-1 Null Rod
+1 Growing Rites of Itlimoc
In testing, while Null Rod is a very powerful Magic card, and while we only run 6 artifacts, the 6 artifacts we do run are very powerful, and having even one of them in play easily leads to Rod becoming a net-negative. Top and Clamp are both extremely powerful forms of card draw/selection, Crypt/Ring/Vault are often critical in casting our general, and Expedition Map is a very powerful tutor. While still perhaps the correct call for very artifact-centric metas, we will happily cut Rod for now.
Rites on the other hand has been performing very well. While obviously worse than cradle in that it does not provide mana on-turn, it is still a must-answer threat that serves as redundancy if Gaeas Cradle itself is dealt with.
October 5, 2017 11:05 p.m.
SufferFromEDHD says... #3
+1 from me. good list. Copperhorn Scout and Skyshroud Poacher would be useful in this list in helping achieve hide tide mana. Scorched Ruins is like Cradle/Nykthos in mana production. With Deserted Temple it's 7 colorless. Benefactor's Draught should be in the main. Also, Krosan Grip. There are artifacts and enchantment that wreck this strategy. Liking the idea of Winter Orb thats a dirty stax tax that your deck plays around well.
October 8, 2017 1:31 a.m.
Definitely one of the less elf-centric elf tribals I've seen. Have you tried more of the tribal focused cards before and decided you didn't like the style of play?
October 8, 2017 5:28 p.m. Edited.
SufferFromEDHD: Thanks for all the advice! Ive tried Copperhorn Scout before; my problem with it is that its hard to manage your mana pool between phases on turns before you go off, and he has to stick a full round before he gets value on your combat turn. I might try out Skyshroud Poacher at some point, but my problem with it is that the only real mana-positive elf you can fetch is Realm Seekers, and even then it costs 7-8 between cast and activation. Scorched Ruins is OK, but this deck is really maxed out on colorless lands, as a lot of its plays are very color-intensive.
Winter Orb Ive tried, and t has been powerful at times. However, this isnt primarily a stax deck, and it doesnt play into the combo plan.
K-Grip is a fine card, but I havent encountered decks in my meta that really necessitate it. A lot of the problem cards for this deck are hatebears like Teeg and Linvala. We already have Manglehorn and Rec Sage, and Freya can -2 in a real pinch.
Benefactors Draught is a card Ive been meaning to try, but Ive been having trouble finding a cut for it. The weakest cards are probably Oracle and Weaver, but theyre still very strong. I might try cutting Weaver for it at some point, though.
Another card Ive been considering is Paradox Engine, but again Ive been having trouble finding cuts for it. In the past Ive had problems with the card in that it doesnt provide CA, but Im interested in trying it again.
K34 Im not a huge fan of tribal decks in EDH, as many tribal synergies dont translate well into a format plagued with high life totals and large amounts of removal. Starts like Ranger/Symbiote not only dont consistently ramp into T3 Freya as quickly, but theyre also very easy to hate on. By focusing on combo over tribal, you shore up many of the aforementioned problems.
October 10, 2017 12:30 p.m.
hoardofnotions says... #6
Is Karametra's Acolyte too slow? It's basically an elvish archdruid that doesn't need other elves to combo out with.
Basalt Monolith and Grim Monolith combo for infinite mana with mana reflection
Rings of Brighthearth combo with deserted temple and any land that taps for 6 or more, and basalt monolith and is pretty good with planswalkers. Copy your draw ability!
Really like the deck, mono green storm has been on my to do list for a while!
October 16, 2017 12:16 p.m.
miracleHat says... #7
I want to see more Voyaging Satyr pieces in this deck (i.e. Argothian Elder) to make the 'critical turn' more consistent. On this line of thought, ways to untap these creatures seems reasonable, Scryb Ranger comes to mind. I know that it has been suggested before, bringing it to your attention again: Rude Awakening (I can see it being to much win more).
I agree with hoard's suggestion of Rings of Brighthearth, for the above reasons and that it also works with garruk and Voyaging Satyr-type-abilities. I'm assuming it is not already in the deck for the same reason crucible of worlds is notably missing.
I'm not convinced of Wolfbriar Elemental, appears weaker than avenger and that given a choice you would rather dig further for avenger than play wolfbriar.
December 11, 2017 3:11 a.m.
Playing a similar deck, Ritual of Subdual is a must include imo. It usually wins me the game on the spot. If it resolves I am usually the only one left able to actually play cards. On top of that Freya can destroy artifacts that produce colored mana. It has very good synergies with both Freya's +2 and -2 ability. Paying the cumulative upkeep for a couple of turns untill you've won usually isn't a problem.
What are your thoughts on Zendikar Resurgent? Eventhou your focusing on Tokens you still got 33 creatures with the ability to replay them. Having really good results with it so far. For basic lands its pretty much the same as Mana Reflection with the upside of a lot of card draw. If you should get board wiped it's insanely good at rebuilding no time, which means it might add more stability.
Since you tagged the list as combo. What's about Staff of Domination, Umbral Mantle and Sword of the Paruns those can easily go infinite with Priest of Titania, Wirewood Channeler and Selvala, Heart of the Wilds. In our playgroup we decided to avoid infinite combos as much as possible, since those usually do not support interactive games with a couple of backs and forths. Ultimately allowing infinite combos will end up with everyone trying to combo off as fast as possible because it's the most effective way of winning in multiplayer EDH. Thats why I am staying away from them but I imagine those infinite mana combos would make your list more effective. They have redundant pieces and are easy and fast to assemble, thou you could cut other cards.
January 10, 2018 7:58 p.m.
mememaster3000 says... #9
Since I can't send a private message I'll ask here.
This deck is really great but I don't get how it wins turn 4-5 Like what kind of turns do you need to play? Would you mind giving one example of specific cards you use each turn to win so early?
Thank you
February 7, 2018 7:56 a.m.
mememaster3000 Sure! So, the way the combo works is usually something like this.
T1: Play a dork/rock.T2: Play at least 1, and hopefully 2 dorks/rocks.T3: With 2 sources of ramp, play Freyalise. +2.T4: Tutor for/play a creature that generates tokens (like Deranged Hermit), or play multiple creatures.T5: Freyalise -6, generally for ~7-10 cards (inital 2 dorks+2 tokens=4, then 3-6 bodies from your T4). If necessary, you can use your mana for more creatures when you go off. If you need to, you can play out more bodies before ulting for more cards but less mana. In that case you'll ult for ~12-20 cards, but you'll be low on mana to leverage after. After that, you have multiple options (and you may have to alternate repeating until you draw enough cards).
T5A: If you're low on mana, find a new way using the cards you draw to make more (generally Earthcraft, Gaea's Cradle, Nykthos, Shrine to Nyx, Concordant Crossroads+mana dorks, Craterhoof Behemoth+Devoted Druid and/or ways of untapping Cradle/Nykthos/Temple or generating extra land drops to play those lands.
T5B: If you're low on cards, find a way to use your mana to draw more (generally Regal Force, Collective Unconscious, Shamanic Revelation, Skullclamp, Kozilek, Butcher of Truth, Genesis Wave, Greater Good (especially + Craterhoof Behemoth, Temur Sabertooth abuse).
Once you've repeated the above steps, you eventually draw into an infinite combo. These vary from things like Sabertooth+Crossroads+a mana dork that taps for 3 more than it costs (infinite mana), Earthcraft+Sabertooth+a creature that makes tokens to recast for positive mana (infinite mana), Ant Queen+Earthcraft+a land that taps for 3 or more (or a land that taps for 2+untapped Cradle), or something really crazy like Survival+Eternal Witness+Crop Rotation+Kozilek+Sabertooth (Sabertooth bounces Witness to return Crop Rotation, Crop Rotation can sacrifice Cradle to find Cradle by discarding a Kozilek to Survival with Cradle on the stack to shuffle it back in, and then repeat as long as Cradle taps for 7+ mana). Something like that sounds like a lot of moving pieces, but all the pieces other than Rotation are tutorable with Survival, so the combo's really just Survival+Rotation+min. 7 creatures. Once you have infinite mana, you can draw all the cards in your deck with Skullclamp, Genesis Wave, or a Collective Unconscious effect (since infinite mana usually begets infinite creatures), or Sabertooth+a creature that draws cards. Once there, you have infinite creatures with haste via Crossroads (and infinitely big via Craterhoof). To ensure that you can win through something like Fog/Holy Day, you can exile all permanents by repeatedly bouncing Ulamog with Sabertooth. If Sabertooth's gone, you can engineer a loop by using Kozilek to shuffle your Ulamog back into your deck repeatedly by sacrificing it to Greater Good (you can get enough cards to draw with Ulamog from an empty library by repeatedly discarding to Survival or sacrificing 0-power creatures to Greater Good for discards). If for some reason Ulamog's gone, you can combo via Beast Within (and produce infinite blockers for the beasts). If something has hexproof or indestructible, you can remove it via Song of the Dryads (Song can attach to hexproof creatures by putting it into play via G-Wave which makes it not target). You can also create weird lines by G-Waving into Strip Mine+Song of the Dryads multiple times via shuffle w/Kozilek and Strip Mine all their permanents.
Regardless, there's a ton of redundancy in actual kill conditions that allow you to kill your opponent once you draw your deck that you don't need to include bad cards like Altar of the Brood or Walking Ballista. You could also add those cards for easier kills if you really wanted to, but then you're adding dead cards. Ulamog, Beast Within, and Song of the Dryads all hold lots of value for killing disruption or being good value cards if someone else is shutting you off from comboing. You can win long games without comboing, so I wouldn't recommend bogging yourself down with win-more cards that would make your topdecks worse.
Dosan the Falling Leaf is a key card to protect your combo turn once you feel like you have enough breathing room in cards and mana to tutor for him. With it in play, you can stop worrying about not only counters, but removal and other gimmicky tricks.
The above sequence can be done T4 as well. It requires a bit of luck, but it generally is doable via a T2 Freyalise (via Crypt/Vault/Exploration shenanigans) or a draw spell on T4 (like Shamanic Revelation)+a Cradle for fast mana. T3 is technically possible, but then you're venturing pretty far into single-digit percentage territory (or less than that).
T5 is usual, T4 isn't unheard of, and T6-T7 is what happens when you get disrupted a little. You can also go grindier games w/o comboing if something on the board is really shutting you down.
Sorry for not replying to the card recommendations for ages; I've been busy and haven't had the proper time to respond until now. I really appreciate everyone's hard work looking for cards, so thanks!
Karametra's Acolyte/Wirewood Channeler: 4 mana is unfortunately a really awkward spot for this deck. You have 3 mana T2 and you're playing Freyalise T3. You can play them T4, but if someone kills it before your T5 you suddenly can't combo because someone had a single piece of spot removal. I've tried it before, but that's unfortunately how it works out most of the time. If you're in a meta with low amounts of removal, I could see these working, though.
Rings/Staff/Mantle: These are awkward because they doesn't help you if you're not in a good combo position. None of the cards in the deck are in the deck just to help you combo for a reason: your cards need to have value both when you are and aren't comboing. These are unfortunately awkward in that position.
Monoliths: I don't like cards that require significant mana investment for a 1-time use later. Mana Vault gets a pass because it single-handedly enables T2 Freyalise with no other help.
Zendikar Resurgent: Mana Reflection largely because of its interaction with mana dorks and lands that tap for multiple mana. Resurgent (as well as Caged Sun, etc) don't work as well along that axis, so I don't
Selvala2: This one is very close. Unlike the 4-drop dorks, she costs 3 (so she can come out T2 potentially), and she has the ability to make lots of mana. The ultimate reason I don't include her is because as a 3-drop dork, she can't consistently generate more than 1 mana on T4. This deck doesn't run cheap creatures that allow her to tap for multiple mana, so spending your whole T2 on just her opens you up to a piece of spot removal preventing Freyalise from being cast. Additionally it's relatively easy for other players to draw cards off her trigger which is potentially problematic as well. She's very close to playable, but ultimately when I've played her I've found she isn't quite what this deck really needs. Her interaction with Craterhoof is strong, but Devoted Druid's interaction with Craterhoof is actually stronger while costing less mana.
As for recent changes to the deck, I've cut Growing Rites and Greenwarden for Fierce Empath and Woodland Bellower.
Growing Rites is an awkward card that doesn't guarantee you a creature or a cradle. It was cut for inconsistency. Fierce Empath consistently hits a 6+ CMC creature and comes with a nice body for combo purposes.
Greenwarden is an interesting card as a second EWit, and has powerful interactions with both Natural Order and Greater Good.
However, these interactions don't make up for the fact that Bellower adds a lot more utility for the same cost, and increases this deck's artifact hate and recursion (via Manglehorn/Rec Sage/Ramunap Excavator). In addition, the combination of Bellower+Empath lets Empath look for creatures that cost 3 or less (via Bellower) and Bellower look for creatures that cost 6 or more (via Empath), while adding multiple valuable creatures to the field for combo purposes. The jury's still out on whether they'll stay, but I like them so far.
February 7, 2018 10:09 a.m. Edited.
mememaster3000 says... #11
Slivortal Thank you!
This is really helpful Thank you for taking the time to give such a well thought out response. I really appreciate it man.
Just if and when you have time: would Ritual of Subdual and Recycle be any good in this type of deck?
February 7, 2018 10:43 a.m.
I really wouldn't recommend Ritual of Subdual. It's useless the turn you're going off (obviously), and you even need to sacrifice it if you want any chance of going off that turn (regardless of whether you get disrupted or not). I've run some stax pieces from time to time like Winter Orb, but I eventually realized that you're really diluting your primary strategy. And even if you do decide a stax package is for you, Ritual of Subdual is far too expensive at 6 initial mana to make the cut.
Recycle is closer to where we want to be: chaining off of any spell we cast in a vacuum is a very powerful effect. However, I'd recommend against it. Recycle again requires a lot of mana up front. If you play it any turn except the turn you're going off, you're probably going to not be able to cycle many cards. Then at the end of the turn, you're going to have to discard all your resources but 2, and you get blown out by any kind of enchantment hate in the interim. It can be good the turn you go off, but it requires you to have a lot of mana (6+enough to cycle through casting spells), and is an actively bad card before then.
If you really want to look into more expensive enchantments, you could try Doubling Season. I ended up cutting it because it didn't have enough impact, but it does turn your general into actual Collective Unconscious (since you can cast ult and recast over and over) as well as double your token production.
The only excessively expensive enchantment I run is Mana Reflection, but that's largely because of Mana Reflection's extremely powerful interactions with Gaea's Cradle/Nykthos/Deserted Temple/Priest of Titania/Elvish Archdruid/Earthcraft/etc. It's a lot easier to justify its upfront cost when you have a good chance at regaining the initial investment immediately upon it resolving.
February 7, 2018 1:49 p.m.
mememaster3000 says... #13
Hello Slivortal
I started building this deck and have been playing it in my group but the problem of Freyalise being an early target to creatures has been really difficult to deal with since the whole table usually agrees to get rid of her. Is there something I could do to protect Freyalise and not lose too many creatures that die protecting her?
April 20, 2018 10:18 p.m.
mememaster3000 So, you should never keep a hand that is unable to cast Freyalise by T3. If she comes out T3, she'll ult on T5. That means her exposure is (at maximum) your opponents turns' 3, 4, and 5. If you were lucky and went earlier in the turn count, her exposure will be your opponents' turns 2, 3, and 4. For creatures that don't have haste, they'd have to be played within your opponents' first 4 turns, and potentially the first 3 if you were luckier to go earlier in the turn count. There are honestly not that many creatures that come out that quickly, especially in a format like this one. Additionally, Freyalise's +2 protects herself; while you'd rather keep the tokens for mana and cards, they're completely expendable if it changes the clock. This means you're insulated from 1 creature/turn for free. Additionally, this deck runs a high number of creatures to block for her otherwise; there are a number of utility creatures at 3 mana, and the turn after you cast Freyalise you have usually 7 mana (5 you cast Freyalise with + land drop + dork) to play a Deranged Hermit or Hornet Queen to create very expendable blockers. This means your exposure goes down to creatures played on your opponents' first 2-3 turns of the game, and Freyalise has 1 loyalty to give regardless.
The only way that this gets a little upended is the presence of early fliers; a Derevi or Mindcensor can potentially give you fits, but there are a limited amount of tools to inhibit this (Freyalise, Maze of Ith). If your meta is extremely creature dense for whatever reason, you can try to tool back in Spike Weaver; I cut it because it wasn't holding its weight, but it's 3 Fogs on a stick that all of our creature tutors can hit.
Perhaps you could list what kinds of creatures are swinging in at Freyalise? That would give me a better idea, I think.
April 23, 2018 2:14 a.m.
mememaster3000 says... #15
SlivortalThank you for responding its mostly this friend I have that plays yahenni as his commander. His thing is to play yahenni and boardwipe a lot to make him bigger. Other times is just utility creatures like 1/2sAnd there is a player that uses a rat tribal deck which are low costing too.
SoI don't know what to do since i need creatures to make use of freyalise ultimate but I can't advance the plan without her most of the time. And if I let the game go too long the control combo player has a lot of responses in hand.
April 23, 2018 9:27 p.m.
As I said, Spike Weaver is sweet anti-creature tech. There's also other Fog effects, but I tend to prioritize creatures since we run such a high amount of creature tutors that it's pretty easy find specific ones. Other than that, the best bet is to just slam a Deranged Hermit/Hornet Queen/Ant Queen/Woodland Bellower/Realm Seekers/Green Sun's Zenith the turn after playing Freya.
April 24, 2018 5:19 a.m.
muckfac Unfortunately, there hasn't been much in recent sets that have really contributed to the primary gameplan. I think the closest card in recent sets to make the cut would be Bramble Sovereign. Unfortunately, after a brief testing period, he didn't make the cut. The worst part about him is that he's a terrible topdeck and requires him to be in play first to generate value. Additionally, as a tutor target when you go off with a lot of mana he's essentially a worse Temur Sabertooth. If you don't have a lot of mana he's not great either, as his ability costs quite a bit of mana and only becomes mana-positive if you both have Concordant Crossroads and a card like Priest of Titania in hand.
The other card I'd most consider would be Whiptongue Hydra. I think its effect is very powerful, and would be good in a meta where there are a ton of flyers. However, we already run Hornet Queen and Maze of Ith, which are better general-purpose cards. It reminds me of Bane of Progress, which while great in some metas, kind of gets outdone by more flexible MD answers like Reclamation Sage and Manglehorn.
The deck I feel is in a really solid place right now. I think the most "flexible" slots if you wanted to try new things are the Woodland Bellower/Fierce Empath package, as well as Mana Reflection. However, I really like the flexibility of the bellower. If you need bodies, it's 3 bodies via Wood Elves and Dryad Arbor. If you need gas, it fetches Fierce Empath for Regal Force. If you need to kill problematic artifacts/enchantments it can fetch Reclamation Sage and Manglehorn, and if you need to recur cards from your GY, it can fetch Eternal Witness and Ramunap Excavator .
As for Mana Reflection, the card's sometimes win-more, but I've found that you get enough value off of it with our 3 mana rocks, Nykthos, and Cradle. It can sometimes be awkward when you're behind, but this deck runs a bunch of great mana sinks to make it shine. I think it's a lot less win-more than Doubling Season, a card I used to run. The problem with Doubling Season is that instant-ult Freya requires both a decent board and Freya to be in the command zone. If you play it with Freya out, your opponents are a lot less likely to pick her off (and just keep her at a constant 1 or 3 loyalty). If you're not using it with Freya it's a more dead card than Mana Reflection, as you'd much rather have the extra mana to kickstart combo turns than extra tokens which are either excessive or vulnerable to creatures. Mana Reflection is great before or during your combo turn, as it only requires cards that tap for a total of 6 mana to be mana-positive, and counts as a ritual effect. Additionally, it's a 3rd combo piece with Earthcraft (first two being Wild Growth and Utopia Sprawl), which is fantastic.
Despite all this, I think there's also an argument for cutting it, so I think it's the first slot to go if there's something new to be tried. Let me know if you have any ideas; new ideas are always encouraged and welcomed!
August 5, 2018 4:35 p.m.
joecool1299 says... #21
Looks sweet! Have you considered Paradox Engine? Seems pretty good with all the elves.
What’s the power level you play this deck against? Does this have game against top tier CEDH decks?
August 8, 2018 2:50 p.m.
Jimmy_Chinchila Thanks!
joecool1299 Paradox Engine has been a consideration in the past, and I've tried it out several times. The thing that really holds it back is that this deck has no way of generating cards off of it (most decks running Paradox Engine run Isochron Scepter, but Scepter's unplayable in this deck; this deck can't also reliably untap Top with its ability on the stack, as the deck only runs 3 instants). It also has no way of generating infinites aside from Temur Sabertooth combos (which already goes infinite with a half-dozen other effects). In short, Paradox Engine has a chance at making a lot of mana if you have a lot of mana mid-combo, but it never can create any kind of CA. It's also neither a land or creature, which means that the bar for it is a lot higher since it can't be tutored for.
As a card that costs 5 mana up front, as well as multiple additional spells and several mana dorks to net mana, it's simply too awkward of an effect in my experience to make work. It's a 5-mana artifact which only makes mana, and Mana Reflection is a lot more consistent in that role (if you were to try to cut a card for it, I think you'd try it in Mana Reflection's place; it's just that Reflection's ability to double mana sources like Cradle and Nykthos makes it very valuable. And the ultimate death knell in my opinion is that it's a horrendous card when you're behind, which I try to minimize my deck for. The only card in this deck that's truly atrocious on an empty board in its current configuration is Concordant Crossroads; this is important because it maximizes the deck's ability to get back into the game if your gameplan is initially disrupted (it's the same reason I don't run Sword of the Paruns, Cloudstone Curio, or Umbral Mantle, for example).
As for how this deck interacts with the "CEDH meta," it's honestly complicated. It has a very consistent turn 5 (with potential for turn 4), and it's very much immune to targeted creature removal and wraths. However, its only interaction with other fast combo decks is to use its several tutors to tutor for artifact/enchantment disruption (in the form of Reclamation Sage or Manglehorn), graveyard hate (in the form of Scavenger Grounds), or hope to draw Beast Within. I think one of the best generals to compare it to is Yisan. Yisan's a different archetype (creature toolboxing), but also is a deck that has a consistent win albeit being slower than other combo decks. However, what Freyalise sacrifices for in terms of toolboxing she really makes up for with a general that can break stax parity even more than Yisan can, and completely dodges targeted creature removal (as well as being far more immune to wraths).
Still, Freyalise High Tide is a deck that's highly reliant to getting to Turn 4-5. I think in a meta of dedicated fast combo this could be putting your hopes up a little high, but in a meta where there's more interaction, she really thrives. Also due to the nature of EDH as a multiplayer FFA format, you can't always hope to have the answer to everyone else's combo anyways. I'd put her somewhere towards the middle-bottom of Tier 2 in terms of raw power level, as she has the real power to just take over games where you get out of the first couple turns without anyone having won. But without the power to get explosive Turn 3-4 wins consistently, she's perhaps .5 turns too slow without something else protecting the table.
August 9, 2018 3:42 a.m. Edited.
cuckfamilo says... #23
Hi! Nice deck! What do you think of Marwyn, the Nurturer? I should work well with the elfs entering with freyalise and craterhoof
August 11, 2018 12:12 p.m.
cuckfamilo Marwyn, the Nurturer is actually a card I haven't considered for this deck. It sounds promising; I'll test it in place of Mana Reflection and see how it works; thanks for the tip!
August 11, 2018 6:46 p.m.
Tested Marwyn over Mana Reflection, here are my thoughts:
So, Marwyn, the Nurturer isn't bad... but it isn't exactly breathtaking either. Its biggest problem is that it's excellent on exactly turn 2 if you had the T1 accelerant, and it's absolutely awful off the top of the deck. All the mana dorks that cost more than 1 (Devoted Druid, Priest of Titania, Voyaging Satyr, Wall of Roots, Wood Elves, and Elvish Archdruid) are fantastic. In fact, given that Wall of Roots and Wood Elves cost virtually 1 and 2 mana respectively, Archdruid is currently the only 3-drop mana dork in the whole deck. And Archdruid is almost strictly better than Marwyn; the +1/+1 is largely irrelevant (sometimes improves cycling efficiency with Greater Good, sometimes turns off your own Skullclamp), but Archdruid will always make at least as much mana as Marwyn under most normal circumstances (as Marwyn under normal circumstances will only make mana equal to the number of other dorks that came in after her). The synergy with Craterhoof is also cute... until you realize the circumstances that she both doesn't have summoning sickness and didn't have to fund Craterhoof's mana cost are extremely minimal. Unlike Devoted Druid, she both doesn't untap after tapping to pay for Craterhoof, and she can't abuse Earthcraft to get around summoning sickness like the Druid can. She also has absolute 0 synergy with Sabertooth. She doesn't go off with either Sabertooth+Craterhoof (because she can't untap herself like Druid) or Sabertooth+Crossroads (because she goes back to 1/1 status after bouncing herself). If you have Sabertooth+Crossroads+Craterhoof she can go off if you control at least 16 creatures (spending 5 to bounce/recast her 10 to bounce/recast hoof), but Druid also goes off with far less work.
The games you get her out exactly turn 2, she'll be just as good as Archdruid is all the time, but elsewise leaves much to be desired. I don't think she's necessarily better than either Ley Druid or Fyndhorn Elder, which is a big problem since they don't make the cut in this deck either.
Mana Reflection on the other hand has been one of those "You don't know what you've got 'till it's gone" situations. Reflection can't be tutored for and it is expensive, but its effect is absolutely massive. Any effect that creates multiple mana goes off with it in a massive way. It's very hard to lose with it after you untap with it, and the instantaneous value it provides is also high. I think the effect is actually comparable to Greater Good, in that it's a card that turbocharges the deck with very minimal extra conditions.
I think if you wanted Marwyn, the Nurturer to find a slot in this deck, it'd be over:
-One of the 28 lands that always produce green mana and don't have summoning sickness (warning: this number is low)
-Maze of Ith, which doesn't produce mana but is far more powerful at protecting Freya
-Scavenger Grounds, losing utility and cutting non-Arbor mana-producing lands down to 32 from 33.
-Eye of Ugin, losing long-game utility with one of your many land tutors (not recommended)
-Ramunap Excavator, losing long-game utility (but both are 3-drop creatures)
-Dosan, losing your ability to interact with control decks
Honestly, my biggest problem is that the circumstances for this card are low; she's good in your opening hand, yes; but is she that much better than any other half-a-dozen broken openers? What about every other point of the game? Is she really that much better than Ley Druid anyway (Ley Druid+Cradle or Nykthos is absurd)? Is she even better than Elvish Guidance (doesn't count itself or count towards creatures, but has a more powerful and instantaneous effect)?
The fact that she's 3-mana does mean she's curvable, unlike Karametra's Acolyte or Argothian Elder (which we'd run if they curved Freyalise), but until then I have problems finding this card making the cut. Let me know your thoughts, and if you have any ideas of how she'd fit in!
Thanks again for all the suggestions; even if Marwyn didn't end up making the cut at first, it was a lot of fun testing her out!
Slivortal says... #1
I'm really excited to add Growing Rites of Itlimoc to the deck. I don't think it's nearly as strong as Gaea's Cradle, but I still think it's a strong addition. Does anyone have ideas for cuts? Let me know your thoughts!
October 1, 2017 9:43 p.m.