Rosheen's journey continued well after The Great Aurora and the stories of Shadowmoor. Her accurate prophecies continued to attract seekers of wisdom and enlightenment from far and wide, even across planes. Her constant babbling particularly interested the elves, who wished for Rosheen to impart her wisdom to them. An offering of a goat gained her trust and an alliance was formed.
"The hardest lesson for any elf to learn is humility. It takes a giant to teach that."
Elfball is an old strategy infamous among veteran players. The word comes from a contraction of Elf and Fireball, which summarizes the strategy very well. Play lots of elves. Make lots of mana. Cast a Fireball. Win.
With the downgrade of Rosheen Meanderer to uncommon, Elfball is now an available strategy in PDH. Will an army of elves led by a giantess burn a meandering path to victory?
Some Card Explanations
The Elves:
I'm not going to spend time explaining every Elf, as most of them don't require an explanation, like Mana Dorks.
Arbor Elf: works very well with Elvish Guidance, which can get out of control very quickly. Note that it only untaps forests, not non-basics or mountains. Quirion Ranger/Seeker of Skybreak: These allow us to abuse the broken tap abilities of our elves.
Gaining tons of life, making really mean lands, or pumping up creautres to crazy sizes. Elvish Skysweeper: a card I never thought I'd play, but here we are. In a deck that has access to tons of mana and tons of elves, this can be a repeatable removal spell against fliers and be very difficult to deal with. PDH is about value! Fierce Empath: It only has a handful of targets, but they are powerful. Ulamog's Crusher, Maul Splicer, Eldrazi Devastator or even Elvish Aberration can change the game massively. Wildheart Invoker: this is a rather beefy elf that also happens to be a great mana sink. Giving trample is also extremely important. Entourage of Trest: It's very easy to keep control of the monarchy with this deck. Blocking an extra creature is nice on a 4/4 body. Lifecraft Cavalry: just a beefy 6/6 trample for cheap with a very easy condition to meet.
The Fireballs and Other Payoffs
Fireball: The classic, though not always the best in every scenario. Disintegrate: Exiling a creature can be pretty important in some matchups. Lava Burst: In the same vein as Disintegrate, the unpreventable damage can be crucial against some decks. Rolling Thunder: Probably the best Fireball, as it can redirect however you want for just an extra mana. Slime Molding/ Ivy Elemental: These mana sinks are excellent as they can equate to many Fireballs, depending on whether the opponent can block/remove them or not.
Gorilla Shaman: there are lots of artifacts to much in this format, and Rosheen lets you get to X=2 immediately,
making the Mox Monkey an excellent removal spell. Untamed Might: Most useful against opponents who don't know we have this card. Otherwise, we can usually force through an attack with sheer numbers, making this almost as good as a Fireball. Sprout Swarm: While not an X spell and not interacting with our Commander, this card gets out of control quick considering how much mana this deck makes and how many small creatures we have.
Other Stuff:
Reclaim/Revive/Elven Cache: They can return a Fireball to be reused, or important creature that hit the bin. Evolution Charm: Has a mode to return a creature, but can also fix your mana or go for an unexpected flying offensive. Fissure: Mostly a creature removal spell, but can occasionally hit a land if necessary. Scour from Existence: Because we can afford it, that's why. Mana Geyser: An extremely powerful card in regular Commander, this is incredibly valuable to this deck.
It is easily capable of creating 10+ mana in the late game. Combine it with Elven Cache or Anarchist... Anarchist: Gets us back our Fireballs, which are mostly sorceries. Not an elf. Soulbright Flamekin: This creature does a lot of subtle things. First, it gets you from 6 to 8 by itself,
so it ramps. Second, it gives your stuff trample, so it breaks stalemates. Third, it fixes you mana, in case you'd need to convert Green to Red. All this from a 2-drop with 2 power makes for a great card. Whispersilk Cloak: this makes our Ivy Elemental or Ulamog's Crusher extra deadly and puts a fast clock on the opponent. Keep in mind you can't pump the creature with your spell/abilities because of shroud,
which isn't hexproof. Spidersilk Armor: This lets us dodge most common sweepers and gives flyers a really hard time.
Lands
I believe I've included every single dual land available, except Ash Barrens. Desert
should also make an appearance, though it's not quite as good in PDH as in regular Pauper. I've also included every possible cycling land for Red and Green. Although we like to hit land drops, we also need action in the mid-late game to get to our payoffs. Since there isn't much draw power in Red or Green, it needs to show up in the mana base.
I considered both of these cards. Meteor Shower is just too expensive, and I ran Stream of Life but eventually cut it.
In testing, the deck does okay, but can often get stuck not doing very much. It would be good to have some sort of mana sink (maybe an ability with X) to use up extra mana every turn? I'll have to look it up.
It is also difficult to ramp up to deadly amounts of mana. It's easy to get to about 15 mana, but beyond that gets challenging. This makes it so that a single Fireball usually won't cut it, even against one opponent.
Awesome deck Upkeep, looks like a blast to play. Rosheen Meanderer, now there's a general you don't see everyday. I know you have a lot of ramp from the elves, but I'd always make room for Cultivate and Kodama's Reach.
Just curious, what's the earliest you've gotten Ulamog's Crusher/Eldrazi Devastator into play with this deck? Looks like you can have them out by turn 4 with a good opening.
*** Mana Geyser might be a good card for your deck...
I'll try to make room for the ramp spells somewhere.
I've never had them out on turn 4, though it is possible. The earliest I've gotten them out is turn 5, but it ended in disaster. They get hit with crazy amounts of removal from all sides and made me look like a threat. I think they're best played in the late game. I've taken a game through Crusher and Whispersilk Cloak before; that was pretty cool.
Mana Geyser OMG HOW DID I MISS THIS!? Thanks for bringing that up. This is the game-ending spell I was looking for! Things can get really crazy when you go Geyser, Anarchist, Geyser, Elven Cache, Geyser, Fireball...
Rosheen's journey continued well after The Great Aurora and the stories of Shadowmoor. Her accurate prophecies continued to attract seekers of wisdom and enlightenment from far and wide, even across planes. Her constant babbling particularly interested the elves, who wished for Rosheen to impart her wisdom to them. An offering of a goat gained her trust and an alliance was formed.
Elfball is an old strategy infamous among veteran players. The word comes from a contraction of Elf and Fireball, which summarizes the strategy very well. Play lots of elves. Make lots of mana. Cast a Fireball. Win.
With the downgrade of Rosheen Meanderer to uncommon, Elfball is now an available strategy in PDH. Will an army of elves led by a giantess burn a meandering path to victory?
Arbor Elf: works very well with Elvish Guidance, which can get out of control very quickly. Note that it only untaps forests, not non-basics or mountains.
Quirion Ranger/Seeker of Skybreak: These allow us to abuse the broken tap abilities of our elves.
Gaining tons of life, making really mean lands, or pumping up creautres to crazy sizes.
Elvish Skysweeper: a card I never thought I'd play, but here we are. In a deck that has access to tons of mana and tons of elves, this can be a repeatable removal spell against fliers and be very difficult to deal with. PDH is about value!
Fierce Empath: It only has a handful of targets, but they are powerful. Ulamog's Crusher, Maul Splicer, Eldrazi Devastator or even Elvish Aberration can change the game massively.
Wildheart Invoker: this is a rather beefy elf that also happens to be a great mana sink. Giving trample is also extremely important.
Entourage of Trest: It's very easy to keep control of the monarchy with this deck. Blocking an extra creature is nice on a 4/4 body.
Lifecraft Cavalry: just a beefy 6/6 trample for cheap with a very easy condition to meet.
The Fireballs and Other Payoffs
Disintegrate: Exiling a creature can be pretty important in some matchups.
Lava Burst: In the same vein as Disintegrate, the unpreventable damage can be crucial against some decks.
Rolling Thunder: Probably the best Fireball, as it can redirect however you want for just an extra mana.
Slime Molding/ Ivy Elemental: These mana sinks are excellent as they can equate to many Fireballs, depending on whether the opponent can block/remove them or not.
X-Spells that exist but were cut/never included: Heat Ray, Rock Slide, Thrive, Stream of Life, Meteor Shower, Wave of Indifference.
Gorilla Shaman: there are lots of artifacts to much in this format, and Rosheen lets you get to X=2 immediately,
making the Mox Monkey an excellent removal spell.
Untamed Might: Most useful against opponents who don't know we have this card. Otherwise, we can usually force through an attack with sheer numbers, making this almost as good as a Fireball.
Sprout Swarm: While not an X spell and not interacting with our Commander, this card gets out of control quick considering how much mana this deck makes and how many small creatures we have.
Other Stuff:
Reclaim/Revive/Elven Cache: They can return a Fireball to be reused, or important creature that hit the bin.
Evolution Charm: Has a mode to return a creature, but can also fix your mana or go for an unexpected flying offensive.
Fissure: Mostly a creature removal spell, but can occasionally hit a land if necessary.
Scour from Existence: Because we can afford it, that's why.
Mana Geyser: An extremely powerful card in regular Commander, this is incredibly valuable to this deck.
It is easily capable of creating 10+ mana in the late game. Combine it with Elven Cache or Anarchist...
Anarchist: Gets us back our Fireballs, which are mostly sorceries. Not an elf.
Soulbright Flamekin: This creature does a lot of subtle things. First, it gets you from 6 to 8 by itself,
so it ramps. Second, it gives your stuff trample, so it breaks stalemates. Third, it fixes you mana, in case you'd need to convert Green to Red. All this from a 2-drop with 2 power makes for a great card.
Whispersilk Cloak: this makes our Ivy Elemental or Ulamog's Crusher extra deadly and puts a fast clock on the opponent. Keep in mind you can't pump the creature with your spell/abilities because of shroud,
which isn't hexproof.
Spidersilk Armor: This lets us dodge most common sweepers and gives flyers a really hard time.
Lands
should also make an appearance, though it's not quite as good in PDH as in regular Pauper. I've also included every possible cycling land for Red and Green. Although we like to hit land drops, we also need action in the mid-late game to get to our payoffs. Since there isn't much draw power in Red or Green, it needs to show up in the mana base.
1 Rosheen Meanderer
Mana sinks and payoffs (13)
1 Gorilla Shaman
1 Disintegrate
1 Fireball
1 Kaervek's Torch
1 Lava Burst
1 Slime Molding
1 Ivy Elemental
1 Untamed Might
1 Rolling Thunder
1 Sprout Swarm
1 Maul Splicer
1 Ulamog's Crusher
1 Eldrazi Devastator
Other spells (11)
1 Reclaim
1 Hull Breach
1 Wrap in Vigor
1 Moment's Peace
1 Gleeful Sabotage
1 Revive
1 Evolution Charm
1 Elven Cache
1 Fissure
1 Mana Geyser
1 Scour from Existence
Elves (34)
1 Arbor Elf
1 Boreal Druid
1 Llanowar Elves
1 Elvish Mystic
1 Fyndhorn Elves
1 Elvish Skysweeper
1 Birchlore Rangers
1 Essence Warden
1 Nettle Sentinel
1 Quirion Ranger
1 Elvish Vanguard
1 Elvish Visionary
1 Heart Warden
1 Seeker of Skybreak
1 Wirewood Herald
1 Viridian Emissary
1 Wellwisher
1 Quirion Elves
1 Sylvan Ranger
1 Elvish Branchbender
1 Fierce Empath
1 Civic Wayfinder
1 Timberwatch Elf
1 Wood Elves
1 Farhaven Elf
1 Lys Alana Huntmaster
1 Ivy Lane Denizen
1 Llanowar Empath
1 Selvala's Enforcer
1 Wildheart Invoker
1 Entourage of Trest
1 Lifecraft Cavalry
1 Elvish Aberration
Other creatures (2)
1 Soulbright Flamekin
1 Anarchist
Artifacts/ Enchantments (4)
1 Commander's Sphere
1 Whispersilk Cloak
1 Spidersilk Armor
1 Elvish Guidance
1 Gruul Guildgate
1 Gruul Turf
1 Rugged Highlands
1 Timber Gorge
1 Command Tower
1 Evolving Wilds
1 Terramorphic Expanse
1 Tranquil Thicket
1 Slippery Karst
1 Desert of the Indomitable
1 Forgotten Cave
1 Smoldering Crater
1 Desert of the Fervent
11 Forest
10 Mountain
1 Quicksand
Other cards of interest I haven't added: Crush Underfoot, Orcish Lumberjack, Sprouting Vines, Horned Kavu (works well with ETB effects in the deck), Crown-Hunter Hireling, Elvish Handservant, Farhaven Elf.
+1 Mana Geyser, -1 Lead the Stampede, +1 Elven Cache, -1 Gruul Signet, +1 Commander's Sphere. After seeing the price on Devoted Druid, -1 and +1 Farhaven Elf
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
Did you consider:
meteor shower? - propably too bad.
stream of life - Lifegain
I considered both of these cards. Meteor Shower is just too expensive, and I ran Stream of Life but eventually cut it.
In testing, the deck does okay, but can often get stuck not doing very much. It would be good to have some sort of mana sink (maybe an ability with X) to use up extra mana every turn? I'll have to look it up.
It is also difficult to ramp up to deadly amounts of mana. It's easy to get to about 15 mana, but beyond that gets challenging. This makes it so that a single Fireball usually won't cut it, even against one opponent.
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio
Just curious, what's the earliest you've gotten Ulamog's Crusher/Eldrazi Devastator into play with this deck? Looks like you can have them out by turn 4 with a good opening.
*** Mana Geyser might be a good card for your deck...
Pauper EDH: ~ Rhox War Monk ~ Scornful Aether-Lich ~ Ashenmoor Gouger ~ Ascended Lawmage ~ Nightscape Battlemage ~ Warden of the Eye ~ Hedge Troll ~ Dinrova Horror ~ Renata
Pauper 60: ~ Caw Blade ~ MonoU Delver ~ MonoW Monk Fish ~
Standard: ~ Boros Knights ~ RDW ~
Pioneer: ~ U BControl ~
Modern: ~ UB Control ~
Legacy/Vintage: ~ MonoU Delver ~
93/94: ~ Erhnamgeddon ~
I'll try to make room for the ramp spells somewhere.
I've never had them out on turn 4, though it is possible. The earliest I've gotten them out is turn 5, but it ended in disaster. They get hit with crazy amounts of removal from all sides and made me look like a threat. I think they're best played in the late game. I've taken a game through Crusher and Whispersilk Cloak before; that was pretty cool.
Mana Geyser OMG HOW DID I MISS THIS!? Thanks for bringing that up. This is the game-ending spell I was looking for! Things can get really crazy when you go Geyser, Anarchist, Geyser, Elven Cache, Geyser, Fireball...
UGTurboFogGU
BRSacrificial AggroBR
16The Paper Pauper Battle Bag16
EDH
BRRakdos, Lord of PingersBR
GTitania, Protector of ArgothG
UB Ramses OverdarkUB
Sig by Ace5301 of Ace of Spades Studio