Creature — Elf Scout
When Wood Elves enters the battlefield, search your library for a Forest card and put that card onto the battlefield. Then shuffle your library.
|Want (4)||andimtg , BigBanditBoi , Freaky55 , OmegaTitan|
Printings View all
|Commander Anthology (CM1)||Common|
|Duel Decks: Nissa vs. Ob Nixilis (DDR)||Common|
|Commander 2015 (C15)||Common|
|Duel Decks Anthology (DD3)||Common|
|Commander 2014 (C14)||Common|
|Duel Decks: Elves vs. Goblins (EVG)||Common|
|Ninth Edition (9ED)||Common|
|Ninth Edition Foreign Black Border (9EDFBB)||Common|
|Eighth Edition (8ED)||Uncommon|
|Seventh Edition (7ED)||Uncommon|
|Starter 1999 (S99)||Uncommon|
|Promo Set (000)||Common|
Combos Browse all
|Commander / EDH||Legal|
Wood Elves occurrence in decks from the last year
Commander / EDH:
All decks: 0.11%
GU (Simic): 0.54%
RG (Gruul): 1.27%
RUG (Temur): 2.05%
BRG (Jund): 0.97%
Wood Elves Discussion
2 weeks ago
Given that you are playtesting this deck against other cEDH decks, I am going to assumer you are also building a cEDH style deck. This is sort of hard to do on a budget and will cost a pretty penny. I only am wary because your deck is only ~$400 right now. I am not a cEDH player but I do understand enough to make these suggestions...
For a cEDH build you want low 30's in lands. For example, some you would want right now: Gaea's Cradle, City of Brass, Mana Confluence, the fetch lands, and the shock lands. Almost no land can enter tapped in competitive (take out the temples). The ramp would include some rocks but also mana dorks because they synergise well with the Cradle. Examples of ramp: Arbor Elf (really good for enchanted forests), Llanowar Elves/Elvish Mystic, Noble Hierarch/Birds of Paradise, Mana Crypt, Mana Vault, Carpet of Flowers (this works because in multiplayer one player almost always is in blue and it is also an enchantment!), Chrome Mox, and Mox Diamond.
Two Bant cEDH decks on tapped out that I would look at for examples are The Bant Hammer [cEDH] and Estrid Stax cEDH. The Rafiq deck is very similar to yours and you could probably use from cards from that list.
If you aren't planning on cEDH, ramp is much more forgiving since games last longer more often. In that case I like creatures like Wood Elves, Yavimaya Dryad, Viridian Emissary, and Sakura-Tribe Elder because land destruction isn't as common and lands usually survive board wipes.
I hope this is more helpful!
2 weeks ago
Thanks for you suggestions.
In testing, I've found that the "getting lands into play" strategy faulty. The fetch lands combined with the spells like you've listed (Farhaven Elf, Wood Elves, Cultivate, Farseek, Nature's Lore, etc.) that depend on finding basics/Forests/etc. results in pulling all potential lands out of the deck early, which severely decreases the value of these lands and spells later in the game (as early as turn 3 in one match).
Shriekmaw's place in the mainboard is something I'm working on testing now, why I didn't think I needed it in the first place is beyond me.
Ob Nixilis, the Fallen I've found to not be worthwhile. By the time I could consider paying 3BB for it, I have found that I am more than able to close out the game with a loop that I've already established. Since my goal is to close out the game quickly, I'm doubtful that Ob Nixilis, the Fallen will find a place in my mainboard.
Thanks for your comment & keep on going bananas,
2 weeks ago
I took the time to analyze your suggestions and here are the changes I plan to test:
so let me resume:
Thank you all for your comments.
1 month ago
Things I would cut,
Burnished Hart: Your in green so you have way better ramp. Also, its not an ETB effect.
Wurmcoil Engine: Good card but no ETB. You already have quite a few big threats.
Villainous Wealth: Another good card but off theme. I would only keep if your meta has a lot of ETB triggers.
Alternate ramp to consider,
Wood Elves: It can grab to duel lands that have the forest type.
Farhaven Elf: Same as above but can grab any basic.
Springbloom Druid: Sac two lands but then you get 4. Great ramp and deck thinning.
Doesn't quite get you to 100 but hopefully closer.
1 month ago
Since lands are harder to interact with than mana rocks and most casual groups outlaw mass land destruction, I'd switch a few of the mana rocks for more Cultivate, Rampant Growth, Into the North, Nature's Lore, etc... It also produces more landfall triggers and thins your deck.
I see a real lack of tutors here. Being able to fetch what you need is extremely important. Rune-Scarred Demon, Demonic Tutor, and Finale of Devastation are the great ones for this deck. Creature tutors specifically that do a bunch for the deck are Birthing Pod and Prime Speaker Vannifar.
Lotus Cobra would help accelerate your deck early. Playing a fetchland on T3 would accelerate you to 5 mana with 3 lands out, letting you cast Acidic Slime on 2 opponent's lands / mana rocks. That's a serious tempo boost.
1 month ago
I would try and improve the pod chain from 2-6. I don't see too many creatures that you would like to pod into and pod away. I would also suggest some more land ramp. To reach both of these goals I would personally add some of these cards: Wood Elves Yavimaya Dryad Eternal Witness Karmic Guide Reclamation Sage Knight of Autumn Restoration Angel Felidar Guardian Eerie Interlude (To protect from Board Wipes, while also getting ETB triggers again) Ghostway (Same as Eerie Interlude) Kodama's Reach Cavalier of Thorns Vexing Shusher Selvala, Heart of the Wilds Natural Order Nature's Lore Green Sun's Zenith
1 month ago
Given the companion rule change announced today, I made some initial changes to the ramp package to open up the 3 CMC spot more reliably.
1 month ago
As a fellow Xenagos player myself, I have a couple ideas I would love to discuss with you...
- You're average CMC is pretty high, even for a xenagos deck. You need to lower it to be able to pressure the table effectively. I would cut these to lower the CMC a bit....
To add back more creatures for synergy, Shaman of Forgotten Ways, Somberwald Sage are both really good.Springbloom Druid along with Wood Elves, Farhaven Elf and Sakura-Tribe Elder can help bring you closer to a Turn 3-4 Xenagos which is what we need.
Land base is solid. There are a few tweaks you can make for utility but not needed. Let me know if you are interested in them.
Ramp - Our goal is a T3-4 Xenagos. Ramp at 4 CMC does little, trust me on this as I have playtested it extensively.
Tempt with Discovery and Triumph of the Hordes - Tempt is bad because you give opponents options, barely ramps you, and there are no good utility lands in the deck, even with my potential additions, this card is bad in this deck. Moreover, opponents usually tutor for strip mine if they are smart. Triumph is better in decks that go wide. By playing 6+ mana for a beater, you rarely will have another 4 mana to play this the same turn. Right now, you're playing a beater, hope it survives on your turn, survives on opponents turns, then doesn't get removed in response to cast of Triumph.
Draw! - You have about 8ish draw sources, you need more. The biggest issue with Xenagos is 2 for 1s, where you try to cast a draw spell and they remove your creature that the draw spell was targetting in response, thereby putting you down 2 cards for their 1.
Beast Whisperer, Harmonize, Lifeblood Hydra (really fun with Berserk, which ironically, is also fun with malignus), Lifecrafter's Bestiary, Life's Legacy (beware of blue player, sac as additional cost to cast, but because it only costs 2, can be used same turn as beater if you ramped prior), Momentous Fall (in response to removal, also beware of blue), Skullclamp (not the best in your build but still worth considering. I run more 1 toughness creatures so its easier to make it work.....and
Greater Good - BEST CARD FOR XENAGOS. Used in response to removal or just whenever. Play a fatty, Xenagos buffs it, swing, sac it, draw a bunch. Profit. Win. GG
Lastly, the red card that came out recently that lets you change the target of a spell if you control you commander, I can't remember the name but that card is great in Xenagos as you can redirect their spot removal, targetted draw, targetted extra turns, and counters counterspells. Works on abilities too (I think?)
I'm still in the process of tweaking my list in general, and adding the new cards that came/coming out.