So I was given a partial treefolk deck and a bunch of treefolk cards by a friend to pay me back for a favor; since I said I always wanted one (didn't know said friend was building one). Anyways I've never been particularly good at building green decks especially in our removal heavy meta (both spot removal and enchantments/creatures that make you sacrifice every turn). On a side note I pretty much have all the tree folk except for Doran, The Siege Tower and Heartwood Storyteller
Quick rundown of decks friends play (we play 4 way free for all and 2 headed giant):
Timber protector is easily the best treefolk in the deck, I recommend the full set. As Prid3 suggests, steely resolve protects your team from spot removal. Protector prevents them from being wrathed away.
Why no mention of Spidersilk Armor? Defense buff and Reach?
with Doran, a couple of Belbe's Armor may be surprisingly useful.
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SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
Timber protector is easily the best treefolk in the deck, I recommend the full set. As Prid3 suggests, steely resolve protects your team from spot removal. Protector prevents them from being wrathed away.
I also recommend the lorax to ramp out those expensive trees.
I actually ran a descendants path for a while but it would shuffle a lot of my forests away making dungrove elder weaker and made reach of branches much weaker. I did like it mixed with leaf-crowned elder since I could run it first and if it was a land it would go to the bottom.
Why no mention of Spidersilk Armor? Defense buff and Reach?
with Doran, a couple of Belbe's Armor may be surprisingly useful.
I like the spidersilk armor as a sideboard card not sure about asceticism seems a little heavy on the mana especially if they have removal heavy hands.
Could you elaborate on the low power ceiling. I'm not sure I understand what you mean. Also I was heavily considering using a sakura-tribe elder but I find its only a good 2 drop if I have either a bosk banneret or a treefolk harbinger already out otherwise I have an empty field
Could you elaborate on the low power ceiling. I'm not sure I understand what you mean.
Treefolk are an extremely weak tribe relative to what you could be playing multiplayer. A deck like this will always play Magic, you'll cast creatures, play spells, jam removal, etc. but you'll never boast an above-average win % (in fact it figures to be below-average) because you deck is filled with low-quality cards that don't scale well to compete against the increased number of players. Most of your cards generate marginal value (if any) which means that you'll struggle to beat heavy ramp/control/combo decks that'll fight on significantly more unfair axes.
To put this in perspective, imagine if I played my Green deck that's full of cards like Burgeoning, Compost, Scavenging Ooze, Managorger Hydra, Lure of Prey, Forgotten Ancient, Lurking Predators, Sylvan Primordial, etc. in your games competing against your deck. Literally every card in my list is better than the counterparts in yours because all of my cards scale with the increased player count to create absurd long-run value. In that sense my deck has a significantly higher power-ceiling because for every additional player my cards become that much more powerful and relevant whereas yours only continue to fall more and more behind. That's a quick and dirty explanation of why this style of deck is generally considered to have a relatively low power-ceiling compared to builds that actually scale to compete with the increased number of players.
Is battlewand oak really that weak I can get him up to a 9/11 with leaf-crowned elder and playing a forest and a treefolk or a 5/7 with leaf-crowned elder and either a forest or a treefolk. Just asking for clarification is it because it doesn't stay big?
Could you elaborate on the low power ceiling. I'm not sure I understand what you mean.
Treefolk are an extremely weak tribe relative to what you could be playing multiplayer. A deck like this will always play Magic, you'll cast creatures, play spells, jam removal, etc. but you'll never boast an above-average win % (in fact it figures to be below-average) because you deck is filled with low-quality cards that don't scale well to compete against the increased number of players. Most of your cards generate marginal value (if any) which means that you'll struggle to beat heavy ramp/control/combo decks that'll fight on significantly more unfair axes.
To put this in perspective, imagine if I played my Green deck that's full of cards like Burgeoning, Compost, Scavenging Ooze, Managorger Hydra, Lure of Prey, Forgotten Ancient, Lurking Predators, Sylvan Primordial, etc. in your games competing against your deck. Literally every card in my list is better than the counterparts in yours because all of my cards scale with the increased player count to create absurd long-run value. In that sense my deck has a significantly higher power-ceiling because for every additional player my cards become that much more powerful and relevant whereas yours only continue to fall more and more behind. That's a quick and dirty explanation of why this style of deck is generally considered to have a relatively low power-ceiling compared to builds that actually scale to compete with the increased number of players.
I get it now luckily we aren't that competitive for it to matter but I have a weird compulsion to make a thematic deck and then make it as good as I can. I know I'll reach a ceiling eventually but I would rather reach that ceiling rather than hover 2 feet from it. Don't know if I'm making much sense :/
The problem with a card like Battlewind Oak is that it's typically only relevant in games that you couldn't have possibly lost to begin with. After all, in order for that card to be relevant your opponents can't have removal, blockers or basically any interaction whatsoever and you also have be casting a land and/or 1-2 spells every turn. Now, riddle me this! What card isn't at least decent assuming that those conditions are met? Even Mudhole looks pretty good when your opponent don't have any relevant cards and you're drawing lands and casting multiple spells per circuit .
Now let's discuss where this card falls short. What happens if you need to block? Well, it's a crappy 1/3 for 3 with no relevant text. That sucks. What happens if you topdeck one of these later on after eating a mass removal spell? Well, now you have a worthless blocker who can be a slightly less worthless attacker but even then it's not like he beats past anything with a decently sized butt unless you still have cards in hand to play. What happens if he dies to removal? You trade 1-for-1 which, while not the end of the world, isn't exactly good either. What happens if you're low on life and need to sit back? Again, a 1/3 for 3 isn't doing you much good. The card is legitimately awful at doing anything other than attacking and since that isn't always in the cards it's rough to field these types of win-more threats that won't help you win games in which you fall behind and lose board control.
In that sense we both agree that the card is strong-if-not-stellar when everything is going according to plan but the second that you find yourself on the back foot it's basically worthless because it's only relevant A) on your turn and B) when you're playing at least 2 cards every turn. That's why you'll generally see people play cards that aren't so swingy because you're going to fall behind, you're going to eat removal, you're going to have weak draws, etc. and so it's nice to have cards that are still relevant on the other player's turns because, remember, this is multiplayer and so it's going to be "not your turn" significantly more often than it's going to be "your turn."
The problem with a card like Battlewind Oak is that it's typically only relevant in games that you couldn't have possibly lost to begin with. After all, in order for that card to be relevant your opponents can't have removal, blockers or basically any interaction whatsoever and you also have be casting a land and/or 1-2 spells every turn. Now, riddle me this! What card isn't at least decent assuming that those conditions are met? Even Mudhole looks pretty good when your opponent don't have any relevant cards and you're drawing lands and casting multiple spells per circuit .
Now let's discuss where this card falls short. What happens if you need to block? Well, it's a crappy 1/3 for 3 with no relevant text. That sucks. What happens if you topdeck one of these later on? Well, now you have a worthless blocker who can be a slightly less worthless attacker but even then it's not like he beats past anything with a decently sized butt unless you still have cards in hand. What happens if he dies to removal? You trade 1-for-1 which, while not the end of the world, isn't exactly good either.
In that sense we both agree that the card is strong-if-not-stellar when everything is going according to plan but the second that you find yourself on the back foot it's basically worthless because it's only relevant A) on your turn and B) when you're playing at least 2 cards every turn. That's why you'll generally see people play cards that aren't so swingy because you're going to fall behind, you're going to eat removal, you're going to have weak draws, etc. and so it's nice to have cards that are still relevant on the other player's turns because, remember, this is multiplayer and so it's going to be "not your turn" significantly more often than it's going to be "your turn."
Ah I get what your saying. Thanks for explaining I'm still not very good at telling what makes a card "good" so riddle me this whats your thoughts on descendants' path it will make reach of branches and dungrove elder slightly worse but even it fails it throws a land on the bottom making drawing more consistent and Dauntless Dourbark more powerful. but it'll also probably take the place of a beater so might not be worth it. Also what about Heartwood storyteller seems useful since you get to draw when your opponent play a non-creature spell.
Path is great. Why would it make Dungrove Elder worse? We don't care about the singleton Reach of Branches because that's not nearly relevant enough to sway us. Even if it's only drawing a free card every ~2 circuits on average that's still an extremely powerful effect.
Heartwood Storyteller is pretty bad because it draws everyone cards. I would much rather add Path to the deck.
Well my thinking is that you draw less forests making dungrove elder worse but dauntless dourbark better but also getting more creatures. Also I don't know what I would drop for it.
Well my thinking is that you draw less forests making dungrove elder worse but dauntless dourbark better but also getting more creatures.
You're going to flip spells and lands at the expected rate and since any given flip has a statistically insignificant impact on your next draw (in terms of your probability of hitting a land vs a spell) the net result is essentially a total wash. Even if you flip a land and ship it to the bottom that single Scry won't have a statistically significant impact on the probability of the next card being a spell as opposed to a land. Note, "no impact" and "statistically insignificant" impact are two different things because obviously shipping a land to the bottom makes it slightly less likely that you'll draw a land. Again, the idea here is that when you crunch the actual math you see that it's completely irrelevant with respect to its ability to effect the rate at which you'll be offered spells and lands given N flips. The only "impact" that it has on a game lies solely in its ability to cheat free spells into play. Higher density of treefolk critters = higher probability of cheating them into play = stronger average use-case given N cards flipped. Everything else is literally irrelevant from a mathematical standpoint. As such it would be irrational to omit this card from a deck out of fear of being mana screwed by it (or whatever, you know what I mean) because the rate at which you'll draw lands wont be significantly effected by it regardless of how flips that you make.
Could you elaborate on the low power ceiling. I'm not sure I understand what you mean. Also I was heavily considering using a sakura-tribe elder but I find its only a good 2 drop if I have either a bosk banneret or a treefolk harbinger already out otherwise I have an empty field
I meant by low power ceiling that you can't add more powerful cards that are not treefolk without breaking the synergy.
Sakura-Tribe Elder is just a very good card on it's own already. Guarantees you to ramp up a forest, opponents can't do anything to remove it because you can always sac it in response. It's even used as an effective blocker (declare as blocker and then sacrifice it). Ramping up forests is also just plain better than manadorks. And I don't know why you think it's bad to have on your curve. It's probably always the card you want to play on turn two.
Heartwood Storyteller is pretty bad because it draws everyone cards. I would much rather add Path to the deck.
I have to say that, while I agree that Storyteller i bad in multiplayer because it nets everyone cards, it is fantastic in duels since your deck generally has way more creatures. It's also a card that most people won't bother removing at first until they realize how many cards you've drawn. That being said, if you want this deck to work in duels as well as multiplayer games, buy a few and switch them out.
Heartwood Storyteller is pretty bad because it draws everyone cards. I would much rather add Path to the deck.
I have to say that, while I agree that Storyteller i bad in multiplayer because it nets everyone cards, it is fantastic in duels since your deck generally has way more creatures. It's also a card that most people won't bother removing at first until they realize how many cards you've drawn. That being said, if you want this deck to work in duels as well as multiplayer games, buy a few and switch them out.
Plan for the worst, hope for the best. A competent opponent isn't going to ignore an on-board card advantage engine and try to out value you by ignoring it. If your opponent(s) just so happen to make mistakes, awesome, but you should never rely on having your adversaries play poorly and fail to perform some basic threat assessment.
Consider Primal Growth- especially when using the Harbinger as fodder. the harbinger already fetches one or the other, Growth uses it to get more.
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SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
Considering outside the Dourbark, none of the other Treefolk have Trample... they're easily chump-blocked, without the assistance of Brawn or Primal Rage. He could consider Weatherseed Treefolk, as he can't be "dumpstered" easily.
Also, isn't that why he's running Steely Resolve, to avoid target removal? That's why i recommended Asceticism, hexproof means he can still target them- with stuff like Tiger Claws or Rancor.
And the Wickerbough Elder isn't anything remarkable. "oh look, i have a 3/3 that when it destroys an artifact or enchantment, becomes a 4/4." *tosses confetti*
as a one-of in deck, tutoring for him means your scraping the barrel when you really need it. when you have no way to propagate counters, he's ability becomes moot. a 4/4 for 4 that can destroy enchantments/artifacts, is akin to Cloudchaser Eagle and ilk in white.
SELVAXRI! King of Misfortune & Master of Rocket Launchers "Do ya feel lucky? Because you'd better start runnin' while you still can." 375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev) Edgar Rice Burroughs, forgotten legend of the word.
Thanks for the help guys I really appreciate it.
So I added in the sapling replacing reach of branches
Just as a side-question what would you guys run as a deck if you were running treefolk.
Ok, I know I'm coming in late on this, but I will say the following since you mentioned being in a lower powered group, as opposed to a competitve meta. I'm in a similar meta. I played an all-creature treefolk deck for many years. While the knock on them scaling against other competitve decks is totally true, in a less-than-optimized meta this tribe is nucking futs. While it won't do everything, an all-creature treefolk deck like the one below holds its own just fine against most combatants. You have an engine that will drop 2-4 treefolk per turn, most of those not actually being cast, plus one land. Here's how.
The motor is, of course, Leaf-Crowned Elder, but Scrying Sheets helps to get rid of lands out of the way of your kinship reveals to keep treefolk pouring out. Using this lineup, I rarely feared sweepers and it took four other players in an FFA to drag me down and they barely did it at that. That would have been different with more competitve decks, of course. Such a theme is not intended to go against highly tuned competitve decks...it's a fun deck. But it's lightning quick and hard to stop in smaller games because under those conditions I play more cards than everyone else combined. Life gain and big tramplers is through the roof and the Woodfall Primus route annihilates a ton of artifact/enchantment strategies. If I wasn't on the all-creature theme, Lignify is a card I can't speak enough for as it gives treefolk some creature removal in its tribe.
I'm late too, but I ran this deck for years.
I lean towards a mix of Dungrove Elder and Dauntless Dourbark - I found that if one got handled easily in a particular game, the other would shine. If there was lots of removal flying around, Dourbark would disappear but Elder would win the game. If there were heaps of blockers around, Elder would run into a wall, but Dourbark would go straight over the top of it.
Don't bother with Sakura-Tribe Elder - you don't need it. Treefolk Harbinger fetches Forests as well as Treefolk if you're struggling, and it's cheaper.
Quick rundown of decks friends play (we play 4 way free for all and 2 headed giant):
1. Demon deck w/ archfiend of depravity, Reaper from the Abyss, Desecration Demon.
2. B/W burn w/ tainted remedy and heal spells
3. Double-strike white knights w/spectra ward, knight exemplar.
4. B/W vampire deck w/cliffhaven vampire-like cards
5. G/W ramp angels w/ angel of serenity, Sigarda, Heron's Grace, Sigarda, Host of Herons, Avacyn, Angel of Hope and a decent amount of removal
6. Ramp Colorless Eldrazi w/ Ulamog, the Ceaseless Hunger, conduit of ruin
7. Green saprolings w/ Beastmaster Ascension
8. Aetherflux Reservoir Combo w/ Basically he Plays cards that make artifacts cheaper till they are free then bounces back Filigree familiar, and Prophetic Prism and draws and plays cards until he gets a ton of life and card advantage then lasers us with Aetherflux Reservoir
Sorry for the wall of text just trying to be thorough.
this is what I currently have
4x bosk banneret
4x dungrove elder
3x battlewand oak
2x leaf-crowned elder
1x wickerbough elder
2x Dauntless Dourbark
2x Timber Protector
1x Orchard Warden
4x Beast Within
4x lignify
4x vines of vastwood
1x reach of branhces
3x Battlewand Oak -> 2x Leaf-Crowned Elder + 1x Timber Protector
2x Lignify -> 2x Song of the Dryads
4-8x Forest -> 4-8x Blighted Woodland/Myriad Landscape
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Descendants' path can serve as leaf-crowned elder 5-8
I also recommend the lorax to ramp out those expensive trees.
Why no mention of Spidersilk Armor? Defense buff and Reach?
with Doran, a couple of Belbe's Armor may be surprisingly useful.
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
I stronglyy recommend Sakura-Tribe Elder as ramp spell because there's synergy with Bosk Banneret and Leaf-Crowned Elder.
I like a lot of this but isn't this a little light on beaters. This only leaves 4 dungrove elder/2 dauntless dourbark would 3 leaf-crowned elder 3 dauntless dourbark maybe be a little more beaty.
I actually ran a descendants path for a while but it would shuffle a lot of my forests away making dungrove elder weaker and made reach of branches much weaker. I did like it mixed with leaf-crowned elder since I could run it first and if it was a land it would go to the bottom.
I like the spidersilk armor as a sideboard card not sure about asceticism seems a little heavy on the mana especially if they have removal heavy hands.
Could you elaborate on the low power ceiling. I'm not sure I understand what you mean. Also I was heavily considering using a sakura-tribe elder but I find its only a good 2 drop if I have either a bosk banneret or a treefolk harbinger already out otherwise I have an empty field
Huh? I'm encouraging you to replace your with weakest threats, Battlewand Oaks, with better ones. The total number of threats remains unchanged.
Treefolk are an extremely weak tribe relative to what you could be playing multiplayer. A deck like this will always play Magic, you'll cast creatures, play spells, jam removal, etc. but you'll never boast an above-average win % (in fact it figures to be below-average) because you deck is filled with low-quality cards that don't scale well to compete against the increased number of players. Most of your cards generate marginal value (if any) which means that you'll struggle to beat heavy ramp/control/combo decks that'll fight on significantly more unfair axes.
To put this in perspective, imagine if I played my Green deck that's full of cards like Burgeoning, Compost, Scavenging Ooze, Managorger Hydra, Lure of Prey, Forgotten Ancient, Lurking Predators, Sylvan Primordial, etc. in your games competing against your deck. Literally every card in my list is better than the counterparts in yours because all of my cards scale with the increased player count to create absurd long-run value. In that sense my deck has a significantly higher power-ceiling because for every additional player my cards become that much more powerful and relevant whereas yours only continue to fall more and more behind. That's a quick and dirty explanation of why this style of deck is generally considered to have a relatively low power-ceiling compared to builds that actually scale to compete with the increased number of players.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
I get it now luckily we aren't that competitive for it to matter but I have a weird compulsion to make a thematic deck and then make it as good as I can. I know I'll reach a ceiling eventually but I would rather reach that ceiling rather than hover 2 feet from it. Don't know if I'm making much sense :/
Now let's discuss where this card falls short. What happens if you need to block? Well, it's a crappy 1/3 for 3 with no relevant text. That sucks. What happens if you topdeck one of these later on after eating a mass removal spell? Well, now you have a worthless blocker who can be a slightly less worthless attacker but even then it's not like he beats past anything with a decently sized butt unless you still have cards in hand to play. What happens if he dies to removal? You trade 1-for-1 which, while not the end of the world, isn't exactly good either. What happens if you're low on life and need to sit back? Again, a 1/3 for 3 isn't doing you much good. The card is legitimately awful at doing anything other than attacking and since that isn't always in the cards it's rough to field these types of win-more threats that won't help you win games in which you fall behind and lose board control.
In that sense we both agree that the card is strong-if-not-stellar when everything is going according to plan but the second that you find yourself on the back foot it's basically worthless because it's only relevant A) on your turn and B) when you're playing at least 2 cards every turn. That's why you'll generally see people play cards that aren't so swingy because you're going to fall behind, you're going to eat removal, you're going to have weak draws, etc. and so it's nice to have cards that are still relevant on the other player's turns because, remember, this is multiplayer and so it's going to be "not your turn" significantly more often than it's going to be "your turn."
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Ah I get what your saying. Thanks for explaining I'm still not very good at telling what makes a card "good" so riddle me this whats your thoughts on descendants' path it will make reach of branches and dungrove elder slightly worse but even it fails it throws a land on the bottom making drawing more consistent and Dauntless Dourbark more powerful. but it'll also probably take the place of a beater so might not be worth it. Also what about Heartwood storyteller seems useful since you get to draw when your opponent play a non-creature spell.
Heartwood Storyteller is pretty bad because it draws everyone cards. I would much rather add Path to the deck.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
You're going to flip spells and lands at the expected rate and since any given flip has a statistically insignificant impact on your next draw (in terms of your probability of hitting a land vs a spell) the net result is essentially a total wash. Even if you flip a land and ship it to the bottom that single Scry won't have a statistically significant impact on the probability of the next card being a spell as opposed to a land. Note, "no impact" and "statistically insignificant" impact are two different things because obviously shipping a land to the bottom makes it slightly less likely that you'll draw a land. Again, the idea here is that when you crunch the actual math you see that it's completely irrelevant with respect to its ability to effect the rate at which you'll be offered spells and lands given N flips. The only "impact" that it has on a game lies solely in its ability to cheat free spells into play. Higher density of treefolk critters = higher probability of cheating them into play = stronger average use-case given N cards flipped. Everything else is literally irrelevant from a mathematical standpoint. As such it would be irrational to omit this card from a deck out of fear of being mana screwed by it (or whatever, you know what I mean) because the rate at which you'll draw lands wont be significantly effected by it regardless of how flips that you make.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
I meant by low power ceiling that you can't add more powerful cards that are not treefolk without breaking the synergy.
Sakura-Tribe Elder is just a very good card on it's own already. Guarantees you to ramp up a forest, opponents can't do anything to remove it because you can always sac it in response. It's even used as an effective blocker (declare as blocker and then sacrifice it). Ramping up forests is also just plain better than manadorks. And I don't know why you think it's bad to have on your curve. It's probably always the card you want to play on turn two.
4x bosk banneret
4x dungrove elder
4x leaf-crowned elder
1x wickerbough elder
2x Dauntless Dourbark
3x Timber Protector
1x Orchard Warden
4x Beast Within
4x lignify
4x steely resolve
1x reach of branches
20x forest
I have to say that, while I agree that Storyteller i bad in multiplayer because it nets everyone cards, it is fantastic in duels since your deck generally has way more creatures. It's also a card that most people won't bother removing at first until they realize how many cards you've drawn. That being said, if you want this deck to work in duels as well as multiplayer games, buy a few and switch them out.
Plan for the worst, hope for the best. A competent opponent isn't going to ignore an on-board card advantage engine and try to out value you by ignoring it. If your opponent(s) just so happen to make mistakes, awesome, but you should never rely on having your adversaries play poorly and fail to perform some basic threat assessment.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
I'd also drop the Wickerbough Elder, without means to generate the counters without dipping outside the "monogreen" or "Treefolk-only" aspects, you're better off running Naturalize.
Consider Primal Growth- especially when using the Harbinger as fodder. the harbinger already fetches one or the other, Growth uses it to get more.
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
It's a 6 mana 4/4 Trample that dumpsters you if someone has a removal spell.
You can't use Harbinger to tutor for a Naturalize. Also, Elder is great, I don't understand why you would need any synergies to justify fielding him.
Guilds of Ravnica - Commander 2018 - Core 2019 - Battlebond - Dominaria - Rivals of Ixalan - Ixalan - Commander 2017 - Hour of Devastation - Amonket - Aether Revolt - Commander 2016 - Kaladesh - Conspiracy 2 - Eldritch Moon - Shadows Over Innistrad - Oath of the Gatewatch - Commander 2015 - Battle for Zendikar - Magic Origins - Dragons of Tarkir
Green - Blue - Red - White - Gold
Also, isn't that why he's running Steely Resolve, to avoid target removal? That's why i recommended Asceticism, hexproof means he can still target them- with stuff like Tiger Claws or Rancor.
And the Wickerbough Elder isn't anything remarkable. "oh look, i have a 3/3 that when it destroys an artifact or enchantment, becomes a 4/4." *tosses confetti*
as a one-of in deck, tutoring for him means your scraping the barrel when you really need it. when you have no way to propagate counters, he's ability becomes moot. a 4/4 for 4 that can destroy enchantments/artifacts, is akin to Cloudchaser Eagle and ilk in white.
What about Hidden Ancients?
King of Misfortune & Master of Rocket Launchers
"Do ya feel lucky? Because you'd better start runnin' while you still can."
375 Misfortune {+3 signed AP's} & 104 Rocket Launcher (41 AQ/ 63 Rev)
Edgar Rice Burroughs, forgotten legend of the word.
So I added in the sapling replacing reach of branches
Just as a side-question what would you guys run as a deck if you were running treefolk.
4x bosk banneret
4x dungrove elder
4x leaf-crowned elder
1x wickerbough elder
2x Dauntless Dourbark
3x Timber Protector
1x Orchard Warden
4x Beast Within
4x lignify
4x steely resolve
1x Sapling of Colfenor
20x forest
4 Treefolk Harbinger
4 Bosk Banneret
4 Dungrove Elder
4 Leaf-Crowned Elder
4 Dauntless Dourbark
4 Timber Protector
2 Orchard Warden
3 Cloudcrown Oak
2 Deadwood Treefolk
3 Woodfall Primus
4 Lignify
18 Snow-Covered Forest
4 Scrying Sheets
The motor is, of course, Leaf-Crowned Elder, but Scrying Sheets helps to get rid of lands out of the way of your kinship reveals to keep treefolk pouring out. Using this lineup, I rarely feared sweepers and it took four other players in an FFA to drag me down and they barely did it at that. That would have been different with more competitve decks, of course. Such a theme is not intended to go against highly tuned competitve decks...it's a fun deck. But it's lightning quick and hard to stop in smaller games because under those conditions I play more cards than everyone else combined. Life gain and big tramplers is through the roof and the Woodfall Primus route annihilates a ton of artifact/enchantment strategies. If I wasn't on the all-creature theme, Lignify is a card I can't speak enough for as it gives treefolk some creature removal in its tribe.
I lean towards a mix of Dungrove Elder and Dauntless Dourbark - I found that if one got handled easily in a particular game, the other would shine. If there was lots of removal flying around, Dourbark would disappear but Elder would win the game. If there were heaps of blockers around, Elder would run into a wall, but Dourbark would go straight over the top of it.
Don't bother with Sakura-Tribe Elder - you don't need it. Treefolk Harbinger fetches Forests as well as Treefolk if you're struggling, and it's cheaper.
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