Quote from Cz"When Chronozoa dies, if it had no time counters on it, put two tokens that are copies of it onto the battlefield."
Back to the drawing board?
Quote from rem1I like the model now with 1 cradle mainboard and 1 in wishboard with living wish; giving that a try now. I'd do 2 (max) cradle mainboard if you have em, and potentially a crop rotation so you can sac 1 to get the other and reload. I like priest of titania a lot, and run 4 (plus 1 archdruid), but only 1 birchlore. I think if you're not splashing white that birchlore isn't good enough to run 3 of. And quiririon ranger I only run 3 of, since I rarely need 2 of them out (since I rarely have that many forests anyways).
Quote from Whitemage57Using information on this thread I finally decided to ditch the Slith Firewalker (personal card choice -- I know he's not that good) and add in Keldon Marauders, so I am currently running:
DeckMagic OnlineOCTGN2ApprenticeBuy These Cards
Land16 MountainCreatures4 Goblin Guide4 Grim Lavamancer4 Hellspark Elemental4 Kiln Fiend4 Keldon MaraudersBurn4 Lightning Bolt4 Chain Lightning4 Incinerate4 Rift Bolt4 Magma Jet4 FireblastSideboard4 Pyroblast4 Price of Progress3 Tormod's Crypt2 Sulfuric Vortex2 Shattering Spree
Quote from DeadbootsI think it's safe to cut a few with a mono-green build. Mono-green generally wants to just combo off as fast as possible as it doesn't have as many options for grinding things out - 12/2 is a good split, although I do like Bernardo's take on mono-green (12/3 Spirit Guide). The reason for running so few lands is that you'll generally only ever need 1 or 2 forests max, and you obviously don't want to hit lands when you're Glimpse comboing. If you can reliably draw 1-2 (and only 1-2) in your opening hand, you're probably golden with whatever number of lands you're running to achieve this. Goldfishing should provide you with a number that feels right.
However, I'd highly suggest stretching your manabase a bit to incorporate a Savannah (or two) and 6-7 fetches (sticking with 16 lands + Arbor). I really like the nearly "combo Maverick" approach that's possible with GW: you gain access to some great sideboard options, Mirror Entity as a kill condition/utility card, and you can hardcast the GW one-of Zenith targets that many lists want to run. Birchlore Rangers will allow for all of these in a pinch, but I'd rather not count on it (especially if you want to run cards that only require white in the board). 16 lands also allows for more consistent land drops, which is nice when you're having trouble sticking creature mana.
Comboing off on turn 2 is great, but it's not always going to happen - even when you're goldfishing. And tournament matches are never going to be goldfishes. I'm positive that most tournament (even FNM) matches will be grinds (at least games 2 and 3), and it's nice to reliably be able to win with 2-3 elves (regardless of which elves you manage to stick) and an Entity (Ezuri can do a decent job of filling in for Entity) rather than simply counting on having a fast combo clock (re: faster than your opponent's clock) and being able to stick certain dorks. Some will argue that this isn't the point of Combo Elves, or that we play this deck because it's a combo deck and we get to play awesome 15-mana win conditions. I'd personally rather not rely on a win condition that's entirely reliant on comboing (or randomly drawing into it AND sticking Priest/Cradle + a broken number of untaps/an absurd number of Elves).
That said, mono-green could be a great meta choice for you. I'm obviously a strongly-opinionated advocate of GW elves - "if you're not playing Entity, you're doing it wrong" - but mono-green is a ton of fun, and almost certainly has a faster combo clock. And again, it could be stronger in the right FNM meta.
Quote from Batat@jaoush123: I would presonally say drop at least 1 cradle (3 is just too much). If it were up to me I wouldn't run any cradles because 1) they can be wastelanded 2) sucks as your only land in your hand and 3) you just don't need it (trust me there isn't too much of a speed difference with or without it because combo elves is explosive enough as is). Many people are starting to see that you don't need the cradles and it allows the deck to run smothly without them, but remember this is your deck and this is just my suggestion. Also drop a GSZ or 2 because they get reshuffled back into your deck afterwords and they don't trigger Glimpse so 2-3 should be plenty. Also as my last critique I would drop the archdruid because that 1 extra cmc over priest is a big deal and you don't need the lord effect in legacy, (and trust me just about 100 percent of the time I wished my archdruid was a priest so I just dropped it and noticed that the deck runs better with just priests and no archdruids.
So the changes I would make would be:
1-3 Gaea's Cradle
1-2 Green Sun's Zeneth
1-2 Llanowar/Fyndhorn Elves
1 Priest of Titania
Remember these are just suggestions that I think would help your deck run more smoothly and you don't need to follow all or any of my suggestions because this is your deck and you get the final say, but I am just trying to help improve your deck. Just try the suggestions before completely saying no to them because you may be surprised by the results.
Quote from Negator87
So really, many elf list can do the trick, if you want to relay more on the heritage/nettle combo, I believe that at least 2+ birchlore must be run along, summoner pact is to be preffered as tutor, and titania/archdruids must be few, really simple.