"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
No reason to not run 4x Immaculate Magistrate, especially if your build has Joraga Warcaller. Kicking it is weak; why not perma-buff it and all of your elves at once? =D
This wouldn't help the post directly above this one (as it's elf-ball, apparently. For that, you might want to run 4x Nettle Sentinel and 4x Heritage Druid. You can fit some in immediately by dropping Fyndhorn Elves and Bloodbraid Elf (which, uh, has terrible lack of synergy with Banefire. You realize you can't actually pay X on the Banefire if it's what you reveal, right?), which gives you 6 slots to play with for those). However, the Immaculate Magistrate suggestion helps anything that people wanted to use Warcallers with (it's one of my favorite elves; I'd include it above Timberwatch Elf in a deck using 4 Priests and 4 Archdruids).
Quest for Renewal is one of my new favorite cards for Elves cause of the way it backs up your tap effect Elves as chump blockers or use their abilities again on your Opponent's turn such as Nullmage Shepherd and Gilt-Leaf Archdruid.
Say I have 4 or more Quest counters on Quest for Renewal right? I have 7 Elf Druids including the Gilt-Leaf Archdruid to tap them all to take one players lands. Untap all my Elves with Quest for Renewal on the other players turn and take their lands again on their turn, repeat until well you get the picture.
With Nullmage Shepherd I can destroy more than 1 artifact or enchantment on each players turn given I have enough creatures on the board. With a Vitalize on a stick during each of your Opponent's untap steps for your creatures, What's not to like?
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"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
I've been pretty impressed with the Quest, as well. In multi, quest + Lanny + Perfect means a 2/2 token at the end of everyone's turn. Or Warcaller + Magistrate gets pretty degenerate.
I'm sure there's no room for it in hyper-competitive environments, but with all the non-attack tapping Elves tend to do, hitting the counters has never really been an issue. Especially since the cost can be cheated down, especially without mana burn.
Tap two Lannies at the end of your turn, tap them for mana in my turn = done.
So, after a period of time playing control, i've found that control in Star and standard multiplayer is fairly uninteresting (at least the way i've played it) so i think its time to update my old ElfBall deck...
The idea was to power out a Channeler and enchant it with Pemmin's Aura to create infinite Fireball. Failing that, ledgewalker and timberwatch provided decent straight up aggro elf damage. I'm looking to see if y'all have suggestions for updates and just general comments
(The infinite combo doesn't bother my friends as much as one might expect just fyi)
I'm having trouble getting this life gain deck to work consistently. The problem is keeping the elves alive. They're just so darn killable.
I added 4 mother of runes, which work well with the seeker of skybreaks, 4 healing salves, 2 privileged positions, and a lifeline to try and keep them alive. Unfortunately, in that process I've lost some life gain power and now I can just get rushed if I don't get some life gain on the board early.
I've been thinking winter orbs might do the trick but I already play them in a deck. Does anyone have any experience with getting early plow unders off?
This is a list that came to me a few nights ago, and I recently built it and tested it. It's capable of some astounding plays, and is quite consistent in general. Any thoughts?
Despite the obvious synergy I think you are better off without the Battle-Axe, instead just focus on playing as much Elf and Lords as possible. I can't think of many situations I'd rather spend a turn casting Obsidian Battle-Axe instead of Imperious Perfect or Joraga Warcaller.
However if you don't have any green spells left to play, then your Nettle Sentinels become useless for offense. Also, it means you have to play another guy out before your combat phase whereas it is usually better to leave mana open until after combat and then play your spells. I don't know, he could work, but he's definitely not as simple as 2/2 vigilance for G.
I do agree with all of Konkey's other suggestions. You may want to note that Skullclamp is banned in legacy and so running four may be frowned upon in your playgroup. I also think there is much better equipment than Obsidian Battle-Axe around, and four is too many anyway. Try a couple Lightning Greaves or Loxodon Warhammer.
However if you don't have any green spells left to play, then your Nettle Sentinels become useless for offense. Also, it means you have to play another guy out before your combat phase whereas it is usually better to leave mana open until after combat and then play your spells. I don't know, he could work, but he's definitely not as simple as 2/2 vigilance for G.
Ideally you always want to cast something after the combat phase, untaping Nettle Sentinel, so it should (in theory) never start your turn tapped. And he's running 4x Talara's Battalion, which makes me thing he isn't worried about not having enough spells to play anyway.
Harmonize is something I forgot to add, I am going to very soon. The idea of this deck came from Talara's Battalion, so I progressed to the idea of: T1: Llanowar Elves, T2: Obsidian Battle-Axe, T3: Bramblewood Paragon, Battalion, equip and swing with a 7/5 Trample Haste. I'm keeping the Axes, this is casual so they're crazy fun. Imperious Perfect was in here, but I replaced it with Elvish Archdruid because of the low curve, makes it even faster. Jagged-Scar Archers seems good. I need some flying defense after all. Elvish Warrior is in because he is, as the name suggests, an elvish warrior, and quite efficient. Nissa's Chosen is strictly better, so that was a natural progression. Winnower Patrol is fun, and I have been wanting a home for him for a while. Almost 2/3 of the deck is going to activate him.
I have a solid elf deck at the moment, but I have a few too many cards and I'm not sure what to keep in and what to keep out. I play with a few friends a couple times a week, they run the following decks:
- white/green/red Exalted
- red/black/blue Sacrifice
- green Saprolings
- red Burn
- red/green (not sure what the theme is yet, he hasn't put it together yet)
Here is what my deck looks like right now (total 63 cards atm):
I have cards like Priest of Titania and Wellwisher, and while they are very good cards, I feel like they are too situational, or I don't NEED them to win. Usually the only way I can be slowed down is by either a) Pyroclasm or b) kill cards that take out Archdruid / Llanowar early on when/if I'm not getting any land cards.
I have an Elvish Champion but I felt like it was too overpowered since I have a 50% chance of playing a forest deck. If I get it out and they can't destroy it then it's game over.
Does this look like the most solid comp or could it be improved?
I'm not sure why you're running Devoted Druid over Priest of Titania I dont think there's anything really that the druid does that the Priest can't do better.
I'm not sure why you're running Devoted Druid over Priest of Titania I dont think there's anything really that the druid does that the Priest can't do better.
Very true, I'm not sure why I didn't think of that. Devoted Druid is good early game when there are few creatures out. Just an expensive Llanowar with the ability to get extra at a penalty, great after a board wipe. Priest is almost as good early game and much better late game I guess.
Have you considered Coat of Arms? Gaea's Anthem would provide another global boost for your creatures, to help them get out of Pyroclasm range.
I should have mentioned also that I don't plan on buying any more cards for this deck (my friends already complain that my deck is overpowered), but rather just trying to figure out what to remove / replace with I have to make it more efficient.
Coat of Arms would be amazing, but I'm afraid my friends would just stop playing if I made this deck too strong We'll see how good my friend's red/green deck ends up being though, I just might have to give in and get some of those. Staff of Domination is something else I noticed, it would be unbelievably overpowered with Elvish Archdruid and any decent number of creatures on the field.
My girlfriend's elf deck runs Immaculate Magistrate alongside Joraga Warcaller. They're both great on their own, but end the game if they're on field at the same time (she's never had to kick the Warcaller as of yet. I have when I played the deck, but she hasnt yet).
Honestly, there's not enough 4-ofs in this deck for it to be consistent and dangerous. You should remove:
Wren's Run Packmaster
Rhys the Exiled
Elvish Harbinger (with multiples this ability is useless)
Devoted Druid
Oracle of Mul Daya
No Rest for the Wicked
Door of Destinies (too slow)
Gilt-Leaf Ambush (more than likely, Elvish Promenade will do better for you)
Alpha Status
Avoid Fate
Gaea's Embrace
Elvish Piper (Priest of Titania is far, far better than this)
and put Naturalize in your sideboard (having two copies of a card that will be completely useless in one game where you draw it, and not find it when you actually need it, is not good).
Priest of Titania and Wellwisher are hardly situational- if you're playing creatures that are Elves then you'll get the most of their abilities. Priest of Titania beats Devoted Druid on every single turn it's out. I say this because: You should be able to play a creature your third turn, or already have at least one OTHER Elf in play. If you do, Priest of Titania does better than Devoted Druid. If you CAN'T keep more than two Elves on field at any given point in time, then I'm completely confused on how people keep getting stomped by your deck when the only creature you can keep out is a 0/2 (the Devoted Druid).
4x taunting elf
4x priest of titania
4x elvish champion
4x wellwisher
4x jagged-scar archers
4x llanowar elves
2x elvish archdruid
4x elvish promenade
2x Crawlspace
4x hunting triad
2x naturalize
4x coat of arms
2x staff of domination
BU: Faeries
RWGBU:ANT
BUW: Vial Affinity
G: Elves
GR: ROE only SPAWNS of Doom
RGW: Allies
Joraga Warcaller is amazing with both Elvish Archdruid and Priest of Titania mid to late game, don't know about the Crawlspace, I'd run something better like Vitalize cause Elves love to tap and untap stuff for abilites.
Hope that helps and good luck...
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
BU: Faeries
RWGBU:ANT
BUW: Vial Affinity
G: Elves
GR: ROE only SPAWNS of Doom
RGW: Allies
4x elvish archdruid
4x imperious perfect
4x llanowar elves
4x wren's run vanquisher
3x priest of titania
3x fyndhorn elves
3x bloodbraid elf
3x joraga warcaller
4x lightning bolt
3x sudden shock
Lands:
4x rootbound crag
8x forest
9x mountain
4x krosan grip
4x red elemental blast
4x pyroblast
3x immaculate magistrate
any suggestions about this deck can be appreciated.
This wouldn't help the post directly above this one (as it's elf-ball, apparently. For that, you might want to run 4x Nettle Sentinel and 4x Heritage Druid. You can fit some in immediately by dropping Fyndhorn Elves and Bloodbraid Elf (which, uh, has terrible lack of synergy with Banefire. You realize you can't actually pay X on the Banefire if it's what you reveal, right?), which gives you 6 slots to play with for those). However, the Immaculate Magistrate suggestion helps anything that people wanted to use Warcallers with (it's one of my favorite elves; I'd include it above Timberwatch Elf in a deck using 4 Priests and 4 Archdruids).
Sig and Avatar drawn by me.
The candles burn out for you; I am free.
Say I have 4 or more Quest counters on Quest for Renewal right? I have 7 Elf Druids including the Gilt-Leaf Archdruid to tap them all to take one players lands. Untap all my Elves with Quest for Renewal on the other players turn and take their lands again on their turn, repeat until well you get the picture.
With Nullmage Shepherd I can destroy more than 1 artifact or enchantment on each players turn given I have enough creatures on the board. With a Vitalize on a stick during each of your Opponent's untap steps for your creatures, What's not to like?
"Restriction breeds creativity." - Sheldon Menery on EDH / Commander in Magic: The Gathering
"Cancel Culture is the real reason why everyone's not allowed to have nice things anymore." - Anonymous
"For what will it profit a man if he gains the whole world, and loses his own soul?" - Mark 8:36
"Most men and women will grow up to love their servitude and will never dream of revolution." - Aldous Huxley, Brave New World
"Every life decision is always a risk / reward proposition." - Sanjay Gupta
I'm sure there's no room for it in hyper-competitive environments, but with all the non-attack tapping Elves tend to do, hitting the counters has never really been an issue. Especially since the cost can be cheated down, especially without mana burn.
Tap two Lannies at the end of your turn, tap them for mana in my turn = done.
LOOKS LIKE SPAMBALL!!!!!!!!!!!!!!!!!!!!!!!!! spam warning given.
blut
BU: Faeries
RWGBU:ANT
BUW: Vial Affinity
G: Elves
GR: ROE only SPAWNS of Doom
RGW: Allies
1x Heedless One
4x Llanowar Elves
2x Fyndhorn Elves
2x Taunting Elf
3x Priest of Titania
4x Wirewood Hivemaster
4x Wellwisher
2x Elvish Lyrist
1x Caller of the Claw
1x Wirewood Symbiote
1x Eladamri, Lord of Leaves
2x Viridian Shaman
1x Elvish Vanguard
1x Kamahl, Fist of Krosa
1x Elvish Champion
1x Elvish Soultiller
2x Overrun
16x Forest
Any Suggestions would be welcome, thanks.
4 Birchlore Ranger
4 Llanowar Elves
3 Wirewood Herald
1 Skyshroud Poacher
1 Ambush Commander
2 Silhana Ledgewalker
4 Timberwatch Elf
2 Elvish Visionary
2 Wirewood Symbiote
4 Pemmin's Aura
2 Naturalize
2 Skullclamp
1 Slate of Ancestry
3 Wirewood Lodge
The idea was to power out a Channeler and enchant it with Pemmin's Aura to create infinite Fireball. Failing that, ledgewalker and timberwatch provided decent straight up aggro elf damage. I'm looking to see if y'all have suggestions for updates and just general comments
(The infinite combo doesn't bother my friends as much as one might expect just fyi)
EDIT: If it helps, I see myself as a Johnny/Timmy
Pemmin's ElfBall [Casual]
You definitely need Nettle Sentinel and Heritage Druid though.
Lyzolda, the Blood Witch | Maga, Traitor to Mortals | Mayael the Anima | Rafiq of the Many | Rhys the Redeemed
Sasaya, Oorochi Ascendant | Sygg, River Cutthroat | Thada Adel, Acquisitor | Ulamog, the Infinite Gyre
4 seeker of skybreak
4 llanowar elves
4 priest of titania
4 felidar sovereign
4 mother of runes
4 healing salve
2 naturalize
2 stream of life
1 beacon of immortality
1 lifeline
16 land
4 land grant
I'm having trouble getting this life gain deck to work consistently. The problem is keeping the elves alive. They're just so darn killable.
I added 4 mother of runes, which work well with the seeker of skybreaks, 4 healing salves, 2 privileged positions, and a lifeline to try and keep them alive. Unfortunately, in that process I've lost some life gain power and now I can just get rushed if I don't get some life gain on the board early.
I've been thinking winter orbs might do the trick but I already play them in a deck. Does anyone have any experience with getting early plow unders off?
"]Trade list[/URL]
any ideas?
4 Bramblewood Paragon
4 Talara's Battalion
4 Llanowar Elves
4 Nissa's Chosen
4 Wren's Run Vanquisher
4 Winnower Patrol
4 Elvish Archdruid
2 Jagged-Scar Archers
4 Obsidian Battle-Axe
4 Gilt-Leaf Ambush
4 Harmonize
Land
14 Forest
4 Oran-Rief, the Vastwood
I also don't think Nissa's Chosen is worth it without Nissa Revane and Elvish Warrior isn't really that good. Why aren't you running Nettle Sentinel anyway? It is basically a 2/2 Vigilance, Elf Warrior, for :symg:.
I'd go...
-4 Elvish Warrior
-4 Nissa's Chosen
-4 Winnower Patrol (if you like him you can keep, I just think there are better options)
-4 Obsidian Battle-Axe (you can probably keep two copies if you want)
+4 Joraga Warcaller
+4 Imperious Perfect
+4 Nettle Sentinel
+4 Skullclamp / Harmonize (I like having some sort of card draw so I don't run out of gas too fast, but those aren't really needed)
I do agree with all of Konkey's other suggestions. You may want to note that Skullclamp is banned in legacy and so running four may be frowned upon in your playgroup. I also think there is much better equipment than Obsidian Battle-Axe around, and four is too many anyway. Try a couple Lightning Greaves or Loxodon Warhammer.
Ideally you always want to cast something after the combat phase, untaping Nettle Sentinel, so it should (in theory) never start your turn tapped. And he's running 4x Talara's Battalion, which makes me thing he isn't worried about not having enough spells to play anyway.
Add in Harmonize and Jagged-Scar Archers and you should be fine.
[sigpicmap]
[rect=33,66,133,88]http://forums.mtgsalvation.com/showthread.php?t=206110[/rect]
[rect=251,67,347,90]http://forums.mtgsalvation.com/showthread.php?t=211881[/rect]
[rect=478,68,566,86]http://forums.mtgsalvation.com/showthread.php?t=208005[/rect]
[/sigpicmap]
Spiderboy4DarkNightCavalier and XenoNinja at Heroes of the Plane Studios for the AMAZING sig pic and avvy.- white/green/red Exalted
- red/black/blue Sacrifice
- green Saprolings
- red Burn
- red/green (not sure what the theme is yet, he hasn't put it together yet)
Here is what my deck looks like right now (total 63 cards atm):
4 Elvish Archdruid
2 Imperious Perfect
2 Wren's Run Packmaster
2 Wren's Run Vanquisher
2 Joraga Warcaller
2 Rhys the Redeemed
2 Rhys the Exiled
2 Jagged-Scar Archers
2 Elvish Piper
2 Devoted Druid
2 Elvish Harbinger
1 Oracle of Mul Daya
1 Vigor
1 Chameleon Colossus
2 Naturalize
1 Avoid Fate
2 No Rest for the Wicked
2 Alpha Status
2 Gaea's Embrace
2 Gilt-Leaf Ambush
2 Eyeblight's Ending
4 Swamp
9 Forest
I have cards like Priest of Titania and Wellwisher, and while they are very good cards, I feel like they are too situational, or I don't NEED them to win. Usually the only way I can be slowed down is by either a) Pyroclasm or b) kill cards that take out Archdruid / Llanowar early on when/if I'm not getting any land cards.
I have an Elvish Champion but I felt like it was too overpowered since I have a 50% chance of playing a forest deck. If I get it out and they can't destroy it then it's game over.
Does this look like the most solid comp or could it be improved?
Pemmin's ElfBall [Casual]
Have you considered Coat of Arms? Gaea's Anthem would provide another global boost for your creatures, to help them get out of Pyroclasm range.
[sigpicmap]
[rect=33,66,133,88]http://forums.mtgsalvation.com/showthread.php?t=206110[/rect]
[rect=251,67,347,90]http://forums.mtgsalvation.com/showthread.php?t=211881[/rect]
[rect=478,68,566,86]http://forums.mtgsalvation.com/showthread.php?t=208005[/rect]
[/sigpicmap]
Spiderboy4DarkNightCavalier and XenoNinja at Heroes of the Plane Studios for the AMAZING sig pic and avvy.Very true, I'm not sure why I didn't think of that. Devoted Druid is good early game when there are few creatures out. Just an expensive Llanowar with the ability to get extra at a penalty, great after a board wipe. Priest is almost as good early game and much better late game I guess.
I should have mentioned also that I don't plan on buying any more cards for this deck (my friends already complain that my deck is overpowered), but rather just trying to figure out what to remove / replace with I have to make it more efficient.
Coat of Arms would be amazing, but I'm afraid my friends would just stop playing if I made this deck too strong We'll see how good my friend's red/green deck ends up being though, I just might have to give in and get some of those. Staff of Domination is something else I noticed, it would be unbelievably overpowered with Elvish Archdruid and any decent number of creatures on the field.
If I did get Coat of Arms, Gaea's Anthem, Imperious Perfect, or Elvish Promenade, what should I take out though?
Honestly, there's not enough 4-ofs in this deck for it to be consistent and dangerous. You should remove:
Wren's Run Packmaster
Rhys the Exiled
Elvish Harbinger (with multiples this ability is useless)
Devoted Druid
Oracle of Mul Daya
No Rest for the Wicked
Door of Destinies (too slow)
Gilt-Leaf Ambush (more than likely, Elvish Promenade will do better for you)
Alpha Status
Avoid Fate
Gaea's Embrace
Elvish Piper (Priest of Titania is far, far better than this)
and put Naturalize in your sideboard (having two copies of a card that will be completely useless in one game where you draw it, and not find it when you actually need it, is not good).
Priest of Titania and Wellwisher are hardly situational- if you're playing creatures that are Elves then you'll get the most of their abilities. Priest of Titania beats Devoted Druid on every single turn it's out. I say this because: You should be able to play a creature your third turn, or already have at least one OTHER Elf in play. If you do, Priest of Titania does better than Devoted Druid. If you CAN'T keep more than two Elves on field at any given point in time, then I'm completely confused on how people keep getting stomped by your deck when the only creature you can keep out is a 0/2 (the Devoted Druid).
You should look into multiples of:
4 Priest of Titania
4 Wellwisher
2 more Imperious Perfect
4 Timberwatch Elf, or, Immaculate Magistrate
4 Sylvan Messenger (it's pure card advantage for Elves- something you'll probably need).
Sig and Avatar drawn by me.