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This Space For Rent
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Elfie on Magic
the Gathering
Elves in Standard
December 17, 2008
Hello this is
Elfie, starting on an article for pojo.com.
I've been playing Magic
for some time already, and as such I've
decided to start writing. If you have any
problems with anything I write, please email
them to defiranth@gmail.com. These
include deck fixes as well. So now, onto the
article!
We've definitely all seen how insane the
Elves! deck was in the recent Berlin Pro
Tour.
The crazy draw from Wirewood Symbiote/Elvish
Visionary which ALSO allows for mana ramping
courtesy of Heritage Druid and Llanowar
Elves is really something to admire, as can
be seen from the eventual champion, Louis
Scott-Vargas. Furthermore, his Elves!
variation
also ran a single copy of Grapeshot in main,
with the Shock ability in Grapeshot really
setting up for a Grapeshot Kill. With the
awesome draw, awesome mana ramping, AND
awesome
big creatures( flash to Predator Dragon in
certain variants of Elves!), whats there
not to like?
And so, being the somewhat inspired player
that I am, I decided to embark on a rather
unique
take on the Elves deck; in Standard! ( Note:
I call it unique because in where I play,
there
are virtually no Standard Elves players. I
don't know about your metagame, so forgive
me
if I'm wrong.)
But before that, lets set a rule. Most
people can't afford expensive cards. Most
people want
good decks for as cheap as possible. So
therefore, as a rule, every deck I do from
now on
will only have, maximum, 1 mythic rare and 3
rares. If people want to send in their
fixes,
please try to respect this rule as well? If
not, I will enforce it for the good of the
people
reading this article. Yes,that means your
decks get raped. *Cackles evilly* WIth that
dealt
with, moving on...
So now. What characterizes an Elf deck?
Firstly, they've got to be mostly Elves(duh.).
Also,
its got to be quick, with a good mana
ramp,setting up for more elves and more
elves and more
elves and... Well yeah you get the idea. And
lastly, its got to have SOMETHING to do with
all
those spare elves lying around. So, to meet
all these conditions, lets see the cards we
will
DEFINITELY maindeck.
So firstly. Mana Ramp.
.....Wait for it.....
...Yup, you guessed it...
LLANOWAR ELVES!
<Llanowar Elves
Cost: G
Card Type: Creature - Elf Druid
P/T: 1/1
Rules Text (Oracle): Tap: Add Green Mana to
your mana pool.>
This baby is the maindeck in an elf deck.
Always. First turn land, drop this elf,
second turn
another land, and bam! You've got three
mana. Awesome. :D
<Heritage Druid
Cost: G
Card Type: Creature - Elf Druid
P/T: 1/1
Rules Text (Oracle): Tap three untapped
Elves you control: Add GGG to your mana
pool.>
This guy over here is another superb first
turn drop. Get him out early, play more
elves, get
more mana,play more elves. Get more mana,
play more elves... Yup. Sexaye.
Note that of course, there would be other
creatures in the mana department, but for
now these
are the ones that I think are worth noting.
So now, to the next department. To get out
more elves into play, you need to get Elves
into
your hand first. And so, cards that do this
well...
<Elvish Visionary
Cost: 1G
Card Type: Creature - Elf Shaman
P/T: 1/1
Rules Text (Oracle): When Elvish Visionary
comes into play, draw a card.>
I think this card was designed to make
elf-lovers happy. Elf + draw = OWNAAAGE.
Yup, this is
definitely a good card for draw mechanic.
Cheap, 1 card draw. And its an elf! So.
DEfinitely
4-of.
<Regal Force
Cost: 4GGG
Card Type: Creature - Elemental
P/T: 5/5
Rules Text (Oracle): When Regal Force comes
into play, draw a card for each green
creature
you control.>
This card's mana cost might first look a
little prohibitive, but it really is nothing
to laugh
at. For 5/5, and insane draw ( 8 or more, if
you play your cards right), maindeck. FIRST
RARE!
<Elvish Harbinger
Cost: 2GG
Card Type: Creature - Elf Druid
P/T: 1/2
Rules Text (Oracle): When Elvish Harbinger
comes into play, you may search your library
for
an Elf card, reveal it, then shuffle your
library and put that card on
top of it.
Tap: Add one mana of any color to your mana
pool.>
Mm, this might seem a bit off-tangent, but
this card is the It. It fetches you and elf
which you might
desperately need to pull off a combo or two,
and you can tap it for any color of mana.
Its mana cost, again
not too big a deal.
So now, what do you do with all the extra
Elves out in play?
<Jagged-Scar Archers
Cost: 1GG
Card Type: Creature - Elf Archer
P/T: */*
Rules Text (Oracle): Jagged-Scar Archers's
power and toughness are each equal to the
number of Elves you control.
Tap: Jagged-Scar Archers deals damage equal
to its power to target creature with
flying.>
This guy is what all your elves go to help
toward. A big, badass monster. Look, it also
can handle flying creatures!
Cheap cost too. All good.
<Skullmulcher
Cost: 4GG
Card Type: Creature - Elemental
P/T: 3/3
Rules Text (Oracle): Devour 1 (As this comes
into play, you may sacrifice any number of
creatures. Th
is creature comes into play with that many
+1/+1 counters on it.
When Skullmulcher comes into play, draw a
card for each creature it devoured.>
Devour. What an awesome mechanic when you
have a lot of creatures, don't you think?
Look, ma, you also get draw!
So with those 2 big boys out, you realise
that even though your deck is full of elves.
You want more. MORE. How
does that work?
ELVISH PROMENADE.
<Elvish Promenade
Cost: 3G
Card Type: Tribal Sorcery - Elf
P/T:
Rules Text (Oracle): Put a 1/1 green Elf
Warrior creature token into play for each
Elf you control.>
Mmhrmm. This guy doubles your elf count!
Isn't that just exciting. JAgged scar gets
absolutely PIMPED, and Skullmulcher
got more prey. Yay. :D
So with all of that out of the way, let us
unveil the deck!
THE SELVES!( Standard Elves! Get it get
it...hahha. Sorry my puns suck. ): )
Forest x 12
Swamp X 6
Devoted Druid x 4
Farhaven Elf x 3
Llanowar Elves x 4
Heritage Druid x 4
Elvish Visionary x 4
Regal Force x 1
Skullmulcher x 1
Elvish Promenade x 3
Prowess of the Fair x 3
Wolf Skull Shaman x 2
Jagged Scar Archers x 4
Nurturer initiate x 2
Elvish Harbinger x 3
Nameless Inversion x 2
Naturalize x 2
Hows THAT! Prowess of the Fair when your
elves die, Nameless Inversion for some easy
removal, Naturalize when theres
a threat. I dunno about you, I just kind of
like this deck. :D
So without further ado, lets playtest it!
GAME ONE: Green/White Creature-based
First turn of this deck is the most
important. You NEED a first turn drop. And
so, a first turn Llanowar. :D He answered
with a birds of paradise. A second turn
wolf-skull Shaman kind of puts the game in
my favour, or so I think. He drops a turn 2
wooly Thoctar.( an obscenity here would be
lovely.) I didn't think his deck was THAT
fast! On my turn I played a Llanowar.
On the next turn, he got out 2 bloom tenders
and attacked with the thoctar. I took the
hit with my Llanowar, and hoped he didnt
have anything else up his sleeve, because if
he didn't i could get out a Jagged-scar
hopefully and save the day. I dropped a
Prowess of the Fair. From the looks of
things, I was going to need it. ( NOTE: I
KEEP FORGETTING TO CHECK FOR
KINSHIP. IF I DID THE GAME COULD HAVE EASILY
WENT THE OTHER WAY.)
And damn right I was. He had a turn 4
Wilt-leaf Liege, and Wooly Thoctar could
qualify for BOTH conditions, the green
condition and the white condition, making it
a monstrous 7/6. I coudn't deal with it. The
answer in this situation?
Chump block. And chump block I did, with my
awesome tokens generated from Wolf-skull, I
managed to hold him off. But within turn, he
dropped ANOTHER wilt-leaf. Kind of puts
things in perspective. Thank god the turn
after that I managed to get out an Elvish
Promenade, which pimped my already existing
Jagged-scar archer to 10/10dom. Things were
looking up. But then, he dropped a Regal
Force the turn after and got a bunch of
cards in his hand.( 5, to be exact.) Back on
my turn, i played a quick slew of elves
which got Archer up to 12/12. He tried a
Shield of the Oversoul on his Thoctar, but
thank God I had a naturalize in my hand to
counter that threat. Bam he dropped a
wilt-leaf cavalier, and with it being white
and green, it got up to 7/8.
So for the next 4 or 5 turns he bided his
time, considering I had a big threat on my
side of the field. WHilst I, with a little
help from Wolf-Skull Shaman, got out a slew
of wolves. Good for chump-blocking, eh? ANd
io and behold, after a few turns. BAM.
Another JAgged Scar Archer! Both of them
were 15/15 now. :D So for the next 2 turns,
he bided his time again, obviously waiting
for a card, when I bided my time for his
attack too. And it came, when he realised
his card wasn't coming(oh, the suspense as
to what it is), he went for it. And I was
more than prepared to answer, and when
things looked grim on his side; BAM. WRATH
OF GOD.
That completely killed all my hopes of
winning. I had to get back on track. Thank
god i still had Prowess of the Fair in play,
which granted me 9 tokens. So I went for it
with the 9 tokens, bringing him down to 11.
Guess what? ANOTHER WRATH OF GOD. I was
really screwed. And you know what made it 10
times worse, after his wrath, he had 2 bloom
tenders and a woolly Thoctar.
So for the rest of the game I managed to
hold on, but for the next 4 turns I realised
it was going nowhere, so I forfeited, but
waited for another turn for him to show me
what his ghey card was.
TITANIC ULTIMATUM.
<Titanic Ultimatum
Cost: RRGGGWWW
Card Type: Sorcery
P/T:
Rules Text (Oracle): Until end of turn,
creatures you control get +5/+5 and gain
first strike, lifelink, and trample.>
If that thing came out earlier, I woudn't
have had a chance.
Stuff to change in deck:
-2 Nurturer Initiate. It served completely
no purpose.
-3 Farhaven Elf. They were a bit slow for my
liking.
As to what to put in...
I would add a skullmulcher, but that would
break my policy. So for now just a..
+1 Nameless Inversion
+4 Bone Splinters
Instead of going in detail over the next 20
games I play, I'm just going to leave a
summary of all my changes to the deck.
after 3 games: 2-1
The new removal really helps out, but I
somehow seem to have land problems. There
isn't the crazy acceleration which elves
are known for. So I'm upping the land count
to 22.
+2 Forest
+2 Swamp
- 1 Bone Splinters
- 2 WOlf-Skull Shaman
- 1 Devoted Druid
After 5 games: 3-2
More land is awesome, but not til it floods.
I barely could draw anything quickly, what
with all the crazy land coming my
way. so...
-1 Forest
-1 Swamp
Oh, and one more thing. One of the hottest
cards being played around, one of the most
annoying things you can find on the
field, one of the cards with the persist
mechanic... Behold... Kitchen Finks.
<Kitchen Finks
Cost: 1 G/W G/W
Card Type: Creature - Ouphe
P/T: 3/2
Rules Text (Oracle): When Kitchen Finks
comes into play, you gain 2 life.
Persist (When this creature is put into a
graveyard from play, if it had no -1/-1
counters on it, return it to play under its
owner's
control with a -1/-1 counter on it.)>
I hate him. And since I'm not for the "If
you beat them, join them" strategy, I opt
for this little bugger:
<Tower Above
Cost: 2/G 2/G 2/G
Card Type: Sorcery
P/T:
Rules Text (Oracle): (2/G Mana can be paid
with any two mana or with Green Mana. This
card's converted mana cost is 6.)
Until end of turn, target creature gets
+4/+4 and gains trample, wither, and "When
this creature
attacks, target creature blocks it this turn
if able." (It deals damage to creatures in
the form
of -1/-1 counters.)
Hows THAT, FInks! No more persist shizz for
you, bad boyy. :D
+2 Tower Above
Hrm from what I can see, its starting to
look less and less like an elf deck. To deal
with threats, I need to completely change
everything, and thats just too hard from
what I have at the moment. To be honest,
this deck needs massive overhaul. From the
looks of things... it looks grim. So, I'm
going to completely redo this deck, and
(hopefully) it gets better. Sooo... A new
decklist.
Forest x 9
Swamp x 9
Mountain x 4
Heritage Druid x 4
Nettle Sentinel x 4
Elvish Visionary x 4
Elvish Harbinger x 3
Llanowar Elves x 4
Imperious Perfect x 4
Wolf-Skull Shaman x 2
Bone Splinters x 4
Nameless INversion x 2
Jagged-Scar Archers x 2
Elvish Promenade x 3
Prowess of the Fair x 3
Skullmulcher x 1
Soulblast x 2
Naturalize x 2
The new additions:
<Nettle Sentinel
Cost: G
Card Type: Creature - Elf Warrior
P/T: 2/2
Rules Text (Oracle): Nettle Sentinel doesn't
untap during your untap step.
Whenever you play a green spell, you may
untap Nettle Sentinel.>
The way I see it, a green spell comes out
nearly every turn, and with the nice synergy
with Heritage Druid, this is a worthy
inclusion to the deck.>
<Imperious Perfect
Cost: 2 G
Card Type: Creature - Elf Warrior
P/T: 2/2
Rules Text (Oracle): Other Elf creatures you
control get +1/+1.
Green Mana, Tap: Put a 1/1 green Elf Warrior
creature token into play.>
This thing can boost all your slightly-weeker
elves and can generate tokens. Should be
added.
<Soulblast
Card Type: Instant
Cost: 3RRR
P/T:
Rules Text (Oracle): As an additional cost
to play Soulblast, sacrifice all creatures
you control.
Soulblast deals damage to target creature or
player equal to the total power of the
sacrificed creatures.>
This might seem like a really random
addition, but this is essentially your
finisher card. Hopefully with Imperious
Perfect,
it'll make it much easier to kill the guy,
and if you have a Prowess of the Fair in
play, things won't look so down.
This is just episode 1, to be continued...
ELVES! |
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