10 Forest
2 Gaea's Cradle
4 Misty Rainforest
1 Dryad Arbor
1 Scavenging Ooze
2 Vengevine
1 Regal Force
1 Priest of Titania
1 Viridian Shaman
3 Fauna Shaman
3 Llanowar Elves
4 Elvish Visionary
4 Wirewood Symbiote
4 Nettle Sentinel
4 Quirion Ranger
4 Heritage Druid
2 Fyndhorn Elves
1 Ezuri, Renegade Leader
4 Glimpse of Nature
4 Green Sun's Zenith
SB: 1 Vengevine
SB: 2 Meekstone
SB: 3 Carpet of Flowers
SB: 1 Dismember
SB: 1 Krosan Grip
SB: 1 Tormod's Crypt
SB: 2 Faerie Macabre
SB: 1 Mortarpod
SB: 3 Thorn of Amethyst
I'm gonna play this list tomorrow. I'll tell u how it was.
Hi everyone! I played this deck a long time ago. Now things have changed and i have some comments for you:
How does Priest of titania make the things right now? Does it worth?
Zenith replaces completely to Summoner's Pact?
I'm testing a list with 14 lands (2 Craddles + 1 Dryad) and i often dont see any land in my opening 7. Which is the right land count?
Thx in advance!
Read previous posts and you'll find some help. By the way, since you say you've been out for a while check this article out :http://www.starcitygames.com/magic/l...vesPrimer.html
Thx! Good article! I have some dislikes on puntual card choices.
The first is the necesity of weaking the mana base with savannah and pendelhaven. I see no purpose on this since mono green variants provide pretty good stuff (except for entity).
Second im not sure if chocing choord over pact is well justified. It's true that pact is awesome when you are going of but chord demands 4 mana for tutoring, i dont see indeed the significant advantage.
MortaPOD ANd macabre seemed great to me in the side (which has too many 1 of)
Greg- glad to see you finally settled on a list that I've been arguing for for over a year =p. Congrats on the finish!
Mine (that I posted in April of 2011)
Yours (yesterday):
2 Birchlore Rangers
3 Elvish Archdruid
4 Elvish Visionary
3 Fyndhorn Elves
4 Heritage Druid
1 Joraga Warcaller
4 Llanowar Elves
4 Nettle Sentinel
4 Quirion Ranger
1 Regal Force
4 Wirewood Symbiote
4 Glimpse of Nature
3 Living Wish
4 Summoner's Pact
2 green sun's zenith
5 Forest
3 Misty Rainforest
4 Verdant Catacombs
1 Gaea's cradle
SB:
2 Grafdigger's cage
1 faerie Macabre
1 Joraga Warcaller
1 Regal Force
2 vexing shusher
3 steely resolve
2 krosan grip
1 Emrakul, the aeons torn
1 Gaea's Cradle
Only real difference seems to be SB choices from the changing metagame. Very happy to see this list getting used!!!!!!
This is kind of interesting. Good P/T ratio, good abilities (moreso if also running Arch/Priest) and just so happens to be an Elf as well. Do note the interaction with Symbiote/Visionary. Probably win more as it makes already good situations better and has bad synergy with GSZ, but worth keeping in mind should one want to run Summoner's Pact instead (as suboptimal as it is nowadays).Originally Posted by Magic 2013 spoiler
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Greg what do you board out for steely resolve and shusher against RUG?
First of all Mr. Sochacki, congrats on your great results with this particular Elves deck. At the moment, one question comes to mind: Do you play 1 Gaea's Cradle main deck by choice? I get the Living Wish synergy, but do you think 2 Cradles main deck and 1 sideboard would take a lot out of the consistensy from your inicial hands?
Ya I actually only run the one in the wishboard.The one main was already too risky for my list (13 land as well)
The problem with Arbor is that it's not an elf. There are so many things that llanowar can do that arbor cannot. Tapping for one mana is one of the least important things llanowar does, especially after Turn 1. Think about heritage, birchlore, symbiote, archdruid, and warcaller. That's 14-18 cards (depending on your build) that interact with llanowar but not arbor.
So? Fyndhorn/Llanowar remain the weakest standalone creature in the deck by far and would scarcely justify their spots weren't it for the importance of having 3 mana on turn 2, interactions with other elves notwithstanding. Allowing the four GSZ MD to act as a turn 1 mana source is very much worth the opportunity cost of running one non-elf card.
Also for what it's worth Arbor interacts just fine with both Symbiote and Quirion Ranger (which can also bounce the Arbor itself if the situation warrants it).
Summoner's Pact is just outclassed by the other tutors available in most to all situations not involving a resolved Glimpse.
And that's the gist of the problem right there. Even if we evade the worst case scenario of you losing to your own card are just so many turn 1/2 plays the opponent can make that strands those pacts in your hand.Would you keep a hand of glimpe,LLanowar elves, forest, and 3 Pacts? I would, because that's a turn 2 win. (note: as long as you know your opponent has no disruption/counter).
Have you played with four pacts and made combo priority one? Try it, it's incredible. I've tested GSZ and it just makes the deck more stable at the cost of speed, and in elves, slowing the deck down is riskier than pact is.
Also, as I've stated many times earlier in this forum, a turn 2 pact for either heritage or archdruid in order to get archdruid on the field is a GOOD PLAY against most decks. Obviously there are a few exceptions, but you tap three elves to play archdruid and then they have to remove both archdruid and heritage in order for you to be unable to pay the pact, and depending on what your other 2 elves are you probably can still pay it. This play comes up a lot and it almost always turns out great for me when I make it.
Thoughts on the art/ench destruction wish target? Main options seem to be either viridian shaman or viridian zealot.
Pros for viridian shaman: one mana less to destroy artifact, and its a triggered ability so it gets around things that prevent activated abilities (though there aren't many)
Pros for viridian zealot: can destroy enchantments too
I've also heard sylvok replica suggested specifically for ethersworn canonist, so you can wish it and play it in the same turn. Probably not worth it for this specific case though, unless canonist sees a lot more play.
Shaman is obviously better for artifacts, I guess the question is do we need anything besides a couple grips in the board to deal with enchantments since we cant tutor for grips
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