When Tolsimir, Friend to Wolves and Voja, Friend to Elves were first spoiled i got pretty excited. For the first time in a good year of playing and brewing EDH, i had a happy thought of my beloved modern Abzan deck. Not long thereafter is started working on a themed EDH deck and that this guy could probably fit right in with some themes/cards i allready own and that it could actually be fun to play and maybe even win.
I took the plunge and (pre)ordered some missing pieces determined to make this work.
Disclaimer
This deck is still a work in progress and this topic is started to gain some attention and have others join me to make this work. I'd love to hear other peoples oppinions on options and methods.
I usually use the 8x8 method for deckbuilding as a basis and take it from there
Goal of the Deck
The goal of the deck is to have board control trough interaction with creatures and some minor meta specific interaction, have internal elf and wolf synergies and win by either outgrow the rest and typical overrun effects or combo off with Devoted Druid and Vizier of Remedies.
When Tolsimir, Friend to Wolves enters the battlefield, create Voja, Friend to Elves, a legendary 3/3 green and white Wolf creature token.
Whenever a Wolf enters the battlefield under your control, you gain 3 life and that creature fights up to one target creature an opponent controls.
So, Tolsimir is a two for one and upon entering of his loyal companion and other wolves he has some triggers.
-Fight - Interaction! This is potential removal, but the wolves in general are pretty small so it needs some workaround.
-Lifegain - These 3 lifepoints don't exactly do a lot in EDH but could come in handy when used otherwise.
Fight!
I first wanted to abuse the fight mechanic with doubling effects, either Tokens or ETB's. Think of Doubling Season, Parallel Lives, Anointed Procession and Panharmonicon. These effects will double the lifegain and fight triggers, but unfortunately don't really synergize with Tolsimir's friend due to the the Legendary rule as per 704.5j and timing of said rule as per 704.3.
Nonetheless, most of these cards are included for their synergy with the rest of the deck. Panharmonicon was cut for an ugly nonbo with Wren's Run Packmaster.
Other ways to make the fight trigger more like removal would be to just make the wolves bigger. This is where Selesnya as a guild just shines! It's very easy to have Tolsimir and Voja enter as big dudes and just start a dogfigt. Think of, amongst others: Primal Forcemage, Wilt-Leaf Liege, Tolsimir Wolfblood with more activated triggers to boot, Elesh Norn, Grand Cenobite and Cathars' Crusade. Its easy to have 5 power on Voja when he enters, and even more with doubling effects around.
Want to win the fight kamikaze style? Wren's Run Packmaster is your friend.
Lifegain
The lifegain was a little harder to do. There are a few cards, but as it currently sits, not all have found a spot. The best i've found are: Archangel of Thune, Dawn of Hope, Cradle of Vitality and Ageless Entity
Of those, The Archangel is an autoinclude for it's double function. Cradle of Vitality can do something similar, but at an additional price of 1W, this card did not make the cut.
Win Conditions
When the army of wolves, elves and others are ready, its time to pump the team and swing for the win.
Note: This deck's main wincondition is combat, traditionally not the best nor most efficient way to win. It is though, very rewarding for it needs a lot of building .
EDH all star Craterhoof Behemoth is there to finish the game, so is the newly spoiled Finale of Davastation as a multi purpose tool. Kamahl, Fist of Krosa can pump a team or function as a mana sink for Devoted Druid and Vizier of Remedies. So is Walking Ballista and many other manasinks. Be it token produces or card draw engines.
Other options worth considering are End-Raze Forerunners, Pathbreaker Ibex, Overwhelming Stampede.
Utility (Removal and Protection)
Some additional removal and utility is added to have some more interaction in the deck. notable on theme cards include Sword of Body and Mind which technically is another alternative wincon and Sundering Growth which doubles as payoff for having tokens.
Protection for my board is also important. I'm not the board wipey type of player but i have to face them often. Protection therefore is pretty important. Heroic Intervention, Unbreakable Formation, Rootborn Defenses, Silverfur Partisan, Shalai, Voice of Plenty and especially Vigor are great options.
Meta Calls
Some on theme meta calls and others in the selesnya colorpair are options. those are Angel of Jubilation Pumps the team while protects against Grave Pact effects and Marchesa, the Black Rose shenanigans, Dragonlord Dromoka is good defense in the air and gives protection of the board against counterspells and instant speed removal, Primal Command as a tutor, removal and most importantly, grave hate and finally Trostani Discordant as another way to pump the team and police against theft.
I want to stay as much on theme as possible or have the cards synergize otherwise to warrant inclusion. The only exception i've made thusfar is Dragonlord Dromoka for its ability to protect me when going off or use overrun effects.
Other Decklists
Another, slightly different take on the deck, courtesy of forum member NimBalor.
This version has a little more focus on the Wolf creature type and some blinking/flickering instead of combo and utility.
Thank you very much for contributing.
Thanks for reading. I probably haven't covered all cards in all possible detail, but much is self explanatory. If there are any questions, please feel free to let me know and let me know what you would add or remove from the deck. Feedback is much appreciated!
If anyone is interested in building this deck, join me in this thread and share experiences and decklists of you own!
I personally would play more draw reward cards, and a little less combat orientated stuff, because the way you lose is running out of gas after a board wipe.
I'm not sure about Divine Visitation, it shuts you off your own ability to fight with wolves, and the deck already has serious pump cards, so the extra 2/2 and flying I don't even think is that good. There are instances where you are creating green and white wolves which get pumped by Tolsimir Wolfblood and Wilt-Leaf Liege and white Angels would only get +1/+1 not +2/+2.
I prefer Kamahl, Fist of Krosa over Ezuri, Renegade Leader in your deck, as it can pump your entire team (not just elves), plus you can use him in conjunction with your fighting wolves to kill lands.
As far as further cuts I think End-Raze Forerunners is overkill, meaning you'll probably be maxed out on mana and have other things to do (on average) than this card. Dragonlord Dromoka is a little off theme and an entire turns worth, and maybe just a cheaper creature like Grand Abolisher or Dosan the Falling Leaf, Prowling Serpopard would be better if you're worried about counters. I find that if you deploy one of these on the turn you wanted to do something broken, that it has to force the counterspell anyway, and opponents usually don't have mana for two of them, especially as you're an aggressive deck, so if all they are doing is holding up mana for two counterspells, then they are going to die, because they'd need to be more proactive to defend themselves against attacks.
These are all just suggestions, hope some of it helps.
Thank you for your insightfull feedback and giving another angle on certain cards.
Like you said, i've explored the "wolf" cards and come to think of it, some were a little to easilly dismissed. if i would consider Trostani's Summoner, then Howl of the Night Pack should usually be a better fit for synergy reasons and often in absolute numbers.
Feed the Pack was in my first rough draft, but got cut as i just didn't see it. upon second thought, this might be the type of card that needs a little play and getting used to. I does turn late game duds into value. Kessig Cagebreakers falls in that same category.
I might just have to play with them both to get a feel for the cards. Have to be patient with that for a few weeks .
The card draw options you mention are new to me and are all great options bar the planeswalkers, for i have learned not to judge them by their ultimates. I also like my card draw to be repeatable at best. Freyalise, Llanowar's Fury does seem a very good fit for her other abilities however!
As for cuts. Thank you also for your insights on Divine Visitation, thinking about it, that could probably do more harm than good and would probably be a safe cut. Same goes for Sage of Ancient Lore, duh
Why would you part with End-Raze Forerunners? A little redundancy is good right?
I've never heard of Kamahl, Fist of Krosa and i like that card very much For pumping the team, it's definately better. Protection wise, it isn't but i love the added utility
It's on a critical point in the curve though, compared to Ezuri, but i'll find a way to fit it in.
I'm still a little anxious about flying forces though, I feel it is this decks weakness and this is also a reason Dragonlord Dromoka next to his Lifegain ability is good. I don't really like the other options to be honest.
This last card has great synergy with what the deck is trying to do, and should normaly result in a steady stream of cards.
Will try to find ways to fit the one shot spells in though.
All that Rochambeauing, err, fighting, and no vigor. For shame!
Well of lost dreams can certainly lead to some interesting games, but I don't know that it's a good option here. Green already has a ton of good options for creature based card draw. You might be better off with garruk's packleader to go with the elemental bond.
I know it's not quite on par with the rest of the deck, but maybe glare of subdual has a place? It is a powerful card in a token strategy.
Why would you part with End-Raze Forerunners? A little redundancy is good right?
I mean it's a once off pump spell for 8 mana. You're better off playing Collective Blessing. But my real point is that you can put too many expensive pump spells in the deck, and not have the means to deploy them in a timely fashion. But that's just my preference to play a draw or mana spell over that card for example.
Mayor of Avabruck is a cheap payoff/enabler. Pumps and makes wolves.
Mayor of Avabruck was included in my first rough draft. The flipside indeed is awesome, but I don’t like the fact that I don’t control the flipping. If only the “human” side had some more synergy.
This is interesting. At one point I did consider to include the flicker package from my Queen Marchesa deck, which consists of Eldrazi Displacer, Restoration Angel, Conjurer's Closet, the very few instant speed flicker effects for 2 and 3 mana in white and the mass exile-return blink cards.
This would provide some protection and indeed triggering of certain effects which would be very powerful indeed.
I have a feeling though, manabase restrictions aside, this would fight (no pun intended) over the slots currently occupied by the combo pieces. So comes down to personal preference.
The lifegain is just a given. If cards use the trigger, they are options. Easy as that. Dawn of Hope was already an option and on theme. Well of Lost Dreams was not but certainly is. Bot currently do work in my Orzhov deck.
All that Rochambeauing, err, fighting, and no vigor. For shame!
Well of lost dreams can certainly lead to some interesting games, but I don't know that it's a good option here. Green already has a ton of good options for creature based card draw. You might be better off with garruk's packleader to go with the elemental bond.
I know it's not quite on par with the rest of the deck, but maybe glare of subdual has a place? It is a powerful card in a token strategy.
YESSSSS! Thank you so much for pointing out Vigor.
While it is expensive, the effect is just bonkers with wolves entering and fighting, resulting in even more value all while protecting my army. Love this and will certainly find a spot.
A second Elemental Bond is probably good, off theme and off curve though unfortunately. Glare of Subdual seems like a very potent additional way to have some board control. Good catch!
I mean it's a once off pump spell for 8 mana. You're better off playing Collective Blessing. But my real point is that you can put too many expensive pump spells in the deck, and not have the means to deploy them in a timely fashion. But that's just my preference to play a draw or mana spell over that card for example.
Duly noted!
The curve in this deck is something I’m a little skeptical about. It’s very “quare” or “boxy” if you will compared to my other deck which have undergone months of testing and tuning and all represent a nice bell curve, peaking at different points best fitting the deck always keeping in mind the way the commander fits in the game.
This deck though:
1 – 4
2 – 14
3 – 13
4 – 13
5 – 11
6 – 4
7 – 3
8 – 2
While it technically is a bell peaking at two, there is just not much happening in the early turns, leaving me vulnerable.
Smoothing this out and lowering the overall average CMC would be preferable, and in that context a 7 or 8cmc of a card should ideally be a game winning play.
So, to recap:
-Have to try and make room for Vigor;
-Consider Glare of Subdual;
-I have found another possible include in Spear of Heliod as another on curve pump and removal, this thing also has a political side to it. In the same vein Howlpack Resurgence.
-Need to try and smoothen out the curve a little.
Another topic of interest, let's talk manabase.
I've found a very interesting utility addition in Eiganjo Castle. This is a strictly better Plains with added utility for protection in Voja fights.
What about Selesnya Keyrune, this is a manarock from a cycle i would only consider good in this deck and nowhere else . Young Wolf triggers Tolsimir twice by himself and can fight one big creature or two smaller creatures. With pumps online this can potentially be a two for one for one mana.
And what about Wolf-Skull Shaman? There is a good amount of elves in the deck, but still only around 10~15% Too narrow or hard to trigger perhaps?
Also, amongst the new cards from WAR there is Arlinn, Voice of the Pack as another pump upon entering of wolves and producer of wolves. Unfortunately, she is also in the allready crowded 5/6cmc slot
Out: Farseek, all Forests and all Plains, Farseek only fetching plains just didn't really cut it.
In: Snow Package (Into the North, Arctic Flats, Snow-covered Forests and Snow-Covered Plains) This results in more flexibility and potentially some added utility. Plus, i finally get to use my snow permanents which have been sitting around doing nothing for ever.
Also Krosan Verge will be added for >T3 ramp.
Maybe: Mouth of Ronom for some added late game utility with forementioned snow package, also doubles as pumpspell with Vigor in play.
I'm considering another wolf in Wolfir Avenger. Just like Spirit of the Hunt this is instant speed "conditional" removal.
Would replace Reclamation Sage with this to get more focus on the wolves and creature removal v.s. Enchantment/Artifact removal which is allready pretty much covered by other spells.
Another card i've found that would fit well and potentially be a blowout to the rest of the table is Harsh Mercy. Next to Hour Of Reckoning this could be a cheap escape when things get out of hand or when i need to clear the path to victory.
edit: Primal Forcemage is another card that will almost guarantee Tolsimir and other wolves to have removal stapeled on them, it's an Elf to boot. credits to GRat9717 from the subredit.
I might also suggest foe-razer regent. It isn't an elf or a wolf, but it does help your fighting and it's a permanent pump for those things that do fight. Not quite as good as vigor, though.
No love for Wolfir Silverheart? It's massive, makes another creature massive, and with Tolsimir out is basically a removal spell. I could 100% understand not including it but I don't think it's unreasonable.
I might also suggest foe-razer regent. It isn't an elf or a wolf, but it does help your fighting and it's a permanent pump for those things that do fight. Not quite as good as vigor, though.
Foe-Razer Regent was allready included as a payoff card for fighting.
No love for Wolfir Silverheart? It's massive, makes another creature massive, and with Tolsimir out is basically a removal spell. I could 100% understand not including it but I don't think it's unreasonable.
Very much so. This is a card on the shortlist, but is on a very crowded spot at the curve.
Hey theres, in response to your message on my own Tolsimir list, I figured I'd share some of my thoughts in building my own version of the deck. Though I do know that mine has a slightly different focus on what it tries to do, but at the same time its still the first draft I made.
For one, I don't prioritize the life gain aspect of Tolsimir that much myself and just let it be incidental advantage. This does play also into my opinion on running Dawn of Hope, but aside from that I feel the card provides mostly draw 'after the fact'. And naturally I do prefer drawing cards for free over having to pay mana for them, so I opted for Runic Armasaur as my choice of additional card over Dawn.
Also, I'm not too sure on Foe-Razer Regent in the deck. Yes, it seems like a good fighting pay off, but it only does work when creatures survive the fight and nothing actually for the fight itself. So the minimal thing it would do is being a 7 mana removal spell since it fights when it ETB's. I'd rather run an anthem effect for less that improve my fighting odds right away.
Thank you so much for contributing! Yes, our lists differ in approach, but that's a good thing. Many ways to build a deck is prove of a versatile commander and we might just be able to turn this into a primer. I liek your focus on blinking very much. I've opted for combo as an alternate wincon in those slots.
I'm with you on the "lifegain" aspect. I don't capitalize on it as much as you think, my list is about board control trough the fight mechanic.
Honestly, i'm very excited and i can't wait till i get my preordered copies of Tolsimir and Voja to sit down to playtest and pump out wolves! That's when the real tuning starts
Thank you so much for contributing! Yes, our lists differ in approach, but that's a good thing. Many ways to build a deck is prove of a versatile commander and we might just be able to turn this into a primer. I liek your focus on blinking very much. I've opted for combo as an alternate wincon in those slots.
I'm with you on the "lifegain" aspect. I don't capitalize on it as much as you think, my list is about board control trough the fight mechanic.
Honestly, i'm very excited and i can't wait till i get my preordered copies of Tolsimir and Voja to sit down to playtest and pump out wolves! That's when the real tuning starts
I found that in building my initial list that the deck needs to be quite aware of how many "build around" cards are in the deck, since quite a few cards have some restrictions that force some directions. For example: Wren's Run Packmaster requires you to have a decent amount of elves, while Howl of the Night Pack wants forests. Which are actually two different ramp packages that pretty much compete for slots. I've currently both in my list which is probably a mistake and after reading your list I'm likely to replace Howl with Panharmonicon, since the fight trigger on Tolsimir is fortunately a may ability.
Funny you say that! Because Panharmonicon is a card i consider cutting for its awful nonbo with Wren's Run Packmaster and not usefully triggering Tolsimir's fight trigger by Voja himself.
It's a card that has merrits for sure, but doesn't really have the desired effect outside of etb value by other creatures.
Funny you say that! Because Panharmonicon is a card i consider cutting for its awful nonbo with Wren's Run Packmaster and not usefully triggering Tolsimir's fight trigger by Voja himself.
It's a card that has merits for sure, but doesn't really have the desired effect outside of etb value by other creatures.
Definitely have a point there and since I do see the Packmaster as good value to the deck, I might have to reconsider running Panharmonicon.
From the new set I'm still considering Vivien, Champion of the Wilds, as giving creatures flash could be quite beneficial to start fights on opponent's turns with our wolves. The potential 'draw' can be a nice bonus in our colors. Alternatively there is the new Arlinn, but I do find her to be too highly costed for what she does.
Indeed, Wren's Run Packmaster is a high priority card in the deck and sure is worth the build around. So much so, i'm currently considering replacing Reclamation Sage by either Elvish Harbinger to find her on curve or find pumps later on. Or put in Primal Forcemage as another fight=removal enabler.
Edit: Just figured out that Elvish Harbinger not only fixes the next draw, but also ramps. By replacing Elvish Archdruid with this, i can have both 3cmc elves in the deck. I figured the archdruid's anthem and ramp to probably be underwhelming in a deck like this.
Regarding Panharmonicon, this could very well make room for the earlier suggested Glare of the Subdual. This would enable cards like Emmara and give soon-to-die wolves another way to gain some value. Obviously the card itself can be used to gain some more board control or keep otbers from big rampy artifacts etc on their turn.
Any other 4cmc options that would fit the deck instead?
I'm personally keeping Reclamation Sage in, mostly because I know I have to deal with the occasional Propaganda effect. Both Harbinger and Forcemage are cards to consider in the deck, just a matter of figuring out whether you want more punch or more consistency.
Panharmonicon is definitely a no go I realized, since it's fight ability was changed since it was spoiled. It's no longer a may clause, so double fight triggers just risks the wolf token dying.
One reason I like Elvish Archdruid is that it helps fuel kicking Wolfbriar Elemental, so I'm not going to cut it from my list for that reason. Emmara on the other hand does feel like a bit of an oddball in your current list, since the deck isn't really built around using her ability. The most you can do is clear the board with wolf fight triggers, but you need Tolsimir out for that and Emmara is likely to hit the board before that.
As far as four drops go, Yeva, Nature's Herald was something I considered. New Vivien does the same for one mana less though and has potential card draw, hence why I am leaning to testing her out first.
Reclamation Sage is a pretty safe cut in my list for enchantment/artifact removal is redundant enough.
I like flash enablers but to be honest, for the effect alone one card won't make the difference. It does have merrit for sure being able to use fight as instant speed removal, but i would want to run the package as broad as possible or not at all.
If it's stapled on something usefull then it's gravy, but unfortunately neither Vivien and Yeva provide that to me and would rather use those slots for something more impactful.
While going a little more in depth on your list, you are making good use of the Changeling mechanic. I can totally see why Elvish Archdruid would be a good fit in your deck.
While going a little more in depth on your list, you are making good use of the Changeling mechanic. I can totally see why Elvish Archdruid would be a good fit in your deck.
Thanks
Yeah, normally I consider Changelings in Tribal decks to be flavor fails, but here they just get to be more than just wolves. They act also as Elves and Allies just for added value.
Much like you I'm still in the process of trying to tweak those final slots in the deck. One change I just made is actually taking out Primal Forcemage and replaced it with Thunderfoot Baloth for now. Forcemage is good for fighting but without having haste enablers the effect does little beyond it, where as the Baloth does provide a longer lasting buff effect. The deck already depends a fair bit on having Tolsimir out, so in that sense the restriction would be less of an issue. That said getting Tolsimir removed would result in pretty much a two for one, so definitely some risk there but my list is lacking some trample effects hence my current inclusion of it.
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I took the plunge and (pre)ordered some missing pieces determined to make this work.
Disclaimer
This deck is still a work in progress and this topic is started to gain some attention and have others join me to make this work. I'd love to hear other peoples oppinions on options and methods.
I usually use the 8x8 method for deckbuilding as a basis and take it from there
Categories
-Wolves (tokens)
-General Tokens
-Pump
-Token Payoff
-Ramp
-Card Draw
-Removal
-General Utility (Protection)
Goal of the Deck
The goal of the deck is to have board control trough interaction with creatures and some minor meta specific interaction, have internal elf and wolf synergies and win by either outgrow the rest and typical overrun effects or combo off with Devoted Druid and Vizier of Remedies.
My meta
Me and my playgroup consist of around 10 players, playing anything between casual to focussed (75%) decks on the kitchen table. we are all pretty competitive and play to win. But not at all costs. We don't do bans, but there can be feel-bad situations from time to time. MLD, Board control trough Saccing, Theft, Pillow fort/Taxes is all part of the game, though no one plays anything degenerate and everyone can (and does) win.
Next to my own decks printed below, we have: Animar, Soul of Elements, Atraxa, Praetors' VoiceSuperfriends, Endrek Sahr, Master Breeder, The Mimeoplasm, Marchesa, the Black Rose, Tuvasa the Sunlit, Lord Windgrace Aminatou, the Fateshifter, Edgar Markov, Kaalia of the Vast, Roon of the hidden Realm, Gisela, Blade of Goldnight, Riku of two Reflections and more.
Now with that said, let's take a closer look:
When Tolsimir, Friend to Wolves enters the battlefield, create Voja, Friend to Elves, a legendary 3/3 green and white Wolf creature token.
Whenever a Wolf enters the battlefield under your control, you gain 3 life and that creature fights up to one target creature an opponent controls.
So, Tolsimir is a two for one and upon entering of his loyal companion and other wolves he has some triggers.
-Fight - Interaction! This is potential removal, but the wolves in general are pretty small so it needs some workaround.
-Lifegain - These 3 lifepoints don't exactly do a lot in EDH but could come in handy when used otherwise.
Fight!
I first wanted to abuse the fight mechanic with doubling effects, either Tokens or ETB's. Think of Doubling Season, Parallel Lives, Anointed Procession and Panharmonicon. These effects will double the lifegain and fight triggers, but unfortunately don't really synergize with Tolsimir's friend due to the the Legendary rule as per 704.5j and timing of said rule as per 704.3.
Nonetheless, most of these cards are included for their synergy with the rest of the deck. Panharmonicon was cut for an ugly nonbo with Wren's Run Packmaster.
Other ways to make the fight trigger more like removal would be to just make the wolves bigger. This is where Selesnya as a guild just shines! It's very easy to have Tolsimir and Voja enter as big dudes and just start a dogfigt. Think of, amongst others: Primal Forcemage, Wilt-Leaf Liege, Tolsimir Wolfblood with more activated triggers to boot, Elesh Norn, Grand Cenobite and Cathars' Crusade. Its easy to have 5 power on Voja when he enters, and even more with doubling effects around.
Want to win the fight kamikaze style? Wren's Run Packmaster is your friend.
Lifegain
The lifegain was a little harder to do. There are a few cards, but as it currently sits, not all have found a spot. The best i've found are: Archangel of Thune, Dawn of Hope, Cradle of Vitality and Ageless Entity
Of those, The Archangel is an autoinclude for it's double function. Cradle of Vitality can do something similar, but at an additional price of 1W, this card did not make the cut.
Payoffs
With many creatures entering the battlefield and triggers that go with that, i wanted to include cards that reward those actions. Next to Tolsimir, Friend to Wolves there is Aura Shards, Foe-Razer Regent, Vigor, Cathars' Crusade and possible convoke spells.
Win Conditions
When the army of wolves, elves and others are ready, its time to pump the team and swing for the win.
Note: This deck's main wincondition is combat, traditionally not the best nor most efficient way to win. It is though, very rewarding for it needs a lot of building .
EDH all star Craterhoof Behemoth is there to finish the game, so is the newly spoiled Finale of Davastation as a multi purpose tool. Kamahl, Fist of Krosa can pump a team or function as a mana sink for Devoted Druid and Vizier of Remedies. So is Walking Ballista and many other manasinks. Be it token produces or card draw engines.
Other options worth considering are End-Raze Forerunners, Pathbreaker Ibex, Overwhelming Stampede.
Card Draw and Tutors
Card draw and selection is a key factor in all of my EDH decks. I love to have it stapled on my commander, but in this case using alternative on theme ways to gain extra cards have been made. Duskwatch Recruiter, Beast Whisperer, Vivien Reid, Ajani Unyielding, Skalla Wolf and a very late, but highly synergistic find Elemental Bond. Elvish Harbinger doubles as ramp and finds you important elves like Wren's Run Packmaster on curve or pump lategame.
These also help find combo pieces next to Eladamri's Call, Chord of Calling, Primal Command, Green Sun's Zenith and the new Finale of Devastation.
Ramp
This is a green deck, so ramp is not an issue, i've included the usual green sorcery speed rampcards like Nature's Lore, Rampant Growth, Cultivate and Kodama's Reach. Next to that we have multifunctional tutors Green Sun's Zenith and the new Finale of Devastation that double as ramp with Dryad Arborn. Next to that there are some elf synergies at the 1 and 3 mana slot that can be used to champion if needed.
For some extra flavor win, my build runs a snow package instead of Farseek, including: Into the North with Snow-Covered Forest, Snow-Covered Plains and Arctic Flats. This opens up some access to extra utility with Mouth of Ronom or, if you really feel like it, Dark Depths (combo).
Utility (Removal and Protection)
Some additional removal and utility is added to have some more interaction in the deck. notable on theme cards include Sword of Body and Mind which technically is another alternative wincon and Sundering Growth which doubles as payoff for having tokens.
Protection for my board is also important. I'm not the board wipey type of player but i have to face them often. Protection therefore is pretty important. Heroic Intervention, Unbreakable Formation, Rootborn Defenses, Silverfur Partisan, Shalai, Voice of Plenty and especially Vigor are great options.
Meta Calls
Some on theme meta calls and others in the selesnya colorpair are options. those are Angel of Jubilation Pumps the team while protects against Grave Pact effects and Marchesa, the Black Rose shenanigans, Dragonlord Dromoka is good defense in the air and gives protection of the board against counterspells and instant speed removal, Primal Command as a tutor, removal and most importantly, grave hate and finally Trostani Discordant as another way to pump the team and police against theft.
I want to stay as much on theme as possible or have the cards synergize otherwise to warrant inclusion. The only exception i've made thusfar is Dragonlord Dromoka for its ability to protect me when going off or use overrun effects.
5 Tolsimir, Friend to Wolves
Land
15 Snow-Covered Forest
5 Snow-Covered Plains
1 Command Tower
1 Windswept Heath
1 Krosan Verge
1 Temple Garden
1 Canopy Vista
1 Scattered Groves
1 Brushland
1 Sunpetal Grove
1 Horizon Canopy
1 Wooded Bastion
1 Bountiful promenade
1 Fortified Village
1 Arctic Flats
1 Eiganjo Castle
1 Dryad Arbor
1 Gavony Township
Creatures
1 Elvish Mystic
1 Llanowar Elves
1 Young Wolf
2 Devoted Druid
2 Walking Ballista
2 Sakura-Tribe Elder
2 Duskwatch Recruiter
2 Vizier of Remedies
2 Elvish Visionary
3 Nissa, Vastwood Seer
3 Elvish Harbinger
3 Silverfur Partisan
3 Spirit of the Hunt
3 Primal Forcemage
3 Selvala, Explorer Returned
4 Wolfbriar Elemental
4 Wren's Run Packmaster
4 Angel of Jubilation
4 Shalai, Voice of Plenty
4 Wilt-Leaf Liege
4 Master of the Wild Hunt
4 Beast Whisperer
5 Mycoloth
5 Trostani Discordant
5 Skalla Wolf
5 Turntimber Ranger
5 Archangel of Thune
6 Vigor
6 Kamahl, Fist of Krosa
6 Tolsimir, Wolfblood
6 Dragonlord Dromoka
7 Elesh Norn, Grand Cenobite
7 Foe-Razer Regent
8 Craterhoof Behemoth
1 Green Sun's Zenith
2 Into the North
2 Farseek
2 Rampant Growth
2 Finale of Devastation
3 Cultivate
3 Kodama's Reach
5 Primal Command
7 Hour of Reckoning
Instant
2 Eladamri's Call
2 Sundering Growth
2 Heroic Intervention
3 Unbreakable Formation
3 Beast Within
3 Chord of Calling
Artifact
3 Sword of Body and Mind
Enchantment
2 Luminarch Ascension
3 Beastmaster Ascension
3 Elemental Bond
3 Aura Shards
4 Anointed Procession
4 Parallel Lives
4 Wolfcaller's Howl
4 Glare of the Subdual
5 Doubling Season
5 Cathars' Crusade
5 Mirari's Wake
5 Vivien Reid
6 Ajani Unyielding
1 Young Wolf
3 Silverfur Partisan
3 Spirit of the Hunt
3 Sword of Body and Mind
4 Wolfbriar Elemental
4 Wren's Run Packmaster
4 Master of the Wild Hunt
4 Wolfcaller's Howl
5 Skalla Wolf
5 Turntimber Ranger
5 Tolsimir, Friend to Wolves
6 Tolsimir Wolfblood
Other Tokens
2 Luminarch Ascension
5 Mycoloth
5 Trostani Discordant
Pump
0 Gavony Township
3 Beastmaster Ascension
3 Primal Forcemage
3 Spirit of the Hunt
4 Angel of Jubilation
4 Wilt-Leaf Liege
4 Shalai, Voice of Plenty
5 Archangel of Thune
5 Trostani Discordant
5 Cathars' Crusade
5 Mirari's Wake
5 Vivien Reid
6 Kamahl, Fist of Krosa
6 Tolsimir Wolfblood
6 Vigor
7 Elesh Norn, Grand Cenobite
8 Craterhoof Behemoth
12 Finale of Devastation
Payoff
1 Young Wolf
2 Walking Ballista
2 Duskwatch Recruiter
3 Aura Shards
4 Wolfbriar Elemental
4 Wren's Run Packmaster
4 Anointed Procession
4 Parallel Lives
5 Doubling Season
6 Kamahl, Fist of Krosa
6 Vigor
7 Foe-Razer Regent
7 Hour of Reckoning
0 Krosan Verge
1 Elvish Mystic
1 Llanowar Elves
1 Green Sun's Zenith
2 Finale of Devastation
2 Devoted Druid
2 Sakura-Tribe Elder
2 Nature's Lore
2 Into the North
2 Rampant Growth
2 Selesnya Signet
3 Nissa, Vastwood Seer
3 Elvish Harbinger
3 Cultivate
3 Kodama's Reach
5 Mirari's Wake
Card Draw / Tutors
1 Horizon Canopy
2 Green Sun's Zenith
2 Elvish Visionary
2 Duskwatch Recruiter
2 Scattered Groves
2 Eladamri's Call
3 Finale of Devastation
3 Selvala, Explorer Returned
3 Elemental Bond
3 Elvish Harbinger
4 Beast Whisperer
4 Chord of Calling
5 Skalla Wolf
5 Primal Command
5 Vivien Reid
6 Ajani Unyielding
Removal
1 Young Wolf
2 Walking Ballista
2 Sundering Growth
3 Reclamation Sage
3 Beast Within
3 Aura Shards
5 Tolsimir, Friend to Wolves
5 Primal Command
5 Vivien Reid
6 Ajani Unyielding
7 Foe-Razer Regent
7 Elesh Norn, Grand Cenobite
1 Eiganjo Castle
2 Vizier of Remedies
2 Heroic Intervention
3 Silverfur Partisan
3 Spirit of the Hunt
3 Unbreakable Formation
4 Glare of the Subdual
4 Angel of Jubilation
5 Trostani Discordant
5 Primal Command
6 Dragonlord Dromoka
6 Vigor
7 Elesh Norn, Grand Cenobite
Out 7-4-2019
Ezuri, Renegade Leader
Sage of Ancient Lore
Divine Intervention
In 7-4-2019
Elemental Bond
Vivien Reid
Kamahl, Fist of Krosa
Out 8-4-2019
Plains
End-Raze Forerunners
Skyshroud Claim
Path To Exile
In 8-4-2019
Eiganjo Castle
Vigor
Spirit of the Hunt
Young Wolf
Out 9-4-2019
16 Forest
6 Plains
Farseek
In 9-4-2019
15 Snow-Covered Forest
5 Snow-Covered Plains
Arctic Flats
Krosan Verge
Into the North
Out 13-4-2019
Panharmonicon
Reclamation Sage
Elvish Archdruid
In 13-4-2019
Glare of the Subdual
Elvish Harbinger
Primal Forcemage
Out 22-4-2019
Emmara, Soul of the Accord
Selesnya Signet
In 22-4-2019
Elvish Visionary
Finale of Devastation
Other Decklists
Another, slightly different take on the deck, courtesy of forum member NimBalor.
This version has a little more focus on the Wolf creature type and some blinking/flickering instead of combo and utility.
Thank you very much for contributing.
1x Tolsimir, Friend to Wolves
Creature (34)
1x Avacyn's Pilgrim
1x Avian Changeling
1x Beastcaller Savant
1x Boreal Druid
1x Chameleon Colossus
1x Changeling Titan
1x Eldrazi Displacer
1x Elesh Norn, Grand Cenobite
1x Elvish Archdruid
1x Elvish Harbinger
1x Elvish Mystic
1x Eternal Witness
1x Great Oak Guardian
1x Harabaz Druid
1x Karametra, God of Harvests
1x Kessig Cagebreakers
1x Llanowar Elves
1x Master of the Wild Hunt
1x Mirror Entity
1x Priest of Titania
1x Reclamation Sage
1x Runic Armasaur
1x Silverfur Partisan
1x Thunderfoot Baloth
1x Tolsimir Wolfblood
1x Turntimber Ranger
1x Watchwolf
1x Wirewood Symbiote
1x Witchstalker
1x Wolf-Skull Shaman
1x Wolfbriar Elemental
1x Woodland Changeling
1x Wren's Run Packmaster
1x Young Wolf
1x Chord of Calling
1x Crop Rotation
1x Eerie Interlude
1x Enlightened Tutor
1x Noxious Revival
1x Scapegoat
1x Swords to Plowshare
Sorcery (4)
1x Austere Command
1x Eldritch Evolution
1x Finale of Devastation
1x Regrowth
Enchantment (10)
1x Anointed Procession
1x Aura Shards
1x Beastmaster Ascension
1x Doubling Season
1x Elemental Bond
1x Growing Rites of Itlimoc
1x Marshal's Anthem
1x Mirari's Wake
1x Parallel Lives
1x Sylvan Library
Artifact (8)
1x Cloudstone Curio
1x Lightning Greaves
1x Mirage Mirror
1x Paradox Engine
1x Selesnya Signet
1x Sol Ring
1x Talisman of Unity
1x Thornbite Staff
1x Brushland
1x Canopy Vista
1x Command Tower
18x Forest
1x Gavony Township
1x Krosan Verge
1x Mirrorpool
1x Mosswort Bridge
1x Naya Panorama
4x Plains
1x Reliquary Tower
1x Riftstone Portal
1x Scattered Groves
1x Scavenger Grounds
1x Temple Garden
1x Wooded Bastion
Thanks for reading. I probably haven't covered all cards in all possible detail, but much is self explanatory. If there are any questions, please feel free to let me know and let me know what you would add or remove from the deck. Feedback is much appreciated!
If anyone is interested in building this deck, join me in this thread and share experiences and decklists of you own!
Modern: WUBRG Humans - GBW Traverse - GWU Knightfall - GRW Bushwhacker Zoo -
Modern: WUBRG Humans - GBW Traverse - GWU Knightfall - GRW Bushwhacker Zoo -
I personally would play more draw reward cards, and a little less combat orientated stuff, because the way you lose is running out of gas after a board wipe.
- Mentor of the Meek
- Shamanic Revelation
- Camaraderie
- Collective Unconscious
- Regal Force
- Freyalise, Llanowar's Fury
- Huatli, Radiant Champion
I'm not sure about Divine Visitation, it shuts you off your own ability to fight with wolves, and the deck already has serious pump cards, so the extra 2/2 and flying I don't even think is that good. There are instances where you are creating green and white wolves which get pumped by Tolsimir Wolfblood and Wilt-Leaf Liege and white Angels would only get +1/+1 not +2/+2.Sage of Ancient Lore isn't actually a wolf.
I prefer Kamahl, Fist of Krosa over Ezuri, Renegade Leader in your deck, as it can pump your entire team (not just elves), plus you can use him in conjunction with your fighting wolves to kill lands.
As far as further cuts I think End-Raze Forerunners is overkill, meaning you'll probably be maxed out on mana and have other things to do (on average) than this card.
Dragonlord Dromoka is a little off theme and an entire turns worth, and maybe just a cheaper creature like Grand Abolisher or Dosan the Falling Leaf, Prowling Serpopard would be better if you're worried about counters. I find that if you deploy one of these on the turn you wanted to do something broken, that it has to force the counterspell anyway, and opponents usually don't have mana for two of them, especially as you're an aggressive deck, so if all they are doing is holding up mana for two counterspells, then they are going to die, because they'd need to be more proactive to defend themselves against attacks.
These are all just suggestions, hope some of it helps.
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
Like you said, i've explored the "wolf" cards and come to think of it, some were a little to easilly dismissed. if i would consider Trostani's Summoner, then Howl of the Night Pack should usually be a better fit for synergy reasons and often in absolute numbers.
Feed the Pack was in my first rough draft, but got cut as i just didn't see it. upon second thought, this might be the type of card that needs a little play and getting used to. I does turn late game duds into value. Kessig Cagebreakers falls in that same category.
I might just have to play with them both to get a feel for the cards. Have to be patient with that for a few weeks .
The card draw options you mention are new to me and are all great options bar the planeswalkers, for i have learned not to judge them by their ultimates. I also like my card draw to be repeatable at best.
Freyalise, Llanowar's Fury does seem a very good fit for her other abilities however!
As for cuts. Thank you also for your insights on Divine Visitation, thinking about it, that could probably do more harm than good and would probably be a safe cut. Same goes for Sage of Ancient Lore, duh
Why would you part with End-Raze Forerunners? A little redundancy is good right?
I've never heard of Kamahl, Fist of Krosa and i like that card very much For pumping the team, it's definately better. Protection wise, it isn't but i love the added utility
It's on a critical point in the curve though, compared to Ezuri, but i'll find a way to fit it in.
I'm still a little anxious about flying forces though, I feel it is this decks weakness and this is also a reason Dragonlord Dromoka next to his Lifegain ability is good. I don't really like the other options to be honest.
Changes
Out: Ezuri, Renegade Leader, Sage of Ancient Lore and Divine Visitation.
In: Kamahl, Fist of Krosa, Vivien Reid and the newly found Elemental Bond.
This last card has great synergy with what the deck is trying to do, and should normaly result in a steady stream of cards.
Will try to find ways to fit the one shot spells in though.
Modern: WUBRG Humans - GBW Traverse - GWU Knightfall - GRW Bushwhacker Zoo -
RBGLiving EndRBG
EDH
UFblthpU
BRXantchaRB
BGVarolzGB
URWZedruuWRU
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
http://markrosewater.tumblr.com/post/184022229493/can-you-errata-so-that-all-werewolves-are-also
You might be able to throw in a couple of werewolf’s too
If life gain is becoming staple, Well of Lost Dreams/Dawn of Hope might be worthwhile.
Shu Yun, the Silent Tempest WUR Voltron Control
Temmet, Vizier of Naktamun WU Unblockable Mirror Trickery
Ra's al Ghul (Sidar Kondo) and Face-Down Ninjas
Brudiclad, Token Engineer
Vaevictis (VV2) the Dire Lantern
Rona, Disciple of Gix
Tiana the Auror
Hallar
Ulrich the Politician
Zur the Rebel
Scorpion, Locust, Scarab, Egyptian Gods
O-Kagachi, Mathas, Mairsil
"Non-Tribal" Tribal Generals, Eggs
Well of lost dreams can certainly lead to some interesting games, but I don't know that it's a good option here. Green already has a ton of good options for creature based card draw. You might be better off with garruk's packleader to go with the elemental bond.
I know it's not quite on par with the rest of the deck, but maybe glare of subdual has a place? It is a powerful card in a token strategy.
Credit to DolZero for this awesome sig!
Niv-Mizzet Reborn
Feather, the Redeemed
Estrid, the Masked
Teshar
Tymna/Ravos
Najeela, Blade-Blossom
Firesong & Sunspeaker
Zur the Enchanter
Lazav, the Multifarious
Ishai+Reyhan
Click images for decks->
-Prime Speaker Vannifar
---------------------Will & Rowan Kenrith
I’ll try to comment on some reactions below.
Mayor of Avabruck was included in my first rough draft. The flipside indeed is awesome, but I don’t like the fact that I don’t control the flipping. If only the “human” side had some more synergy.
I'm not really into this, but i can see it's inclusion probably be worthwhile. It has however, no synergy with Tolsimir whatsoever.
Unfortunately this does not work as intended within this deck, MaRo is referencing to effects like Howlpack Alpha.
This is interesting. At one point I did consider to include the flicker package from my Queen Marchesa deck, which consists of Eldrazi Displacer, Restoration Angel, Conjurer's Closet, the very few instant speed flicker effects for 2 and 3 mana in white and the mass exile-return blink cards.
This would provide some protection and indeed triggering of certain effects which would be very powerful indeed.
I have a feeling though, manabase restrictions aside, this would fight (no pun intended) over the slots currently occupied by the combo pieces. So comes down to personal preference.
The lifegain is just a given. If cards use the trigger, they are options. Easy as that. Dawn of Hope was already an option and on theme. Well of Lost Dreams was not but certainly is. Bot currently do work in my Orzhov deck.
YESSSSS! Thank you so much for pointing out Vigor.
While it is expensive, the effect is just bonkers with wolves entering and fighting, resulting in even more value all while protecting my army. Love this and will certainly find a spot.
A second Elemental Bond is probably good, off theme and off curve though unfortunately.
Glare of Subdual seems like a very potent additional way to have some board control. Good catch!
Duly noted!
The curve in this deck is something I’m a little skeptical about. It’s very “quare” or “boxy” if you will compared to my other deck which have undergone months of testing and tuning and all represent a nice bell curve, peaking at different points best fitting the deck always keeping in mind the way the commander fits in the game.
This deck though:
While it technically is a bell peaking at two, there is just not much happening in the early turns, leaving me vulnerable.
Smoothing this out and lowering the overall average CMC would be preferable, and in that context a 7 or 8cmc of a card should ideally be a game winning play.
So, to recap:
-Have to try and make room for Vigor;
-Consider Glare of Subdual;
-I have found another possible include in Spear of Heliod as another on curve pump and removal, this thing also has a political side to it. In the same vein Howlpack Resurgence.
-Need to try and smoothen out the curve a little.
Another topic of interest, let's talk manabase.
I've found a very interesting utility addition in Eiganjo Castle. This is a strictly better Plains with added utility for protection in Voja fights.
Other options i don't have experience with but like to hear about are Krosan Verge and Myriad Landscape.
What about Selesnya Keyrune, this is a manarock from a cycle i would only consider good in this deck and nowhere else .
Young Wolf triggers Tolsimir twice by himself and can fight one big creature or two smaller creatures. With pumps online this can potentially be a two for one for one mana.
And what about Wolf-Skull Shaman? There is a good amount of elves in the deck, but still only around 10~15% Too narrow or hard to trigger perhaps?
Also, amongst the new cards from WAR there is Arlinn, Voice of the Pack as another pump upon entering of wolves and producer of wolves. Unfortunately, she is also in the allready crowded 5/6cmc slot
Edit: changes for now
Out: Plains, End-Raze Forerunners, Skyshroud Claim and Path To Exile
In: Eiganjo Castle, Vigor, Spirit of the Hunt and Young Wolf
Modern: WUBRG Humans - GBW Traverse - GWU Knightfall - GRW Bushwhacker Zoo -
Out: Farseek, all Forests and all Plains, Farseek only fetching plains just didn't really cut it.
In: Snow Package (Into the North, Arctic Flats, Snow-covered Forests and Snow-Covered Plains) This results in more flexibility and potentially some added utility. Plus, i finally get to use my snow permanents which have been sitting around doing nothing for ever.
Also Krosan Verge will be added for >T3 ramp.
Maybe: Mouth of Ronom for some added late game utility with forementioned snow package, also doubles as pumpspell with Vigor in play.
I'm considering another wolf in Wolfir Avenger. Just like Spirit of the Hunt this is instant speed "conditional" removal.
Would replace Reclamation Sage with this to get more focus on the wolves and creature removal v.s. Enchantment/Artifact removal which is allready pretty much covered by other spells.
Another card i've found that would fit well and potentially be a blowout to the rest of the table is Harsh Mercy. Next to Hour Of Reckoning this could be a cheap escape when things get out of hand or when i need to clear the path to victory.
edit: Primal Forcemage is another card that will almost guarantee Tolsimir and other wolves to have removal stapeled on them, it's an Elf to boot. credits to GRat9717 from the subredit.
Modern: WUBRG Humans - GBW Traverse - GWU Knightfall - GRW Bushwhacker Zoo -
Credit to DolZero for this awesome sig!
Foe-Razer Regent was allready included as a payoff card for fighting.
Very much so. This is a card on the shortlist, but is on a very crowded spot at the curve.
Modern: WUBRG Humans - GBW Traverse - GWU Knightfall - GRW Bushwhacker Zoo -
For one, I don't prioritize the life gain aspect of Tolsimir that much myself and just let it be incidental advantage. This does play also into my opinion on running Dawn of Hope, but aside from that I feel the card provides mostly draw 'after the fact'. And naturally I do prefer drawing cards for free over having to pay mana for them, so I opted for Runic Armasaur as my choice of additional card over Dawn.
Also, I'm not too sure on Foe-Razer Regent in the deck. Yes, it seems like a good fighting pay off, but it only does work when creatures survive the fight and nothing actually for the fight itself. So the minimal thing it would do is being a 7 mana removal spell since it fights when it ETB's. I'd rather run an anthem effect for less that improve my fighting odds right away.
I'm with you on the "lifegain" aspect. I don't capitalize on it as much as you think, my list is about board control trough the fight mechanic.
Honestly, i'm very excited and i can't wait till i get my preordered copies of Tolsimir and Voja to sit down to playtest and pump out wolves! That's when the real tuning starts
Modern: WUBRG Humans - GBW Traverse - GWU Knightfall - GRW Bushwhacker Zoo -
I found that in building my initial list that the deck needs to be quite aware of how many "build around" cards are in the deck, since quite a few cards have some restrictions that force some directions. For example: Wren's Run Packmaster requires you to have a decent amount of elves, while Howl of the Night Pack wants forests. Which are actually two different ramp packages that pretty much compete for slots. I've currently both in my list which is probably a mistake and after reading your list I'm likely to replace Howl with Panharmonicon, since the fight trigger on Tolsimir is fortunately a may ability.
It's a card that has merrits for sure, but doesn't really have the desired effect outside of etb value by other creatures.
Modern: WUBRG Humans - GBW Traverse - GWU Knightfall - GRW Bushwhacker Zoo -
From the new set I'm still considering Vivien, Champion of the Wilds, as giving creatures flash could be quite beneficial to start fights on opponent's turns with our wolves. The potential 'draw' can be a nice bonus in our colors. Alternatively there is the new Arlinn, but I do find her to be too highly costed for what she does.
Edit: Just figured out that Elvish Harbinger not only fixes the next draw, but also ramps. By replacing Elvish Archdruid with this, i can have both 3cmc elves in the deck. I figured the archdruid's anthem and ramp to probably be underwhelming in a deck like this.
Regarding Panharmonicon, this could very well make room for the earlier suggested Glare of the Subdual. This would enable cards like Emmara and give soon-to-die wolves another way to gain some value. Obviously the card itself can be used to gain some more board control or keep otbers from big rampy artifacts etc on their turn.
Any other 4cmc options that would fit the deck instead?
Modern: WUBRG Humans - GBW Traverse - GWU Knightfall - GRW Bushwhacker Zoo -
Panharmonicon is definitely a no go I realized, since it's fight ability was changed since it was spoiled. It's no longer a may clause, so double fight triggers just risks the wolf token dying.
One reason I like Elvish Archdruid is that it helps fuel kicking Wolfbriar Elemental, so I'm not going to cut it from my list for that reason. Emmara on the other hand does feel like a bit of an oddball in your current list, since the deck isn't really built around using her ability. The most you can do is clear the board with wolf fight triggers, but you need Tolsimir out for that and Emmara is likely to hit the board before that.
As far as four drops go, Yeva, Nature's Herald was something I considered. New Vivien does the same for one mana less though and has potential card draw, hence why I am leaning to testing her out first.
I like flash enablers but to be honest, for the effect alone one card won't make the difference. It does have merrit for sure being able to use fight as instant speed removal, but i would want to run the package as broad as possible or not at all.
If it's stapled on something usefull then it's gravy, but unfortunately neither Vivien and Yeva provide that to me and would rather use those slots for something more impactful.
Modern: WUBRG Humans - GBW Traverse - GWU Knightfall - GRW Bushwhacker Zoo -
While going a little more in depth on your list, you are making good use of the Changeling mechanic. I can totally see why Elvish Archdruid would be a good fit in your deck.
Modern: WUBRG Humans - GBW Traverse - GWU Knightfall - GRW Bushwhacker Zoo -
Yeah, normally I consider Changelings in Tribal decks to be flavor fails, but here they just get to be more than just wolves. They act also as Elves and Allies just for added value.
Much like you I'm still in the process of trying to tweak those final slots in the deck. One change I just made is actually taking out Primal Forcemage and replaced it with Thunderfoot Baloth for now. Forcemage is good for fighting but without having haste enablers the effect does little beyond it, where as the Baloth does provide a longer lasting buff effect. The deck already depends a fair bit on having Tolsimir out, so in that sense the restriction would be less of an issue. That said getting Tolsimir removed would result in pretty much a two for one, so definitely some risk there but my list is lacking some trample effects hence my current inclusion of it.