This is my favorite deck. It is fun to pilot because it requires quick decisions to start with and then you just hang on for the ride. It is even fun to get beaten by, because it doesn't combo off, kill everything, or counter everything, it just beats face and it does it fast.
(*) = No foil printed
Sorry for the distracting Foil
tags, etc - I just like to keep
track for my own purposes.
While a decent Ezuri build is hard to mess up (you just put a bunch of mana guys in there and watch as Ezuri builds his army), there is still plenty of space to add your own flavor. In green, draw and answers are my flavors of choice, so I mostly went for that. I also added in some gadgets that help pump my elf army further. The main weakness of this deck (besides a quick board wipe) is getting my general tucked into my deck. So I have tried to include as much tutor as I can in order to have a chance at getting him back. This brings me to my possible additions:
Cards I'm considering subbing in: Krosan Grip: Seems silly to not have this gem in my deck, just not sure what to pull out for it. Chord of Calling: This would provide another way to get my general back or fetch up some utility. Wirewood Herald: This guy is another tutor, and would provide a little boost after a depressing boardwipe. Garruk, Primal Hunter: Draw is good. Sensei's Divining Top: Not sure my deck needs this but it's such a good card. Petrified Field: Just a way to get my Gaea's Cradle back. Sylvan Tutor: Another copy of Worldly Tutor, but do I really want another copy?
Anyway, as I said before - this deck is a blast to play (usually for everyone involved) and it can compete in multiplayer too, the challenge being not to paint too big of a bullseye on your own head too soon. However, I have found that this deck is remarkably good at recovering from board wipes.
I guess I should go ahead and go all out on this post: Card Selection
Ezuri, the Renegade Facebeater has got to be the best elf EDH deck general, hands down. By himself, he provides a win condition (in the form of a great mana-sink) and a way to protect his fellow elves and make them into incredible blockers. You can't ask for more from your general, so that makes this a very easy choice.
Ambush Commander: Is it a bad idea to turn all your lands into creatures? Yes. Does that mean it can't combo off into ridiculous amounts of mana (see Priest of Titania) and attackers? No. While this card is dangerous, and should be played with timing in mind, it has won many games for me. Arbor Elf: Can't get enough one-drop mana producers. Boreal Druid: See above. Copperhorn Scout: With one of my mana horses on the table (Priest, Archdruid, etc.) this guy allows me to double up my mana during an attack for more overruns by Ezuri. Devoted Druid: A mana producer with a nice bonus: when I am using Ezuri's pump ability, his toughness climbs very high, allowing him to single-handedly pump all my guys an extra one or two times. Elvish Archdruid: Duh. Elvish Champion: In a deck like this the +1/+1 is very relevant, and man are people upset when this guy shows up and they have a Forest. Elvish Harbinger: Elf EDH staple - tutors up an elf card and provides mana? Yes please. Elvish Hunter: This gal provides that unique utility that can really come in handy sometimes. She has been my key to victory more than once. Ezuri's Archers: This deck needs all the air defense it can muster, and this guy fits the bill. Fauna Shaman: Tutoring is always great, but it is especially great when my general just got tucked and all I have is a bunch of useless mana dorks. Fyndhorn Elves: One-drop mana machine. Give it to me baby. Gaea's Herald: Just a nice card against those decks that have counters in them. Which is a lot of decks. Heart Warden: More mana production and also a chance to draw a card when my elves are put into a graveyard from the battlefield die. Heritage Druid: More mana. Does not work with Mana Reflection, but works great with Lys Alana Huntmaster. Imperious Perfect: Provides +1/+1 and pops out 2/2 elf tokens. It'll play. Jagged-Scar Archers: Air defense and a big beater in one package. Joraga Treespeaker: This guy is a great investment of 3 mana, especially since he accepts installments. Joraga Warcaller: To be honest, I usually just drop this guy out on the field to increase my elf count, but sometimes I use him how he was born to be used. Leaf Gilder: More mana on a 2/1 body. Llanowar Elves: The Sean Connery of elves - he's been around forever but he's still awesome. Yes I'll have my Ezuri turn 2, thank you. Lys Alana Bowmaster: Air defense (plus a little offense). Lys Alana Huntmaster: A very strong token producer as it produces more elves! Combine with Heritage Druid for best results. Nullmage Shepherd: Very good at blowing up stuff. Repeatedly. Oracle of Mul Daya: Not the most amazing of my elves, but it really is nice when you take 2 lands off the top of your deck and put them into play. Priest of Titania: This elf is better than Rofellos in this deck. Quirion Ranger: This gal combos off great with my mana horses and if I have a turn without a land drop, I can replay the land that is bounced and tap it for more mana! Regal Force: The only non-elf creature in the deck is deserving of the title. His card-drawing power is legendary, and he can be played on 4th turn no problem. Rofellos, Llanowar Emissary: Rofellos is only banned as a general, not as a soldier in your deck. So play him. He is one of the best creatures for recovering after a board wipe. Seeker of Skybreak: The elf is basically a copy of the best mana-producing elf I have in play. Very useful, that. Silhana Starfletcher: More much needed air defense, plus more mana. Sylvan Messenger: Due to the very high number of elves in this deck, this card is strong. I usually hit 2 elves with it. Sylvan Ranger: I like this card because when I draw my seven and see this guy in there - I feel like I'm looking at an elf and a Forest. Because I am. It's like having 2 cards in 1! Taunting Elf: Another one drop that brings a useful special ability. Thornweald Archer: Air defense plus deathtouch? That'll do, pig. Viridian Zealot: Sadly, this guy lives to die. He is very useful as there is always something that needs destroying, and he can be tutored by my green tutors (which grab only creatures). Wellwisher: Does lifegain suck? Yes. Is it fun to use Sylvan library to draw 3 cards every turn and gain back the life? Yes. This card stays in just because it's yet another tool to be tutored for if necessary, as sometimes lifegain is actually helpful - even in EDH. Wirewood Channeler: Mana horse baby. The worst one because of the higher cost, but still effective at what he does. Wirewood Hivemaster: Tokens are good, and this guy will definitely give 'em to ya. Wolf-Skull Shaman: More tokens. While the tokens produced by these guys aren't elves, they are still very useful guys, especially against say - Thraximundar. Wren's Run Vanquisher: A 3/3 for 2 doesn't really impress me in EDH. But a deathtouch guy who can be regenerated does.
Artifacts Coat of Arms: Coat = win condition. Better in my opinion than Beastmaster Ascension because it 'activates' when it hits the table. Doubling Cube: Wondering what to do with that ridiculous amount of mana you have? How about you double it! Then go ahead and pump with Ezuri and win. This artifact becomes useful at 7 mana for you less math-inclined readers out there. Eldrazi Monument: Indestructability is good. Especially when you have plenty of tokens to keep the Monument happy. Lightning Greaves: Absolutely amazing in this deck. Yes the usual reason it's run is relevant here - it keeps my general safe. But it really shines when I start putting in my mana elves and tapping them immediately to play out my whole hand and really bring down the elfball. Enchantments Aluren: Here's that word again: elfball. Yes this baby can help out the opponents, but it is highly likely that it will help us more. Remember to throw all your creatures into play at your opponents EOT. Concordant Crossroads: Haste is awesome. See: Lightning Greaves. Elvish Guidance: This enchantment is yet another form of Archdruid, spitting out mana like nobody's business. Combine with Arbor Elf for best results. Mana Reflection: Yes, this works with your mana producing elves as well as with lands. Like a Caged Sun on steroids. Sylvan Library: This thing is just plain good - main drawback is that it's so good it usually gets destroyed. But that is a good drawback to have. Instants Beast Within: The green Vindicate. You should be embarrassed if you have access to green and you don't have this card in your deck. Crop Rotation: This handly little spell will grab me my beautiful Gaea's Cradle, or if I really need it, a Strip Mine. Worldly Tutor: Tutors are a must in EDH. And this is what green gets by way of tutors. Sorceries Collective Unconscious: Drawing cards = goood. Creeping Mold: I sometimes consider replacing this guy with Acidic Slime because that card is so good - but I really like the speed advantage (at 4 CMC) of Mold. Sometimes it's that very early game land or artifact destruction that gives my elves a window for victory. Desert Twister: It's expensive you say - but not really for this deck. It's simply an answer to everything (a sorcery speed answer, but an answer none the less). Elvish Promenade: Tons of tokens is a good thing, especially when they are Elf tokens. Genesis Wave: This deck is well equipped to take full advantage of this cards amazing power. Gleeful Sabotage: I run this baby because it is flexible and can sometimes be used to destroy 2 or 3 targets with one card - especially helpful in multiplayer. Green Sun's Zenith: An absolutely outstanding card that no green EDH deck should be without. Also another way to get my general back in the action. Harmonize: Drawing is good, and it is an essential element of the elfball. Overwhelming Stampede: I run this card because it feels so good to pump with Ezuri say twice, then use the remaining mana to cast Overwhelming for +8/+8 or so on everyone (including non-elves). Primal Command: All the commands are good because they provide flexibility, but I basically always use this card to bounce a non-creature permanent and fetch a creature to my hand. Well worth the 5 mana. Planeswalkers Garruk Wildspeaker: because tapping Gaea's Cradle once per turn just isn't enough. And because Garruk can - if he doesn't have a great land to target - provide even more pumping power with his ultimate.
Gaea's Cradle: It is expensive (~$50), but it can do some pretty broken things in this deck. Misty Rainforest & Verdant Catacombs: Just for a little extra thinning. I don't know why not! Strip Mine: I've been in more than a couple of 1v1 matches that I won early with this card. Besides that, it is a useful answer to troublesome lands and can be fetched with Crop Rotation. Wasteland: See above. Plus this card is just cool. Wirewood Lodge: Untapping elves is always a good plan, especially if that elf is tapping for big amounts of mana. Yavimaya Hollow: I'm not totally sure I love this card in this deck, but I guess it doesn't really hurt. It's nice to have a way to regenerate Ezuri.
Alright, I'm open to any suggestions or comments and I hope this helps those of you who are working on your own elf EDH. Happy elfballin!
Blackjack - you love Doubling Season don't you. I think you should build your own Rhys the Redeemed deck so you can put Doubling Season in and just laugh at peoples' faces when you put 30 tokens into play.
Bizkit Overlord - welcome to EDH, it's about time you started enjoying this great format. I'm going to back up what Blackjack said about the underwhelming aggro creatures, in my own Ezuri deck I think I have all mana guys or creatures that provide some type of utility. But I will post my list since you have inspired me to finally post my favorite deck. The elves are a fun deck to tune and I think you will find that you can still achieve incredible elfball even in this format. I'm going to go post my Ezuri deck right now so keep an eye out for it and check it out and let me know if you have any questions or suggestions about my card choices. Good luck beating face!
Yes I think the Vat would work well in your deck. Check out this article from a great columnist for some fun ideas.
And you're right - I took out the Zigs when I made this deck standard-legal to play at FNM. I'll be looking to put those back in there, they are absolutely perfect for this deck.
You do already have the good green fatties. So I would recommend seriously considering switching your general to Ezuri. I have had great success with him at the helm of my elf deck - and he insures that when he's around, no mana is going to waste. Plus I'd argue that his regeneration ability is probably better than the shroud provided by Eladamri. If you like Eladamri though, don't be afraid to stick with him. You should always just play with the cards you want to play with and I'm sure he's used less than the Renegade Leader. I say this because if you decide to switch your general to Ezuri, you will probably have to cut Eladamri as their abilities clash a bit. Also, it helped me make my decision when I realized that the rules text says that Eladamri doesn't give himself shroud or forestwalk, but you may already know that.
A one or two of Gratuitous Violence would definitely make for a pretty devastating late game bomb.
And I'll have to direct my buddy to this thread - after he saw the success of this deck he decided to build his own U/R Tap Damage. While mine has more firepower, the U does have some serious advantages. I think when we go head to head with our tap damage decks his usually wins, even though he doesn't employ any of the combos you guys are talking about. Those games are always funny though!
This is the 2nd deck that I ever built from scratch, and it has been probably the most fun of all of my decks to play. This is mostly due to the very low amount of wrath effects in my playgroup, which allowed a deck like this to run rampant. It is still a very fun deck that competed decently at FNMs despite being so simple. There's not a whole lot to say about it - it started with all 5 colors and I cut black which made it better. I guess the main question I have is: are the wizards guys going to ever print more Allies?
So there you have it. 40 creatures and 20 lands. When I was taking this to FNMs I was filling the sideboard out with counters to cover my troops. It's easy enough to switch them in for the blue allies. Also, this deck can win by gaining so much life the opponent(s) scoop. I once had 5 Ondu Clerics (thanks to some Shapeshifters) and hit ~780 life before my roommate scooped in disgust. Good times
You are absolutely right. What should I cut... maybe I'll get rid of those Salvos, I only like them because they help me cut into my opponents life totals which can take this deck forever.
I can't believe I hadn't yet thought of that - I look forward to using the Collar, thank you
You might wanna go through the whole list of elves on Gatherer again because I see you're missing a couple good ones like Fyndhorn Elves and Wirewood Channeler. Although, maybe you feel like you already have enough mana, because I don't see a whole lot of places for you to use the ridiculous amounts of mana you will be able to muster. If I were you, I would try find more places to take advantage of that elfin mana.
And for me Oran-Rief was pretty underwhelming. I'd toss it in favor of a Strip Mine.
Fun looking deck though - elves are always a good time
Wow Altar of Dementia looks amazing. I saw you have your own Geth decklist up - looks good. Lots of cool interactions and manipulations going on. It does look like it is one of those EDH decks that really relies on the commander, have you had problems winning with Geth tucked? That's one of the things I like the most about my Geth deck is that, compared to my other decks, it is much less reliant on the commander.
P.S. when are you going to post your Akroma decklist? I'm in the works of polishing up my Akroma deck right now
I definitely should have Black Sun's Zenith in there, I know there is no excuse.
But I do disagree about the Grave Titan. In my experience it is one of my better fatties, a guy that people have to answer and answer quick. And I've found the tokens interact well with several other cards such as Braids, Magus, Barter in Blood, and Diabolic Intent.
And you're right about some of my card choices having better alternatives for multiplayer play. I guess I actually took out Innocent Blood for Geth's Verdict to make it better in 1v1. I'm going to have to decide if I want the deck to be good in multiplayer, good in 1v1, or just alright at both.
This is my Tap Damage deck which was created when I realized there were enough tap damage creatures and I thought of the synergy with Quest for Renewal. It has turned out to be a fun deck - much more effective against creature-based aggro decks than against decks that don't run very many creatures. Essentially the plan with this deck is to use burn spells to hold off the enemy's creatures early and have enough damage tappers to control the board later. Obviously they are very susceptible to mass-removal, but that's why it's a casual deck. It is definitely an early pick for my playgroup's 2-headed giant games, as it can be hard to beat with counterspell support.
Anyway, please let me know if you come up with any ideas to make it better or have any questions. Thanks
Adding Karn would be a good idea. I like his added discard ability too.
And Blackjack, thanks for all the good info. I didn't know about Homeward Path, that card is rough on Geth. Expedition Map is a good idea - it's always good to see Coffers. And I've been told I should exchange Hex Parasite for Hexmage, maybe I will. I just like the fact that Hexmage is a bomb that can go off on any planeswalker - whether I have mana or not. And I will be adding Caged Sun and Praetor's Grasp, as soon as I get my hands on them.
I checked out your Drana deck - looks nasty. I know when I have my Drana out with a ton of mana at my disposal, things get ugly. Thanks again for the knowledge
How about you load your deck into MWS and play with your playgroup online?
As far as the deck goes, I'm a little skeptical that it actually can ever win.. how about you go with:
-1 Godo, Bandit Warlord
+1 Joven
That would be an improvement!
P.S. send me a text I got a new phone and lost everyones numbers
This deck is designed to utilize the central themes black, which are killing, discard, and (thanks mainly to the general) graveyard recursion. It has been pretty successful in utilizing these themes and that makes it not a very nice deck to play against. But if you're like me, and you like making people discard their whole hand ("How many cards did you say?" "I said all of them") then it's a lot of fun to play with.
The weaknesses of this deck are the same as with any mono-black deck: it doesn't have an answer to artifacts or enchantments. The Steel Hellkite is basically the only help there. The other area I'm concerned with is striking the balance between instant-speed directed kill and sorcery-speed mass kill. I know this begs the question: do I care more about 1v1 or multiplayer? The answer is multiplayer, which is why I have a heavier emphasis on sorcery-speed kill. Not to mention, mass kill is especially efficient with my deck, as the more loaded the graveyards get the happier I am. But there are still times when I really wish I had a Go for the Throat.
Please hit me with any questions or suggestions - I'm always looking for ways to get a leg up on my playgroup!
Thanks
1 Ezuri, Renegade Leader (Foil)
--- The Crew ---
1 Ambush Commander (Foil)
1 Arbor Elf (Foil)
1 Boreal Druid
1 Copperhorn Scout (Foil)
1 Devoted Druid (Foil)
1 Elvish Archdruid (Foil)
1 Elvish Champion (Foil)
1 Elvish Harbinger (Foil)
1 Elvish Hunter (*)
1 Ezuri's Archers (Foil)
1 Fauna Shaman
1 Fyndhorn Elves (*)
1 Gaea's Herald (Foil)
1 Heart Warden (Foil)
1 Heritage Druid
1 Imperious Perfect (Full Art)
1 Jagged-Scar Archers
1 Joraga Treespeaker
1 Joraga Warcaller (Promo Foil)
1 Leaf Gilder (Foil)
1 Llanowar Elves (Foil)
1 Lys Alana Bowmaster (Foil)
1 Lys Alana Huntmaster
1 Nullmage Shepherd
1 Oracle of Mul Daya
1 Priest of Titania (Promo Foil)
1 Quirion Ranger
1 Regal Force
1 Rofellos, Llanowar Emissary
1 Seeker of Skybreak
1 Silhana Starfletcher
1 Sylvan Messenger
1 Sylvan Ranger (Promo Foil)
1 Taunting Elf (Foil)
1 Thornweald Archer (Foil)
1 Viridian Zealot
1 Wellwisher
1 Wirewood Channeler
1 Wirewood Hivemaster (Foil)
1 Wolf-Skull Shaman (Foil)
1 Wren's Run Vanquisher (Promo Foil)
1 Coat of Arms (Foil)
1 Doubling Cube
1 Eldrazi Monument
1 Lightning Greaves (Promo Foil)
1 Aluren (*)
1 Concordant Crossroads (*)
1 Elvish Guidance
1 Mana Reflection
1 Sylvan Library (Foreign)
1 Beast Within (Foil)
1 Crop Rotation
1 Worldly Tutor (*)
1 Collective Unconscious
1 Creeping Mold (Foil)
1 Desert Twister
1 Elvish Promenade
1 Genesis Wave (Foil)
1 Gleeful Sabotage (Foil)
1 Green Sun's Zenith
1 Harmonize (Full Art)
1 Overwhelming Stampede (Foil)
1 Primal Command
1 Garruk Wildspeaker
--- The Territory ---
1 Gaea's Cradle
1 Misty Rainforest
1 Strip Mine (Foreign)
1 Verdant Catacombs
1 Wasteland
1 Wirewood Lodge
1 Yavimaya Hollow
28 Forest
Sorry for the distracting Foil
tags, etc - I just like to keep
track for my own purposes.
While a decent Ezuri build is hard to mess up (you just put a bunch of mana guys in there and watch as Ezuri builds his army), there is still plenty of space to add your own flavor. In green, draw and answers are my flavors of choice, so I mostly went for that. I also added in some gadgets that help pump my elf army further. The main weakness of this deck (besides a quick board wipe) is getting my general tucked into my deck. So I have tried to include as much tutor as I can in order to have a chance at getting him back. This brings me to my possible additions:
Cards I'm considering subbing in:
Krosan Grip: Seems silly to not have this gem in my deck, just not sure what to pull out for it.
Chord of Calling: This would provide another way to get my general back or fetch up some utility.
Wirewood Herald: This guy is another tutor, and would provide a little boost after a depressing boardwipe.
Garruk, Primal Hunter: Draw is good.
Sensei's Divining Top: Not sure my deck needs this but it's such a good card.
Petrified Field: Just a way to get my Gaea's Cradle back.
Sylvan Tutor: Another copy of Worldly Tutor, but do I really want another copy?
I guess I should go ahead and go all out on this post:
Card Selection
Ezuri, the Renegade Facebeater has got to be the best elf EDH deck general, hands down. By himself, he provides a win condition (in the form of a great mana-sink) and a way to protect his fellow elves and make them into incredible blockers. You can't ask for more from your general, so that makes this a very easy choice.
Ambush Commander: Is it a bad idea to turn all your lands into creatures? Yes. Does that mean it can't combo off into ridiculous amounts of mana (see Priest of Titania) and attackers? No. While this card is dangerous, and should be played with timing in mind, it has won many games for me.
Arbor Elf: Can't get enough one-drop mana producers.
Boreal Druid: See above.
Copperhorn Scout: With one of my mana horses on the table (Priest, Archdruid, etc.) this guy allows me to double up my mana during an attack for more overruns by Ezuri.
Devoted Druid: A mana producer with a nice bonus: when I am using Ezuri's pump ability, his toughness climbs very high, allowing him to single-handedly pump all my guys an extra one or two times.
Elvish Archdruid: Duh.
Elvish Champion: In a deck like this the +1/+1 is very relevant, and man are people upset when this guy shows up and they have a Forest.
Elvish Harbinger: Elf EDH staple - tutors up an elf card and provides mana? Yes please.
Elvish Hunter: This gal provides that unique utility that can really come in handy sometimes. She has been my key to victory more than once.
Ezuri's Archers: This deck needs all the air defense it can muster, and this guy fits the bill.
Fauna Shaman: Tutoring is always great, but it is especially great when my general just got tucked and all I have is a bunch of useless mana dorks.
Fyndhorn Elves: One-drop mana machine. Give it to me baby.
Gaea's Herald: Just a nice card against those decks that have counters in them. Which is a lot of decks.
Heart Warden: More mana production and also a chance to draw a card when my elves
are put into a graveyard from the battlefielddie.Heritage Druid: More mana. Does not work with Mana Reflection, but works great with Lys Alana Huntmaster.
Imperious Perfect: Provides +1/+1 and pops out 2/2 elf tokens. It'll play.
Jagged-Scar Archers: Air defense and a big beater in one package.
Joraga Treespeaker: This guy is a great investment of 3 mana, especially since he accepts installments.
Joraga Warcaller: To be honest, I usually just drop this guy out on the field to increase my elf count, but sometimes I use him how he was born to be used.
Leaf Gilder: More mana on a 2/1 body.
Llanowar Elves: The Sean Connery of elves - he's been around forever but he's still awesome. Yes I'll have my Ezuri turn 2, thank you.
Lys Alana Bowmaster: Air defense (plus a little offense).
Lys Alana Huntmaster: A very strong token producer as it produces more elves! Combine with Heritage Druid for best results.
Nullmage Shepherd: Very good at blowing up stuff. Repeatedly.
Oracle of Mul Daya: Not the most amazing of my elves, but it really is nice when you take 2 lands off the top of your deck and put them into play.
Priest of Titania: This elf is better than Rofellos in this deck.
Quirion Ranger: This gal combos off great with my mana horses and if I have a turn without a land drop, I can replay the land that is bounced and tap it for more mana!
Regal Force: The only non-elf creature in the deck is deserving of the title. His card-drawing power is legendary, and he can be played on 4th turn no problem.
Rofellos, Llanowar Emissary: Rofellos is only banned as a general, not as a soldier in your deck. So play him. He is one of the best creatures for recovering after a board wipe.
Seeker of Skybreak: The elf is basically a copy of the best mana-producing elf I have in play. Very useful, that.
Silhana Starfletcher: More much needed air defense, plus more mana.
Sylvan Messenger: Due to the very high number of elves in this deck, this card is strong. I usually hit 2 elves with it.
Sylvan Ranger: I like this card because when I draw my seven and see this guy in there - I feel like I'm looking at an elf and a Forest. Because I am. It's like having 2 cards in 1!
Taunting Elf: Another one drop that brings a useful special ability.
Thornweald Archer: Air defense plus deathtouch? That'll do, pig.
Viridian Zealot: Sadly, this guy lives to die. He is very useful as there is always something that needs destroying, and he can be tutored by my green tutors (which grab only creatures).
Wellwisher: Does lifegain suck? Yes. Is it fun to use Sylvan library to draw 3 cards every turn and gain back the life? Yes. This card stays in just because it's yet another tool to be tutored for if necessary, as sometimes lifegain is actually helpful - even in EDH.
Wirewood Channeler: Mana horse baby. The worst one because of the higher cost, but still effective at what he does.
Wirewood Hivemaster: Tokens are good, and this guy will definitely give 'em to ya.
Wolf-Skull Shaman: More tokens. While the tokens produced by these guys aren't elves, they are still very useful guys, especially against say - Thraximundar.
Wren's Run Vanquisher: A 3/3 for 2 doesn't really impress me in EDH. But a deathtouch guy who can be regenerated does.
Artifacts
Coat of Arms: Coat = win condition. Better in my opinion than Beastmaster Ascension because it 'activates' when it hits the table.
Doubling Cube: Wondering what to do with that ridiculous amount of mana you have? How about you double it! Then go ahead and pump with Ezuri and win. This artifact becomes useful at 7 mana for you less math-inclined readers out there.
Eldrazi Monument: Indestructability is good. Especially when you have plenty of tokens to keep the Monument happy.
Lightning Greaves: Absolutely amazing in this deck. Yes the usual reason it's run is relevant here - it keeps my general safe. But it really shines when I start putting in my mana elves and tapping them immediately to play out my whole hand and really bring down the elfball.
Enchantments
Aluren: Here's that word again: elfball. Yes this baby can help out the opponents, but it is highly likely that it will help us more. Remember to throw all your creatures into play at your opponents EOT.
Concordant Crossroads: Haste is awesome. See: Lightning Greaves.
Elvish Guidance: This enchantment is yet another form of Archdruid, spitting out mana like nobody's business. Combine with Arbor Elf for best results.
Mana Reflection: Yes, this works with your mana producing elves as well as with lands. Like a Caged Sun on steroids.
Sylvan Library: This thing is just plain good - main drawback is that it's so good it usually gets destroyed. But that is a good drawback to have.
Instants
Beast Within: The green Vindicate. You should be embarrassed if you have access to green and you don't have this card in your deck.
Crop Rotation: This handly little spell will grab me my beautiful Gaea's Cradle, or if I really need it, a Strip Mine.
Worldly Tutor: Tutors are a must in EDH. And this is what green gets by way of tutors.
Sorceries
Collective Unconscious: Drawing cards = goood.
Creeping Mold: I sometimes consider replacing this guy with Acidic Slime because that card is so good - but I really like the speed advantage (at 4 CMC) of Mold. Sometimes it's that very early game land or artifact destruction that gives my elves a window for victory.
Desert Twister: It's expensive you say - but not really for this deck. It's simply an answer to everything (a sorcery speed answer, but an answer none the less).
Elvish Promenade: Tons of tokens is a good thing, especially when they are Elf tokens.
Genesis Wave: This deck is well equipped to take full advantage of this cards amazing power.
Gleeful Sabotage: I run this baby because it is flexible and can sometimes be used to destroy 2 or 3 targets with one card - especially helpful in multiplayer.
Green Sun's Zenith: An absolutely outstanding card that no green EDH deck should be without. Also another way to get my general back in the action.
Harmonize: Drawing is good, and it is an essential element of the elfball.
Overwhelming Stampede: I run this card because it feels so good to pump with Ezuri say twice, then use the remaining mana to cast Overwhelming for +8/+8 or so on everyone (including non-elves).
Primal Command: All the commands are good because they provide flexibility, but I basically always use this card to bounce a non-creature permanent and fetch a creature to my hand. Well worth the 5 mana.
Planeswalkers
Garruk Wildspeaker: because tapping Gaea's Cradle once per turn just isn't enough. And because Garruk can - if he doesn't have a great land to target - provide even more pumping power with his ultimate.
Gaea's Cradle: It is expensive (~$50), but it can do some pretty broken things in this deck.
Misty Rainforest & Verdant Catacombs: Just for a little extra thinning. I don't know why not!
Strip Mine: I've been in more than a couple of 1v1 matches that I won early with this card. Besides that, it is a useful answer to troublesome lands and can be fetched with Crop Rotation.
Wasteland: See above. Plus this card is just cool.
Wirewood Lodge: Untapping elves is always a good plan, especially if that elf is tapping for big amounts of mana.
Yavimaya Hollow: I'm not totally sure I love this card in this deck, but I guess it doesn't really hurt. It's nice to have a way to regenerate Ezuri.
Bizkit Overlord - welcome to EDH, it's about time you started enjoying this great format. I'm going to back up what Blackjack said about the underwhelming aggro creatures, in my own Ezuri deck I think I have all mana guys or creatures that provide some type of utility. But I will post my list since you have inspired me to finally post my favorite deck. The elves are a fun deck to tune and I think you will find that you can still achieve incredible elfball even in this format. I'm going to go post my Ezuri deck right now so keep an eye out for it and check it out and let me know if you have any questions or suggestions about my card choices. Good luck beating face!
The Triplets looks like it could be a fun EDH deck.
And you're right - I took out the Zigs when I made this deck standard-legal to play at FNM. I'll be looking to put those back in there, they are absolutely perfect for this deck.
And I'll have to direct my buddy to this thread - after he saw the success of this deck he decided to build his own U/R Tap Damage. While mine has more firepower, the U does have some serious advantages. I think when we go head to head with our tap damage decks his usually wins, even though he doesn't employ any of the combos you guys are talking about. Those games are always funny though!
4 Jwari Shapeshifter
4 Umara Raptor
3 Sea Gate Loremaster
Whites
4 Hada Freeblade
4 Ondu Cleric
4 Kabira Evangel
4 Harabaz Druid
4 Oran-Rief Survivalist
Reds
4 Akoum Battlesinger
2 Highlander Berserker
3 Kazuul Warlord
4 Terramorphic Expanse
4 Evolving Wilds
3 Island
3 Plains
3 Forest
3 Mountain
So there you have it. 40 creatures and 20 lands. When I was taking this to FNMs I was filling the sideboard out with counters to cover my troops. It's easy enough to switch them in for the blue allies. Also, this deck can win by gaining so much life the opponent(s) scoop. I once had 5 Ondu Clerics (thanks to some Shapeshifters) and hit ~780 life before my roommate scooped in disgust. Good times
I can't believe I hadn't yet thought of that - I look forward to using the Collar, thank you
I'd probably find a place for Overwhelming Stampede and Coat of Arms.
You might wanna go through the whole list of elves on Gatherer again because I see you're missing a couple good ones like Fyndhorn Elves and Wirewood Channeler. Although, maybe you feel like you already have enough mana, because I don't see a whole lot of places for you to use the ridiculous amounts of mana you will be able to muster. If I were you, I would try find more places to take advantage of that elfin mana.
And for me Oran-Rief was pretty underwhelming. I'd toss it in favor of a Strip Mine.
Fun looking deck though - elves are always a good time
Wow Altar of Dementia looks amazing. I saw you have your own Geth decklist up - looks good. Lots of cool interactions and manipulations going on. It does look like it is one of those EDH decks that really relies on the commander, have you had problems winning with Geth tucked? That's one of the things I like the most about my Geth deck is that, compared to my other decks, it is much less reliant on the commander.
P.S. when are you going to post your Akroma decklist? I'm in the works of polishing up my Akroma deck right now
But I do disagree about the Grave Titan. In my experience it is one of my better fatties, a guy that people have to answer and answer quick. And I've found the tokens interact well with several other cards such as Braids, Magus, Barter in Blood, and Diabolic Intent.
And you're right about some of my card choices having better alternatives for multiplayer play. I guess I actually took out Innocent Blood for Geth's Verdict to make it better in 1v1. I'm going to have to decide if I want the deck to be good in multiplayer, good in 1v1, or just alright at both.
Anyway, thank you for the tips
4 Fireslinger
4 Cunning Sparkmage
4 Vulshok Sorcerer
2 Sparkmage Apprentice
1 Prodigal Pyromancer
4 Copperhorn Scout
4 Seal of Fire
3 Lavamancer's Skill
3 Quest for Renewal
Instants
4 Blazing Salvo
4 Lightning Bolt
3 Vitalize
4 Rootbound Crag
2 Copperline Gorge
2 Raging Ravine
6 Mountain
6 Forest
This is my Tap Damage deck which was created when I realized there were enough tap damage creatures and I thought of the synergy with Quest for Renewal. It has turned out to be a fun deck - much more effective against creature-based aggro decks than against decks that don't run very many creatures. Essentially the plan with this deck is to use burn spells to hold off the enemy's creatures early and have enough damage tappers to control the board later. Obviously they are very susceptible to mass-removal, but that's why it's a casual deck. It is definitely an early pick for my playgroup's 2-headed giant games, as it can be hard to beat with counterspell support.
Anyway, please let me know if you come up with any ideas to make it better or have any questions. Thanks
And Blackjack, thanks for all the good info. I didn't know about Homeward Path, that card is rough on Geth. Expedition Map is a good idea - it's always good to see Coffers. And I've been told I should exchange Hex Parasite for Hexmage, maybe I will. I just like the fact that Hexmage is a bomb that can go off on any planeswalker - whether I have mana or not. And I will be adding Caged Sun and Praetor's Grasp, as soon as I get my hands on them.
I checked out your Drana deck - looks nasty. I know when I have my Drana out with a ton of mana at my disposal, things get ugly. Thanks again for the knowledge
As far as the deck goes, I'm a little skeptical that it actually can ever win.. how about you go with:
-1 Godo, Bandit Warlord
+1 Joven
That would be an improvement!
P.S. send me a text I got a new phone and lost everyones numbers
1 Geth, Lord of the Vault
Artifacts
1 Basalt Monolith
1 Extraplanar Lens
1 Gauntlet of Power
1 Gilded Lotus
1 Lightning Greaves
1 Mana Vault
1 Mind Stone
1 Mindcrank
1 Sensei's Divining Top
1 Skullclamp
1 Sol Ring
1 Sword of Body and Mind
1 Thran Dynamo
1 Worn Powerstone
Creatures
1 Avatar of Woe
1 Braids, Cabal Minion
1 Butcher of Malakir
1 Drana, Kalastria Bloodchief
1 Fleshbag Marauder
1 Gatekeeper of Malakir
1 Grave Titan
1 Magus of the Abyss
1 Massacre Wurm
1 Nirkana Revenant
1 Royal Assassin
1 Sheoldred, Whispering One
1 Steel Hellkite
1 Vampire Hexmage
1 Visara the Dreadful
1 Wurmcoil Engine
1 Consume the Meek
1 Dark Ritual
1 Diabolic Edict
1 Geth's Verdict
1 Vampiric Tutor
Sorceries
1 Ambition's Cost
1 Ancient Craving
1 Barter in Blood
1 Cabal Conditioning
1 Consuming Vapors
1 Damnation
1 Decree of Pain
1 Demonic Tutor
1 Diabolic Intent
1 Diabolic Tutor
1 Hymn to Tourach
1 Life's Finale
1 Mind Shatter
1 Mind Sludge
1 Mind Twist
1 Mutilate
1 Persecute
1 Plague Wind
1 Promise of Power
1 Rain of Daggers
1 Reanimate
1 Stitch Together
1 Syphon Mind
1 Wit's End
1 No Mercy
Planeswalkers
1 Liliana Vess
1 Sorin Markov
Lands
1 Cabal Coffers
1 Urborg, Tomb of Yawgmoth
1 Unholy Grotto
1 Scrying Sheets
33 Snow-Covered Swamp
The weaknesses of this deck are the same as with any mono-black deck: it doesn't have an answer to artifacts or enchantments. The Steel Hellkite is basically the only help there. The other area I'm concerned with is striking the balance between instant-speed directed kill and sorcery-speed mass kill. I know this begs the question: do I care more about 1v1 or multiplayer? The answer is multiplayer, which is why I have a heavier emphasis on sorcery-speed kill. Not to mention, mass kill is especially efficient with my deck, as the more loaded the graveyards get the happier I am. But there are still times when I really wish I had a Go for the Throat.
Thanks