as Aggressive Instinct don't interact with a Planeswalker Commander and most Elves have low power which is not what you want when you want a creature with high power for removal. Lots of cards that rely on a creature you control to have high power are not what you want with Elves.
My suggestions will be for Elf upgrades and some additional mana sinks to better use the ramp that Elves and Freyalise can make. It's already been suggested, but max out on all the one drop mana Elves as these are unique to Elves and a big reason to want to play the tribe.
- Elvish Mystic --> Aggressive Instinct
- Fyndhorn Elves --> Rabid Bite
- Heritage Druid --> Ram Through
- Boreal Druid --> Clear Shot
- Marwyn, the Nurturer --> Fyndhorn Elder
- Elvish Harbinger --> Drove of Elves
- Numa, Joraga Chieftain --> Elf Replica
- Quirion Ranger --> Ezuri's Archers
- Wirewood Symbiote --> Skyshroud Ranger
- Wirewood Herald --> Naturalize
- Eternal Witness --> Wren's Run Vanquisher
- Llanowar Tribe --> Greenweaver Druid
- Reclamation Sage --> Elvish Scrapper
Harbinger is an Elf tutor. Numa is a mana sink. Marwyn grows when you create a mana Elf with Freyalise. Ranger + Symbiote lets you bounce Ranger + Forest to untap an Elf such as Archdruid to make a lot of green mana. Ezuri and Shepherd are your best mana sinks, but consider others?
- Green Sun's Zenith --> Colossal Majesty
- Leyline of Abundance --> Door of Destinies
- Chord of Calling --> Seer's Sundial
- Craterhoof Behemoth --> Soul's Majesty
Zenith and Chord are tutors to use ramp with that can get Ezuri or Craterhoof or any other creature putting it onto the battlefield.
Some other cards to consider cutting for better options:
- Broken Bond
- Gleeful Sabotage
- Might of the Masses
- Garruk's Uprising
- Desert Twister
Good luck with your deck.
3 months ago
1 year ago
poorpinkus, I just recently made a Kraj deck for the same reason, to see it grow beyond control because it was designed to choose its own evolution. Doi. I have been having the same results at the moment (alpha version of the deck) and that Kraj kicks off by turn 6 or 7: I am trying to cut that down to a turn or two sooner. One thought I had was increasing creature ramp. I saw you have a 'Transmute' card, I use that mechanic heavily in another deck (Nekusar RBU) specifically to get my combo items within the 2, 3 and 4 CMC range.
Here is my deck: Kraj-Maga Tap Dancing
You'll see about 3 or more versions of the same mechanic within the deck, especially with creatures. One of the fastest guarantee win items is the tap-to-ping creatures. Just tap once, deal damage to creature or player (must include player) and there you have it. At this point I have been considering just adding more creature ramp, transmute spells, creature tutor and counter spells.
Creature ramp is the big money money of the deck and gives you a chance to bring Kraj out sooner and as you noticed, the moment Kraj is in play it just goes off. For the creature ramp though I have been trying to stick to the 2-or-more mana per tap creatures. Gyre Sage, Gyre Engineer, Incubation Druid are great since the last two can give easier access to infinite untap andthough the Engineer will produce infinite colorless/green mana if you have a single blue untap ability ready. Ilysian Caryatid is another good option for potentially having 2 blue mana (with Kraj in play) to grant true unlimited mana for all colors. But I see you've already solved the mana conversion problem with Orochi Leafcaller and Pili-Pala (sick card for this deck).
Transmute and Tutor will get you what you need (obviously) and I've added as many ways as I can to do just that. I understand though you're using a budget to keep this deck real and some tutor spells are really pricey. Chord of Calling, Green Sun's Zenith, Birthing Pod are good but are probably out of budget, but Prime Speaker Vannifar has dropped considerably and Neoform is a similar outlet. Vannifar could be a superior solution to a Kraj deck because with a +1/+1 counter on her you could have infinite untap-access to her ability, but only in sorcery speed. Another star contender is Momir Vig, Simic Visionary but for Momir to really be effective he relies on both green and blue creature spells. A way around this is using spells that "change the text of target permanent" cards like Trait Doctoring or Whim of Volrath which also has a buyback but that already has too much work involved around a 'guest star' creature. Cool thing about Momir and Vannifar: they are both elves, so if yo have a sac outlet you can add Wirewood Herald that will tutor one of them to your hand. Transmute is also a good way around your deck, simply find your win condition creature combos by CMC and get the Transmutes you need. My deck's winning combos are almost all between 2 and 4 mana, I honestly don't think I need anything over that cost, one being Endbringer at 6 CMC because there are more tap-ping guys that cost less but honestly I am considering dropping it for another ramp creature or counter spell, granted its also a draw-card source.. On to Counter spells...
I am seeing a lot of "trample" and "unblockable" but honestly this experimental blob needs to just sit and make magic happen: no need for attackers. It is far too easy to get what you need in play and use the activated ability to achieve victory; that being said, enter the counter-turtle! Infinite mana seems to be the fastest thing I can get rolling for this guy, once that happens its a matter of time before the other shoe drops for a win, a strategy is to play safe and deny as many things as possible coming your way or in the way of a boardwipe. Rake up as many counterspells as you can, especially the 'split second' ones like Last Word. Another route for spells is kicker, multikicker and strive since mana 'ain't no thang' to Kraj.
All other spells or abilities that give more +1/+1 counters and such I feel are wasted placement cards because once Kraj gets untapping things get out of hand immediately. But, Grafting is definitely the way to at least get that started so it can save you a step if you're looking for the budget route. For example, Doubling Season: sweet card but we don't make tokens and all I need is one +1/+1 counter, not double. But, I do have Vigean Hydropon to distribute +1/+1 counters to my homies entering the battlefield. In several cases the 'Graft' option can work with Momir Vig if he's in play since some are blue/green creatures.
These are all really just ideas and options I've seen work for me but I'm also bouncing them to get feedback and find that chunk of fat that can be trimmed to make a leaner and meaner Experiment Kraj deck. Essentially all my cards involve the greatest of the greatest that I am assuming I have infinite mana, untaps, etc. instead of the 'once per turn'. I want everything, all the time and without end. Good ol' "Nah brah thanks, I'm here to break the game not have tea" attitude.
Thanks for sharing and thanks for reading the great wall-o-text!
1 year ago
i came up with a soutilon to the land prroblem i took out one of the Joraga Warcaller and swaped it with Greenseeker so if if im haveing problems with land gain i can bring to my hand from deck this way and i can get Greenseeker with the Elvish Harbinger and Wirewood Herald test ou tthe deck and see what you think with these changes or should i revert it back
1 year ago
One problem I see with the deck is that you're overestimating how often you can get a mana dork, and for any format with cheep removal, they can be dealt with very easily. One Fatal Push is enough to set you back a good amount of turns until you can get a land to cast your other elves.
Other than that the deck is really explosive, using play tester I 'Managed' to use Genesis Wave to play the entire deck and swing for over 200 damage.
1 year ago
Hey, nice start. Unfortunately you can't play Rhys the Redeemed with Marwyn as General because Rhys has white in it's color identity and Marwyn is only mono green. With Elves the more one drops you can add the better especially if they can make mana.
- Fyndhorn Elves : errata to Elf Druid.
- Joraga Treespeaker
- Quirion Ranger : can untap Marwyn.
- Birchlore Rangers : errata to Elf Druid.
- Boreal Druid
Elves have a real problem without a lot draw because you can run out of steam and when that happens having a lot of mana isn't doing much. Repeatable sources of draw that care about creatures are great with Elves. Draw that's not repeatable is fine too.
- Beast Whisperer : it's a Druid.
- Guardian Project
- Lifecrafter's Bestiary
- Shamanic Revelation
Temur Sabertooth is an excellent support creature with Elves as a mana sink. This guy makes creatures who have an ETB ability extra good.
Most tutors in green are expensive price, but there's a few that aren't.
- Fauna Shaman : can be a repeatable creature tutor.
- Wirewood Herald : it dies and you tutor for another Elf.
- Elvish Harbinger : combine with Sabertooth for a repeatable Elf tutor.
- Eldritch Evolution : puts the creature you tutor for onto the battlefield. Sac a one drop to get Elvish Archdruid, sac a three drop to get Gilt-Leaf Archdruid.
- Shared Summons : instant, getting two creatures for five mana.
Try to replace land ramp sorceries with Elves who land ramp.
Cards to consider cutting:
- Rhys the Redeemed
- Oath of Nissa
- Mantle of Webs
- Savage Silhouette
- Nissa, Worldwaker
- Wild Instincts
- Rampant Growth
- Nissa's Pilgrimage
- Turntimber Ranger
- Joraga Bard
- Vastwood Animist
- Tajuru Archer
- Ooze Garden
- Lifespring Druid
- Door of Destinies
Consider cutting the Ally theme? This theme is not needed with Elves and there's not enough Allies here to support it. Good luck with your deck.