Though it's probably not the most competitive type of deck, I', determined to make a fun yet strong as possible mono-green Elf tribal deck centered around Ezuri, Renegade Leader. I'm not expecting this deck to be top tier but would still like to optimize it as best I can.
The goal of the deck is basically just swarming Elf aggro/beatdown (reminds me of my first days playing Magic as a little kid at the kitchen table). This is not a combo deck; but it does include a few win conditions which end up being quite easy to cast given how great Elves are at mana producing. Before any further conversation here is the list:
Eldrazi Monument- The boost and evasion this gives to your army is strong enough to win the game pretty quickly if unanswered. You shouldn't have any trouble sacrificing a couple of guys to keep it alive. Also doubles as protection from board sweepers.
Coat of Arms- Gives your army an exponential boost: +2 power total with 2 guys, +6 total with 3, +12 total with 4, +20 with 5, +30 with 6...given that you will reach 10-12 creatures many times, the extra power from this card can get pretty absurd at times. With ten 1/1 Elves on the board, they swing for a total of 100 damage with Coat of Arms...:o
Kozilek, Butcher of Truth- Emrakul would normally be in this slot, but he is banned, so we go to the next- best option. With a massive body, and instant benefit when cast, and the powerful Annihilator ability, Kozilek is an absolute beast.
Avenger of Zendikar- A big body that brings with it usually at least 7 0/1 Plants (6/7 Plants with Coat of Arms) that continue to grow. Since the deck loves big armies of dudes, Avenger fits perfectly. Cast Overrun after playing him and it's usually GG.
Ambush Commander- I'm a little iffy on this guy. Like Avenger, he makes your army huge and will win the game pretty fast if unanswered. The problem is, the turns an opponent's sweeper into a one-sided Armageddon as well. Still a cool card though, and I hope that he will prove good enough to stay.
Overrun- Turning an army of 1/1s and 2/2s into 4/4 and 5/5 tramplers usually ends the game in a single turn. Lucky for us, our general basically has a reusable Overrun built in, so if you like swinging with a bunch of pumped dudes, then you're in for some fun.
Regal Force- Will draw you tons of cards every time, and the big body is nice as well. Usually an opponent won't be able to overcome the card advantage that Regal Force gives you.
Craterhoof Behemoth- If you haven't noticed yet, we like global pump. Massive global pump + a 5/5 with haste then, is pretty awesome.
Beastmaster Ascension- I really like this card. You drop it early in the game and then if the opponent doesn't have an answer for it (which they often won't) then you end up with a continous 5/5 pump a couple of turns later.
Chameleon Colossus- This might seem a bit weird but its been one of my favorite cards. The changeling ability means it counts as an Elf and will get an benefits that Elves get. Protection from black also makes it unblockable in many cases, and saves it from black creature removal. +4/+4 for 2GG is good, but when the Colossus gets pumped by other effects then the ability starts to become pretty crazy.
So, I realize that this deck is extremely vulnerable to board sweepers. This will probably stop it from ever being a competitive deck. If there's any card you suggest to help decrease this weakness I'd love to hear it. Otherwise, I think the deck has potential to be quite strong. I've been testing it on Cockatrice with decent results. I'd love to hear any input from anyone
Cheers
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Current Modern decks BGW Junk / URB Grixis Shadow / RGB Lantern Control / WUBCBant Eldrazi
Current Legacy decks BUG Shardless BUG / UWR Predict Miracles / RUG Canadian Thresh / WRBG 4c Loam UB Reanimator
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Though it's probably not the most competitive type of deck, I', determined to make a fun yet strong as possible mono-green Elf tribal deck centered around Ezuri, Renegade Leader. I'm not expecting this deck to be top tier but would still like to optimize it as best I can.
The goal of the deck is basically just swarming Elf aggro/beatdown (reminds me of my first days playing Magic as a little kid at the kitchen table). This is not a combo deck; but it does include a few win conditions which end up being quite easy to cast given how great Elves are at mana producing. Before any further conversation here is the list:
1 Ezuri, Renegade Leader
Lands
31 Forest
1 Gaea's Cradle
1 Wirewood Lodge
1 Reliquary Tower
1 Mosswort Bridge
1 Homeward Path
1 Oran-Rief, the Vastwood
Mana Elves
1 Arbor Elf
1 Birchlore Rangers
1 Civic Wayfinder
1 Elvish Pioneer
1 Farhaven Elf
1 Fyndhorn Elves
1 Heritage Druid
1 Joraga Treespeaker
1 Llanowar Elves
1 Oracle of Mul Daya
1 Priest of Titania
1 Rofellos, Llanowar Emissary
1 Sylvan Ranger
1 Wirewood Channeler
1 Wood Elves
1 Bramblewood Paragon
1 Elvish Vanguard
1 Heedless One
1 Nettle Sentinel
1 Mul Daya Channelers
1 Skyshroud Elite
1 Talara's Battalion
1 Wren's Run Vanquisher
Utility Elves
1 Elvish Harbinger
1 Elvish Visionary
1 Essence Warden
1 Fierce Empath
1 Gaea's Herald
1 Gempalm Strider
1 Gilt-Leaf Archdruid
1 Lys Alana Huntmaster
1 Quirion Ranger
1 Sylvan Messenger
1 Viridian Shaman
1 Viridian Zealot
1 Wren's Run Packmaster
Elf Lords
1 Elvish Archdruid
1 Elvish Champion
1 Imperious Perfect
1 Joraga Warcaller
1 Sol Ring
1 Elvish Guidance
1 Harmonize
1 Skullclamp
1 Umezawa's Jitte
1 Gaea's Anthem
1 Wrap in Vigor
1 Beast Within
1 Krosan Grip
1 Gilt-Leaf Ambush
Planeswalkers
1 Nissa Revane
1 Garruk Wildspeaker
Win Conditions
1 Eldrazi Monument
1 Coat of Arms
1 Kozilek, Butcher of Truth
1 Avenger of Zendikar
1 Ambush Commander
1 Craterhoof Behemoth
1 Regal Force
1 Chameleon Colossus
1 Beastmaster Ascension
1 Overrun
Win conditions explained:
Eldrazi Monument- The boost and evasion this gives to your army is strong enough to win the game pretty quickly if unanswered. You shouldn't have any trouble sacrificing a couple of guys to keep it alive. Also doubles as protection from board sweepers.
Coat of Arms- Gives your army an exponential boost: +2 power total with 2 guys, +6 total with 3, +12 total with 4, +20 with 5, +30 with 6...given that you will reach 10-12 creatures many times, the extra power from this card can get pretty absurd at times. With ten 1/1 Elves on the board, they swing for a total of 100 damage with Coat of Arms...:o
Kozilek, Butcher of Truth- Emrakul would normally be in this slot, but he is banned, so we go to the next- best option. With a massive body, and instant benefit when cast, and the powerful Annihilator ability, Kozilek is an absolute beast.
Avenger of Zendikar- A big body that brings with it usually at least 7 0/1 Plants (6/7 Plants with Coat of Arms) that continue to grow. Since the deck loves big armies of dudes, Avenger fits perfectly. Cast Overrun after playing him and it's usually GG.
Ambush Commander- I'm a little iffy on this guy. Like Avenger, he makes your army huge and will win the game pretty fast if unanswered. The problem is, the turns an opponent's sweeper into a one-sided Armageddon as well. Still a cool card though, and I hope that he will prove good enough to stay.
Overrun- Turning an army of 1/1s and 2/2s into 4/4 and 5/5 tramplers usually ends the game in a single turn. Lucky for us, our general basically has a reusable Overrun built in, so if you like swinging with a bunch of pumped dudes, then you're in for some fun.
Regal Force- Will draw you tons of cards every time, and the big body is nice as well. Usually an opponent won't be able to overcome the card advantage that Regal Force gives you.
Craterhoof Behemoth- If you haven't noticed yet, we like global pump. Massive global pump + a 5/5 with haste then, is pretty awesome.
Beastmaster Ascension- I really like this card. You drop it early in the game and then if the opponent doesn't have an answer for it (which they often won't) then you end up with a continous 5/5 pump a couple of turns later.
Chameleon Colossus- This might seem a bit weird but its been one of my favorite cards. The changeling ability means it counts as an Elf and will get an benefits that Elves get. Protection from black also makes it unblockable in many cases, and saves it from black creature removal. +4/+4 for 2GG is good, but when the Colossus gets pumped by other effects then the ability starts to become pretty crazy.
So, I realize that this deck is extremely vulnerable to board sweepers. This will probably stop it from ever being a competitive deck. If there's any card you suggest to help decrease this weakness I'd love to hear it. Otherwise, I think the deck has potential to be quite strong. I've been testing it on Cockatrice with decent results. I'd love to hear any input from anyone
Cheers
BGW Junk / URB Grixis Shadow / RGB Lantern Control / WUBCBant Eldrazi
Current Legacy decks
BUG Shardless BUG / UWR Predict Miracles / RUG Canadian Thresh / WRBG 4c Loam
UB Reanimator