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dsg123456789
10-16-2009, 02:20 PM
Hey guys, I'm here with a deck I've been working on. At first glance, it looks like Aggro Elves, but I've made some changes to it that fundamentally alter the way that it is played and drastically improve some matchups. This build drastically improves the Control matchup while changing the strategy for the aggro matchup. Combo still sucks, but that's life for elves. First, the decklist; then, explanations.

Lands
17 Forest

Mana Producing Creatures:
4 Llanowar Elves
4 Fyndhorn Elves
4 Elves of Deep Shadow
4 Priest of Titania

Enabling Cards:
4 Quirion Ranger
4 Wirewood Symbiote

Engine:
4 Sylvan Messenger
4 Bloodline Shaman
4 Wolf-skull Shaman

Finishers:
4 Imperious Perfect
3 Heedless one

This deck does not usually play out like an aggro deck would, even though it has many cards typically seen in an aggressive elf deck. Whereas some players decided that elves needed haste, and so they started playing survival, I decided that elves have some amazing undercosted probabilistic card advantage sources, which (given that I am studying randomized algorithms at MIT) appeals greatly to me. The idea with this deck is to play enough resources so that your mana cannot be cut off, and then gain massive card advantage and crush your opponent.

First, the card choices:
12 elves that produce one mana and cost one mana: I decided that these are very important early on. This is an extremely mana-hungry deck, yet you only run 17 lands. Therefore, you would really like to see 2-3 one mana elves by turn 2, so that you can have 5+ mana on turn 3. I think that llanowar and fyndhorn are obvious choices, but Elves of Deep Shadow are not. Although there are times that Elves of Deep Shadow's damage and off-colorness suck, I'm usually much happier with him. He lets you get a turn 2 shaman into play through daze, and he still produces mana. These 12 cards are basically lands 18-29.

Priest of Titania: In an elf deck, this card is broken. If you resolve it, you can cast every spell you'll draw, which can be up to 4-8 spells per turn. This is one of the ways you beat control--you can overwhelm their removal with the number of elves you cast each turn and recover in a single turn from a sweeper with one of these.

Quirion Ranger: The power of this card is indisputable, but playing 4 of them is. Here's why it's important: First of all, this deck really needs a land in play so that it can play some of its mana elves and start doing things. Quirion ranger keeps your lands around through sinkhole and other land destroying/tampering spells. More importantly, however, is that he lets you do broken things with mana acceleration. For instance: T1: Mana elf. T2: Tap forest for G, Tap elf for 1, play Ranger, use its ability to untap the elf and bounce the forest, replay the forest and retap the elf for 2G, which can be used to play a shaman + 1drop, or a Perfect. This card really lets the deck accelerate. In addition, untap effects are very important, as they synergize with Imperious Perfect, Priest of Titania, and Bloodline Shaman.

Wirewood Symbiote: This is the only non-elf I run maindeck, because it serves 3 key functions: 1) It protects your key elves from removal and gives you infinite chump blockers. 2) It lets you do broken things with Sylvan Messenger, drawing 4 cards or more per turn. 3) It provides more untap effects for use with the Perfect, Priest, and Bloodline Shaman.

Sylvan Messenger: This card is great. With 39 elves in the deck, you can expect to draw 2.6 cards per Messenger. This means that you'll get 3 elves more often than you'll get 2. Resolving this frequently wins the game, as you'll be able to swamp your opponent with more threats than they can deal with.

Bloodline Shaman: This card seems like a strange choice without Top or Brainstorm; however, by playing such a high density of elves, it is very effective, being more likely than not to draw a card. Over the course of several turns, this shaman can help you dig for threats, giving you a source of recurring card advantage. Furthermore, it synergizes extremely well with Symbiote and Ranger, letting you draw several cards per turn. Finally, the fact that you pay zero mana for its ability makes it awesome, because you will have more mana available to cast what you draw.

Wolf-Skull Shaman: This is another strange choice of card, but it is your other source of recurring card advantage. Here, you get a free 2/2 creature most turns, which most decks just cannot handle. He ruins Standstill's effectiveness, since you can usually beat them because you are acquiring creatures at a arithmetic rate for free. Furthermore, he is excellent against engineered plague, since not only does he survive, but also he provides you an unaffected army. This card will win many games by letting you force a standoff which you will win from your recurring card advantage. Also, his ability works well with Bloodline Shaman, improving the probability of drawing more cards per turn (if you reveal an elf, get it with the shaman, and then draw the next card).

Imperious Perfect: Make a creature every turn and give all your dudes buffs? This is probably (ignoring the meta) the best elf lord. Furthermore, he fits into the deck very synergistically, untapping via Symbiote and Ranger and making every other creature into a real threat.

Heedless One: This is a creature I've just started testing, and so far, I really like it. You usually want to see one mid-late game, as it usually can break any standoff. You might be sitting around, each player with a large turn of creatures, but no one getting through for any damage. Heedless One frequently comes in as a 5/5 or 6/6, and usually is an 8/8 or bigger when I untap and swing. Trample is really effective, as he cannot be chump blocked. Finally, he lets you race evasion creatures, since he's frequently as big as the combo-control decks' combo-fatties (dark depths or progenitus) taking into consideration the 8+ power of other elves you have in play. This is the least synergistic card in the deck, but I added it because it is a cheaper and/or better stalemate breaker than other cards I tested (tribal forcemage and gempalm strider).

Cards that didn't make this list:
Elvish Archdruid: Although this deck craves mana, when you have 3 mana available, you usually want to be casting winning creatures, not mana producers. He's not as good as Priest or Perfect, and the in-between role just isn't that useful in practice. I board him in vs. Plague.

Nonelves: This deck wins using the Shaman card advantage engine. This requires about 40 elves in the deck, or else it's not at all effective. With 40 elves; however, this card advantage engine actually works, and it is much better than most other engines, since it doesn't require specific helper cards, is synergistic with 12 other cards in the deck (Ranger + Symbiote + the other Shaman), and is good in multiples. Thus, the nonelf must be amazing for it to be included.

Other Lords: First of all, the draw engine is so powerful that you'll usually be able to see 2 lords, as I'll nearly always see half my deck during a game. In addition, these aren't as synergistic with the other cards in the deck, in the sense that they encourage you to play aggressively, where this deck wants you to play conservatively while chumping a lot and win in 1-2 big swings.

Vanquisher (the 3/3 for 1G w/ Deathtouch): Once again, this is a great aggro card that doesn't belong in a deck that plays like a control deck. I tested this card, and I never wanted to cast it because I always wanted to cast a Priest or Shaman early on, and later in the game I had 10+ mana and would prefer to see any big threat, and this just isn't big enough in this format (it trades with most of zoo's creatures and many other format staples like tarmogoyf, thoctar, and tombstalker). I usually want to chump block them and stall until I can crush them. This card can't race the evasive fatties, and it acts like crappy removal in this deck.

Wellwisher: I honestly haven't tested this card, but it seems like it might be useful in some situations, as gaining 10 life per turn would make it very difficult to outrace you. On the other hand, this deck already can stall for plenty of time, and can outrace most other decks without any problem. It is still worth looking into.

Gempalm Strider: I played with this card for several months and really like it, since it was a cantrip that could turn a seeming wall of chumps into an unexpected one-sided Wrath, or it could help you swing for the win, but the requirement that you needed to invest mana NOW to use it (rather than in previous turns) made it inferior to other permanent-based solutions.

Tribal Forcemage: I also liked this card, but I swapped him out for imperious perfect, because the Perfect fits the deck's strategy better. With the forcemage, you played him and then swung for the win. It's the same with the Perfect, except that the Perfect also lets you chump them out and build up an army (even under standstill).

Wirewood Hivemaster: This is not as good as Wolf-Skull Shaman. This card gives you 2 1/1s if you successfully cast an elf, whereas the Shaman gives you a 2/2 just for drawing it. The wolf-skull shaman can let you put a lot of pressure on a control deck even if they counter everything you cast, whereas this card doesn't help in that case. Also, he's a 1/1, which isn't as robust as the Shaman.

Elvish Visionary: This card sucks, basically. For 2 mana, you could draw a card every turn instead.

Sideboard Cards:
Thorn of Amethyst is pretty much your only defense against combo.
Krosan Grip comes in against plague and annoying artifacts.
Basically, the sideboard is pretty standard and meta-dependent.
I like to side Elvish Archdruid and Eladamri, because both are better in certain matchups, depending on the prevalence of damage-based point removal.

Interesting possibilities:
One things I'm very interested in is adding a black splash. The biggest downside to this is that it would weaken the manabase by making it vulnerable to hate in the form of Wasteland and Stifle. But there are several advantages: Firstly, it would improve the combo matchup by giving us Duress, Thoughtseize, or any other anti-combo card. Second, it would give us maindeck tribal removal, either with Eyeblight's Ending (2B Instant--Elf Destroy target nonelf creature) or Lys Alana Scarblade (2B 1/1 T,discard an elf: target creature gets -x/-x, where x is the number of elves in play). I'm not sure whether the recurring kill is as effective since it is a 1/1 and thus very vulnerable, but both of them could be used to kill all the common threats except for Progenitus (who we can outrace anyway).

Finally, and most importantly: the key to winning with this deck is not to kill them fast (obviously, you should do this if they leave you an opening), but instead to overwhelm them in a later turn. I've played this deck and found favorable matchups against Aggro and Control. Against Aggro, you want to stall them out and them crush them when you have many, many more creatures than they do. Against control, you have a better card advantage engine and can easily recover from counterspells and removal.

johanessen
10-16-2009, 02:32 PM
Wrath of God, Pernicious Deed, Humillity, Engineered Explosives, Engineered Plague, Damnation, The Tabernacle at Pendrell Vale, Volcanic Fallout, Firespout, Devastating Dreams,...

Too many effects that completely crushes your plan. If you play Elves you need to go aggro. Or you'll be dead.

Phoenix Ignition
10-16-2009, 03:05 PM
The Tabernacle at Pendrell Vale.

Priest of Titania or Elvish Archdruid (if he were playing this).

beastman
10-16-2009, 03:36 PM
How is this better against control exactly?

dsg123456789
10-16-2009, 03:51 PM
Wrath of God, Pernicious Deed, Humillity, Engineered Explosives, Engineered Plague, Damnation, The Tabernacle at Pendrell Vale, Volcanic Fallout, Firespout, Devastating Dreams,...

Too many effects that completely crushes your plan. If you play Elves you need to go aggro. Or you'll be dead.

As the poster above said, Priest can handle the Tabernacle. Against Engineered Explosives, I have actually never had too big of a problem, since the cards have a good cost distribution from 1-3CC (with 0CC tokens). Plague is real threat, but Grips in the board help with those, as do the 6x lords postboard. See below for how I deal with the rest of them.

How this handles control: First of all, you have 16 cards that will swing the game in your favor post-sweeper (2 shamans, messenger, and perfect). Each of those cards will rapidly rebuild your army. I can frequently survive 2-3 sweepers and rebuild after each one within 1-3 turns, depending on what I was holding in my hand in reserve. Second of all, regardless of what sort of removal control is trying to use, the massive generation of mana, tokens, and cards lets me punch through up to 2-3 counterspells/removal each turn. Since every card has so much synergy with the others, it's very easy to get any one of the powerhouse cards online and proceed to draw lots of cards, make lots of mana, and recover from most removal and disruption.

This is all enabled by the 2 Shamans and the rebuilding of the deck to maximize their usefulness. They are the innovation that allows this build of elves to generate card advantage more consistently than other elf decks, since there are more spells which generate card advantage, and the previously existing spells (messenger) are even more effective.

AlterEgo
10-16-2009, 03:55 PM
I'd prefer Boreal Druid over Elves of Deep Shadow - it just gives colorless mana, but you can't use black either (as long as you refuse to splash, of course) and the Druid costs no life.

dsg123456789
10-16-2009, 03:57 PM
I'd prefer Boreal Druid over Elves of Deep Shadow - it just gives colorless mana, but you can't use black either and the Druid costs no life.

That's a good call--I had taken a hiatus from magic, and didn't know that existed. The only counterargument for that is if you wanted to splash black, then you couldn't play it. I haven't had a chance to test a black splash. I wonder how this would fare with that--it seems like it would make the manabase very, very fragile.

Nessaja
10-16-2009, 05:08 PM
You're trying too many cute things, I've already been through almost this exact deck, it seriously isn't what you want for legacy. You got too many cards that might eventually lead you to good cards and not enough cards that will actually win the you the game. Yes, you have a high ellves density but you also have a shitload of dead draws till you get to your win conditions - if the counters are saved for those you'll be hanging around with a lot of 1/1's which really isn't that impressive in legacy.

There are many problems Elf decks need to tackle before you get to the cute interactions you're trying out in your deck. Including but not limited to having a varied CMC (you do not have this 20 1 drops, 12 2 drops), answers to plague,damage based mass removal and "destroy" mass removal, having an answer to Phyrexian Dreadnought or a fast enough clock to beat a t3 Progenitus, being able to overpower other aggro based decks, having maindeck answers for lock enchantments and artifacts (moat, humility, ensnaring bridge, solitary confinement and alike).

There are already versions of Elves out there (NO Elves, Survival Elves, Wish Elves) that accomplish the above much better then your list.

dsg123456789
10-16-2009, 05:37 PM
I agree with you that this deck can't really answer some of the lock spells, but I wouldn't say that it's impossible to fix. I am thinking about how I might adjust it to include maindeck Viridian Zealots, which answer the lock artifacts and some some lock enchantments.

Also, I have 11 cards that directly win me the game--wolf-skull shaman, heedless one, and imperious perfect. I don't think it's impossible to draw into multiples of those (in fact, I usually do), and the other creatures aren't dead draws. If you are casting 3-4 1/1s each turn, that's difficult for any deck to handle. Putting that much power on the board is a real threat.

The aggro matchup is definitely very good--I rarely, rarely lose to aggro decks, because I can overwhelm them easily via card advantage.

I've been playing with and testing this deck for 2 months now, and I do pretty well with it, so I know that it has some potential. I'm not looking for you to tell me to play Survival Elves or some other elf deck--I like the cute tricks in this deck. It's a blast to play, and it wins enough to not be terrible (but I continue trying to improve it), and, if I just cared about winning I'd just play Zoo or ANT.

I think that this deck suffers from similar issues as Goblins, but has a better draw engine and thus could real Goblins' level of competitiveness (i.e. vulnerable to hate, but a well-oiled machine).

Nessaja
10-16-2009, 05:53 PM
If this is about what you like and not about what is effective then it doesn't really sound like you want to develop this deck. Seriously, you liking cute interactions doesn't seem awefully relevant to deck development. That still doesn't mean that within development of a deck you should be choosing for weaker cards or interactions on purpose.

I am already aware that it looks as if it has potential, as I said, I've already been through nearly the exact same list (except heedless one, but it's both a win more card and really not that good). And that's not with 2 months of testing but a year of testing and playing tourneys with just Elves.

You're running 28 cards that are entirely unimpressive when it comes to winning the game and only help you to build up and gain tempo.
Then there's Wolf-Skull Shaman, which isn't actually a win condition untill it stays in play for several turns, it certainly does not directly win you the game. (nevertheless an awesome card to play and I certainly wouldn't remove it, but it's not a win condition). The same counts for Bloodline Shaman, this resource of time is usually the strongest point of Elves (tempo) you're converting all the tempo boost Elves can gain in a slow engine, entirely unsynergistic.
Then there's Heedless One, a card that requires you to overextend which is exactly what you do not want with Elves. You need cards that do not require you to overextend in order to win the game, otherwise you're a rediculously easy prey for control cards.
Imperious Perfect is amazing, no comment there as it does exactly the things that Heedless One does not.

You seem convinced of your build though, so I guess you should back up what you say with matchup percentages, what are the decks you've been so effective against because I honestly don't see it.

dsg123456789
10-16-2009, 07:54 PM
I agree with you w.r.t. Heedless One. I started testing him a few weeks ago in place of the pump elfs (tribal forcemage et al.), b/c I found myself frequently in stalemate situations, and he rapidly ends those.

Also, I can see how Bloodline Shaman doesn't seem to fit in the deck, but basically this deck could be considered as one that plays larger numbers of "filler" cards that serve useful functions in finding and fueling powerful cards.

Thus, the "unimpressive" cards serve useful functions and many cards in the deck exist to convert them into threats or use them to stall or pay for other threats. So tempo and card advantage as frameworks of analysis don't quite fit, b/c the deck puts a drastically reduced value on a single card towards the goal of the system, like an ichorid deck (they don't need much mana or cards in hand).

I'm going to now play 10 games (all preboard) each against countertop, zoo, goblins, and ant, and post the results and any notes.

Preliminary Results (after playing ~1/2 of the games):
I'm just including the notes I took on the games and the record.

Goblin Matchup (4-1):
Heedless one irrelevant in 1/5 games and enableed or acceleration (by 1+ turns) the kill in other games. Wirewood symbiote combat tricks were excellent vs. lackey, instigator, and piledriver. Imperious Perfect and Wolf-Skull Shaman generated massive CA by trading w/ the goblins (or preventing them from attacking to avoid trading). One mana elves were often fueling huge priests and Heedless Ones (8/8+) which quickly resolved the game, while chumping as well. Both shamans often turned out to provide game-winning CA.
Conclusion: This is a very positive matchup.

Countertop (4-1): (this is the mongoose/werebear/tarmo/natural order/progenitus build)
Heedless One turned around games where I thought I would lose. Massive mana production overwhelmed countertop's counters. Messenger+1/1 beats outraced turn5 progenitus backed with StP, countertop, and FoW. In other games, 1/1 beats took me all the way.
Conclusion: This is a positive matchup.

ANT (lol):
Conclusion: Take a guess.

Zoo (3-3): RGW w/ 4PtoE+2StP, 2 thoctar, singleton jitte, 4 lighting bolt + 4 chain lightning
Massive amount of removal often slowed down strategy and invalidated symbiote protection. Heedless one frequently won the damage race. Bloodline Shaman + Wolf-skull Shaman + Messenger enabled multiple CA-based wins. Jitte pwned us utterly.
Conclusion:

Nessaja
10-17-2009, 07:03 AM
You're not really testing relevant matchups other then Zoo. CounterTop especially takes a very good countertop player on the other side in order to win and that's not just against Elves but any aggro deck (aggro is supposed to win against aggro control, etc.). Also, only pre-board games don't give you good data, legacy decks aren't fit to battle heavy aggro decks preboard. You're exploiting this main deck by playing a shitload of 1/1's, it is post board when you start noticing why this doesn't work.

Goblins I'm somewhat surprised as it's a matchup that should be exactly 50/50 depending on who goes first, mostly curious about your opponents decklist there. I'm fairly certain that 4-1 is an entirely skewed result.

Anyway, this is what you should be testing
Zoo
Goyf Sligh
U/r Dreadstill
Tempo Thresh
Aggro Loam
UW/x Landstill

Your goal (building up to something massive) is just way too easily punished in Legacy.

dsg123456789
10-17-2009, 01:57 PM
I haven't began testing the decks you suggested yet, however, I can explain how Goblins always loses. Goblins has many threats, but they all need to connect with you to win. We have a lot of 2 power dudes that can kill their threats. They're frequently put into a situation where they swing, deal 4 damage, and lose most of their powerful goblins, while I still have lots of mana and CA elves on the board or in hand, or they don't swing and get steamrolled later. I can always block lackey and instigator, since most turns I cast 2-3 new elves, so they can't remove them all. Heedless One can't be chumped and often ends the game. This deck is like goblins, but with even faster and more effective acceleration and better CA. I'll be continuing to test today, though.

I'm playing Obfuscate Freely's Zoo deck on page 66 of the Zoo thread.

(nameless one)
10-17-2009, 07:28 PM
The best control that you can do with elves is:

Winter Orb + Root Maze

I do like the Tabernacle way too... but it slows down elves. Not the best strategy with elves because they suck late game.

dsg123456789
10-18-2009, 03:10 PM
The idea isn't to use lock pieces in the elf deck--we are discussing hate which the deck is (or isn't) vulnerable to.

This is a build of elves designed to work well in the late game.

HSCK
10-18-2009, 05:09 PM
What exactly do you do against another Elf deck? My list packs Concordants, Living Wish, and Glimpse and looks to just walk all over another elf deck that has no way to race. Dropping back with Elves when you can't actually affect the game state is a little strange.

Also, what combat tricks are you referring to? I swear those were removed with M10 rules...

Sevryn
10-18-2009, 06:38 PM
Forgive me, but I don't understand what makes this an "Elves Control" deck... there are almost no control elements in the deck. You have maybe a better late game than a standard elves list but you give up the typical Elf Agro explosiveness. This list has the same weakness to board sweepers as other elf lists, and this is probably the main issue against control decks as they can 10-for-one you with a wrath.

dearleader
10-18-2009, 08:01 PM
Viridian Zealot does not handle most of the problematic enchantments. It doesn't answer plague, and it's within the counterbalance curve. It gets shut down by humility (like most MD enchantment removal), and doesn't answer mass removal (deed, EE) against smart opponents.

The deck looks very interesting, and I can see how it would be difficult to stop once it gets rolling. I'm still questioning the choice of Heedless One over Elvish Archdruid. If you're concerned about racing, Archdruid gives you more power than Heedless One at a lower cost, and combined with Perfects could protect your board from damage-based removal. Having extra Priest of Titania is also very relevant. A second turn Priest leaves you free to dump your hand on the third turn, but a bolt/swords on Priest sets you back a lot against aggro, especially if you kept an otherwise mana-light hand. My experience playing with 8 1st turn mana elves showed that most of the time Archdruid comes down the same turn that Priest would, so it's 3cc is not that relevant in terms of tempo.

I have some questions about the match-ups, though. First, was the Zoo match up really that good? When I play against aggro-elves I usually try to bolt their priests first to limit them to dropping 1-2 small elves a turn. Against your build, the only things Zoo would have to do is kill your priests in the early game, and kill your Wolf-Skulls and Imperious Perfects mid-late game. Also, Grim Lavamancer is a big reason why zoo has a positive match up against any tribal deck ever.

Racing counter-top with 1/1's seem like a losing proposition. Can you really kill them before they get countertop online (which shuts down almost everything in your deck)?
Builds with RWM or Firespout MD seem to be very problematic.

I'm a bit hesitant to accept the positive goblin's MU as well. Your claim that Elves is faster and generates more CA than goblins makes sense, but a turn 2-4 seige gang (through lackey, instigator, and/or warchief) seems like a huge problem. Also, if goblins gets turn 1 lackey on the play, they pack 5-7 removal spells that are all relevant in this MU to make it connect. The probability of having those goblins having those cards is only around 20% or so, but it's still pretty significant. Don't forget the Pyrokenesis and occasional Sharpshooter on the board.

A final point about Goblins: a significant strength of Goblins comes from the ability to run wasteland and ports in a format of non-basics and 20-land decks.

Again, it's a very interesting deck that does have the feel of goblins in terms of tempo and card advantage. Good luck with developing it.

dsg123456789
10-18-2009, 11:04 PM
@HSCK
The combat trick I used to win some of the games was Symbiote + 1 mana elf, since I could continually replay it every turn to prevent all damage an instigator or piledriver would deal to me. Also, using a Quirion Ranger on my turn to generate more mana and on my opponent's turn to get a blocker was at times very effective.

@Sevryn
I'm calling this control b/c the strategy is not to out-aggro your opponent, but to prevent them from killing you for long enough to overwhelm them later.

@dearleader:
I will test the Archdruid in that slot, as your argument makes sense. I just played a pair of games vs Zoo and lost both to targeted removal on key attack and mana-producing elves. One thing I forgot (and now remember) is that Quirion Ranger + 1 mana elf often gives a mana boost if a priest isn't available. I wonder if you have any thoughts on splashing black for Elf-type creature kill?

HSCK
10-18-2009, 11:47 PM
You know you can't block and return it to your hand anymore right? At least, that's what I thought when M10 came out.....

TheBirdMan
10-19-2009, 01:18 AM
I invite you to check out our non-survival elf list in the Epic elf survival thread in the established deck thread. This list kind of seems like a budget version of our list. You may get some ideas there.

dearleader
10-19-2009, 02:44 AM
>> HSCK
You can still do that before damage is assigned.

>> dsg
I'm not really knowledgeable about the black splash. It probably depends on what creatures and decks are giving you problems, and whether or not they could be solved by Vanquishers and/or Thornweald Archers. It opens you up to disruption, and prevents you from reliably running 4 wasteland with your current build, something that I'd strongly recommend given how much mana you generate. But having access to targeted removal could be necessary for this deck. Black also gives you Prowess of the Fair, which can be pretty strong considering how many elves you run.

The now Survival-less Survival Elves thread has a lot of discussion about the black splash. It's obviously a very different deck from yours, but it is very strong.

One card that could be strong is Wren's Run Packmaster. It's got a big body, gives you stuff to do with mana, and championing a Sylvan Messenger sounds pretty sweet. I haven't tried it in Elves, but I enjoy running a singleton Lightning Crafter in Goblins partly because it lets me overextend (when it champions Matron/Ringleader) or gives me enough board control to not overextend. The other reasons for running either in their respective decks are very different, but I think Packmaster could work out well.