134
11/21/2024
[Harmony in the Troops] - Dionus, Elvish Archdruid
Deck Size: 100
Commander
Legal
Est deck cost: $756.58
Salt sum: 40.3
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134
11/21/2024
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Commander

Qty: 1 Price: $12.99
Dionus, Elvish Archdruid

Elves you control have "Whenever this creature becomes tapped during your turn, untap it and put a +1/+1 counter on it. This ability triggers only once each turn."

Creature
Dionus, Elvish Archdruid (j25) 52

Commander

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Land

Qty: 32 (33 w/ MDFC)Price: $120.90
Forest

({T}: Add {G}.)

Land
Forest (j25) 95
Glacial Chasm

Cumulative upkeep—Pay 2 life. (At the beginning of your upkeep, put an age counter on this permanent, then sacrifice it unless you pay its upkeep cost for each age counter on it.) When this land enters, sacrifice a land. Creatures you control can't attack. Prevent all damage that would be dealt to you.

Land
Glacial Chasm (ice) 353
Maze of Ith

{T}: Untap target attacking creature. Prevent all combat damage that would be dealt to and dealt by that creature this turn.

Land
Maze of Ith (dmr) 250
Wirewood Lodge

{T}: Add {C}. {G}, {T}: Untap target Elf.

Land
Wirewood Lodge (plst) DD1-26
Yavimaya Hollow

{T}: Add {C}. {G}, {T}: Regenerate target creature.

Land
Yavimaya Hollow (uds) 143
Yavimaya, Cradle of Growth

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

Land
Yavimaya, Cradle of Growth (mh2) 261

Land

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Removal

Qty: 1 Price: $1.29
Nullmage Shepherd

Tap four untapped creatures you control: Destroy target artifact or enchantment.

Creature
Nullmage Shepherd (scd) 200

Removal

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Untap

Qty: 6 Price: $25.10
Benefactor's Draught

Untap all creatures. Until end of turn, whenever a creature an opponent controls blocks, draw a card. Draw a card.

Instant
Benefactor's Draught (c16) 21
Mobilize

Untap all creatures you control.

Sorcery
Mobilize (plst) POR-172
Quirion Ranger

Return a Forest you control to its owner's hand: Untap target creature. Activate only once each turn.

Creature
Quirion Ranger (mh2) 285
Seeker of Skybreak

{T}: Untap target creature.

Creature
Seeker of Skybreak (mb2) 213
Vitalize

Untap all creatures you control.

Instant
Vitalize (6ed) 265
Wirewood Symbiote

Return an Elf you control to its owner's hand: Untap target creature. Activate only once each turn.

Creature
Wirewood Symbiote (mh3) 288

Untap

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Draw

Qty: 16 Price: $73.46
Armorcraft Judge

When this creature enters, draw a card for each creature you control with a +1/+1 counter on it.

Creature
Armorcraft Judge (j25) 629
Beast Whisperer

Whenever you cast a creature spell, draw a card.

Creature
Beast Whisperer (clu) 158
Collective Unconscious

Draw a card for each creature you control.

Sorcery
Collective Unconscious (scd) 176
Disciple of Freyalise

Creature
Disciple of Freyalise // Garden of Freyalise (mh3) 250Disciple of Freyalise // Garden of Freyalise (mh3) 250
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
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
Glimpse of Nature

Whenever you cast a creature spell this turn, draw a card.

Sorcery
Glimpse of Nature (chk) 210
Guardian Project

Whenever a nontoken creature you control enters, if it doesn't have the same name as another creature you control or a creature card in your graveyard, draw a card.

Enchantment
Guardian Project (pip) 199
Inspiring Call

Draw a card for each creature you control with a +1/+1 counter on it. Those creatures gain indestructible until end of turn. (Damage and effects that say "destroy" don't destroy them.)

Instant
Inspiring Call (fdn) 226
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 (j25) 683
Lifecrafter's Bestiary

At the beginning of your upkeep, scry 1. Whenever you cast a creature spell, you may pay {G}. If you do, draw a card.

Artifact
Lifecrafter's Bestiary (mkc) 231
Regal Force

When this creature enters, draw a card for each green creature you control.

Creature
Regal Force (ddu) 22
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 (blc) 237
Stocking the Pantry

Whenever you put one or more +1/+1 counters on a creature you control, put a supply counter on this enchantment. {2}, Remove a supply counter from this enchantment: Draw a card.

Enchantment
Stocking the Pantry (blb) 194
Well of Lost Dreams

Whenever you gain life, you may pay {X}, where X is less than or equal to the amount of life you gained. If you do, draw X cards.

Artifact
Well of Lost Dreams (ltc) 291
Zendikar Resurgent

Whenever you tap a land for mana, add one mana of any type that land produced. (The types of mana are white, blue, black, red, green, and colorless.) Whenever you cast a creature spell, draw a card.

Enchantment
Zendikar Resurgent (plst) OGW-147

Draw

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Lifegain

Qty: 7 Price: $78.79
Essence Warden

Whenever another creature enters, you gain 1 life.

Creature
Essence Warden (ltc) 242
Harmony of Nature

Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way.

Sorcery
Harmony of Nature (plst) P02-128
Marshaling the Troops

Tap any number of untapped creatures you control. You gain 4 life for each creature tapped this way.

Sorcery
Marshaling the Troops (ptk) 141
Silverback Elder

Whenever you cast a creature spell, choose one — • Destroy target artifact or enchantment. • Look at the top five cards of your library. You may put a land card from among them onto the battlefield tapped. Put the rest on the bottom of your library in a random order. • You gain 4 life.

Creature
Silverback Elder (dmu) 177
Weather the Storm

You gain 3 life. Storm (When you cast this spell, copy it for each spell cast before it this turn.)

Instant
Weather the Storm (mh1) 191
Wellwisher

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

Creature
Wellwisher (plst) CMA-166
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

Lifegain

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Tapped Matters

Qty: 2 Price: $11.68
Freyalise's Winds

Whenever a permanent becomes tapped, put a wind counter on it. If a permanent with a wind counter on it would untap during its controller's untap step, remove all wind counters from it instead.

Enchantment
Freyalise's Winds (ice) 241
Throne of the God-Pharaoh

At the beginning of your end step, each opponent loses life equal to the number of tapped creatures you control.

Artifact
Throne of the God-Pharaoh (akh) 237

Tapped Matters

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Wincon

Qty: 3 Price: $39.47
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 (plst) KLD-192
Bontu's Monument

Black creature spells you cast cost {1} less to cast. Whenever you cast a creature spell, each opponent loses 1 life and you gain 1 life.

Artifact
Bontu's Monument (dmc) 179
Cloudstone Curio

Whenever a nonartifact permanent you control enters, you may return another permanent you control that shares a permanent type with it to its owner's hand.

Artifact
Cloudstone Curio (rvr) 255

Wincon

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Force-Tappers

Qty: 4 Price: $165.56
Birchlore Rangers

Tap two untapped Elves you control: Add one mana of any color. Morph {G} (You may cast this card face down as a 2/2 creature for {3}. Turn it face up any time for its morph cost.)

Creature
Birchlore Rangers (ons) 248
Earthcraft

Tap an untapped creature you control: Untap target basic land.

Enchantment
Earthcraft (tmp) 222
Heritage Druid

Tap three untapped Elves you control: Add {G}{G}{G}.

Creature
Heritage Druid (ema) 171
Symbiotic Deployment

Skip your draw step. {1}, Tap two untapped creatures you control: Draw a card.

Enchantment
Symbiotic Deployment (apc) 88

Force-Tappers

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Protection

Qty: 6 Price: $85.10
Constant Mists

Buyback—Sacrifice a land. (You may sacrifice a land in addition to any other costs as you cast this spell. If you do, put this card into your hand as it resolves.) Prevent all combat damage that would be dealt this turn.

Instant
Constant Mists (sth) 104
Galadhrim Ambush

Create X 1/1 green Elf Warrior creature tokens, where X is the number of attacking creatures. Prevent all combat damage that would be dealt this turn by non-Elf creatures.

Instant
Galadhrim Ambush (ltc) 38
Heroic Intervention

Permanents you control gain hexproof and indestructible until end of turn.

Instant
Heroic Intervention (pip) 202
Legolas's Quick Reflexes

Split second (As long as this spell is on the stack, players can't cast spells or activate abilities that aren't mana abilities.) Untap target creature. Until end of turn, it gains hexproof, reach, and "Whenever this creature becomes tapped, it deals damage equal to its power to up to one target creature."

Instant
Legolas's Quick Reflexes (ltc) 493
Oak Street Innkeeper

During turns other than yours, tapped creatures you control have hexproof.

Creature
Oak Street Innkeeper (rtr) 131
Wrap in Vigor

Regenerate each creature you control.

Instant
Wrap in Vigor (plst) FUT-141

Protection

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Tokens

Qty: 3 Price: $14.33
Elven Ambush

Create a 1/1 green Elf Warrior creature token for each Elf you control.

Instant
Elven Ambush (gn3) 92
Elvish Promenade

Create a 1/1 green Elf Warrior creature token for each Elf you control.

Sorcery Kindred
Elvish Promenade (khc) 59
Wirewood Hivemaster

Whenever another nontoken Elf enters, you may create a 1/1 green Insect creature token.

Creature
Wirewood Hivemaster (lgn) 145

Tokens

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Hasters

Qty: 2 Price: $38.98
Concordant Crossroads

All creatures have haste.

Enchantment
Concordant Crossroads (2x2) 141
Thousand-Year Elixir

You may activate abilities of creatures you control as though those creatures had haste. {1}, {T}: Untap target creature.

Artifact
Thousand-Year Elixir (c21) 271

Hasters

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Ramp

Qty: 15 Price: $40.45
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
Arbor Elf

{T}: Untap target Forest.

Creature
Arbor Elf (ltc) 232
Beastcaller Savant

Haste {T}: Add one mana of any color. Spend this mana only to cast a creature spell.

Creature
Beastcaller Savant (bfz) 170
Canopy Tactician

Other Elves you control get +1/+1. {T}: Add {G}{G}{G}.

Creature
Canopy Tactician (khm) 378
Circle of Dreams Druid

{T}: Add {G} for each creature you control.

Creature
Circle of Dreams Druid (afr) 176
Devoted Druid

{T}: Add {G}. Put a -1/-1 counter on this creature: Untap this creature.

Creature
Devoted Druid (2x2) 143
Elvish Archdruid

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

Creature
Elvish Archdruid (j25) 655
Elvish Mystic

{T}: Add {G}.

Creature
Elvish Mystic (cmm) 284
Fyndhorn Elves

{T}: Add {G}.

Creature
Fyndhorn Elves (cmr) 228
Incubation Druid

{T}: Add one mana of any type that a land you control could produce. If this creature has a +1/+1 counter on it, add three mana of that type instead. {3}{G}{G}: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)

Creature
Incubation Druid (moc) 302
Llanowar Elves

{T}: Add {G}.

Creature
Llanowar Elves (j25) 149
Marwyn, the Nurturer

Whenever another Elf you control enters, put a +1/+1 counter on Marwyn. {T}: Add an amount of {G} equal to Marwyn's power.

Creature
Marwyn, the Nurturer (j25) 687
Priest of Titania

{T}: Add {G} for each Elf on the battlefield.

Creature
Priest of Titania (mh3) 286
Rishkar, Peema Renegade

When Rishkar enters, put a +1/+1 counter on each of up to two target creatures. Each creature you control with a counter on it has "{T}: Add {G}."

Creature
Rishkar, Peema Renegade (j25) 708
Sage of the Maze

{T}: Add two mana in any combination of colors. {T}: Until end of turn, target land you control becomes an X/X Citizen creature with haste in addition to its other types, where X is twice the number of Gates you control. Activate only as a sorcery. Tap an untapped Gate you control: Untap this creature.

Creature
Sage of the Maze (m3c) 119

Ramp

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Tutor

Qty: 2 Price: $48.48
Elvish Harbinger

When this creature enters, you may search your library for an Elf card, reveal it, then shuffle and put that card on top. {T}: Add one mana of any color.

Creature
Elvish Harbinger (plst) EVG-4
Green Sun's Zenith

Search your library for a green creature card with mana value X or less, put it onto the battlefield, then shuffle. Shuffle Green Sun's Zenith into its owner's library.

Sorcery
Green Sun's Zenith (2x2) 150

Tutor

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Maybeboard

Qty: 26 Price: $1221.33
Allosaurus Shepherd

This spell can't be countered. Green spells you control can't be countered. {4}{G}{G}: Until end of turn, each Elf creature you control has base power and toughness 5/5 and becomes a Dinosaur in addition to its other creature types.

Creature
Allosaurus Shepherd (2x2) 132
Bind

Counter target activated ability. (Mana abilities can't be targeted.) Draw a card.

Instant
Bind (inv) 182
Boreal Druid

{T}: Add {C}.

Creature
Boreal Druid (plst) CSP-105
Chord of Calling

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.) Search your library for a creature card with mana value X or less, put it onto the battlefield, then shuffle.

Instant
Chord of Calling (rvr) 134
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 (ltc) 241
Emerald Charm

Choose one — • Untap target permanent. • Destroy target non-Aura enchantment. • Target creature loses flying until end of turn.

Instant
Emerald Charm (dmr) 158
Emerald Medallion

Green spells you cast cost {1} less to cast.

Artifact
Emerald Medallion (mh3) 291
Finale of Devastation

Search your library and/or graveyard for a creature card with mana value X or less and put it onto the battlefield. If you search your library this way, shuffle. If X is 10 or more, creatures you control get +X/+X and gain haste until end of turn.

Sorcery
Finale of Devastation (cmm) 289
Gaea's Cradle

{T}: Add {G} for each creature you control.

Land
Gaea's Cradle (usg) 321
Gyre Sage

Evolve (Whenever a creature you control enters, if that creature has greater power or toughness than this creature, put a +1/+1 counter on this creature.) {T}: Add {G} for each +1/+1 counter on this creature.

Creature
Gyre Sage (moc) 300
Hair-Strung Koto

Tap an untapped creature you control: Target player mills a card.

Artifact
Hair-Strung Koto (chk) 252
Harvest Season

Search your library for up to X basic land cards, where X is the number of tapped creatures you control, put those cards onto the battlefield tapped, then shuffle.

Sorcery
Harvest Season (scd) 188
Insist

The next creature spell you cast this turn can't be countered. Draw a card.

Sorcery
Insist (tor) 127
Leyline of Abundance

If this card is in your opening hand, you may begin the game with it on the battlefield. Whenever you tap a creature for mana, add an additional {G}. {6}{G}{G}: Put a +1/+1 counter on each creature you control.

Enchantment
Leyline of Abundance (m20) 179
Life's Legacy

As an additional cost to cast this spell, sacrifice a creature. Draw cards equal to the sacrificed creature's power.

Sorcery
Life's Legacy (ncc) 300
Mossbridge Troll

If this creature would be destroyed, regenerate it. Tap any number of untapped creatures you control other than this creature with total power 10 or greater: This creature gets +20/+20 until end of turn.

Creature
Mossbridge Troll (shm) 123
Paradise Druid

This creature has hexproof as long as it's untapped. (It can't be the target of spells or abilities your opponents control.) {T}: Add one mana of any color.

Creature
Paradise Druid (j25) 698
Primordial Sage

Whenever you cast a creature spell, you may draw a card.

Creature
Primordial Sage (jmp) 422
Prosperous Innkeeper

When this creature enters, create a Treasure token. (It's an artifact with "{T}, Sacrifice this token: Add one mana of any color.") Whenever another creature you control enters, you gain 1 life.

Creature
Prosperous Innkeeper (blc) 121
Recycle

Skip your draw step. Whenever you play a card, draw a card. Your maximum hand size is two.

Enchantment
Recycle (tmp) 248
Squall Line

Squall Line deals X damage to each creature with flying and each player.

Instant
Squall Line (tsp) 222
Tangleroot

Whenever a player casts a creature spell, that player adds {G}.

Artifact
Tangleroot (mrd) 259
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 (j25) 738
Volrath's Gardens

{2}, Tap an untapped creature you control: You gain 2 life. Activate only as a sorcery.

Enchantment
Volrath's Gardens (sth) 124
Windswift Slice

Target creature you control deals damage equal to its power to target creature you don't control. Create a number of 1/1 green Elf Warrior creature tokens equal to the amount of excess damage dealt this way.

Instant
Windswift Slice (ltc) 45
Zuran Orb

Sacrifice a land: You gain 2 life.

Artifact
Zuran Orb (mh2) 300

Maybeboard

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Deck Info

Deck stats

0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
0 pips - 0 cards
0 mana - 7 cards
79 pips - 61 cards
56 mana - 47 cards
0 pips - 0 cards
2 mana - 2 cards
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Description

{"ops":[{"insert":"Dionus Not-So-Turbo Lifegain"},{"attributes":{"header":1},"insert":"\n"},{"insert":"\nThis deck is for the card flickering enthousiasts among us. We're looking to gain the most life possible in a single turn by storming off and using niche cards like "},{"insert":{"card-link":"Marshaling the Troops"}},{"insert":" and "},{"insert":{"card-link":"Harmony of Nature"}},{"insert":" to force tap our creatures and nuke our opponents out with "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":".\n\nWhy gain life this way ?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nSurely you've already heard that the best part of magic is drawing cards right ? Well, I'm here to show that flipping cards sideways can also be very satisfying. I've always wanted to try a green storm lifegain deck and ever since I saw "},{"insert":{"card-link":"Marshaling the Troops"}},{"insert":" and "},{"insert":{"card-link":"Harmony of Nature"}},{"insert":" I fell in love with these two cards. I think that this deck might just fill that void in my collection.\n\nWhy "},{"insert":{"card-link":"Dionus, Elvish Archdruid"}},{"insert":" ?"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nThis is not the first time I try to build a deck using these cards, but it is the first time I build it online. To show you why Dionus is best suited for the job, let's look at the other contenders. The only thing we need to keep in mind is that we need green in our deck to play our beloved Marshaling and Harmony !\n\nFive color : I only see "},{"insert":{"card-link":"Kenrith, the Returned King"}},{"insert":" as a potential contender with his ability to give our team haste and gain us some life through his third ability. The problem with this commander is that, by using our strategy, we would not be using "},{"insert":{"card-link":"Kenrith, the Returned King"}},{"insert":" to his full potential. We would be neglecting three (3) of the five (5) abilities and would also be neglecting the full use of all of his colors.\n\nFour color : "},{"insert":{"card-link":"Omnath, Locus of Creation"}},{"insert":" lets us gain life, but plays into a landfall strategy, wich we are not. "},{"insert":{"card-link":"Atraxa, Grand Unifier"}},{"insert":" would let us skim the top of our library to get the pieces we need, but we would not be using her fully again. There's hardly any battle cards or planeswalker cards we could use. She is also very open handed and her goodstuff ETB would be wasted trying to find niche green cards instead of powerhouses. \n\nThree color : "},{"insert":{"card-link":"Soul of Windgrace"}},{"insert":" is a landfall strategy. "},{"insert":{"card-link":"Prossh, Skyraider of Kher"}},{"insert":" would actually be a really good commander for what we are trying to do. I actually built a storm deck with him at the helm without using the infamous "},{"insert":{"card-link":"Food Chain"}},{"insert":" combo. This one might be harder to argue ; Prossh can make a substantial amount of tappers, can easily be funneled into card draw with cards like "},{"insert":{"card-link":"Life's Legacy"}},{"insert":" and "},{"insert":{"card-link":"Greater Good"}},{"insert":", and gives us access to black for "},{"insert":{"card-link":"Tendrils of Agony"}},{"insert":" and red for "},{"insert":{"card-link":"Empty the Warrens"}},{"insert":". The real problem with him, is that we could lose focus on our main objective : gaining life. Prossh makes for a great Storm alternative, but that is not what we are trying to do : we want to tap our creatures and gain life. Storming is only a byproduct of us trying to find our missing pieces. "},{"insert":{"card-link":"Zacama, Primal Calamity"}},{"insert":", though a good pick, has nothing to bolster our creature-tapping strategy. Maybe we could make our lands into creatures ? That would be unnecessarily risky. "},{"insert":{"card-link":"Shanna, Purifying Blade"}},{"insert":" lets us draw at the end of turn, wich is too slow for us.\n\nTwo color : "},{"insert":{"card-link":"Wort, the Raidmother"}},{"insert":" let's us tap our creatures to cast spells from our graveyard. This would be a very good pick for similar reasons as "},{"insert":{"card-link":"Prossh, Skyraider of Kher"}},{"insert":". We now have access to red and we can cast "},{"insert":{"card-link":"Marshaling the Troops"}},{"insert":", "},{"insert":{"card-link":"Harmony of Nature"}},{"insert":" and "},{"insert":{"card-link":"Weather the Storm"}},{"insert":" more than once, which could be very good. The problem is that she requires more set up than "},{"insert":{"card-link":"Dionus, Elvish Archdruid"}},{"insert":". We would need to find a way to make it so all the tokens we make with cards like "},{"insert":{"card-link":"Empty the Warrens"}},{"insert":" and Wort herself can be forced into making mana when they enter with cards like "},{"insert":{"card-link":"Earthcraft"}},{"insert":" or "},{"insert":{"card-link":"Mana Echoes"}},{"insert":" (which would lead to a dead end if we don't find a colored source of mana). Furthermore, with the conspire ability, I fear our creatures would already be used to cast spells instead of gaining life (since we can't tap them twice like "},{"insert":{"card-link":"Dionus, Elvish Archdruid"}},{"insert":" let's us do). It would also be a slippery slope into a simple storm deck. "},{"insert":{"card-link":"Trostani, Selesnya's Voice"}},{"insert":" would be a good pick since we could gain life every time we play a creature and we could make additionnal bodies with her second ability. The problem still reside in the fact that we would'nt use her abilities to the fullest. Trostani wants to go tall, not wide like we are looking for. She is undeniably a good commander for our lifegain strategy, but we want to tap creatures to do so, Trostani encourages us to play bigger creatures instead of more creatures, which would give us less creatures to tap. "},{"insert":{"card-link":"Beledros Witherbloom"}},{"insert":" could also be a good choice : he makes additionnal creatures for us to tap and let's us untap our lands at the measly price of some life. However, more than 50% of Beledros decks on EDHREC use cards like "},{"insert":{"card-link":"Exsanguinate"}},{"insert":" because of his ability to give a commandable amount of mana. Our strategy would'nt use this commander's abilities to the fullest. He also is on the slow side and I can guarantee every player at the table will see you coming with such a commander. \n\nOne color : "},{"insert":{"card-link":"Aeve, Progenitor Ooze"}},{"insert":" would play directly into making bodies and storming. This commander usually tries to win with a finisher like "},{"insert":{"card-link":"Craterhoof Behemoth"}},{"insert":" and an army of oozes and more recently by playing cards like "},{"insert":{"card-link":"Slime Against Humanity"}},{"insert":". We are not looking for this. "},{"insert":{"card-link":"Seton, Krosan Protector"}},{"insert":" is one of the commander most similar to our strategy out of all of the other mentions. He can force our creatures to tap if we need to go off during a turn. The problem I find with this choice is that we have no reason to play him until we want to win since most druid cards already tap for mana. The last one I would like to talk about is "},{"insert":{"card-link":"Patron of the Orochi"}},{"insert":". This one lets us do exactly what we came for : untap our creatures to tap them again ! There even is some good dorks options among snakes like the new "},{"insert":{"card-link":"Fanatic of Rhonas"}},{"insert":". The problem is that Patron of the Orochi costs "},{"attributes":{"bold":true},"insert":"eight (8)"},{"insert":" to cast, which is way too slow for us. We could cast it using its Snake Offering ability, but that would mean we would need to play a non negligeable amount of snakes to make the deck consistent, and most snakes are either creatures we want on our board, or creatures we don't want in our deck. So the Patron is no-go for me.\n\nTwice The Fun"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\nSo in the end, why "},{"insert":{"card-link":"Dionus, Elvish Archdruid"}},{"insert":" ? Remember when I told you tapping cards was satisfying ? Well, Dionus let's you do that "},{"attributes":{"bold":true},"insert":"twice"},{"insert":". This means we can add mana with our mana dorks and still cast "},{"insert":{"card-link":"Marshaling the Troops"}},{"insert":" not to waste our precious mana. Something that no other contenders let us do. We can also go mana positive with some of our dorks when coupled with hasters like "},{"insert":{"card-link":"Concordant Crossroads"}},{"insert":" and "},{"insert":{"card-link":"Thousand-Year Elixir"}},{"insert":" which can lead to very explosive turns.\n\nLet's win this !"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nWe are looking to play mana dorks, abuse of their mana abilitites with Dionus, draw a bunch of cards and either find "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" or "},{"insert":{"card-link":"Cloudstone Curio"}},{"insert":" and "},{"insert":{"card-link":"Bontu's Monument"}},{"insert":"'s combo. \n\nIs'nt using "},{"insert":{"card-link":"Bontu's Monument"}},{"insert":" against to idea of our lifegain strategy ? Well, not really. Of course, we would rather only use "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" to finish off our opponents, but that would lead to a rather fragile strategy. Instead, the lifegain part of the deck can rather be viewed as a way to keep ourselves alive long enough for us to assemble the perfect turn. It is important to remember that we are "},{"attributes":{"bold":true},"insert":"not looking to attack "},{"insert":"with this deck. We only want to use our creatures to either gain life, gain mana or draw cards. \n\nOnto the long game then !"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nTo further protect our life total, we have cards like "},{"insert":{"card-link":"Galadhrim Ambush"}},{"insert":", "},{"insert":{"card-link":"Constant Mists"}},{"insert":", "},{"insert":{"card-link":"Glacial Chasm"}},{"insert":", "},{"insert":{"card-link":"Maze of Ith"}},{"insert":" or "},{"insert":{"card-link":"Freyalise's Winds"}},{"insert":". Freyalise's Winds uses our commander's ability to break parity with the rest of the table, wich can slow our opponents down and give us the time we need to find our missing pieces. As we do not plan on attacking, "},{"insert":{"card-link":"Glacial Chasm"}},{"insert":" is the perfect pick for a protection land and our lifegain might just be enough for us to pay that cumulative upkeep. "},{"insert":{"card-link":"Maze of Ith"}},{"insert":" can not only be used to defend ourselves against our opponents, but also to untap one of our creatures if we ever find ourselves short on mana. \n\nOut of my way !"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nWe don't have much removal in the deck as to reduce the chances of duds when we have our big turn, "},{"insert":{"card-link":"Nullmage Shepherd"}},{"insert":", "},{"insert":{"card-link":"Silverback Elder"}},{"insert":", "},{"insert":{"card-link":"Freyalise, Llanowar's Fury"}},{"insert":" and "},{"insert":{"card-link":"Legolas's Quick Reflexes"}},{"insert":" acting as our only main sources of removal. Apart from the last one, the other three (3) are repeatable effects. Silverback Elder also let us gain life or get lands if needed and if we don't have any good targets to remove while Freyalise let us make more elves and draw cards if ever faced with the same problem.\n\nFinding everything."},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nThe main way we have to find our wincons is through drawing cards. We can do so with on cast abilities like "},{"insert":{"card-link":"Leaf-Crowned Visionary"}},{"insert":" and "},{"insert":{"card-link":"Beast Whisperer"}},{"insert":", by ammassing a large warband of elves with "},{"insert":{"card-link":"Regal Force"}},{"insert":" and "},{"insert":{"card-link":"Shamanic Revelation"}},{"insert":", by tapping our creatures with "},{"insert":{"card-link":"Symbiotic Deployment"}},{"insert":", by gaining life with "},{"insert":{"card-link":"Well of Lost Dreams"}},{"insert":" or by getting some counters with "},{"insert":{"card-link":"Dionus, Elvish Archdruid"}},{"insert":" and "},{"insert":{"card-link":"Stocking the Pantry"}},{"insert":". "},{"insert":{"card-link":"Well of Lost Dreams"}},{"insert":" is particularly good in our deck as we can gain a lot of life and produce a lot of mana.\n\nHow about all that lifegain ?"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nI've been explaining a lot without showing the main strategy : lifegain. We are looking to gain life in two ways : passively and actively. We can passively gain life through cards like "},{"insert":{"card-link":"Essence Warden"}},{"insert":" or "},{"insert":{"card-link":"Wolverine Riders"}},{"insert":", or more actively with "},{"insert":{"card-link":"Wellwisher"}},{"insert":" and of course, "},{"insert":{"card-link":"Marshaling the Troops"}},{"insert":" and "},{"insert":{"card-link":"Harmony of Nature"}},{"insert":". The active cards will help us during our explosive turns and the passive ones will help us stay in the game. Of course, we can also gain life by storming off with "},{"insert":{"card-link":"Aetherflux Reservoir"}},{"insert":" and "},{"insert":{"card-link":"Weather the Storm"}},{"insert":", though this might only happen during our big turn or to set us up for it.\n\nDefense !"},{"attributes":{"header":3},"insert":"\n"},{"insert":"\nYet again, as to not slow down our strategy, we don't have much options as far as protection goes. We have "},{"insert":{"card-link":"Heroic Intervention"}},{"insert":" and "},{"insert":{"card-link":"Wrap in Vigor"}},{"insert":" that acts as broad reactive protection and "},{"insert":{"card-link":"Legolas's Quick Reflexes"}},{"insert":" to protect key pieces. We also have "},{"insert":{"card-link":"Oak Street Innkeeper"}},{"insert":" which acts as great protection against spot removal. \n\nThe Budget"},{"attributes":{"header":2},"insert":"\n"},{"insert":"\n"},{"insert":{"card-link":"Gaea's Cradle"}},{"insert":" has been removed due to price and consistency. With the low number of lands, a Craddle makes us very vulnerable to board wipes, more than we already are. "},{"insert":{"card-link":"Earthcraft"}},{"insert":" is'nt the most budget friendly cards, but don't worry, to run our strategy this card is'nt needed. If you would like to swap it out, I would choose something like "},{"insert":{"card-link":"Tangleroot"}},{"insert":" to let us get some mana from our creatures spells still. In fact, making a budget list of this deck would'nt be super hard, maybe I'll publish my own take on it one day...\n\n"}]}
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