Sadly regenerating Devoted Druid doesn't make infinite mana. 704.5f If a creature has toughness 0 or less, it's put into its owner's graveyard. Regeneration can't replace this event.
No Archdruid required. Devoted Druids can produce two mana and survive. They tap for one each and remain 0/2, then they add two more and become -1/1 then you tap your open source and they become 2/4 and you repeat.
No archduke required. With 2 devoted druids and (say) a forest, you can generate 5 mana, using the druids' untap ability once. Use that 5 mana to give everything +3/+3 and your druids now have an effective 2/4, allowing you to untap them three more times (generating 6 mana). Use 5 of that mana to repeat the process, generating 6 more mana. Each time you use the pump ability you net G.
I played some matches with the summoner's pact version of the deck on Thursday night and had some great games. Twice I flooded the board on turn 2 to the extent that I had lethal next turn & opponent scooped (them being only on one land at the time), and once I had everything there for the actual legit turn 2 kill (although in the actual moment I fluffed it up slightly because I was so excited, the win was 100% there in hand and on board).
All the other games were a mix of turn 3 kills and in the event of removal-heavy starts from opponents I took a longer route to victory and powered through around turn 5 while they spent their turns trying to land tasigurs or anglers.
Beat anger of the gods a couple of times which was nice. I think having a combination of unified will and collected company make it much easier to beat those early sweepers.
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Modern: G Tron, Vannifar, Jund, Druid/Vizier combo, Humans, Eldrazi Stompy (Serum Powder), Amulet, Grishoalbrand, Breach Titan, Turns, Eternal Command, As Foretold Living End, Elves, Cheerios, RUG Scapeshift
You need a nut draw, but there is something like this: t1 Nettle Sentinel, t2 heritage druid, sentinel, tap all for sentinel, elvish visionary, visionary floating 1, tap 3 for visionary floating 2, tap 3 for visionary floating 3, tap 3 for elvish mystic floating 5, tap 3, cast craterhoof behemoth swing 15 with hoof and 12 with nettle sentinel. Very uncommon though, obviously, and that's the only way I can think of. Also you technically don't need pact for that, but it makes the draw a lot easier by giving you a virtual 8 copies of every card.
Round 1 vs Death's Shadow:
Game 1 was very grindy. Drew into Lead the Stampede to give me the board state needed to win.
Game 2 was also very grindy, but I drew into Chameleon Colossus which sealed the deal. 1-0.
Round 2 vs RG home-brew:
My opponent had a bye round 1. He was very new to magic and running a RG deck with bloodrush. He thought you could active bloodrush of a creature already on the battlefield. A part of me didn't want to correct him because I felt bad, but another part of me wanted to educate him for his future matches and deck building. 2-0.
Round 3 vs Merfolk:
To be honest I'm somewhat new to elves and have never been up against merfolk yet. I was a little nervous thinking spreading seas and counterspells would be bad for us, but I beat him easily both games.
Round 4 vs Living End:
I got lucky as he flooded game 1 and didn't have the right color mana game 2.
Is Merfolk normally a good matchup for us? Or did he just have too slow of hands? (He didn't have a T1 play either round).
Just a question for y'all. I was thinking that Green Sun's Zenith would potentially be okay to unban. Do you fellow Elves' players think it makes Elves too good? Does it plant the deck firmly into Tier 1? Thanks in advnce.
Legacy - Sneak Show, BR Reanimator, Miracles, UW Stoneblade
Premodern - Trix, RecSur, Enchantress, Reanimator, Elves https://www.facebook.com/groups/PremodernUSA/ Modern - Neobrand, Hogaak Vine, Elves
Standard - Mono Red (6-2 and 5-3 in 2 McQ)
Draft - (I wish I had more time for limited...)
Commander - Norin the Wary, Grimgrin, Adun Oakenshield (taking forever to build) (dead format for me)
Joraga may be the real deal, lol. Also, sideboard needs help. It's such a "funny" deck because it has zero fancy cards but all power. It would be hard to find a more consistent deck in modern. Even mono green stompy, this thing seems more streamlined lol. Also, arbor elf because he runs so many forests. He has soo many one drops that quickly can become overwhelming with lords and joraga. he is really running 7-10 lords with 20 one drops
I honestly love this brew. Plain and simple and powerful - probably just a little weaker against combo decks. What should the complete sideboard look like? Probably some Scavenging Ooze, Essence Warden, Chameleon Colossus, Tajuru Preserver, Fracturing Gust/Creeping Corrosion, Choke, Garruk or Nissa. Maybe dismember?
i am leaning towards the "small event" argument with this deck lol. if this really is the best elf variant in modern im going to feel very silly for all the effort i have put into the deck
This card will not help you win against titanshift. It is for the grind. Thoughtsize and stain the mind are great if you hit a timely one. Sorry to say but that matchup is not fun and without a great draw and mediocre draw on their end good luck. g/u elves with oracle and summon pact i beleive could win with sb unified wills and the overall explosiveness of that particular build. BUT, I have not tested it much you would have to ask purklfluff. (fyi he likes to give attitude =p )
RE: the mono green deck that won an SCG IQ...I can't help but believe this is a budget deck/small event result. You cant honestly play with a sideboard like that and it not be, even mono green. That being said, even mono green elves is a powerful deck with the proper draws. Honestly for a "budget" competitive modern deck, mono green elves should be high on peoples list. Very powerful, fun to learn and play, and has some game to it. Easily upgraded into a GB, GW, or GBW build from there.
For the deck in question, having 12 mana dorks basically guarantees really quick acceleration even through things like fatal push. Reid duke played 4 boreal druid in his build over Nettle's for similar reasons (insuring that t2 3 mana acceleration). Joraga Warcaller gives an additional mana sink to guarantee that you have something to spend all that mana on around turn 4-5.
Passing up all the bullets and utility cards that white and black offer, not to mention lands like Cavern of Souls, Horizon Canopy, and Gilt-Leaf Palace just seems wrong to me. All of that said, there is no current conclusion as to the best way to build elves, maybe we're all just wrong and fast and dirty mono green is the best way to go.
What do you guys think about that? Mono Green elves?
There are a few things I don't like about this deck though.. Like Arbor elf since it can be named with pithing needles as opposed to mana dorks who actually tap for mana themselves. I also don't like the sideboard which has been mentioned already. But it definitely could work I think. Need more information on this haha
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UU"Brute force can sometimes kick down a locked door, but knowledge is a skeleton key"UU
Agree with more information needed, I'm also open to stating that we can't definitely say that mono green isn't the way to go, but we've got to agree this has to be a budget deck. Even if you're mono green you don't rock a 5 card sideboard.
Again, that being said, who the heck knows. Fast and dirty mono green FTW.
BLiliana, Heretical HealerB| |GTitania, Protector of ArgothG
GWBDoom Plane EnchantressBWG
No archduke required. With 2 devoted druids and (say) a forest, you can generate 5 mana, using the druids' untap ability once. Use that 5 mana to give everything +3/+3 and your druids now have an effective 2/4, allowing you to untap them three more times (generating 6 mana). Use 5 of that mana to repeat the process, generating 6 more mana. Each time you use the pump ability you net G.
I played some matches with the summoner's pact version of the deck on Thursday night and had some great games. Twice I flooded the board on turn 2 to the extent that I had lethal next turn & opponent scooped (them being only on one land at the time), and once I had everything there for the actual legit turn 2 kill (although in the actual moment I fluffed it up slightly because I was so excited, the win was 100% there in hand and on board).
All the other games were a mix of turn 3 kills and in the event of removal-heavy starts from opponents I took a longer route to victory and powered through around turn 5 while they spent their turns trying to land tasigurs or anglers.
Beat anger of the gods a couple of times which was nice. I think having a combination of unified will and collected company make it much easier to beat those early sweepers.
4 Blooming Marsh
4 Gilt-Leaf Palace
4 Cavern of Souls
2 Forest
2 Horizon Canopy
1 Pendelhaven
1 Westvale Abbey
Creatures (34):
4 Elvish Mystic
4 Llanowar Elves
4 Nettle Sentinel
4 Heritage Druid
4 Dwynen's Elite
3 Elvish Visionary
4 Elvish Archdruid
4 Shaman of the Pack
3 Ezuri, Renegade Leader
4 Collected Company
2 Chord of Calling
2 Lead the Stampede
1 Chameleon Colossus
2 Duress
1 Brain Maggot
2 Stain the Mind
2 Dismember
2 Reclamation Sage
2 Scavenging Ooze
1 Elvish Champion
2 Kitchen Finks
Round 1 vs Death's Shadow:
Game 1 was very grindy. Drew into Lead the Stampede to give me the board state needed to win.
Game 2 was also very grindy, but I drew into Chameleon Colossus which sealed the deal. 1-0.
Round 2 vs RG home-brew:
My opponent had a bye round 1. He was very new to magic and running a RG deck with bloodrush. He thought you could active bloodrush of a creature already on the battlefield. A part of me didn't want to correct him because I felt bad, but another part of me wanted to educate him for his future matches and deck building. 2-0.
Round 3 vs Merfolk:
To be honest I'm somewhat new to elves and have never been up against merfolk yet. I was a little nervous thinking spreading seas and counterspells would be bad for us, but I beat him easily both games.
Round 4 vs Living End:
I got lucky as he flooded game 1 and didn't have the right color mana game 2.
Is Merfolk normally a good matchup for us? Or did he just have too slow of hands? (He didn't have a T1 play either round).
Premodern - Trix, RecSur, Enchantress, Reanimator, Elves https://www.facebook.com/groups/PremodernUSA/
Modern - Neobrand, Hogaak Vine, Elves
Standard - Mono Red (6-2 and 5-3 in 2 McQ)
Draft - (I wish I had more time for limited...)
Commander -
Norin the Wary, Grimgrin, Adun Oakenshield (taking forever to build)(dead format for me)http://sales.starcitygames.com//deckdatabase/displaydeck.php?DeckID=115692
What do you guys think about that? Mono Green elves?
I feel like we need to know a little more before we all rush to our binders to dig out those warcallers.
Only 3 cards in his sideboard? No caverns? I feel like this is a hyper-budget build.
Maybe it was an 8-man tournament and he played against 7 spikey grixis death's shadow players. Haha
also, no cavern because arbor cannot untap it
For the deck in question, having 12 mana dorks basically guarantees really quick acceleration even through things like fatal push. Reid duke played 4 boreal druid in his build over Nettle's for similar reasons (insuring that t2 3 mana acceleration). Joraga Warcaller gives an additional mana sink to guarantee that you have something to spend all that mana on around turn 4-5.
Passing up all the bullets and utility cards that white and black offer, not to mention lands like Cavern of Souls, Horizon Canopy, and Gilt-Leaf Palace just seems wrong to me. All of that said, there is no current conclusion as to the best way to build elves, maybe we're all just wrong and fast and dirty mono green is the best way to go.
There are a few things I don't like about this deck though.. Like Arbor elf since it can be named with pithing needles as opposed to mana dorks who actually tap for mana themselves. I also don't like the sideboard which has been mentioned already. But it definitely could work I think. Need more information on this haha
Again, that being said, who the heck knows. Fast and dirty mono green FTW.
4 Cavern of Souls
4 Razorverge Thicket
3 Horizon Canopy
2 Verdant Catacombs
1 Temple Garden
3 Forest
4 Chord of Calling
1 Copperhorn Scout
1 Boreal Druid
4 Llanowar Elves
4 Elvish Mystic
4 Heritage Druid
2 Nettle Sentinel
3 Elvish Visionary
3 Devoted Druid
3 Dwynen's Elite
1 Vizier of Remedies
4 Elvish Archdruid
4 Ezuri, Renegade Leader