1) Introduction
Combo Elves is a fun deck in Modern. The printing of Beck (Beck/Call) has brought new life to this archetype, long forgotten ever since 2 of its key cards were banned (Glimpse of Nature and Green Sun's Zenith).
2) The Combos
There are a lot of Elf-based combos in Modern. Here is a list of all of them:
a) Cloudstone Curio + Heritage Druid
b) 2 Devoted Druid + Ezuri, Renegade Leader
c) Elvish Archdruid + Staff of Domination + 4 other Elves
d) Imperious Perfect + Intruder Alarm + Heritage Druid
In this article, I’m going to discuss the Cloudstone Curio-based combo. I would like to thank Matt Nass for his GP Oakland decklist, which served as the basis for mine. He has also explained some of the combos in his article, which I will go through again here.
3) Decklist and Card Explanations
The most important cards in the deck are:
a) Heritage Druid
This card effectively does two things: give all your Elves the ability to tap for , and allow them to use this ability as though they have haste.
What this means is that your 1-mana Elves effectively cost 0 mana. This can be abused with ETB effects (e.g. Essence Warden) or to simply generate a dominating board presence, much like Affinity or Empty the Warrens. You will see a lot of 1-drops in Elf combo decks.
b) Nettle Sentinel
This card synergizes well with Heritage Druid, because it will untap when you cast an Elf. Effectively, this causes your 1-drop elves to cost negative 1 mana! With multiple copies of them on the battlefield, you can empty your hand very quickly and generate tons of mana. As an additional bonus, it has above-average stats for an attacker.
c) Cloudstone Curio
This card serves two purposes when it bounces one of your creatures: it effectively untaps them (when you cast them again), and allows you to get more ETB triggers. This enables many infinite combos, which will be explained in the next section.
d) Beck (Beck/Call)
This card is the replacement for Glimpse of Nature. It draws you a card for every creature you resolve. With Heritage Druid essentially letting you cast your Elves for free, you can draw and play your entire library.
The rest of the deck is enablers (1-mana Elves, ETB trigger permanents), tutors and wincons.
Between Llanowar Elves, Arbor Elf and Boreal Druid, Llanowar Elves is the best amongst them. Arbor Elf is second, provided you have a good number of Forests (it cannot untap Pendelhaven or Horizon Canopy, should you choose to include it). Boreal Druid is last, being played purely for redundancy. As it generates colorless mana, it cannot be used to cast 1-drops.
Deathrite Shaman is special, as it needs a land in either player's graveyard to generate mana. Fetchlands are fuel for its first ability. Being able to produce any color of mana is also good, as Beck uses a splash color.
Ezuri, Renegade Leader is a mana sink wincon. I chose him because he is an Elf. Although he effectively costs 8 mana in total to win the game, you can split it 3-5 (3 to cast, 5 for the second ability). His regeneration ability makes attacking unfeasible for your opponent – if they attack, you can block with any Elf, then tap them for mana via their own or Heritage Druid’s ability and activate Ezuri’s regeneration. Other options include Craterhoof Behemoth and Emrakul, the Aeons Torn.
4) Combo Explanation
Cloudstone Combo
With Cloudstone Curio and Heritage Druid, multiple infinite combos are available to you. Here they are:
Infinite Life
Battlefield: Cloudstone Curio, Heritage Druid, 1-drop
Hand: Essence Warden
Mana Pool:
Cast Essence Warden.
Trigger Curio on the 1-drop. Before Curio resolves, use Heritage Druid to tap all creatures for .
Cast the 1-drop ( ). Trigger Essence Warden (+1 life). Trigger Curio on Heritage Druid.
Cast Heritage Druid ( ). Trigger Essence Warden (+1 life). Trigger Curio on Essence Warden.
Repeat from the top.
Every cycle of this combo gives you 2 life. You can start with Essence Warden on the battlefield and the 1-drop in your hand instead.
Infinite Mana
Battlefield: Cloudstone Curio, Heritage Druid, Nettle Sentinel
Hand: 1-drop
Mana Pool:
Cast the 1-drop.
Trigger Curio on Heritage Druid. Before Curio resolves, use Heritage Druid to tap all creatures for .
Cast Heritage Druid ( ). Trigger Nettle Sentinel. Trigger Curio on the 1-drop.
Repeat from the top.
Every cycle of this combo gives you . You can start with the 1-drop on the battlefield and Heritage Druid in your hand instead.
Infinite Draw, Visionary
Battlefield: Cloudstone Curio, Heritage Druid, Nettle Sentinel
Hand: Elvish Visionary
Mana Pool: (you can start with )
Cast Elvish Visionary and trigger it (draw 1 card).
Trigger Curio on Heritage Druid. Before Curio resolves, use Heritage Druid to tap all creatures for .
Cast Heritage Druid ( ). Trigger Nettle Sentinel. Trigger Curio on Elvish Visionary.
Repeat from the top.
Every cycle of this combo gives you 1 card. You can start with Nettle Sentinel on the battlefield and Heritage Druid in your hand instead (with in your mana pool).
You can use this combo to draw cards until you draw a 1-drop, then use the 1-drop to generate infinite mana.
Infinite Draw, Beck
Battlefield: Cloudstone Curio, Heritage Druid, 1-drop
Hand: 1-drop
Mana Pool:
Effects active: Beck (Beck/Call)
Cast the 1-drop and trigger Beck (draw 1 card).
Trigger Curio on Heritage Druid. Before Curio resolves, use Heritage Druid to tap all creatures for .
Cast Heritage Druid ( ) and trigger Beck (draw 1 card).
Trigger Curio on the 1-drop.
Cast a 1-drop ( ) and trigger Beck (draw 1 card).
Trigger Curio on the other 1-drop.
Repeat from the top.
Every cycle of this combo gives you 3 cards. Beck's trigger is optional, so you can choose to draw fewer than 3.
You can use this combo to draw cards until you draw Nettle Sentinel, then use it to generate infinite mana.
The one rule you should remember is “never use Curio to bounce Sentinel”. In these combos, you use Curio to untap creatures for Heritage Druid by bouncing and recasting them. Nettle Sentinel already untaps itself, so it does not need to be bounced.
Eternal Command Lock
With infinite mana and every card in your library at your disposal, you can return every noncreature permanent without shroud or hexproof from your opponent’s side of the field (and his graveyard) into his library using Eternal Witness and Primal Command.
You need the infinite mana combo set up (Cloudstone Curio, Heritage Druid, Nettle Sentinel, 1-drop) Additionally, you need one of the infinite draw combos - Elvish Visionary/Beck/Regal Force. The infinite draw combo creature can be tutored for with Primal Command or Summoner’s Pact. Eternal Witness and Primal Command cannot be both in your graveyard.
Here’s what to do, assuming you have infinite mana:
If Eternal Witness is in your graveyard:
Draw cards until Primal Command is in your hand.
Cast Primal Command, spinning one of your opponent’s permanents, and shuffling your graveyard into your library.
If Primal Command is in your graveyard (this also applies if you previously casted it to get Eternal Witness back in your library):
Draw cards until Eternal Witness is in your hand.
Cast Eternal Witness, returning Primal Command to your hand.
Cast a creature, returning Eternal Witness to your hand with Curio’s trigger. Trigger Curio, bouncing a creature to your hand.
Draw cards until both Eternal Witness and Primal Command are in your hand.
Cast Primal Command, spinning one of your opponent’s permanents, and another mode of your choice.
Cast Eternal Witness, returning Primal Command to your hand. Trigger Curio, bouncing a creature to your hand.
Cast the bounced creature, returning Eternal Witness to your hand with Curio’s trigger.
Repeat from “Cast Primal Command”.
Once you have locked your opponent, victory should follow. He should have nothing left but creatures, and you can play as many chump blockers as necessary and gain as much life as you want.
Note that Primal Command puts the targeted permanent on top of your opponent’s library, so you should spin the least threatening permanent last. Also note that you can shuffle your opponent’s library with Primal Command.
”Warrens” Combo
You can put many Elves onto the battlefield early.
Turn 1: Land, 1-drop
Turn 2: Land, tap both lands for , 1-drop, Heritage Druid, tap all creatures for , lord (Elvish Archdruid/Ezuri).
With Elvish Archdruid, you have 4 2/2 creatures on the field now.
Ramp Combo
You can cast a card or activate an effect much earlier than you're supposed to.
Turn 1: Land, mana Elf
Turn 2: Land, Elvish Archdruid
Turn 3: Heritage Druid, 1-drop, tap all Elves for , Regal Force, draw 5 cards.
Turn 1: Land, mana Elf
Turn 2: Land, Elvish Archdruid
Turn 3: Heritage Druid, 1-drop, tap Elvish Archdruid for , Ezuri
Opponent's Turn 3: You're free to block any attackers and regenerate the blockers.
Turn 4: Tap Elvish Archdruid for , activate Ezuri's Overrun ability, attack for 21 trample damage.
The best part? You can miss land drops on turn 3 and 4, and it still works.
5) Optimization
Cloudstone Combo
Sandbag Elves. Keep them in your hand to avoid losing them to removal, as well as to trigger Curio. Remember that all the infinite combos require a creature to enter the battlefield – you need 1 creature in your hand to start the loop. If all the necessary creatures are already on the battlefield and you have no creatures in your hand with which to trigger Curio, no combo for you.
You can get an infinite combo going on turn 3 with just 2 lands, provided you cast Llanowar Elves/Arbor Elf/Boreal Druid on turn 1. This lets you cast Curio on turn 2, followed by Heritage Druid and Essence Warden/Nettle Sentinel on turn 3. For the infinite draw combo, simply generate infinite mana with Heritage Druid, Nettle Sentinel and the turn 1 Elf, then cast Elvish Visionary to begin drawing.
You can mix things up a bit by using 2 lands and a mana-producing Elf to cast Elvish Archdruid on turn 2. On turn 3, use a land to cast Heritage Druid and tap Elvish Archdruid to cast Curio. Use your final land to cast the third combo piece and begin the combo. This is useful for the surprise factor, since you play Curio on turn 3 instead of turn 2.
”Warrens” Combo
If your first 1-drop is Essence Warden, you gain 3 life.
If your lord is Elvish Archdruid, it can pay for Summoner’s Pact on your next upkeep.
If your first 1-drop can produce green mana, you get to cast 1 extra creature.
Turn 1: Land, Llanowar Elves
Turn 2: Land, tap all mana sources for , Heritage Druid, two 1-drops, tap all creatures for , lord.
If you have a Nettle Sentinel, you get to cast 2 extra creatures.
Turn 1: Land, 1-drop
Turn 2: Land, tap all lands for , Heritage Druid, Nettle Sentinel, tap all creatures for , two 1-drops (untapping Sentinel once), tap all creatures for , lord.
If you have two Nettle Sentinels, you can basically cast any Elf that costs 3 or less for free.
Turn 1: Land, Nettle Sentinel
Turn 2: Land, tap all lands for , Heritage Druid, Nettle Sentinel, tap all creatures for . Every subsequent Elf untaps the Sentinels. You then tap the two Sentinels and the newly-casted Elf for , allowing you to play more Elves.
Example: You have 2 untapped Elves and Curio. You cast Heritage Druid. Announce, "I'm going to activate Curio's trigger. I hold priority." The Curio trigger doesn't resolve yet, so you can use Heritage Druid to tap three Elves for mana. Once that is done, you allow the Curio trigger to resolve and bounce an Elf.
Ezuri would be the ideal finisher in situations where you don't have an infinite combo going. You can hold out one turn by using untapped Elves to block, tapping them for mana with Heritage Druid, then regenerating the blockers with Ezuri. Fortunately for this deck, Storm and Eggs are gone, so there are fewer scenarios where you die despite having lots of blockers.
I still hate the Storm and Eggs bannings, though.
With this sort of combo deck, you need every single mana source available when you combo off. You can't just go "eh, I'll hold back an untapped Stomping Ground". Sooner or later you'll run low on mana and be forced to tap it for green, just to cast an Elf and keep the combo going.
If a forest was dropped for a stomping grounds it would still be fetchable.
Trimonkey: It's the surer thing. Ezuri beatdown can be ruined by Wrath of God (no regeneration). If you have the infinite mana combo running, it's not too hard to get the last piece for the infinite draw:
1) Have Beck//Call, Elvish Visionary or Regal Force in hand (and the mana to cast it)
2) Use Summoner's Pact or Primal Command to tutor for Visionary/Force.
3) Use Eternal Witness to bring back a Visionary/Pact/etc from the graveyard.
If you want to play the 4th Curio you should probably cut a Deathrite Shaman/Boreal Druid for it, not Command.
drtravian: My gut feeling is that Beck is not strong enough to provide this deck with the same amount of resilience as the Extended version. The Modern version is much more vulnerable to removal. We'll have to see if it performs well on MTGO or at GPs.
With regards to SBing, I would try using one similar to Affinity's. Stuff like Relic of Progenitus, Grafdigger's Cage, Dismember, Spell Pierce and Unified Will would make good inclusions. Fecundity and Lead the Stampede help you survive board wipes.
Don't just copy the Nass SB; the meta was different then. Jitte and Dark Depths don't exist in Modern, so you can't play Jittes of your own and Ghost Quarter is not effective. I'm also hesitant about splashing white, because previous experience with splashing a third color in Storm and Eggs (for Channel the Suns and Wargate, respectively) didn't lead anywhere.
Any sideboard suggestions? anything changed since since posting?
How did your testing go, Trimonkey?