Quote from XboxGreg »
A lot of people have been discussing AA as a card in the deck. I wasn't high on it, but if so many people are liking the card I might consider it now. I find that a large enough portion of my games have been won because I seem like a Jeskai deck and it changes my opponent's early game decisions so I can sneak though a win. AA kind of gives that up, but is worth at least trying.
In my testing, it makes it impossible to miss your combo. With AA down, you can comfortably go off on turn 2 even if you don't have the ideal hand. Every equipment digging 2 deep is CRAZY good. Serum just gets you to a combo piece. Birds can do that, plus keep a single land-land draw from fizzling you.
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I'll be updating the primer in the coming days. Lots of new information as well as new variations (RG, Jund etc.) to add
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That's what I thought at first too. But I tried out GW and having a single copy of Vizier doesn't significantly dilute our elf base and in return it gives us the oops-I-win combo, especially in game 1. Devoted Druid's can also go infinite on their own with 2 of them and an Ezuri out.
I definitely miss Shaman but current metagame (at least my local one) is better suited for GW version rather than grindier GB. And like Larriepogi said, white sideboard options are plentiful.
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Core:
Llanowar Elves & Elvish Mystic - These two represent our typical Turn 1 play and allow us to generate 3 mana on Turn 2. Some lists also use additional copies of Boreal Druid or Elves of the Deep Shadow.
Heritage Druid - Unlike its "T: Add G to your mana pool." brothers it doesn't do anything on its own. However its strength stems from the synergy with every other Elf card in our deck turning them into mana generators even if they have summoning sickness. This allows plays such as Turn 1: Heritage Druid, Turn 2: Dwynen's Elite then tap Heritage + Dwynen's Elite + Token to generate GGG and play something like Elvish Archdruid or Ezuri.
Elvish Archdruid - The mana producing engine of our deck. Provides 1 mana for each elf we have in play as well as buffing our team for +1/+1. Play him as early as possible to kickstart the elfball.
Nettle Sentinel - At first it might look like a vanilla 2/2 with pseudo-vigilance and most of the time it's just that. The reason for its inclusion is the pairing with Heritage Druid. Imagine a situation where you have Heritage and two Sentinels on the board. You tap them for GGG and play something like Elvish Visionary. You're left with G, Sentinels untap and you draw a [card]Collected Company off Visionary. Tap the Visionary and both untapped Sentinels for GGG and use the leftover G from before to cast your newly drawn Company. You get the picture.
However keep in mind that if it's tapped and you don't follow up with a green spell, it will remain tapped and therefore unable to attack, block or be tapped for mana. Because the card only shines when paired with Heritage Druid, you might see some lists that don't run the Sentinels at all.
Elvish Visionary - One of the weaknesses of the deck is running out of gas and this is where Visionary comes in. With the card draw stapled to a 1/1 body it serves both as card advantage and board presence.
Coiling Oracle - If you're running U, you can pick Oracle over Visionary. Oracle reveals the top card whereas Visionary just draws it but if we hit a land, Oracle ramps us and thus thins our library while still allowing us to play a land for the turn if we haven't already. It's mana requirement is also a tad trickier but with proper mana base, it shouldn't be a problem.
Dwynen's Elite - Three power spread across over 2 bodies for mere 1G is as good as it gets. Can be used with Heritage Druid to provide GGG on Turn 2 and is basically free to play with an untapped Archdruid on the board. Requires another elf on the board to generate the token which means if Elite hits an empty board, you'll only get a vanilla 2/2.
Tutors & Card Advantage:
Collected Company - The one and only, the Company. This was the missing piece that pushed Elves into the competitive territory. For a mere 3G we get to see 6 cards and put two creatures on the battlefield at instant speed. Running 30 or more creatures with 3CMC or less gives us at least 90% chance of hitting two of them. Magic is a game of variance though, so be prepared for the godly Archdruid + Ezuri hit or a complete whiff.
Chord of Calling - Tutor effects are one of the most powerful effects in Magic allowing you to grab a specific card depending on the situation at hand. Board full of elves with lots of available mana, but nothing to spend it on? Grab an Ezuri. Opponent controls Sylvan Caryatid and Worship which renders your attacks useless. No problem, grab a Shaman of the Pack and drain them. Flexibility is the key. Convoke allows us to tap any untapped creature even if it has summoning sickness. Mana cost depends on the CMC of the creature we're after. The downside is that leaving elves untapped for Convoke means we're losing out on the potential damage from combat step but that it usually offset by the advantage of the creature we're tutoring up for. A more detailed look into different silver bullets can be found here.
Eldritch Evolution - The newest addition from Eldritch Moon comes in a slightly different form than Chord. The cost is always 1GG compared to the variable cost of Chord which depends on the CMC of the target. However the CMC of the creature we're tutoring depends on the CMC of the sacrificed creature. So if we want to grab a Shaman, we cannot tutor it up by sacrificing a token (their CMC is 0) and if we want to grab something like Chameleon Colossus, we cannot do it by sacrificing an Elvish Mystic or Nettle Sentinel. Because of the additional cost it's also useless with an empty board and especially vulnerable against counters since they present a 2-for-1 situation.
On the other hand because it only costs 3 mana, we can use it as early as Turn 2. Remember the Heritage Druid + Dwynen's Elite interaction we mentioned earlier? Evolution gives us the option of having a 4CMC threat as early as Turn 2 by tapping them for GGG, casting Evolution and sacrificing the Elite.
Lead the Stampede - Certain decks pack a lot of spot removal and even board wipes which makes it very hard to punch through especially after we've emptied our hand. Lead is another tool at our disposal that digs 5 cards deep and puts all creatures in our hand. With 30 creatures we have 50% chance of hitting 3 or more creatures which is pretty good for 3 mana. Note that unlike Company, it doesn't advance our board position so it's less effective against aggro decks.
Sylvan Messenger - 2/2 trample with a similar effect to the Lead except it only digs 4 cards deep and only hits Elves which can work against us if we're looking for non-elf silver bullet. Doesn't get hit by Company.
Win Conditions:
Ezuri, Renegade Leader - This is how we turn our small army of lowly 1/1 dorks into a trampling horde capable of alpha striking for the win. A typical scenario involves 3 random elves, Ezuri and an Archdruid. Tap Archdruid for GGGGG and attack for 21 damage. Voila! The ability to regenerate other elves is just a cherry on top, but can be very relevant as it allows us to stall the board and chump block without losing any creatures.
Shaman of the Pack - Sometimes winning via combat doesn't work. Either due to clogged board or some other effect that prevents us from attacking (Ghostly Prison, Worship etc.). Shaman allows us to win out of nowhere while completely skipping the attack phase. Its enters-the-battlefield ability is life loss which means it ignores the effects that care about damage or prevent it.
Mirror Entity - It's 2W casting cost makes it more suitable for Green-White (GW) or Abzan (WBG) builds. It's not a finisher in the same way that Ezuri or Shaman are since it lacks evasion, but it can serve as a mana sink later in the game which can be enough to push through.
Nissa, Steward of Elements - Newest toy from Amonkhet which is pushing some BUG lists. What makes her attractive is her variable mana cost and her abilities that are all very relevant. Scry is very important as it filters our deck and gets rid of the undesirable cards. The deck is already built around Collected Company meaning that we only need her on 3 loyalty when we use her second ability. This can be easily achieved by playing her on turn 2, ticking her up for scry then using her 0 on turn 3 to advance our board even more. Where she really shines is when we have 8 mana at our disposal. Turning two lands into 5/5 flying haste creatures can easily close a game. Because of her X casting cost, she is a relevant threat at all times and much like other planeswalkers, needs to be dealt with sooner rather than later.
Throne of the God-Pharaoh - Similar effect as Shaman of the Pack except it wants tapped creatures. You can use Heritage Druid to tap our board for mana at the end of main phase even if we don't have anything to cast. The earlier it hits the board, the more value it provides.
Flexible slots:
Most lists operate with 2-3 flexible slots that are filled depending on the meta game in that particular area or personal preference of the player. The cards listed below are the ones most widely used, but feel free to experiment with anything you might see fit. If it works for you and you know why the card is there, go for it!
Reclamation Sage - There are many problematic artifacts and enchantments in Modern and having a tutorable 2/1 body with such effect can turn the tide of the battle. Hits cards such as Inkmoth Nexus, Grafdigger's Cage, Engineered Explosives, anything played by Affinity, Spreading Seas etc.
Chameleon Colossus - With 4/4 it passes the dreaded Lightning Bolt test and with Protection from Black it dodges most of the common Modern removal like Dismember, Terminate and Fatal Push. Decks like Grixis or Jund can have a very tough time removing it and it's activated ability provides a very fast clock.
Essence Warden - Our very own Soul's Attendant. Extremely effective against Burn or creature heavy decks like Merfolk. Negates the life loss of fetchlands and shocklands.
Elvish Champion - Buffs our army like Archdruid but instead of mana it gives them Forestwalk. Great against decks playing Forests such as Abzan or Jund. Be careful in mirror match as it buffs all elves on the board, not just ours.
Scavenging Ooze - Very effective against any graveyard strategies such as Dredge or any Snapcaster Mage shenanigans. Turns our dead elves into life and +1/+1 counters.
Eternal Witness - Another non-elf but with a very powerful Regrowth effect attached to it. Hitting one off Company can return the Company back to our hand for another go.
Selfless Spirit - A recent addition from Eldritch Moon that offers protection from board wipes. Replaced Dauntless Escort.
Spellskite - One of the best non-elf cards that protects our board or life total if necessary. Can be used proactively to protect our elves against spot removal or reactively against combo decks like Infect or Scapeshift.
Narnam Renegade - Newest addition from Aether Revolt. Good choice if you're facing creature heavy decks. If you manage to activate Revolt, it's a 2/3 with deathtouch meaning it can kill any two power creature and trade with anything else like Tarmogoyf, Gurmag Angler or even Reality Smasher.
Lands:
Cavern of Souls - Turns off counterspells and helps in multicoloured builds that rely on creatures. Less useful with noncreature heavy sideboards since it doesn't provide coloured mana for them.
Horizon Canopy - Quite expensive but well worth the price. The ability to recycle it later in the game for another card is exactly what this deck needs when it runs out of gas.
Gilt-Leaf Palace - Untapped source of GB mana 99% of the time.
Blooming Marsh - Kaladesh brought us the much needed fast land option that fits perfectly in Green-Black (GB) or Abzan (WBG) builds.
Botanical Sanctum - With Amonkhet's arrival and possible Sultai (BUG) lists gaining traction, it's a must have.
Razorverge Thicket - Same as above except for Green-White (GW) or Abzan (WBG) builds.
Pendelhaven - Lots of our early drops are 1/1. This can turn them into formidable blockers against all 2-power cards like Snapcaster Mage, Dark Confidant, Goblin Guide etc.
Nykthos, Shrine to Nyx - Can provide serious amounts of mana to sink into an Ezuri or Entity but it comes with a big downside of not tapping for G. Some lists run two of these which allows us to tap the first one, get the mana, play the second one and get even more mana. Unfortunately it can also lead to opening hands with Nykthos as the only land which is not something we want.
Westvale Abbey - Like Nykthos it doesn't tap for G but has the advantage of turning 5 of our creatures into a huge flying, indestructible, haste, lifelink 9/7 monster that can win games on the spot. Weak only against decks running Path to Exile or bounce spells such as Vapor Snag or Cryptic Command.
Overgrown Tomb & Temple Garden - Fetchable shock lands that help with mana fixing especially in Abzan (WBG) lists.
Verdant Catacombs, Windswept Heath, Wooded Foothills, Misty Rainforest - Standard set of fetchlands, any one of them can grab a Forest or previously mentioned shock lands.
Llanowar Wastes & Brushland - Budget options for multicoloured (GB, GW, WBG) lists.
Picking your 15 sideboard cards is very important so make sure you pick the right cards. Choices depend on your metagame and your playstyle. Whatever you pick, make sure you evaluate each card and the reasons for its inclusion. Does it cover a wide variety of decks or just one? Does it tip an unfavourable matchup in your favour? Feel free to experiment and report back your findings.
Silver bullets:
This section will focus mostly on the one-of creature cards that can be tutored for using Chord of Calling or Eldritch Evolution. They can be played in the Lead versions as well but without the tutor effect, you don't have access to them on the spot so they're less effective.
Green:
Melira, Sylvok Outcast - Strong against Infect and Affinity (Inkmoth Nexus). While it completely negates Inkmoth Nexus, both Glistener Elf and Blighted Agent are still threats except they deal regular damage.
Thrun, the Last Troll - Very effective against any control decks especially Jeskai Control or lists that are creature light.
Loaming Shaman - Flexible answer against a variety of graveyard interacting decks. Returns all the lands, Dredge cards and those pesky Prized Amalgams back to their library. Also works against GBx to shrink Goyfs and flood their deck with fetchlands, and prevent Grixis from delving for their Tasigur. You can use it defensively against mill to shuffle milled cards back into our deck.
White:
Kataki, War's Wage - Strong against Affinity, Lantern Control and any other decks that rely heavily on artifacts.
Aven Mindcensor - Often used in Green-White (GW) to prevent the opponent from effectively tutoring. Works on any card that searches their library (eg. Fetchlands, Chord of Calling, Nahiri, Sylvan Scrying etc.)
Eidolon of Rhetoric - Helps against decks that plan to cast multiple spells per turn such as Storm and Infect. Useful against Ad Nauseam as it prevents them from going off. The effect is symmetric so be careful to drop it after you've dumped your hand.
Burrenton Forge-Tender - Serves to protect our board against red based boardwipes such as Anger of the Gods, Pyroclasm etc. Very effective against Burn, but keep in mind that Skullcrack and other effects with "can't be prevented" negate its Protection from Red ability.
Black:
Yixlid Jailer - Mainly brought in against Dredge. Forces them to have Abrupt Decay, Darkblast or other removal in their hand and shuts down their dredging strategy.
Multicoloured & Colorless:
Anafenza, the Foremost - Passes the Bolt test, can be played on Turn 2 and its creature exiling ability is great against decks that rely on graveyard as a resource. Examples include Goryo's Vengeance, Abzan Company (Kitchen Finks) and especially Dredge. Can be tutored on T2 via Eldritch Evolution.
Athreos, God of Passage - This is an odd one because of the colour requirement but most of the time you're going to be Chording for it to protect your board. Because of its colours it's also very hard to remove him as we'll never reach the devotion to turn it into a creature. Its ability provides the opponent with a choice of either returning the killed elf back into our hand or them losing 3 life. While the effects that let an opponent choose aren't generally considered good, because they will always pick the option that we don't want, this one can work in our favour based on the fact that our mana curve is really low. We want to hit the critical mass of elves and them letting us put 2-3 dorks back into our hand rather than paying 6-9 life simply means we will recast them and reestablish our board presence.
Kitchen Finks - Shines versus Burn and creature heavy decks where we can use it as a chump blocker. Can be shut down by Grafdigger's Cage.
Phyrexian Revoker - Pithing Needle on a stick. Use it to shut down planeswalkers (Chord for it in response to Ugin/Karn against Tron), stop combos (Lightning Storm against Ad Nauseam, Viscera Seer against Abzan Company) or any other activated ability that might threaten your board (Oblivion Stone, Engineered Explosives etc.)
Gaddock Teeg - Certain decks rely on powerful noncreature finishers to close the game. These include Karn Liberated, Scapeshift, Ad Nauseam, Ugin, the Spirit Dragon and even sweepers like Damnation or Wrath of God to stop our elven army. Gaddock deals completely shuts down these threats and needs to be dealt with first, before they can advance their plans. Yes, it shuts down our own Company and Chord, but the protection gained can outweigh that. Especially since we have access to Lead the Stampede and Eldritch Evolution which both work even with Gaddock on the field.
Non-creature Spells:
While these spells lack the accessibility of being tutorable, their effects are powerful enough to sway the tide of the battle in our favour. Playing Thoughtseize to take away that Damnation or using Stain the Mind to get rid of Scapeshift can turn the game around in our favour..
Black:
Dismember - Very efficient removal spell that deals with all the major threats in Modern such as Tasigur, Angler, Restoration Angel and even Tarmogoyf if it doesn't grow too much. The biggest advantage over Path to Exile is its mana cost even though you'll be paying 4 life along with 1 most of the time.
Thoughtseize - Elves are weak against disruption especially in the form of boardwipes. Spending early turns establishing board presence only to be wiped clean by Anger of the Gods, Supreme Verdict, Damnation or Ugin is something you want to avoid at all costs. B and 2 life to get the information about your opponents hand as well as getting rid of the biggest threats is a low price to pay compared to the potential blowout. Keep in mind that most of the spells mentioned come into play on Turn 3 or 4 so make sure you don't fire it off too early. You can read more about Thoughtseize and how to effectively use it, here.
Stain the Mind - Mainly used against Combo decks to take away their combo pieces. At 4B it's more expensive than other cards with the similar effect but since we go wide it benefits from Convoke just like Chord of Calling.
Fatal Push - Black always lacked premium removal at 1CMC. For B it hits all the relevant threats in Modern. If we can enable Revolt it even deals with cards like Kalitas. And most importantly it also hits manlands which is something Abrupt Decay had problems dealing with.
Prowess of the Fair - It's an elf which means it can be tapped for mana by Heritage Druid, works with Archdruid and can be hit off Sylvan Messenger. Good against grindier matchups with lots of spot removal by replacing all our killed nontoken elves with 1/1 elf tokens. Due to being an enchantment it can be very hard to remove for some decks such as Grixis or Jeskai Control.
White:
Path to Exile - Permanently deals with any creature that doesn't have Hexproof or Protection from White but it does give your opponent a land in the process. Due to W casting cost it's best suited for Green-White (GW) or Abzan (WBG) lists.
Mark of Asylum - Lightning Bolt is the most played card in Modern and a major threat to every single one of our creatures. Mark completely negates any damage based spells and is therefore very effective against all decks running such removal especially those with Anger of the Gods or Pyroclasm.
Rest in Peace - The best option against all decks that use graveyard as a resource. It provides an immediate value once it hits the board. Kills Snapcaster Mage shenanigans, turns off Delve, shrinks Tarmogoyf to a lowly 0/1 etc.
Green:
Creeping Corrosion - 1 mana cheaper than Gust but only hits artifacts and at sorcery speed.
Choke - If you're running into a lot of decks running blue, this can be a good answer against them by taking away all their Island based blue sources. Hits basic lands as well as other lands with the Island subtype like shock lands or recently introduced BFZ lands (eg. Prairie Stream).
Fecundity - Turns all your opponents non-exiling removal into card draw for us and replaces our potential chump blockers into a new card. However the effect is symmetrical which means your opponent will get to draw cards when their creatures die. Good against various control decks that pack lots of spot removal.
Nissa, Vital Force - Planeswalkers are generally harder to deal with than creatures. Most of her power comes from her +1 which turns a land into 5/5 creature with haste until our next turn. She can protect itself or present a very fast clock. Her -3 allows us to get back important cards like Ezuri or Shaman of the Pack. We're light on lands so her ultimate isn't important to us.
Blue:
Unified Will - Running U opens up counterspells. Elves aren't generally known for running them so they can catch your opponent off guard. Because they require us to keep mana up, it means decks running them are played a little slower depending on the timing of the spell we want to counter. Usually it's a boardwipe or annoying cards like Karn Liberated or Ad Nauseam. Bring them against combo decks and those light on creatures to turn Unified Will into a hard counter.
Multicoloured & Colorless:
Fracturing Gust - Instant speed answer against artifacts and enchantments with an added bonus of gaining 2 life per destroyed permanent. Shines against Affinity and Bogles.
Wheel of Sun and Moon - Another choice against decks that interact with graveyard such as Dredge or Mill. Don't use it against decks with spot removal as it will simply return all the cast spells back into their library, ready to be drawn and used again.
Lifecrafter's Bestiary - Running out of gas is one of the weaknesses of the deck. While Bestiary doesn't do anything when it hits the board, the scry it provides on the following turns gives us some card selection before each draw step. With our curve also being reasonably low, we can turn every 1 drop into an Elvish Visionary.
While our core is consistent across all versions, you can customize your deck by splashing different colours without diluting the main plan. This is what makes CoCo Elves so versatile and allows us to adapt depending on the expected metagame and your preferred playstyle. It should be noted that in the hands of an experienced pilot, all variations are perfectly viable. Mono Green (G) is the cheapest to build with no constraints on your mana. Green-Black (GB) provides the reach via Shaman of the Pack and helps disrupt combo by using Thoughtseize and/or Stain the Mind, Green-White (GW) is generally known for its powerful sideboard cards which can often allow us to win game we had no business winning and Abzan (WGB) brings out the best of both worlds. Because there is no definitive answer on which version to play, we'll list each of them with their pros and cons and let you decide.
Pros:
Without lands like Cavern of Souls and Horizon Canopy elves is a rather cheap yet effective deck for the modern format. Even lands like Gilt-Leaf Palace, as well as shock and fetch-lands can add up in price rather quickly. The deck may run smoother with them, but you can always work your way towards them over time.
Due to being mono coloured, you won't run into problems of not having specific colour available when needed. There is still some number of nonbasic lands so Blood Moon can cause problems in some cases but it's much easier to play around than in multicoloured lists.
Cons:
Mono-green really lacks the strengths of both GW and GB. Without Shaman of the Pack you are heavily reliant on the combat phase and fizzle to decks like Lantern Control or other prison decks. Without white, you also don't have access to the silver bullets it offers and are therefore weaker in certain situations.
2 Arbor Elf
2 Craterhoof Behemoth
4 Devoted Druid
4 Elvish Archdruid
4 Elvish Mystic
4 Elvish Visionary
1 Eternal Witness
3 Ezuri, Renegade Leader
4 Heritage Druid
4 Llanowar Elves
4 Nettle Sentinel
2 Chord of Calling
4 Collected Company
1 Garruk Wildspeaker
Lands (17):
2 Cavern of Souls
12 Forest
2 Nykthos, Shrine to Nyx
1 Pendelhaven
2 Choke
1 Dismember
2 Elvish Champion
4 Essence Warden
1 Melira, Sylvok Outcast
1 Reclamation Sage
2 Spellskite
1 Tajuru Preserver
1 Thrun, the Last Troll
Pros:
One card rules them all, one card to find them, one card to take them all and in the darkness bind them. Shaman of the Pack is the single most vital reason to run a build in GB. It gives reach, consistency and a higher concentration of win-conditions to our deck. With a straight GW build, the lack of Shaman is felt in its inability to adjust to the situation. A single Ensnaring Bridge suddenly becomes a big blow and multiples a game loss. With Shaman, the deck can win without the combat step and often times, at instant speed. GB gives Shaman of the Pack ample space to shine and give the deck the punch it needs to plough through for a win where otherwise would be difficult.
With the introduction of Blooming Marsh, GB Elves now has access to twelve sources of painless mana. Gilt-Leaf Palace has been touted as one of the better mana base for Elves and it doesn't disappoint. There are few times when we don't have Elves in our hand and when we don't we are operating with many sources of mana with our mana Elves that a land coming in to play tapped hardly affects our strategy.
Though not the sole savior of the GB build, Thoughtseize gives the GB build (with its mana base and with Shaman) the icing that this cake sorely needs. Its versatility, price point of the spell and its proactivity gives this one mana discard the needed information, application and malleability to become the catch all it needs to battle any deck GB Elves struggle against. A sweeper? No problem. A large monster like Ugin? Discard it. Though not at instant speed, the 1 mana price point gives us the flexibility to cast it without the mana, bodies or bullets. All it requires is black mana, which gives the GB deck an edge to other builds.
Complementing Thoughtseize is Stain the Mind to take away the problematic combo pieces such as Ad Nauseam, Scapeshift or even Ezuri in the mirror matchup.
Cons:
Without access to W, you miss out on cards like Stony Silence, Mark of Asylum, Selfless Spirit, Aven Mindcensor or Path to Exile.
4 Elvish Mystic
4 Heritage Druid
4 Llanowar Elves
3 Nettle Sentinel
4 Dwynen's Elite
4 Elvish Visionary
1 Spellskite
4 Elvish Archdruid
4 Shaman of the Pack
2 Ezuri, Renegade Leader
1 Eternal Witness
4 Collected Company
3 Chord of Calling
Lands (18):
4 Forest
4 Blooming Marsh
4 Cavern of Souls
4 Gilt-Leaf Palace
1 Overgrown Tomb
1 Pendelhaven
3 Thoughtseize
3 Kitchen Finks
3 Lead the Stampede
1 Phyrexian Revoker
1 Reclamation Sage
1 Creeping Corrosion
1 Wilt-Leaf Liege
1 Fracturing Gust
1 Nissa, Vital Force
Pros:
Cards like Kataki, War's Wage, Aven Mindcensor, Eidolon of Rhetoric and Selfless Spirit are the main appeal of GW Elves. These cards can turn challenging matches around quickly if played at the right moments. With the help and consistency of Collected Company and Chord of Calling, these moments happen much more often. With playing Chord, even green targets such as Reclamation Sage for troublesome artifacts and enchantments and Elvish Champion against green decks can be utilized much easier. GW gets help from Horizon Canopy which can replace itself when you become flooded or just need a little more gas. Lastly, GW Elves can play a selection of non-creature white permanents which can be incredibly strong against the right decks. Rest in Peace, Stony Silence and Mark of Asylum can stop many decks and are easily played with a heavier white splash.
Cons:
Although GW has much greater utility and can interact with your opponent, it still requires combat to finish the game. It relies heavily on sticking an Ezuri for lethal swings because it cannot play Craterhoof Behemoth as easily as mono-green.
1 Spellskite
4 Dwynen's Elite
4 Elvish Archdruid
4 Elvish Mystic
3 Elvish Visionary
1 Eternal Witness
4 Heritage Druid
4 Llanowar Elves
4 Nettle Sentinel
1 Reclamation Sage
1 Scavenging Ooze
3 Ezuri, Renegade Leader
4 Chord of Calling
4 Collected Company
Lands (18):
5 Forest
4 Cavern of Souls
3 Horizon Canopy
4 Razorverge Thicket
1 Nykthos, Shrine to Nyx
1 Pendelhaven
1 Phyrexian Revoker
1 Aven Mindcensor
1 Burrenton Forge-Tender
1 Chameleon Colossus
1 Elvish Champion
1 Essence Warden
2 Kitchen Finks
1 Eidolon of Rhetoric
2 Fracturing Gust
2 Path to Exile
1 Kataki, War's Wage
1 Melira, Sylvok Outcast
Pros:
Chord of Calling and Collected Company blend GW and GB almost seamlessly. Hitting your silver-bullet creature off of Collected Company in the nick of time or Chording for that lethal Shaman give you the option to play the card you need, when you need it.
Cons:
The downside of Abzan Elves is the mana-base. You either have to run a painful mana-base of fetches and shocks, or you have to trim what cards you have of the splash colors. Cards like Thoughtseize may be easy in GB, but it can be inconsistent in Abzan.
1 Spellskite
1 Craterhoof Behemoth
4 Dwynen's Elite
4 Elvish Archdruid
1 Elvish Champion
3 Elvish Mystic
4 Heritage Druid
4 Llanowar Elves
4 Nettle Sentinel
1 Scavenging Ooze
1 Selfless Spirit
3 Shaman of the Pack
2 Ezuri, Renegade Leader
5 Forest
1 Plains
1 Swamp
3 Gilt-Leaf Palace
1 Overgrown Tomb
2 Temple Garden
3 Verdant Catacombs
1 Windswept Heath
1 Nykthos, Shrine to Nyx
Spells (9):
2 Chord of Calling
4 Collected Company
3 Lead the Stampede
1 Phyrexian Revoker
1 Burrenton Forge-Tender
1 Chameleon Colossus
1 Grand Abolisher
1 Kitchen Finks
1 Reclamation Sage
1 Choke
1 Leyline of Sanctity
1 Rest in Peace
1 Stony Silence
1 Eidolon of Rhetoric
1 Gaddock Teeg
1 Kataki, War's Wage
1 Melira, Sylvok Outcast
1 Thalia, Heretic Cathar
Pros:
Coming soon...
Cons:
Coming soon...
4 Llanowar Elves
4 Elvish Mystic
4 Heritage Druid
4 Dwynen's Elite
4 Coiling Oracle
4 Elvish Archdruid
3 Essence Warden
3 Shaman of the Pack
2 Ezuri, Renegade Leader
1 Eternal Witness
4 Collected Company
3 Nissa, Steward of Elements
2 Throne of the God-Pharaoh
Lands(18)
4 Botanical Sanctum
4 Windswept Heath
3 Cavern of Souls
3 Forest
2 Breeding Pool
1 Overgrown Tomb
1 Pendelhaven
2 Unified Will
2 Negate
2 Monastery Siege
2 Lead the Stampede
2 Kitchen Finks
1 Chameleon Colossus
1 Reclamation Sage
1 Scavenging Ooze
1 Thrun, the Last Troll
1 Nissa, Vital Force
For sample decklists for each version, check the section above. More can be found on websites like MTG Top8.
Below are lists from elf players here at MTG Salvation. Note that each players deck is tuned for their own expected meta game. Ask away if you have questions about any specific card choices or just the decks direction in general.
4 Elvish Mystic
4 Llanowar Elves
4 Heritage Druid
4 Elvish Visionary
4 Dwynen's Elite
4 Elvish Archdruid
3 Ezuri, Renegade Leader
3 Shaman of the Pack
1 Eternal Witness
1 Selfless Spirit
1 Spellskite
1 Reclamation Sage
4 Collected Company
3 Chord of Calling
1 Eldritch Evolution
Lands (18):
4 Forest
4 Razorverge Thicket
4 Gilt-Leaf Palace
3 Windswept Heath
1 Overgrown Tomb
1 Temple Garden
1 Pendelhaven
2 Fracturing Gust
2 Mark of Asylum
2 Path to Exile
1 Anafenza, the Foremost
1 Chameleon Colossus
2 Essence Warden
1 Kataki, War's Wage
1 Melira, Sylvok Outcast
1 Phyrexian Revoker
1 Scavenging Ooze
1 Yixlid Jailer
4 Llanowar Elves
4 Elvish Mystic
4 Heritage Druid
4 Nettle Sentinel
1 Elves of Deep Shadow
4 Dwynen's Elite
2 Elvish Visionary
4 Elvish Archdruid
3 Ezuri, Renegade Leader
4 Shaman of the Pack
3 Lead the Stampede
4 Collected Company
Lands (19):
4 Forest
4 Blooming Marsh
1 Nykthos, Shrine to Nyx
4 Gilt-Leaf Palace
4 Cavern of Souls
1 Overgrown Tomb
1 Horizon Canopy
4 Thoughtseize
2 Scavenging Ooze
2 Fatal Push
1 Abrupt Decay
1 Melira, Sylvok Outcast
1 Spellskite
2 Reclamation Sage
2 Fracturing Gust
4 Dwynen's Elite
4 Elvish Archdruid
4 Elvish Mystic
3 Elvish Visionary
4 Heritage Druid
4 Llanowar Elves
4 Nettle Sentinel
4 Shaman of the Pack
3 Ezuri, Renegade Leader
Spells (8):
1 Chord of Calling
4 Collected Company
3 Lead the Stampede
2 Forest
2 Blooming Marsh
4 Cavern of Souls
4 Gilt-Leaf Palace
3 Horizon Canopy
1 Razorverge Thicket
1 Nykthos, Shrine to Nyx
1 Pendelhaven
1 Phyrexian Revoker
1 Spellskite
1 Chameleon Colossus
1 Eternal Witness
2 Reclamation Sage
1 Scavenging Ooze
1 Selfless Spirit
1 Thragtusk
1 Yixlid Jailer
2 Chord of Calling
1 Kataki, War's Wage
2 Melira, Sylvok Outcast
4 Elvish Mystic
4 Heritage Druid
4 Llanowar Elves
4 Nettle Sentinel
4 Dwynen's Elite
1 Eternal Witness
1 Selfless Spirit
4 Elvish Archdruid
2 Elvish Visionary
3 Ezuri, Renegade Leader
4 Shaman of the Pack
2 Lead the Stampede
2 Chord of Calling
4 Collected Company
Lands (18):
2 Blooming Marsh
4 Gilt-Leaf Palace
1 Nykthos, Shrine to Nyx
2 Horizon Canopy
4 Cavern of Souls
3 Forest
2 Razorverge Thicket
1 Phyrexian Revoker
1 Melira, Sylvok Outcast
2 Reclamation Sage
2 Kitchen Finks
1 Elvish Champion
1 Chameleon Colossus
1 Chord of Calling
1 Eidolon of Rhetoric
1 Heroic Intervention
1 Scavenging Ooze
1 Burrenton Forge-Tender
1 Kataki, War's Wage
1 Spellskite
4 Forest
4 Blooming Marsh
4 Gilt-Leaf Palace
4 Windswept Heath
1 Overgrown Tomb
1 Pendelhaven
//the gang:
4 Elvish Mystic
4 Heritage Druid
4 Llanowar Elves
4 Nettle Sentinel
4 Dwynen's Elite
4 Elvish Visionary
4 Elvish Archdruid
4 Shaman of the Pack
3 Ezuri, Renegade Leader
4 Collected Company
3 Chord of Calling
//allied squads:
3 Thoughtseize
2 Natural State
2 Kitchen Finks
1 Spellskite
1 Phyrexian Revoker
1 Dismember
1 Eternal Witness
1 Reclamation Sage
1 Creeping Corrosion
1 Fracturing Gust
1 Stain the Mind
Okay, now that you've absorbed all the technical information about the deck and its variations, you're almost ready to go. This section will cover those little tricks that might not be obvious, but could tip the scales in your favour and give you the chance to squeeze the maximum out of your cards.
This is the list of Tier 1 and Tier 2 decks we will be using to evaluate sideboards.
Tier 1: Jund, Affinity, Bant Eldrazi, Dredge, Burn, Infect, Abzan (Junk)
Tier 2: Grixis Delver, Death & Taxes, Ad Nauseam, Merfolk, Abzan Company, RG Titan Scapeshift, Zoo, RG Tron, Jeskai Nahiri, Death's Shadow Zoo
As a GB player, the most important sideboard card is Thoughtseize (or Duress, a fine substitute). Without Thoughtseize, the point of using GB diminishes quickly. Shaman of the Pack can be cast with Caverns and Gilt-Leaf Palaces and all other, arguably better sideboard slots are white or green. If a person opts to use GB, it is highly recommended that 3-4 Thoughtseizes accompany the board.
Thoughtseizes are brought in against,
Tier 1: Bant Eldrazi (on the play), Burn, Infect (on the play), Jund
As you can see, Thoughtseizes are brought in against only three of the seven decks. Part of the reason for this is that Elves is favored against Abzan and Dredge, which only leaves Affinity as a problematic match which Thoughtseizes do not answer.
Tier 2: Ad Nauseam, RG Titan Scapeshift, RG Tron, Jeskai Nahiri and Death's Shadow Zoo (on the play).
The first four are obvious. Death Shadow Zoo may not be. The deck is too fast, that taking a creature out of their hand helps us keep up with their pace. If the sideboard includes other options, such as Dismember, Thoughtseizes may not be brought in since it increases spell count and decrease creature count.
The final thing to note about Thoughtseizes is its timing. Except for fast creature combo decks (Infect, Death Shadow Zoo), Thoughtseizes should never be fired off on turn 1. The spell is used to determine our course of action, whether we are to dump for a combo kill, keep our elves in hand and milk as much damage as we can with our few elves, or stop their plan. Against sweepers, optimal timing would be turn three on the play against red decks and turn four against white decks. See the situation, evaluate what cards could devastate you and fire off. Or, if you have the kill on turn four, fire it off turn 3 to make sure the coast is clear and go for the kill turn 4-5.
It takes a lot of practice to determine the correct timing and thus, practice and experience trumps all sideboard guides.
Another benefit in playing GB is its access to Dismember. This is especially relevant against fast matchups due to its versatility in being able to play fast (turn 1) and painless (later turns with black mana). However, GB also offers Abrupt Decay as an alternate option. Though speed is sacrificed (due to the card costing two mana) the viability increases since it hits a wider range of targets. In a metagame where permanents are being played in a healthy number, Abrupt Decays would be advised, but in a metagame where fast decks rule, Dismember is preferable. Following are decks where Dismembers are brought in.
Tier 1: Jund, Affinity, Bant Eldrazi, Infect, Abzan (Junk)
As you can see, there are a healthy number of decks that Dismember is effective against.
Tier 2: Grixis Delver, Death & Taxes, Merfolk, Abzan Company, Zoo, Death's Shadow Zoo
We see another healthy number of decks where Dismembers are useful.
Now let's compare Abrupt Decay
Tier 1: Jund, Affinity, Burn, Infect, Abzan (Junk)
Abzan is a difficult one to determine if we are to use Abrupt Decay. Lingering Souls and Siege Rhinos make the card quite useless while hitting a Tarmogoyf is optimal.
Tier 2: Grixis Delver, Death & Taxes, Ad Nauseam, Merfolk, Abzan Company, Zoo, Death's Shadow Zoo
Here, we see that Abrupt Decays' wide range of targets begin to shine. We find that creatureless decks like Ad Nauseam have plethora of targets and hitting Aether Vial for Death and Taxes makes the card even more desirable.
Either one of the cards can make the sideboard effective and potent, but the numbers are dependent on each and every metagame.
Two Cards need to be mentioned in a GB sideboard.
With the resurgence of Dredge, some have opted for adding Yixlid Jailer in their sideboard. If one is running a chord deck and have one extra slot in the sideboard, adding Yixlid Jailer seems optimal. It shuts down their deck completely and gives us the much needed time to regroup. There are three issues that must be noted in regards to this.
First, Dredge often brings in Darkblast against our deck, which not only slows us down, but deals with our Yixlid Jailer.
Second, our strategy of going wide is often fast and resilient enough that our deck can go toe to toe with their speed, especially since we have ample blockers to slow them down.
Finally, chording for x=2 is often a turn too slow before the Dredge player can pose some form of threat and or answer to our hate.
The second card, Viscera Seer, is used specifically against Living End. If your meta is full of Living End, this one card will assure that there is a fast and easy way to deal with the card. Simply sacrifice all your creatures with Living End on the stack, scry until you find your final nail in the coffin, and simply crack back when the turn is passed to you.
Specific Sideboarding Guide
In this section, we will highlight some key cards to bring in versus certain matchups and cards to take out. Again, note that this is a mere guide and thus, any specific instances must be evaluated by the individual and tested to improve accuracy.
In this experiment, we will assume an environment ripe with fast, linear aggressive decks on the one hand and a grindy, lightning bolt heavy control/midrange decks on the other. The following are the decks that we will assume present in the specific meta.
We will equip our deck to beat the grindy decks in our game 1 and strengthen our advantage in games 2 and 3. We will also rely heavily on the sideboard to combat the linear aggressive decks we cannot beat game 1, such as Infect and Affinity.
4 Llanowar Elves
4 Elvish Mystic
4 Heritage Druid
4 Nettle Sentinel
1 Elves of Deep Shadow
4 Dwynen's Elite
2 Elvish Visionary
4 Elvish Archdruid
3 Ezuri, Renegade Leader
4 Shaman of the Pack
3 Lead the Stampede
4 Collected Company
4 Forest
4 Blooming Marsh
1 Nykthos, Shrine to Nyx
4 Gilt-leaf Palace
4 Cavern of Souls
1 Overgrown Tomb
1 Horizon Canopy
4 Thoughtseize
2 Scavenging Ooze
2 Fatal Push
1 Abrupt Decay
1 Melira, Sylvok Outcast
1 Spellskite
2 Reclamation Sage
2 Fracturing Gust
We will use the above generic example of a GB Elves deck for this metagame. The author chose Lead the Stampede for the following reasons.
1) The grindy matchups only get harder after sideboard. Winning game 1 is important and possible.
2) Though the versatility of the deck may take a hit, the speed of the deck hardly makes a difference between chord and non-chord versions, especially when abundant mana is available.
3) Game 2 and 3 against linear decks are either 1) speed dependent or 2) heavily relying on sideboard, that diluting the deck with bullets for game 1 is hardly worth the inconsistencies that come with it.
Although the sideboard guide will change if a Chord version is preferred, we encourage all forms of Elves and exploration of different builds.
Surprisingly, Jund is not a difficult deck to beat in game 1. Most Jund lists rely on one on one removal and with our [card]Lead the Stampede, GB Elves is rather resilient to the strategy. The key here is to be aggressive and drain with Shamans when possible. Do not play the control game by blocking Tarmogoyf if possible and always present the threat of swinging, chipping and attacking with your Elves. Post-board games become trickier due to the presence of mass removal.
In: 2x Scavenging Ooze, 2x Fatal Push, 1x Abrupt Decay
Out: 4x Nettle Sentinel, 1x Elves of Deep Shadow
The key here is to play the long game, not over extend, and ping damage with Shaman of the Pack. If removal is present in a hand (to disrupt opponent's roadblocks), don't be shy to fire off a Shaman of the Pack early to apply pressure with the 3/2 body. Jund is good at draining their own life, so every damage counts. Make sure to pay attention to their life total and keep a hand that is plenty in mana, disruption and card advantage. There is no need to keep a fast hand or one that will dump your Elves in a few turns, unless there is some form of disruption present and the player is reasonably sure that the opponent didn't keep a mass removal.
Affinity is faster than us. Thus, our role is to disrupt as much as possible. Game 1 is simple in that speed is of the upmost importance. After sideboard, things become simpler.
In: 2x Fracturing Gust, 2x Reclamation Sage, 1x Abrupt Decay, 2x Fatal Push
Out: 2x Elvish Visionary, 3x Lead the Stampede, 1x Elves of Deep Shadow, 1x Shaman of the Pack
Mulligan aggressively until you find a disruptive hand or make sure your hand is able to cast Fracturing Gust. Fracturing Gust is back breaking and is worth mulliganing for. If you do not have it, but have a hand that contains Reclamation Sage and/or Fatal Push, make sure you have enough pressure in the form of Shaman or Lord in your hand to proceed. Beware of Whipflare, for that can ruin even the best of hands.
Burn is a matchup that often comes down to the dice roll. Our speed is similar and disruption is meaningless game 1. Burn relies on two cards, Eidolon of the Great Revel and to a lesser extent, Searing Blaze (or Searing Blood). Since Eidolon of the Great Revel can be devastating for us, we will sideboard to maintain speed, but answer it.
In: 2x Reclamation Sage, 2x Fatal Push, 2x Scavenging Ooze
Out: 2x Lead the Stampede, 2x Elvish Visionary, 2x Shaman of the Pack
Note here that we are taking out Shaman of the Pack in order to keep our curve low. We want to keep pressure on the opponent by going wide since the opponents will not bring in a sweeper. Tapping out for a Shaman of the Pack can spell doom and thus, we take two out in order to maintain a high speed and mitigate having hands that are filled with three drops.
Now, we get into some trouble. Infect and its speed is quite difficult for an Elf deck to beat. With the printing of Fatal Push, the only hope an Elf player has is the suppression of the representation of these types of decks. But, this is not to say there is no hope. We ourselves can use this one mana removal and we have some interesting tools to make their turn 3 kill a bit more difficult.
In: 4x Thoughtseize, 2x Fatal Push, 1x Spellskite, 1x Melira, Sylvok Outcast
Out: 3x Lead the Stampede, 2x Elvish Visionary, 1x Ezuri, Renegade Leader, 2x Shaman of the Pack
We have to suppress their turn three kill and we have to make sure we have disruption. Lead is too slow as is Visionary. Our ideal hand will include either a turn 1 Thoughtseize to a turn 2 Melira or Fatal Push with a fast hand. Thoughtseize may or may not buy us a turn, so mulliganing to a fast hand is marginally acceptable. In any of the instances, we don't want a hand full of three drops, but do want a hand full of disruption and cheap, efficient creatures.
This is a matchup we were hoping for with our Lead the Stampede build. However, there are a couple of things to note regarding the sideboard we brought. Since, GB Elves are reliant on maximizing the effectiveness of Thoughtseize, sideboard space is a premium. Though Lead the Stampede helps quell the barrage of removal brought in by Grixis Control, it is not a fix all and certainly not a game changer. Thus, it is advisable, if a meta contained much of Grixis Control, to slot in Chameleon Colossus to combat it. It is assumed that with the printing of Fatal Push, Elves will need to be even more aware of this deck and sideboard or even mainboard accordingly. For our sideboard, we will try to be the slow aggressor with only Thoughtseize as our disruption.
In: 3x Thoughtseize, 2x Scavenging Ooze
Out: 4x Nettle Sentinel, 1x Heritage Druid
We want to keep a hand where there is plenty of card advantage. Collected Company, Lead the Stampede, Mana Elf, Thoughtseize and lands is a perfectly acceptable hand. Avoid a hand that drops all elves on turn two or three. We want to think long term. Our goal is to win by turn five or six with a fast hand and grind harder with a slow one. Scavenging Ooze is only useful on turn two if there is mana up and we are able to reduce their graveyard or grow out of bolt range. Do not rely on Thoughtseize, but think of a moment where the opponent might have mass removal and use it at the right time. Baiting a mass removal with just enough creatures, using Thoughtseize to clear the way and dump creatures may be advised. In any instances, this is a very tricky matchup and much practice is advised.
Since Tron has moved more towards a spot removal build, these matchups have given an Elf player a sigh of relief. Do not, however, think that this matchup has come to our favor, but think of it as being more competitive now that Pyroclasm is out of vogue. Game one is all about speed. Any hand that dumps elves as fast as possible is preferred. Even if a hand doesn't contain any of the payoff, three to four mana spells, dumping the hand as fast as possible is such a premium, that it may be keepable in many instances. The only thing to fear in this matchup is a turn four board wipe in the form of Ugin, the Spirit Dragon or Oblivion Stone. Our deck, especially if we are on the play, can reliably win.
In: 4x Thoughtseize, 2x Reclamation Sage
Out: 3x Lead the Stampede, 2x Elvish Visionary, 1x Elves of Deep Shadow
Again, speed is the name of the game. Often times, one Thoughtseize will cripple their hand long enough for the turn four kill. We are still looking to achieve that same timeframe as pre-boarding, that it is advisable to keep a fast hand. Reclamation Sage is only in there as a disruption on turn two. Since any artifacts killed in later turns do not affect the game as we want it to, do not mulligan for it. With the move from GR to GW/GB Tron, we should find that matchup not as tricky as it was before. Just always be aware of Ugin and dig for the disruption accordingly.
This is a matchup that is difficult starting from game 1. The presence of Anger of the Gods makes for some interesting decision making. However, since we do not have any form of disruption, it is in our best interest to ignore the presence of Anger of the Gods and play accordingly. This is only so because of the opponent's combo win potential. Since they themselves win on turn 4 or 5, we cannot afford to play a slower game and Anger spells doom for us. Thus, we are hoping for a turn 3 or 4 win so we have the chance to be one step faster than the opponent.
In: 4x Thoughtseize
Out: 2x Lead the Stampede, 2x Elvish Visionary
The only hope we have is firing off our Thoughtseize. Do it on turn three or four, depending on how fast we are and how many creatures we have on the field. Turn 1 is rarely correct since we will not be apply any pressure at that point. Make sure to evaluate what to take from the opponent. Often times, it is correct to take the win-condition instead of the sweeper, let your couple of Elves be swiped away and start over.
The above examples should be considered merely as examples. Each player's playstyle will differ and results will vary according to how one plays. However, one thing that can be made certain is Thoughtseize's universal and general appeal. Although difficult to master, once it has been harnessed, it can be the tool that makes GB Elves compete with GW or Abzan. Now, it is you the reader that should add to this and make GB Elves a powerhouse it deserved to be.
In conclusion, sideboarding with GB is tricky and one must simply practice in order to know how to sideboard, when to sideboard, and how to use them. It is especially important to understand that, unlike their white sideboard brethren, black sideboard cards are not used to provide an answer for the enemy's strategy. They are used as a roadblock, to buy us the turn or two we need to achieve our plan A (or B with Shaman). A good illustration is found in Legacy. RUG Delver uses the card Stifle as a tempo advantage, to give it the needed turn or two to beat down with Tarmogoyf or Delver of Secrets. Using Stifle in the wrong timing will result in the deck losing to a plethora of cards that are better pound for pound than Stifle. But, used correctly, it gives RUG Delver the needed tempo advantage. Thoughtseize does the same thing. It doesn't stop the enemy's plan entirely, but it does give our deck the needed edge (information and tempo advantage) to strip them of their sweepers, win-conditions, or lock pieces to make sure our plan goes ahead as planned. Thoughtseizes does exactly what it is named after, seizes the thought of the opponents for just that moment to execute our lethal plan.
Coming soon...
Coming soon...
Old Primer
Frank Analysis – How many coloured mana sources do you need to consistently cast your spells? by Frank Karsten (31st December 2013)
Your complete guide to Elves in Modern by Ryan Saxe (9th December 2016)
Modern GW Elves by Reid Duke (14th March 2016)
Modern Elves Deck Guide by Eric Froehlich (19th September 2016)
Discord server
Special thanks to mikeduges, ryansaxe, daikotatsumoto for help with the new primer. Thanks to destroyermaker and CurdBros for old primer and Fat_Buddha for our banner.
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1 Throne of the God-Pharaoh
// 34 Creature
4 Elvish Mystic
4 Llanowar Elves
4 Heritage Druid
4 Coiling Oracle
4 Dwynen's Elite
4 Elvish Archdruid
2 Ezuri, Renegade Leader
4 Shaman of the Pack
1 Eternal Witness
3 Essence Warden
4 Collected Company
// 3 Planeswalker
3 Nissa, Steward of Elements
// 18 Land
4 Botanical Sanctum
4 Windswept Heath
2 Breeding Pool
3 Cavern of Souls
3 Forest
1 Overgrown Tomb
1 Pendelhaven
1 Reclamation Sage
1 Chameleon Colossus
2 Kitchen Finks
1 Thrun, the Last Troll
3 Monastery Siege
3 Unified Will
1 Nissa, Vital Force
3 Lead the Stampede
Went 3-0-1 with following matchups:
Won 2-1 against Eldrazi Tron
Won 2-0 against 4c Humans
Won 2-1 against Skred
Lost 1-2 against Eldrazi Tron (ID last round, played for fun)
Few thoughts about card selection:
Throne of the God-Pharaoh - love it. Having a recurring Shaman effect on the board for mere 2 mana helps close those grindy matchups where board gets clogged. Obviously the earlier we get it down, the more value it provides. Works wonders Heritage Druid by allowing us to tap our board for mana and drain via Throne.
Nissa, Steward of Elements - what got me interested the most is her X casting cost which provides flexibility depending on the stage of the game. We can drop her as early as T2, +2 to Scry 2 and tick her up to 3. Prone to bolt removal but we've already gotten the scry out of her. Since our deck is already built around Collected Company this works perfectly with her 0 ability as we only need her on 3 loyalty to put any creature in our deck straight onto the board. Where she really shines is her ultimate. Casting her for X=8 costs us 8 mana, the same as Ezuri + overrun activation but allows us to attack for 10 over air and close the game on the spot.
Coiling Oracle - running U allows us to replace Elvish Visionary with this little gem. By putting lands straight into play it thins our library and ramps us. Notable difference is that it reveals the top card so your opponent will know what you're putting in your hand as opposed to Visionary that simply draws us the card. Oracle also works very well with new Nissa and her scry ability. If you need a land, use Nissa, scry 2, leave a land on top and follow up with Oracle which will put that land into play.
Unified Will - W has Selfless Spirit to deal with boardwipes, B has Thoughtseize to deal with that or combo. Blue provides us with countermagic. The downside of counterspells is that they force us to keep mana up but a well timed counter can turn the tide of the battle. Deck plays a bit slower than it's GB/GW counterparts which is why I feel it counterspells fit right in. People don't expect Elves to use counter magic so there's an element of surprise for now. There's also the option of playing Negate or even Spell Pierce.
Monastery Siege - a pet card of mine to deal with decks like Burn or BGx which pack lots of targeted removal. Haven't had the chance to cast it at all nor was I paired against any decks that would warrant boarding it in. 3 is probably too many, 1 feels like not enough.
Essence Warden - went for Wardens instead of Sentinels to offset the life loss from fetchlands.
Obviously the sample is very small and all this information should be taken with a grain of salt for now. Mana base feels particularly clunky at the moment especially since I'm only splashing black for the Shaman. I'll keep you posted.
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If your hand looks something like 1x Forest, 3x Mystic/Llanowar, Visionary, Archdruid and CoCo then it might be worth keeping. While you need to draw a second land to generate 3 mana on T2, you can still play a Mystic T1, follow it up with two more dorks on T2 or simply go for the Visionary and see an extra card. If it's a land, you can play it and follow up with another dork.
When I'm evaluating starting hands, I think about how first 2-3 turns will play out. Then I take another look and ask myself, how will it play out if I assume my dork gets removed on T1. Do I have another play for T2 or am I stuck with a dead hand? It's trickier in game 1 where you're blind but as you get more experienced with the deck, the easier it gets in these kind of situations.
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Biggest difference between the two decks is that Merfolk has their lords on the 2CMC slot whereas Elves have them on 3CMC. Which means you'd rely on Vial to bring in 2CMC threats like Mimic and Greenwheel Liberator (though the problem of enabling revolt remains). Would need to be tested out, but overall seems too clunky compared to CoCo Elves lists. Then again we had months of playtesting to streamline the current iteration of the decks
Don't let the losses discourage you. You faced a couple quite hard matchups for Elves.
Lantern Control is race against the clock before they establish their lock. Shaman of the Pack helps here as it goes under the bridge, but generally they won't let you draw one. So you need a CoCo or Chord in hand to fetch one when needed.
Jeskai and Valakut rely heavily on red damage based spells. They're tricky to play against because obviously you don't want to overextend to minimize the fallout from Anger of the Gods. On the other hand you need a board presence to deal with Nahiri, the Harbinger once it hits or be ready to kill before Scapeshift hits. Mark of Asylum is great against these matchups (especially Jeskai) since they'll need sideboard answers to deal with it while completely blanking their removal.
Against Anger decks just play a creature or two and keep swinging with them. Chipping away at their life for 1-2 points per turn along with their fetchland use can bring them down to 10 quite fast. This way they're forced to use Anger on just 1-2 creatures while you have your hand stocked up to re-establish board presence afterwards.
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Here's the new primer! If you want to add anything, feel free to write it down and let me know and I'll add it. Still to-do is sideboarding for GW and Abzan versions.