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Visualizzazione della revisione 70. There is a more recent version of this deck.
Like most elf decks, this deck is primarily an elf-ball deck: We want a lot of elves out, we want them out fast, and we want to pump them from puny virgin mana dorks into chad alpha elf beaters. Out of our 39 creatures, 38 of them are elves - we'll get back to the non-elf later, though you've probably guessed which big boi I'm talking about.
So as to not run out of elves at any point, the deck runs a healthy amount of card draw options. Beast Whisperer and Guardian Project rewards us for simply doing what we do best, which is playing a lot of creatures. Skullclamp and Skemfar Avenger let's us draw when our elves die, while also giving us a bit of boardwipe protection.
We won't always be able to swing through, fx if our opponents boards are filled up as well. Fortunately, we have a way to get around by draining our opponents. Elderfang Venom and Poison-Tip Archer makes it incredibly punishing for our opponents to block and/or kill our elves, while Throne of the God-Pharaoh makes our tapped elves do a second round of damage. Our commander, Lathril, Blade of the Elves, can of course tap 10 of our elves for a similar effect, though we're more interested in her ability to make us even more elves.
If we still need our opponent's permanents removed, we have elves and non-elves for the job. Binding the Old Gods and the ever amazing Beast Within are all stars, hitting (almost) everything. Both can certainly get us out of a tight spot. To get us out of an even tighter spot, Elvish Dreadlord should be able to remove almost anything and everything - except our elves!
For us to pull all of this of, we need to have a steady flow of elves coming, even if we run in to the unlikely situation of not having a lot of elves in our hand to cast. Cards like Elvish Promenade helps us benefit from an already filled board on our side, while Wolverine Riders can create an elf army with or without other elves helping out.
Finally, the crown jewel: Our team-pumps and finishers. The strongest of these are, of course, our biggest boi, Craterhoof Behemoth. This card needs no explanation, and if you've ever been on the receiving end of it, the mention of it alone probably gives you PTSD. Craterhoof is the only reason why Fierce Empath is even in the deck. Asides from that, we do of course have a couple of elf-lords, all pumping our team with +1/+1 for as long as they remain in play. If those small increments of power aren't enough, we have a bunch of Overrun effects, namely Overrun itself and Triumph of the Hordes.
The land base is really small, but that doesn't matter. We have a million mana dorks... well, at least 15. Most of these are our 1-mana dorks like Llanowar Elves and Boreal Druid, but some of them can also win the game for us. Some examples are Priest of Titania, Marwyn, the Nurturer and the newest addition, Circle of Dreams Druid (AKA Gaea's Cradle on a stick). With so many dorks at the ready, mana is never a problem. Also, if you're having trouble with mana in an elf deck, you should probably look into that.
The lands themselves are nothing to scuff at either. MDFC's like Malakir Rebirth and Hagra Mauling give us extra spells when we don't need lands (which we often don't), but they do slow down the deck a bit since they enter the battlefield tapped. Be aware of this and add an extra regular basic, if the MDFC's are causing you trouble.
In the non-MDFC category, we have cards like Yavimaya, Cradle of Growth which is just... bonkers. Most of the time, it's just a regular forest which happens to also fix our green mana. Other times, we have Elvish Champion in play, and we then proceed to end the game. Obviously, this doesn't happen every time, but there is literally no downside to playing Yavimaya, Cradle of Growth instead of a basic ass forest, since we don't even use land ramp in the deck.
Oh yeah, Path of Ancestry is also surprisingly powerful. The scry 1 might seem trivial, but with our low mana curve and land count, drawing or NOT drawing a land might make or break our gameplan. Sending a useless card to the bottom of our deck can be a game changer. Should you need more scrying, Lifecrafter's Bestiary might be a viable option, though I have yet to test it myself.
Notable exclusions can be found in the pump section, where I've cut Dwynen, Gilt-Leaf Daen as well as Imperious Perfect. While these elf are lords, and while they DO pump our team, their activated abilities aren't very appealing. 4 mana for a 3/3 that caps at tapping for 3 mana? No thanks, I'll stick to my Priest of Titania, Circle of Dreams Druid, Marwyn, the Nurturer and MANY others. But what about tapping once a turn to make a single elf... for just 1 mana? Compare this to cards like Elvish Warmaster, Elvish Promenade or Elven Ambush, and tell me which you like best.
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