thanks to darkknightcavalier from heroes of the planes studios
If you’ve come here for a tribal deck that is fun and different
Please note that i do not mention cards like spark elemental in this primer because they are fairly self explanitory.
So why play elementals? Let’s start with the deck.
1 drops: Flamekin Bladewhirl-Not the best creature in the world, but it is still an elemental and it is still a 2/1 for one. Flamekin Harbinger: Tutors for any card in the deck, probably the better one drop.
2 drops: Ashling, the pilgrim: A 1/1 for 2 is not very good…She can be used as a mana sink later in the game Ashmouth Hound: Again, not the best creature, but it is an elemental and it is included for the option of being able to deal 3 damage to a creature Brighthearth Banneret: Reduces the cost of elementals and can reinforce. Great 2 drop for the deck. Emerstrike Duo: So this card is trickier to evaluate. If you have a more black based elementals deck, then this might be worth including Smokebraider: adds two mana of any colors to help us cast are elementals. Great for the deck. Spiteflame Witch: An elemental that later in the game can deal some damage Stigma lasher: Stops the opponent from gaining life and it’s on a decent body: definitely sideboardable, maybe even mainboard. Storm Entity: This one is a shot in the dark. Assuming you have a turn 2 smokebraider this card could potentially be a 3/3 haste for 2. Tunnel Ignus: This card is good against scapeshift and Fetchlands.
3 drops: Fulminator Mage: one of the best elementals, probably the best in the format. It can attack and it can destroy manabases. Grinning Ignus: Another interesting option. It could possibly in conjunction with storm entity. Incandescent Soulstoke: An elemental lord…It also lets us cheat on evoke creatures. Inner-flame Igniter-It provides an option to pump your board as well as giving them first strike…sometimes…. Offalsnout-the graveyard hate of the elementals Rage Forger-If you are running a less evoke style deck, this could be an option Rockslide Elemental: If you are focused on evoke, this might be a creature for you Sulfur Elemental-a possible sideboard card against soul sisters Wilderness Elemental: I have not decided whether this card is playable yet…it seems like it could be good but then again if your opponent can fetch out basics and it becomes a 2/3 trample for 3 its not really worth it. Whispmare: If you have problematic enchantments, this will take care of them. Mirror Entity: A 1/1 elemental that can be a force.
4 drops: Ashenmoor Leige: pumps most of the creatures in the deck, deals damage when targeted and is an elemental. Coal Stoker: in a more all in deck, this could be a fine choice. (Incandescent Soulstoke works with this card nicely) Flame-kin Zealot: This is one of the best cards in the deck. It can provide you a turn 4 win. Nova Chaser: I don’t know where it fits, but it is a 10/2 trampler for 4. Rumbling Slum: a 5/5 for 4. Vengevine: We know that vengevine is good. The question is will it be good in this deck. I could see a version running vines.
5 drops Glarewielder: a good tool for forcing attackers through. Horde of Notions: While it is a 5/5 with a multitude of abilities, I don’t know if there is room for it. Ingot Chewer: Kills artifacts. Not Maindeckable, but certainly sideboardable Mulldrifter: provides card advantage as well as the option to cast a spell. Reviellark: If your first attack with Flame-Kin Zealot fails, try again? Shriekmaw: A nice removal spell as well as a 3/2 fear sometimes.
This next section is for ambitious people who think they can maintain an incandescent soulstoke and play their elementals with its ability. Aethersnipe: Okay, maybe this one can be played because of its evoke cost. Avenger of Zendikar: Leaves some tokens behind. With a fetchland, it can end the game after it leaves. Cloudthresher: Another Evoker. This one is good against flyings… Doomgape: This is the kind of creature we want to be sneaking into play! 10/10 tramplers. Dread: a 6/6 fear is not bad Gaea’s Revenge: an 8/5 hexproof Liege of the Tangle: once it leaves, you probably have 8/8 lands. Vigor: Can make your creatures practically invincible.
Spells: yes the deck can run spells. Lightning Bolt: efficient removal that can finish off the opponent Lightning Helix: See above Path to exile: More efficient removal Lead the Stampede: can provide a large amount of card advantage provided you don’t run most of the other spells. Eyes of the Wisent: A card to deal with counters and flash craetures, this also happens to be an elemental. Crib Swap: Changeling=elemental. Tutorable removal Nameless Inversion: See above.
Lands: What is so good about tribal decks that are mostly creatures is that we have an amazing manabase. Ancient Ziggurat: Every card in our deck is most likely a creature Cavern of Souls: Make our spells uncounterable AND add mana of any color?
Fetchlands and Dual Lands: Every Manabase can be good with them. Primal Beyond: Will come into play untapped for almost all of the time and helps you cast elementals.
im sorry everyone but you guys neglected a little 1/1 creature that packs a huge punch in the form of cephalid constable also, could shorecrasher mimic be good here?
thanks to darkknightcavalier from heroes of the planes studios
If you’ve come here for a tribal deck that is fun and different
Please note that i do not mention cards like spark elemental in this primer because they are fairly self explanitory.
So why play elementals? Let’s start with the deck.
Flamekin Bladewhirl-Not the best creature in the world, but it is still an elemental and it is still a 2/1 for one.
Flamekin Harbinger: Tutors for any card in the deck, probably the better one drop.
2 drops:
Ashling, the pilgrim: A 1/1 for 2 is not very good…She can be used as a mana sink later in the game
Ashmouth Hound: Again, not the best creature, but it is an elemental and it is included for the option of being able to deal 3 damage to a creature
Brighthearth Banneret: Reduces the cost of elementals and can reinforce. Great 2 drop for the deck.
Emerstrike Duo: So this card is trickier to evaluate. If you have a more black based elementals deck, then this might be worth including
Smokebraider: adds two mana of any colors to help us cast are elementals. Great for the deck.
Spiteflame Witch: An elemental that later in the game can deal some damage
Stigma lasher: Stops the opponent from gaining life and it’s on a decent body: definitely sideboardable, maybe even mainboard.
Storm Entity: This one is a shot in the dark. Assuming you have a turn 2 smokebraider this card could potentially be a 3/3 haste for 2.
Tunnel Ignus: This card is good against scapeshift and Fetchlands.
3 drops:
Fulminator Mage: one of the best elementals, probably the best in the format. It can attack and it can destroy manabases.
Grinning Ignus: Another interesting option. It could possibly in conjunction with storm entity.
Incandescent Soulstoke: An elemental lord…It also lets us cheat on evoke creatures.
Inner-flame Igniter-It provides an option to pump your board as well as giving them first strike…sometimes….
Offalsnout-the graveyard hate of the elementals
Rage Forger-If you are running a less evoke style deck, this could be an option
Rockslide Elemental: If you are focused on evoke, this might be a creature for you
Sulfur Elemental-a possible sideboard card against soul sisters
Wilderness Elemental: I have not decided whether this card is playable yet…it seems like it could be good but then again if your opponent can fetch out basics and it becomes a 2/3 trample for 3 its not really worth it.
Whispmare: If you have problematic enchantments, this will take care of them.
Mirror Entity: A 1/1 elemental that can be a force.
4 drops:
Ashenmoor Leige: pumps most of the creatures in the deck, deals damage when targeted and is an elemental.
Coal Stoker: in a more all in deck, this could be a fine choice. (Incandescent Soulstoke works with this card nicely)
Flame-kin Zealot: This is one of the best cards in the deck. It can provide you a turn 4 win.
Nova Chaser: I don’t know where it fits, but it is a 10/2 trampler for 4.
Rumbling Slum: a 5/5 for 4.
Vengevine: We know that vengevine is good. The question is will it be good in this deck. I could see a version running vines.
5 drops
Glarewielder: a good tool for forcing attackers through.
Horde of Notions: While it is a 5/5 with a multitude of abilities, I don’t know if there is room for it.
Ingot Chewer: Kills artifacts. Not Maindeckable, but certainly sideboardable
Mulldrifter: provides card advantage as well as the option to cast a spell.
Reviellark: If your first attack with Flame-Kin Zealot fails, try again?
Shriekmaw: A nice removal spell as well as a 3/2 fear sometimes.
This next section is for ambitious people who think they can maintain an incandescent soulstoke and play their elementals with its ability.
Aethersnipe: Okay, maybe this one can be played because of its evoke cost.
Avenger of Zendikar: Leaves some tokens behind. With a fetchland, it can end the game after it leaves.
Cloudthresher: Another Evoker. This one is good against flyings…
Doomgape: This is the kind of creature we want to be sneaking into play! 10/10 tramplers.
Dread: a 6/6 fear is not bad
Gaea’s Revenge: an 8/5 hexproof
Liege of the Tangle: once it leaves, you probably have 8/8 lands.
Vigor: Can make your creatures practically invincible.
Spells: yes the deck can run spells.
Lightning Bolt: efficient removal that can finish off the opponent
Lightning Helix: See above
Path to exile: More efficient removal
Lead the Stampede: can provide a large amount of card advantage provided you don’t run most of the other spells.
Eyes of the Wisent: A card to deal with counters and flash craetures, this also happens to be an elemental.
Crib Swap: Changeling=elemental. Tutorable removal
Nameless Inversion: See above.
Lands: What is so good about tribal decks that are mostly creatures is that we have an amazing manabase.
Ancient Ziggurat: Every card in our deck is most likely a creature
Cavern of Souls: Make our spells uncounterable AND add mana of any color?
Fetchlands and Dual Lands: Every Manabase can be good with them.
Primal Beyond: Will come into play untapped for almost all of the time and helps you cast elementals.
4 flamekin harbinger
4 smokebraider
4 Brighthearth Banneret
4 Fuminator Mage
4 incandescent soulstoke
1 Horde of Notions
4 Mulldrifter
4 shriekmaw
2 reviellark
2 Lead the Stampede
4 Primal Beyond
4 Ancient Ziggurat
4 Cavern of souls
4 Arid Mesa
3 Scalding Tarn
1 steam vents
1 blood crypt
1 sacred foundry
1 Mountain
4 Flamekin Harbinger
4 Smokebraider
4 Storm Entity
4 Grinning Ignus
4 Incandescent Soulstoke
2 Coal Stoker
4 Flame-kin Zealot
2 Mulldrifter
3 lightning bolt
4 Primal Beyond
4 Cavern of Souls
4 Ancient Ziggurat
4 Arid Mesa
4 Sacred Foundry
1 Steam Vents
Thank you in advance
name: archmage521 cockatrice name: archmage521 hash code for cockatrice: trh6fsuu
i am still waiting for him to agree on a time.
im going to be available after 3:00 pm EST.
EDIT: mws code: de965c3c
so the key of making this work is so that you will be able to connect with a creature equipped with a sword right?
and i agree that attacking with leech after playign blightning
then untapping your lands will be great. but that doesnt affect birds of paradise.
it is not a land. borderland ranger gets a land
so the key of making this work is so that you will be able to connect with a creature equipped with a sword right?
and i agree that attacking with leech after playign blightning
then untapping your lands will be great. but that doesnt affect birds of paradise.
it is not a land. borderland ranger gets a land