145
8/10/2024
Freyalise - Mono Green Elves Beginner
Deck Size: 100
Commander / EDH
Legal
Est deck cost: $289.61
Salt sum: 31.32
145
8/10/2024
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Commander

Quantity: 1Price: $3.99
Freyalise, Llanowar's Fury

+2: Create a 1/1 green Elf Druid creature token with "{T}: Add {G}." −2: Destroy target artifact or enchantment. −6: Draw a card for each green creature you control. Freyalise, Llanowar's Fury can be your commander.

Planeswalker
Freyalise, Llanowar's Fury (cmm) 290

Commander

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S1 Big Ol Stompies

Quantity: 8Price: $23.32
Ancient Imperiosaur

Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for {1} or one mana of that creature's color.) Trample, ward {2} This creature enters with two +1/+1 counters on it for each creature that convoked it.

Creature
Ancient Imperiosaur (mom) 174
End-Raze Forerunners

Vigilance, trample, haste When this creature enters, other creatures you control get +2/+2 and gain vigilance and trample until end of turn.

Creature
End-Raze Forerunners (clb) 822
Rhox

You may have this creature assign its combat damage as though it weren't blocked. {2}{G}: Regenerate this creature. (The next time this creature would be destroyed this turn, instead tap it, remove it from combat, and heal all damage on it.)

Creature
Rhox (s00) 43
Siege Behemoth

Hexproof As long as this creature is attacking, for each creature you control, you may have that creature assign its combat damage as though it weren't blocked.

Creature
Siege Behemoth (cma) 144
Stonehoof Chieftain

Trample, indestructible Whenever another creature you control attacks, it gains trample and indestructible until end of turn.

Creature
Stonehoof Chieftain (cmm) 325
Thrasta, Tempest's Roar

This spell costs {3} less to cast for each other spell cast this turn. Trample, haste Trample over planeswalkers (This creature can deal excess combat damage to the controller of the planeswalker it's attacking.) Thrasta has hexproof as long as it entered this turn.

Creature
Thrasta, Tempest's Roar (mh2) 178
Tyrranax Rex

This spell can't be countered. Trample, ward {4}, haste Toxic 4 (Players dealt combat damage by this creature also get four poison counters.)

Creature
Tyrranax Rex (one) 189
Vivien's Stampede

Each creature you control gains vigilance, trample, and melee until end of turn. (Whenever a creature with melee attacks, it gets +1/+1 until end of turn for each opponent you attacked this combat.) At the beginning of the next main phase this turn, draw a card for each player who was dealt combat damage this turn.

Sorcery
Vivien's Stampede (ncc) 165

S1 Big Ol Stompies

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Z2 Ramp Lands

Quantity: 8Price: $49.78
Blighted Woodland

{T}: Add {C}. {3}{G}, {T}, Sacrifice this land: Search your library for up to two basic land cards, put them onto the battlefield tapped, then shuffle.

Land
Blighted Woodland (cmr) 476
Castle Garenbrig

This land enters tapped unless you control a Forest. {T}: Add {G}. {2}{G}{G}, {T}: Add six {G}. Spend this mana only to cast creature spells or activate abilities of creatures.

Land
Castle Garenbrig (plst) ELD-240
Guildless Commons

This land enters tapped. When this land enters, return a land you control to its owner's hand. {T}: Add {C}{C}.

Land
Guildless Commons (cmm) 1003
Jungle Basin

This land enters tapped. When this land enters, sacrifice it unless you return an untapped Forest you control to its owner's hand. {T}: Add {C}{G}.

Land
Jungle Basin (cmr) 484
Myriad Landscape

This land enters tapped. {T}: Add {C}. {2}, {T}, Sacrifice this land: Search your library for up to two basic land cards that share a land type, put them onto the battlefield tapped, then shuffle.

Land
Myriad Landscape (woc) 164
Temple of the False God

{T}: Add {C}{C}. Activate only if you control five or more lands.

Land
Temple of the False God (otc) 334
Terrain Generator

{T}: Add {C}. {2}, {T}: You may put a basic land card from your hand onto the battlefield tapped.

Land
Terrain Generator (clb) 926
Three Tree City

As Three Tree City enters, choose a creature type. {T}: Add {C}. {2}, {T}: Choose a color. Add an amount of mana of that color equal to the number of creatures you control of the chosen type.

Land
Three Tree City (blb) 260

Z2 Ramp Lands

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P1 Draw

Quantity: 12Price: $36.28
Disciple of Freyalise

Creature
Disciple of Freyalise // Garden of Freyalise (mh3) 250Disciple of Freyalise // Garden of Freyalise (mh3) 250
Drumhunter

At the beginning of your end step, if you control a creature with power 5 or greater, you may draw a card. {T}: Add {C}.

Creature
Drumhunter (c13) 142
Eladamri, Korvecdal

You may look at the top card of your library any time. You may cast creature spells from the top of your library. {G}, {T}, Tap two untapped creatures you control: Reveal a card from your hand or the top card of your library. If you reveal a creature card this way, put it onto the battlefield. Activate only during your turn.

Creature
Eladamri, Korvecdal (mh3) 149
Expedition Map

{2}, {T}, Sacrifice this artifact: Search your library for a land card, reveal it, put it into your hand, then shuffle.

Artifact
Expedition Map (j22) 765
Garruk's Uprising

When this enchantment enters, if you control a creature with power 4 or greater, draw a card. Creatures you control have trample. (Each of those creatures can deal excess combat damage to the player or planeswalker it's attacking.) Whenever a creature you control with power 4 or greater enters, draw a card.

Enchantment
Garruk's Uprising (wot) 53
Gilt-Leaf Archdruid

Whenever you cast a Druid spell, you may draw a card. Tap seven untapped Druids you control: Gain control of all lands target player controls.

Creature
Gilt-Leaf Archdruid (mor) 124
Growing Rites of Itlimoc

Enchantment
Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun (lci) 188Growing Rites of Itlimoc // Itlimoc, Cradle of the Sun (lci) 188
Harmonize

Draw three cards.

Sorcery
Harmonize (blc) 120
Hunter's Insight

Choose target creature you control. Whenever that creature deals combat damage to a player or planeswalker this turn, draw that many cards.

Instant
Hunter's Insight (cmm) 296
Leaf-Crowned Visionary

Other Elves you control get +1/+1. Whenever you cast an Elf spell, you may pay {G}. If you do, draw a card.

Creature
Leaf-Crowned Visionary (dmu) 167
Return of the Wildspeaker

Choose one — • Draw cards equal to the greatest power among non-Human creatures you control. • Non-Human creatures you control get +3/+3 until end of turn.

Instant
Return of the Wildspeaker (otc) 203
Shamanic Revelation

Draw a card for each creature you control. Ferocious — You gain 4 life for each creature you control with power 4 or greater.

Sorcery
Shamanic Revelation (pfrf) 138p

P1 Draw

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S2 Pump It Up

Quantity: 8Price: $49.02
Dwynen, Gilt-Leaf Daen

Reach (This creature can block creatures with flying.) Other Elf creatures you control get +1/+1. Whenever Dwynen attacks, you gain 1 life for each attacking Elf you control.

Creature
Dwynen, Gilt-Leaf Daen (ori) 172
Elvish Champion

Other Elf creatures get +1/+1 and have forestwalk. (They can't be blocked as long as defending player controls a Forest.)

Creature
Elvish Champion (plst) INV-186
Elvish Warmaster

Whenever one or more other Elves you control enter, create a 1/1 green Elf Warrior creature token. This ability triggers only once each turn. {5}{G}{G}: Elves you control get +2/+2 and gain deathtouch until end of turn.

Creature
Elvish Warmaster (j22) 654
Ezuri, Renegade Leader

{G}: Regenerate another target Elf. {2}{G}{G}{G}: Elf creatures you control get +3/+3 and gain trample until end of turn.

Creature
Ezuri, Renegade Leader (plst) C14-195
Galadhrim Brigade

Squad {1}{G} (As an additional cost to cast this spell, you may pay {1}{G} any number of times. When this creature enters, create that many tokens that are copies of it.) Other Elves you control get +1/+1.

Creature
Galadhrim Brigade (ltc) 502
Haldir, Lórien Lieutenant

Haldir enters with X +1/+1 counters on it. Vigilance {5}{G}: Until end of turn, other Elves you control gain vigilance and get +1/+1 for each +1/+1 counter on Haldir.

Creature
Haldir, Lórien Lieutenant (ltc) 122
Immaculate Magistrate

{T}: Put a +1/+1 counter on target creature for each Elf you control.

Creature
Immaculate Magistrate (cmr) 234
Timberwatch Elf

{T}: Target creature gets +X/+X until end of turn, where X is the number of Elves on the battlefield.

Creature
Timberwatch Elf (khc) 76

S2 Pump It Up

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Z3 Utility Lands

Quantity: 8Price: $32.22
Hall of Oracles

{T}: Add {C}. {1}, {T}: Add one mana of any color. {T}: Put a +1/+1 counter on target creature. Activate only as a sorcery and only if you've cast an instant or sorcery spell this turn.

Land
Hall of Oracles (stx) 267
Mosswort Bridge

Hideaway 4 (When this land enters, look at the top four cards of your library, exile one face down, then put the rest on the bottom in a random order.) This land enters tapped. {T}: Add {G}. {G}, {T}: You may play the exiled card without paying its mana cost if creatures you control have total power 10 or greater.

Land
Mosswort Bridge (blc) 317
Reliquary Tower

You have no maximum hand size. {T}: Add {C}.

Land
Reliquary Tower (blc) 132
Rogue's Passage

{T}: Add {C}. {4}, {T}: Target creature can't be blocked this turn.

Land
Rogue's Passage (otc) 313
Shifting Woodland

This land enters tapped unless you control a Forest. {T}: Add {G}. Delirium — {2}{G}{G}: This land becomes a copy of target permanent card in your graveyard until end of turn. Activate only if there are four or more card types among cards in your graveyard.

Land
Shifting Woodland (mh3) 228
The Shire

The Shire enters tapped unless you control a legendary creature. {T}: Add {G}. {1}{G}, {T}, Tap an untapped creature you control: Create a Food token.

Land
The Shire (ltr) 260
War Room

{T}: Add {C}. {3}, {T}, Pay life equal to the number of colors in your commanders' color identity: Draw a card.

Land
War Room (mkc) 310
Yavimaya, Cradle of Growth

Each land is a Forest in addition to its other land types.

Land
Yavimaya, Cradle of Growth (mh2) 261

Z3 Utility Lands

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P2 Ramp

Quantity: 16Price: $24.13
Accomplished Alchemist

{T}: Add one mana of any color. {T}: Add X mana of any one color, where X is the amount of life you gained this turn.

Creature
Accomplished Alchemist (stx) 119
Cultivate

Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.

Sorcery
Cultivate (blc) 212
Elvish Archdruid

Other Elf creatures you control get +1/+1. {T}: Add {G} for each Elf you control.

Creature
Elvish Archdruid (m10) 176
Elvish Mystic

{T}: Add {G}.

Creature
Elvish Mystic (cmm) 284
Fanatic of Rhonas

{T}: Add {G}. Ferocious — {T}: Add {G}{G}{G}{G}. Activate only if you control a creature with power 4 or greater. Eternalize {2}{G}{G} ({2}{G}{G}, Exile this card from your graveyard: Create a token that's a copy of it, except it's a 4/4 black Zombie Snake Druid with no mana cost. Eternalize only as a sorcery.)

Creature
Fanatic of Rhonas (mh3) 152
Farhaven Elf

When this creature enters, you may search your library for a basic land card, put it onto the battlefield tapped, then shuffle.

Creature
Farhaven Elf (c14) 196
Fyndhorn Elves

{T}: Add {G}.

Creature
Fyndhorn Elves (cmr) 228
Gilanra, Caller of Wirewood

{T}: Add {G}. When you spend this mana to cast a spell with mana value 6 or greater, draw a card. Partner (You can have two commanders if both have partner.)

Creature
Gilanra, Caller of Wirewood (cmr) 230
Kodama's Reach

Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.

Sorcery
Kodama's Reach (otc) 196
Llanowar Elves

{T}: Add {G}.

Creature
Llanowar Elves (cma) 125
Orochi Merge-Keeper

{T}: Add {G}. As long as this creature is modified, it has "{T}: Add {G}{G}." (Equipment, Auras you control, and counters are modifications.)

Creature
Orochi Merge-Keeper (neo) 203
Rootweaver Druid

When this creature enters, each opponent may search their library for up to three basic land cards. They each put one of those cards onto the battlefield tapped under your control and the rest onto the battlefield tapped under their control. Then each player who searched their library this way shuffles.

Creature
Rootweaver Druid (cmr) 250
Sol Ring

{T}: Add {C}{C}.

Artifact
Sol Ring (plst) C18-222
Werebear

{T}: Add {G}. Threshold — This creature gets +3/+3 as long as seven or more cards are in your graveyard.

Creature
Werebear (dmr) 182
Wirewood Channeler

{T}: Add X mana of any one color, where X is the number of Elves on the battlefield.

Creature
Wirewood Channeler (khc) 79
Wood Elves

When this creature enters, search your library for a Forest card, put that card onto the battlefield, then shuffle.

Creature
Wood Elves (moc) 316

P2 Ramp

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S3 Make an Army

Quantity: 4Price: $15.06
Imperious Perfect

Other Elves you control get +1/+1. {G}, {T}: Create a 1/1 green Elf Warrior creature token.

Creature
Imperious Perfect (j22) 677
Sandwurm Convergence

Creatures with flying can't attack you or planeswalkers you control. At the beginning of your end step, create a 5/5 green Wurm creature token.

Enchantment
Sandwurm Convergence (clb) 833
Voice of the Woods

Tap five untapped Elves you control: Create a 7/7 green Elemental creature token with trample. (It can deal excess combat damage to the player or planeswalker it's attacking.)

Creature
Voice of the Woods (khc) 78
Wolverine Riders

At the beginning of each upkeep, create a 1/1 green Elf Warrior creature token. Whenever another Elf you control enters, you gain life equal to its toughness.

Creature
Wolverine Riders (j22) 743

S3 Make an Army

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P3 Removal

Quantity: 8Price: $5.38
Beast Within

Destroy target permanent. Its controller creates a 3/3 green Beast creature token.

Instant
Beast Within (blc) 206
Bramblecrush

Destroy target noncreature permanent.

Sorcery
Bramblecrush (isd) 172
Clip Wings

Each opponent sacrifices a creature of their choice with flying.

Instant
Clip Wings (plst) SOI-197
Jagged-Scar Archers

Jagged-Scar Archers's power and toughness are each equal to the number of Elves you control. {T}: This creature deals damage equal to its power to target creature with flying.

Creature
Jagged-Scar Archers (khc) 65
Krosan Vorine

Provoke (Whenever this creature attacks, you may have target creature defending player controls untap and block it if able.) This creature can't be blocked by more than one creature.

Creature
Krosan Vorine (lgn) 131
Return to Nature

Choose one — • Destroy target artifact. • Destroy target enchantment. • Exile target card from a graveyard.

Instant
Return to Nature (moc) 309
Shoot Down

Exile target artifact, enchantment, or creature with flying.

Sorcery
Shoot Down (bro) 190
Silklash Spider

Reach {X}{G}{G}: This creature deals X damage to each creature with flying.

Creature
Silklash Spider (cma) 145

P3 Removal

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S4 Get it Back

Quantity: 4Price: $10.82
Bala Ged Recovery

Sorcery
Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180Bala Ged Recovery // Bala Ged Sanctuary (plst) ZNR-180
Dryad's Revival

Return target card from your graveyard to your hand. Flashback {4}{G} (You may cast this card from your graveyard for its flashback cost. Then exile it.)

Sorcery
Dryad's Revival (mid) 183
Long Rest

Return X target cards with different mana values from your graveyard to your hand. If eight or more cards were returned to your hand this way, your life total becomes equal to your starting life total. Exile Long Rest.

Sorcery
Long Rest (afr) 193
Wellwisher

{T}: You gain 1 life for each Elf on the battlefield.

Creature
Wellwisher (plst) CMA-166

S4 Get it Back

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P4 Wrath/Player Removal

Quantity: 4Price: $32.96
Aetherflux Reservoir

Whenever you cast a spell, you gain 1 life for each spell you've cast this turn. Pay 50 life: This artifact deals 50 damage to any target.

Artifact
Aetherflux Reservoir (brr) 2
Bane of Progress

When Bane of Progress enters, destroy all artifacts and enchantments. Put a +1/+1 counter on Bane of Progress for each permanent destroyed this way.

Creature
Bane of Progress (c13) 137
Ezuri's Predation

For each creature your opponents control, create a 4/4 green Phyrexian Beast creature token. Each of those tokens fights a different one of those creatures.

Sorcery
Ezuri's Predation (cmm) 287
Fade from History

Each player who controls an artifact or enchantment creates a 2/2 green Bear creature token. Then destroy all artifacts and enchantments.

Sorcery
Fade from History (bro) 177

P4 Wrath/Player Removal

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Z1 Basic Lands

Quantity: 19Price: $6.65
Forest

({T}: Add {G}.)

Land
Forest (dmu) 275

Z1 Basic Lands

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Deck Info

Deck stats

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0 mana - 3 cards
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0 mana - 3 cards
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0 mana - 3 cards
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0 mana - 3 cards
95 pips - 62 cards
48 mana - 39 cards
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16 mana - 13 cards
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Description

{"ops":[{"insert":"How the deck plays"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis deck aims to be a neat introduction for a new player to the world of commander, by focusing on a subset of strategies typical of one slice of the colour pie. You need to only know how to play/make creatures, ramp their mana mana, and attack with big trampling creatures.\n\nMost games will begin by playing lands and a few cheap elf/druid mana dorks, and follow up with some even better mana fountain type creatures. The mana potential and ramping are truly spectacular when the elves start hitting the battlefield and can certainly cause opponents to squirm in their chairs.\n\nYour mid-game will involve trying to get your commander down as well as drawing cards to make up for the rapid playing out of your hand. You could also consider whether to start making creature tokens using something like "},{"insert":{"card-link":"Voice of the Woods"}},{"insert":" or to slow opponents down using "},{"insert":{"card-link":"Gilt-Leaf Archdruid"}},{"insert":" by taking their lands!\n\nYour mid-late game will likely involve gaining life and attacking, using creatures that are hard to deal with like "},{"insert":{"card-link":"Tyrranax Rex"}},{"insert":" or "},{"insert":{"card-link":"Stonehoof Chieftain"}},{"insert":" \n\nYour late-game bombs or win-conditions would be cards like "},{"insert":{"card-link":"Vivien's Stampede"}},{"insert":" or "},{"insert":{"card-link":"Galadhrim Brigade"}},{"insert":" which allow you to easily overpower your opponents creatures.\n\nThe nostalgia plays are:\n"},{"insert":{"card-link":"Timberwatch Elf"}},{"insert":" onto a "},{"insert":{"card-link":"Rhox"}},{"insert":" and sending loads of damage straight into an opponents face"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Pump up a "},{"insert":{"card-link":"Krosan Vorine"}},{"insert":" and force opponents creatures to block it (there is something very satisfying getting to choose what will die)"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nTwo specific win conditions are:\nUse "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" to burn out opponents when we have enough life, "},{"insert":{"card-link":"Wellwisher"}},{"insert":" can gain you loads of life to enable this; but you may find it possible to draw a ton of cards and simply cast everything triggering the life gain on cast"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"Make all the lands into forests using "},{"insert":{"card-link":"Yavimaya, Cradle of Growth"}},{"insert":" and then play an "},{"insert":{"card-link":"Elvish Champion"}},{"insert":" to make your elves unblockable, follow up with a nice overrun spell and win!"},{"attributes":{"list":"ordered"},"insert":"\n"},{"insert":"\nPitfalls to watch out for are:\nplaying out all the cards in hand - you become vulnerable to board wipes, but also can make the table look at you as the biggest threat as you have the most things on the battlefield; don't be afraid of holding back some spells for a rebuild after a wipe"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"being too scared to play your commander, even though you have the mana to do so; one of the big failures of players at a table is to actually use their commander during games, if you have the opportunity to do so, you should prioritize playing your commander first, because if someone does destroy it, then you can play it again later; this typically will consume a removal spell and isn't a bad idea. That being said, you should still make sure you have a couple creatures on the battlefield to protect Freyalise, as she is vulnerably to being attacked."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Keeping a hand with just one land - you should aim to start with 2 lands and one ramp spell, otherwise you could get stuck for a few turns unable to do anything. You can mitigate this risk by having cards with land cycling abilities or reducing your mana curve (avoid having too many cards that need 4+ mana to cast) and instead include a few more cheap 1 mana artefacts that do simple things like ramp/draw/surveil etc."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThe Initial Considerations"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nWhen building a commander deck, its very important to make sure that you fully understand how the commander works, but also how you feel like you want to play. Sometimes people are inspired by a mechanic or synergy or crazy idea and just want to try manifest it in the deck. You should then construct a list of the key learnings:\nFreyalise is a planeswalker that is allowed to be a commander, and starts with ONLY 3 loyalty! You will need ways to protect her."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Freyalise makes elf druid creature tokens that can tap to produce mana (creatures that enter the battlefield have summoning sickness, unless they are hasted or another ability says otherwise)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Freyalise can -2 her loyalty to DESTROY target enchantment or artifact"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Freyalise can -6 her loyalty to DRAW cards equal to the number of GREEN CREATURES YOU CONTROL (this is considered her Ultimate ability)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"5 Mana is alot to pay for a commander, but in a mono-green ramp build this won't be difficult"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Planeswalkers can be dealt damage through targeting or by creatures attacking and not getting blocked. She will be vulnerable to flying creatures so having flyers or reach creatures will help keep her alive. There aren't many planeswalker protection cards, but you could aim for spells/abilities that protect a permanent you control OR aim to ramp so hard that it doesn't matter if she is destroyed."},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"She makes token creatures that are elves and druids, and that are only 1/1, so this can be exploited"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Always beware of focusing too much on creatures for ramp, balance the ramp so its an even split between creatures, artefacts and land to battlefield tutors"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Speaking of tutors, this can slow new players down so I am purposefully limiting how many, and relying more on card draw to get to the win conditions"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Another key item for new players is limiting how many cards give you many choices, elf decks typically are make/cast a creature, beat down opponents which is simple but effective"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nFor this build my idea was, Oops no lands BUT for my opponents. This is not a competitive deck, and may make some other players unhappy, but as long as you make it clear in the Rule 0 conversation that your deck can do a thing (aka land theft)... other members at the table can let you know if they are happy with that or not. In cases like this, you should always carry some sideboard cards to replace problem cards.\n\nThe Strategy Recipe"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThe strategy recipe for a deck built using the 8 by 8 EDH System aims to tell you how many of a particular card we are aiming to have.\n\nThe 8 by 8 EDH system encourages us to balance key strategies, and to aim for 12+ cards for them to be considered reliable. Our minimum viable strategy total is 4 (any total less than 4 is considered to be too unreliable). We also work in increments of 4 cards to make meaningful changes, any smaller change (other than a like for like substitution) is considered to be too insignificant probability-wise, and not recommended (basically, when testing or playing, it is unlikely those card will show up frequently enough to be considered meaningful.\n\n"},{"attributes":{"italic":true},"insert":"Sub-themes "},{"insert":"give you an idea of the shared general strategies that can be found in the more specific strategy totals.\n\n"},{"attributes":{"italic":true},"insert":"Primary "},{"insert":"strategies are those considered most important to making a deck more reliable and fun.\n\n"},{"attributes":{"italic":true},"insert":"Secondary "},{"insert":"strategies are those that help make use of synergies between cards or with the commander.\n\n"},{"attributes":{"bold":true},"insert":"Sub-themes:"},{"insert":"\nDruid/Elf Nation (Type of creature can matter)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"Creatures Matter (typical of a go-wide strategy, but also can help with spell or ability costs)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Primary Strategies:"},{"insert":"\n12 card draw (drawing lots of cards is always awesome!)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"16 ramp (Elves and druids, but also land ramp)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"8 removal (we need flyer removal, so this focuses on that; this is also a bit less as we expect players to block alot and also Freyalise can remove artifacts and enchantments)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"4 wraths/player removal (These are typically win-conditions, we don't want to just clear the board, rather destroy problems and then try win immediately)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Secondary Strategies:"},{"insert":"\n8 Big Ol Stompies (typically large trampling creatures that are hard to deal with)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"8 Pump it Up (overrun, make things bigger with counters)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"4 Make an Army (focus on making elves so we can overrun our opponents)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"4 Get it Back (graveyard becomes a bit of a toolbox, its nice to get things back)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\n"},{"attributes":{"bold":true},"insert":"Land Strategies:"},{"insert":"\n19 Basic"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"8 Ramp (mono green has access to the best ramp lands, basically lands that are able to increase your mana potential beyond just one land a turn)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"8 Utility (these can be lands that give counters/extra abilities like unblockable/or recovery of cards from graveyard)"},{"attributes":{"list":"bullet"},"insert":"\n"},{"insert":"\nThis strategy recipe forms our scientific baseline. It is loosely coupled (cards can change, but you are aiming to keep your probabilities intact) and helps you remember what your deck is attempting to achieve. We may not always match the totals exactly, but if ever the deck starts to feel like it has a problem we should compare its structure to the baseline and then either try to bring it back in line if it has deviated OR make a strategy increment adjustment targeting what we believe isn't working, and see if that helps (basically if you feel like you need more interaction, consider reducing one of the other strategies, typically a 4 card or a 12+ card strategy, and then increment removal by 4; and then go make changes to the actual deck.\n\nYou will begin to find that knowing the total you aim for, helps you to cut cards from strategies. You can still keep the cut cards in proximity to the deck and add them back later if things don't work out.\n\nThe Blurb"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nTo understand this deck building system better check out [ "},{"attributes":{"link":"https://8by8edh.xyz/"},"insert":"https://www.8by8edh.xyz"},{"insert":" ]\nFor more detailed strategy breakdowns signup to my patreon [ "},{"attributes":{"link":"https://patreon.com/8by8EDHUniversity"},"insert":"https://www.patreon.com/8by8EDHUniversity"},{"insert":" ]\nInstagram [ "},{"attributes":{"link":"https://instagram.com/thunder.emperors.command/"},"insert":"https://www.instagram.com/thunder.emperors.command/"},{"insert":" ]\n"}]}
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