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Author Topic: Elves!  (Read 38422 times)
Blue Lotus
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« on: June 03, 2012, 08:52:00 pm »

4 Birchlore Rangers
4 Wirewood Symbiote
4 Quirion Ranger
4 Summoner's Pact
4 Glimpse of Nature
4 Skullclamp
4 Llanowar Elves
4 Fyndhorn Elves
4 Heritage Druid
4 Nettle Sentinel
1 Emrakul, the Aeons Torn
4 Wooded Foothills
6 Forest
3 Arbor Elf
4 Windswept Heath
1 Viridian Shaman
1 Elvish Visionary

Yup. This is a powerful one. Obviously not my design at all. Arbor elf is a clear addition as the 1 drop mana elves allow for t2 kills and resilience against spheres.

What you don't see:

Cavern of souls. Unneeded against control. If they are countering your creatures, you will be fine. They have 10 counters max. You have 31 creatures. It is good against chalice, but not as good as arbor elf is vs the field (arbor elf is a clear nonbo with cavern).

Grapeshot. Not as good as emrakul. Emrakul is invulnerable to hate. Stifle buys them a turn. Mindbreak trap still gets you an extra turn in which you attack for approx. 1 million. And emrakul allows monogreen. Even corner cases like ensnaring bridge can be circumvented by your army of 1/1s.

2cc mana elves.not worth the mana investment. The singleton visionary is a tutor target to combo with wirewood symbiote to draw into some gas when the game has stalled.

Shop is still your worst match up but better now that people are moving away from phyrexian revoker. You do have the mainboard combo of wirewood + shaman which wins the game without you having to even come close to comboing out.

To wrap up this short post, elves is well positioned especially as people use combo hate like thalia and flusterstorm, which this deck shrugs at. Most importantly, it is a blast to play/
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Kiriyuu
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« Reply #1 on: June 03, 2012, 08:59:31 pm »

Why no Gaea's Cradle? That seems like a good fit.

The 2 mana elf that seems worth the mana is priest of titania, but I've not tested this so I'll assume you're right about cutting her.
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« Reply #2 on: June 04, 2012, 02:11:18 am »

Mox Emerald, Black Lotus?
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xouman
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« Reply #3 on: June 04, 2012, 02:37:11 am »

I'd play priest of titania x 4 as well as regal force. In fact, I play 4 llanowar and 4 fyndhorn mainly to drop a T2 titania. In order to get an easy combo in T3, assuming that glimpse/skullclamp aren't countered titania gives a great mana boost. Check these scenarios:

without titania

T1: forest, mana elf
T2: forest, 2 elves (without nettle)
T3: 5 mana? Maybe 6 with quirion

with titania:
T1: forest, mana elf
T2: forest, titania, quirion/symbiote
T3: 9 mana or even more


Titania is so great for me that lots of times I'm using pact on T2 to fetch for priest, use it to pay 2GG in T3, untap and go nuts. I've even played with archdruid, although skullclamp loses most of its utility. I have tried Genesis Wave instead skullclamp with 4 priest and 4 archdruid but I'm not sold. At least it dodges MM. Btw I miss 1 witness to recover glimpse.
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AmbivalentDuck
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« Reply #4 on: June 04, 2012, 09:57:24 am »

Mox Emerald, Black Lotus?
QFT

Cavern of souls. Unneeded against control. If they are countering your creatures, you will be fine. They have 10 counters max. You have 31 creatures. It is good against chalice, but not as good as arbor elf is vs the field (arbor elf is a clear nonbo with cavern).
It's not the critter spells you have to worry about.  Every deck in the format can beat an elf clock.  If you can't resolve a draw engine, you lose.  4x Xantid Swarm in the SB?
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« Reply #5 on: June 04, 2012, 10:48:36 am »

Archdruid make aggro plan more viable, while giving serious mana ramp. the price is changing skullclamps to waves...

3 Wirewood Symbiote
4 Quirion Ranger
3 Summoner's Pact
4 Glimpse of Nature
4 Genesis Wave
4 Llanowar Elves
4 Fyndhorn Elves
4 Heritage Druid
4 Nettle Sentinel
4 priest of titania
4 elvish archdruid
1 Emrakul, the Aeons Torn
3 Wooded Foothills
5 Forest
3 Windswept Heath
4 cavern of souls
1 Viridian Shaman
1 Regal force
1 eternal witness
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« Reply #6 on: June 04, 2012, 10:49:51 am »

Why Arbor Elf over Fyndhorn Elves? Strip Mine really hurts you this way.
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credmond
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« Reply #7 on: June 04, 2012, 01:45:09 pm »

What keeps chalice at one from totally destroying your deck? Chalice seems like a huge reason to use Cavern of Souls here.
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Blue Lotus
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« Reply #8 on: June 04, 2012, 05:33:59 pm »

Mox Emerald, Black Lotus?

Nonbo with arbor elf. Mox emerald <<<<<<< forest. You give up like 1/30th of a turn in speed for much less consistancy (ie mox emerald or lotus as your only mana source would have to mull, you can always keep a hand with one forest)

Let me put it this way. This is not a t1 deck, which is the only turn mox or lotus help you. Your best t1 play forest -> mana elf is completely unaffected by your second land drop being on t1. Also, mox emerald works poorly with quirion ranger, another nonbo.

Why Arbor Elf over Fyndhorn Elves? Strip Mine really hurts you this way.
Running 4x fynderhorn

Why no Gaea's Cradle? That seems like a good fit.
Can't cast your dude t1. This deck doesn't need mana.

Quote
The 2 mana elf that seems worth the mana is priest of titania, but I've not tested this so I'll assume you're right about cutting her.
Absolutely not. Test the deck a little you'll see 1 mana per elf is how the engine keeps going. titania can't come on until t3 by which you already have plenty of mana.

It's not the critter spells you have to worry about.  Every deck in the format can beat an elf clock.  If you can't resolve a draw engine, you lose.  4x Xantid Swarm in the SB?
Agreed. Which is why cavern does not belong.

Xantid is a fine choice, maybe necessary. Note that if your opp has to force twice on your 1 mana engines, you should be able to out race them before they can recover. Racing includes tutor for visionary -> draw 2/3 a turn while attacking for several.

Archdruid make aggro plan more viable, while giving serious mana ramp. the price is changing skullclamps to waves...

3 Wirewood Symbiote
4 Quirion Ranger
3 Summoner's Pact
4 Glimpse of Nature
4 Genesis Wave
4 Llanowar Elves
4 Fyndhorn Elves
4 Heritage Druid
4 Nettle Sentinel
4 priest of titania
4 elvish archdruid
1 Emrakul, the Aeons Torn
3 Wooded Foothills
5 Forest
3 Windswept Heath
4 cavern of souls
1 Viridian Shaman
1 Regal force
1 eternal witness

I can say with 100% certainty arch druid does not belong. Way too slow. Your plan B should be just that, plan B, not plan 1A. Arch druid decks will never be able to win at the same speed as pure one drop speed.

What keeps chalice at one from totally destroying your deck? Chalice seems like a huge reason to use Cavern of Souls here.
What keeps leyline from totally destroying dredge? Its a combo deck, and you face hate. This deck has mainboard a very good alt plan against shop (shaman + wirewood) and mono green meaning lots of easy answers post-board.

In other words, if you expect to play 4x shop decks, this is not a good choice. But if you expect creature decks and control decks, which are VERY poorly equipped to fight elves, then this is a solid choice. Read flusterstorm and thalia and see that those decks have a very hard time beating elves consistently.


Titania is so great for me that lots of times I'm using pact on T2 to fetch for priest, use it to pay 2GG in T3, untap and go nuts. I've even played with archdruid, although skullclamp loses most of its utility. I have tried Genesis Wave instead skullclamp with 4 priest and 4 archdruid but I'm not sold. At least it dodges MM. Btw I miss 1 witness to recover glimpse.

This doesn't work.  Untap. Upkeep. Draw. Sounds like you have been losing to your own pact a lot! Or just time walking yourself Razz

You give an example of 5 mana vs. 9 mana. You don't need 9 mana when all your cantrips cost 1 mana.
« Last Edit: June 04, 2012, 06:07:07 pm by Blue Lotus » Logged
LotusHead
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« Reply #9 on: June 05, 2012, 01:51:48 am »

I saw legacy lists running Green Sun Zenith. Seems quite strong to get your combo pieces out (as a supplement to Summoner's Pact)

The only reason I don't run Green Sun's Zenith in my lists is because I don't own them.

That said, I'm looking for a sharpie to include it in my deck. Smile
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xouman
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« Reply #10 on: June 05, 2012, 03:21:21 am »

I really like titania because it is an alternative to heritage/nettle. Birchlore is usually not enough with glimpse even you have 2 nettles in play, and with skullclamp is not viable. Heritage + nettle works with glimpse most of the time, but fizzles casting a regal force or emrakul lots of times (even it nets you a great number of elves).

Titania has a problem: while it comes into play consistently in T2, if countered you have lost a turn. But you can say the same for other elves. A T2 titania means "always" > 5 mana  in T3, enough to go off with glimpse or skullclamp, and it's easy to have enough mana to play regal force.

Archdruid is quite different. It's harder to play it by T2, and makes skullclamp much worse. But is combo fizzles, the aggro plan is way better, and against MUD he gives lots of mana, dodges chalices and pumps creatures to match golems. As well as dredge can be oriented to faster combo or resilience, Archdruid drops speed for a better middle game.

What's your most frequent combo turn? take 3 scenarios:
1-no counters
2-counter your first producer
3-counter the draw engine
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Blue Lotus
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« Reply #11 on: June 06, 2012, 04:43:57 pm »

Birchlore is usually not enough with glimpse even you have 2 nettles in play, and with skullclamp is not viable. Heritage + nettle works with glimpse most of the time, but fizzles casting a regal force or emrakul lots of times (even it nets you a great number of elves).


This shows you do not test the deck properly. Birchlore + ONE nettle means all of your dudes are free cantrips, which draws you into more gas, heritage and a full combo. ANY two drop you have makes this not work, which is why titania is garbage.

In other words, titania is more of a roadblock than a helpful combo piece.
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rpf5029
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« Reply #12 on: June 06, 2012, 07:11:15 pm »

I'm happy to see somebody playing ELVES! in today's metagame.  With Mental Misstep floating around and Workshop-based decks so strong, ELVES! probably isn't the optimal choice.  However, it may depend on your metagame.  I'm 95% sure all of the good players in my metagame (NEPA, New York, NJ) will always be properly prepared to combat my little green men.  I commend you on your bravery. 

I'm going to share some of my thoughts on your build, although I'm hesitant to do so without seeing your sideboard plan.  The sideboard is extremely important to the ELVES! deck.  Could you share yours when you have the chance?  I reserve the right to change some of my comments once you've posted it.  Wink  For the record, there's an excellent discussion about ELVES! in this post:  http://www.themanadrain.com/index.php?topic=41147.90 .  I'll probably end up repeating myself from there, but here goes. 

4 Birchlore Rangers
4 Wirewood Symbiote
4 Quirion Ranger
4 Summoner's Pact
4 Glimpse of Nature
4 Skullclamp
4 Llanowar Elves
4 Fyndhorn Elves
4 Heritage Druid
4 Nettle Sentinel
1 Emrakul, the Aeons Torn
4 Wooded Foothills
6 Forest
3 Arbor Elf
4 Windswept Heath
1 Viridian Shaman
1 Elvish Visionary

Yup. This is a powerful one. Obviously not my design at all. Arbor elf is a clear addition as the 1 drop mana elves allow for t2 kills and resilience against spheres.

What you don't see:

Cavern of souls. Unneeded against control. If they are countering your creatures, you will be fine. They have 10 counters max. You have 31 creatures. It is good against chalice, but not as good as arbor elf is vs the field (arbor elf is a clear nonbo with cavern).

Grapeshot. Not as good as emrakul. Emrakul is invulnerable to hate. Stifle buys them a turn. Mindbreak trap still gets you an extra turn in which you attack for approx. 1 million. And emrakul allows monogreen. Even corner cases like ensnaring bridge can be circumvented by your army of 1/1s.

2cc mana elves.not worth the mana investment. The singleton visionary is a tutor target to combo with wirewood symbiote to draw into some gas when the game has stalled.

Shop is still your worst match up but better now that people are moving away from phyrexian revoker. You do have the mainboard combo of wirewood + shaman which wins the game without you having to even come close to comboing out.

To wrap up this short post, elves is well positioned especially as people use combo hate like thalia and flusterstorm, which this deck shrugs at. Most importantly, it is a blast to play/

There are many things that I like about your list.  First, the Arbor Elf creatures sitting in as Llanowar 9 - 11 are very interesting; I agree that they are probably one of the strongest plays in the deck.  They certainly aren't as strong as the other 8, but they do help you get around Spheres and start the combo with Quirion Ranger (sort of) in a pinch. 

I agree that Grapeshot doesn't really have a place in the deck.  Emerakul has the benefit of being colorless and has a built in time walk.  However, in my opinion, his biggest advantage is that he is uncounterable and that he ignores Storm hate; but more on that later. On the other hand, you'd be suprised about how often he can float to the bottom of the deck, both drawing out the game and risking the chance for a loss by decking. 

I really like the 1 x Elvish Visionary, as well; especially with 4 x Wirewood Symbiote. It allows you to play catch up if an opposing character counters your draw spells, and it also helps in the attrition war against Workshops. 

That said, I think that the deck has some holes that can be filled. 

Before I get into the individual card choices, let me post the list that I currently have together: 

Ryan Fisher's ELVES!  (6/6/2012)

4 x Llanowar Elves
4 x Fyndhorn Elves
3 x Birchlore Rangers
4 x Heritage Druid
4 x Nettle Sentinel
4 x Priest of Titania
4 x Quirion Ranger
3 x Wirewood Symbiote

1 x Regal Force
1 x Emerakul, the Aeons Torn
1 x Viridian Shaman
 
4 x Glimpse of Nature
4 x Skullclamp
3 x Summoner's Pact

1 x Black Lotus
1 x Mox Emerald
3 x Cavern of Souls
5 x Forest
2 x Wooded Foothills
2 x Verdant Catacombs
1 x Windswept Heath
1 x Misty Rainforest 

Sideboard:
2 x Gleeful Sabotage
1 x Seeds of Innocence
3 x Viridian Shaman
1 x Wirewood Symbiote
2 x Xantid Swarm
2 x Green Sun's Zenith
4 x Gralfdigger's Cage

For the record, that's 4 cards in against Big Blue / Blue Control, 4 in against Dredge, 6 in against Oath, and a whopping 9 in against Mishra and his ilk.  Probably 3 in against Fish as well. 

Now that you've seen my list, here's some of the parts of your list I don't particularly like.


1)  Now You're Playing with Power

You make several interesting points about Black Lotus and Mox Emerald, but I think you may undervalue the speed and tempo that they bring to the deck.  You make a pretty strong point about not being able to keep a hand with only Mox Emerald or Black Lotus.  If one of them is your only mana source, and your opponent playing blue counters it, then you're in trouble. Especailly Lotus -- people will usually let the mox through. On the draw, decks that play Chalice of the void can randomly blow them out (although if they're playing Chalice at 0 against this deck, they're probably doing something wrong.) I suppose they can get blown out to Null Rod / Steel Sabotage / Spell Pierce as well.  These are all good points. 

In my testing, however, I have found that the extra mana can be a godsend against random blue decks mid-combo if we start to stall.  I can't tell you how many times I'll start combo-ing and hit a string of Glimpses or Clamps, where having the extra playable mana source helps the combo keep going.  This has always been a super tight combo deck, and sometimes you need to cast a creature to be able to keep the chain going, but end up stuck with a land and a Glimpse in your hand.  If you're strangled on mana and creatures, hitting a land off the top will mean you lose.  If you have an Emerald to plop down that second Glimpse, it can be the difference between living and dying. 

Also, the advantage that these cards grant you against Workshop-based decks on the play cannot be understated.  You make a wonderful point about the strength of Wirewood Symbiote in this match-up, but against this type of deck, mana acceleration is the only game you have to play.  Forest -> Emerald -> Elf Elf is absurdly strong against Workshop decks.  Not only CAN they outpace your Forest -- > Llanowar / Fyndhorn / Arbor Elf, they probably will.  Sphere or Resistance and Chalice of the Void are not your friend. 

Also, Lotus will randomly win you the game on Turn 1 -- especially with your current set-up -- and that's always fun.  I would run at LEAST 15 dedicated, non-one-drop mana sources in the deck (You currently hold 14), but two will always be Mox Emerald and Black Lotus. 

2)  Mishra's Workshop -- the Boogeyman. 

I'm glad that you recognize that Shops is this deck's worst match-up, and that if you think you will face several Workshop decks, you probably shouldn't play this deck.  You're probably right.  However, I think we might have access to the right set of tools to combat this menace right now. I also think that there is a build that can balance the Control / Workshop match-up to do fairly well, but I don't think that your build is quite right for the task.  Once again, I can't be sure without seeing your sideboard--I pack 8-10 cards against Mishra and his ilk, with a main deck designed to support wrecking Shops--but often I find it's still not enough.  Workshop-based decks are just too fast and too resilient. 

I must also use another disclaimer:  I routinely play some of the best Workshop pilots in the world.  The deck keeps me up at night, I fear it so much.  Workshop's strength and prevalence in the metagame is the ONLY thing that keeps me off playing this deck on a regular basis.  The match-up is abysmal.  It doesn't matter if I can dodge shops throughout the entire tournament and make Top 8 just to get crushed by shops if they make Top 8.  I cannot count on blue players knocking out all the Shops. 

The standard Workshop deck runs at LEAST Five sphere effects that we should fear:  Lodestone Golem and Trinishpere.  Most also run 4 x Chalice of the Void, which will annihilate your deck more often than not.  Having only one drops makes the deck curve out like a dream, but it also makes it extremely vulnerable to Chalice.  Viridian Shaman and Symbiote can do great things, but not if you can't cast or find them.  Your 11 one-mana, mana producing helps may help you curve out.  But even if you're on the play, if they go Turn 1 Chalice at 1 and Sphere of Resistance, you're probably going to lose.  They can mulligan better than you, play just as many four-ofs, and will draw better mana than you on a regular basis.  14 x Forest seems like a good number, but when they outpace your mana sources 3-1, it's an uphill battle no matter what.  I count having a resilience to Workshop decks as the most important thing in the Elf deck -- even over dredge.  This will color the rest of my choices. 

2. a.  Power (See above)

2. b. Priest of Titania

You make great points about Priest of Titania.  If we don't see her on Turn One or Two, we very rarely want to see her at all.  She clogs up our hand, clogs up our combo, and probably grants a Time Walk against a blue player if -- and when -- the blue player counters her.  On the other hand, you made the point that if the blue player counters her that we're in good shape, so it's not all bad. Very Happy 

Although she harms the explosiveness of the deck, she helps the deck in several important ways.  First and foremost, she can be amazing against Workshops.  If we're on the play and drop Forest --> Llanowar Elf, and we have another non-creature mana source and Priest in our hand, we're in pretty good shape.  If the Shop player plays Chalice at 1, we don't care.  If he plays Sphere / Lodestone Golem, we don't care.  If he plays BOTH, we still don't really care.  Racing mana against Shops is the most important thing you can do, because Green artifact hate -- despite green being one of the best colors for it -- is usually too expensive to be effective, or costs 1. Priest helps cast Visionary to out-draw the Shop player, and once Viridian Shaman + Symbiote hit the table, like you said, it's usually good game from there.  Priest of Titania also plays nicely with untap effects to blank Tangle Wire, allowing us to cast good sorcery-speed removal, such as Viridian Shaman, Gleeful Sabotage, or Seeds of Innocence. 

Priest of Titania helps the deck in other, more subtle ways as well.  In my experience, Summoner's Pact is a dead card more than it's useful.  Summoner's Pact is only useful against control deck when: one, you're probably already winning; two, you have more than four lands / mana on board; and three, when you need to get a utility creature.  Priest helps smooth the Pact out in several of these ways.  As xoumen pointed out, using Pact - Priest to ramp mana if we're down on cards isn't a terrible idea, especially if it helps turns that include multiple Elvish Visionaries, Regal Force, or even Emrakul.  One of the best things about Priest is her ability to hard cast Emerakul using your 8 untap effects -- especially in a heavy control or Shop matchup, it really helps to be able to count on hardcasting Emerakul. You can also dodge Storm hate this way, which I mentioned earlier.  The Priest + Emerakul strategy is what makes Emerakul so much better than Grapeshot, in my opinion. 

3)  Regal Force

I can see why you're reticent to play Regal Force in your build.  You're on the super-fast, super-curve combo build, and Regal Force is probably clunkier more times than not.  I'm interested in testing to see if Elvish Visionary + 4 Symbiote is better than having a Regal Force to tutor for, but for now I remain skeptical.  Summoner's Pact is most worth the risk when you have a big, swingy, and powerful creature to cast off it, and I think Regal Force is probably the best one.  Even without the Priests, I think I would support xouman's choice of playing Regal Force for that reason. 

4) Cavern of Souls. 

You make some great points about Cavern of Souls, and I think I need to test it much, much, much more to test its validity.  Filtering Cavern through the Workshop lens, it has amazing potential.  The ability to cast mana dorks through Chalice of the Void may outright win us many, games.  I don't fear Spheres as much as Chalice, and forcing one or two additional little guys in there can make all the difference, especially if they're self-sufficient mana dorks.  However, the fact that it's also a non-forest, non-basic is a huge detractor. If they have a chance to Wasteland or Stripmine a Cavern before we have two or three turns to make great use of it, we're probably going to lose. Against Workshops, it's probably better as a sideboard choice in your deck than my with my changes, because your reliance on one drops hurts you just a bit more than if you were playing Priest / fast mana.  On the other hand, it can also blank your Arbor Elves.  You may be dismissing this card too quickly, or you might be completely right.  I'm honestly not sure. 

In the control match-up, I think this is still a good card to play for a few reasons.  First, it helps you sneak past Mental Misstep.  I have always said that a good player will let the creatures resolve and counter the draw spells -- as people have mentioned -- but I'm not sure that's always the case.  Sometimes countering the creature is the right call, in the case of a Heritage Druid, Nettle Sentinel, or Quirion Ranger, especially in the early game after you've cast a Glimpse.  Remember that they have more counters than you do draw spells, and probably more ways to find counters.  If you're low on mana / game state / cards, it can be correct to counter a creature of the Glimpse.  Most control decks with a combo finish -- even one as mundane as Time Vault / Key or Blightsteel -- have better ways to find those cards in mid-game to late-game.  It creates a powerful dichotomy, where on the one hand we need to beat them before they can use their vastly superior tools to beat us, but we don't want to lose our steam by going all out.  Therefore, in the face of an early Glimpse, it might be more relevant to counter the creature of the draw.  (Especially if you can't sandbag a Lotus, Emerald, or Priest).  Cavern can force them to counter what you want them to counter, and that can be a strong advantage.  Also, a hand with multiple mana sources, including Cavern, can make sideboard games interesting if you go Cavern --> "Insect" --->  Uncounterable Xantid Swarm. 


Sorry for the long read, but I think about the theory behind the Elf deck too much.  The problem with ELVES! right now (and the problem with it since around the time Lodestone Golem was printed) is that it doesn't do anything particularly well. 

Pro:  It combos very quickly with a ton of four-ofs.
Con:  It sacrifices disruption and tutoring to do so. If the plan is to meaningfully interact with other decks, TPS, Gush-Tendrills, or Drain-Tendrills is probably better.  If you want balls-to-the-wall combo, Belcher is much faster.  Dredge can play either of those two roles better, as well. 

Pro:  It combos with a beat-down option behind it.  A one-two punch.
Cons:  1) The beatdown express is very slow, especially if you have to try to combo as well.
2)  All the creatures are so small that Pyroclasm, Massacre, and the like all hose it beyond recovery.  Blue decks will probably have a cheap, efficient board sweeper to play against Fishy-type decks, and several tutors to find it. 
3) As discussed above, no disruption to help the Beatdown plan.  Goblins and most Fishy decks do this job much better. 

Con:  It likely outright loses to Oath if the opponent lands an early Oath activation and gets Iona, Griselbrand, or Rune-Scarred Demon. 

Con:  It rolls over to Shops if on the draw at all.  It has a very small percentage Game 1 outside of a blow out Lotus-Land-Glimpse on the play.  It almost requires 8-10 dedicated sideboard slots, and still probably has below a 50% chance even on the play. 

Con:  If it prepares for all the other decks, it probably outright loses to Dredge.

Pro:  It has a good chance of beating a Fishy deck if it can get away with hardcasting Emerakul.  It can win the attrition war with Wirewood Symbiote by himself, or with Elvish Visionary. 


In closing, your decision to (apparently) go straight combo may be the best way to play the deck right now, but I think it's just way too fragile to be a good choice unless you can GUARANTEE that Workshops will not show up.  It can't adequately prepare for a diverse field like Shops, Big Blue, and Dredge can, and it's way too inconsistent to win reliably.  My version probably has the best chance to stand up against a normal competitive metagame, but the chances are probably not that much better. 

That said, I hope you continue to play ELVES! and that it does well for you.  I play a deck with Elf creatures in basically every format, so I know how much fun they can be.  In Vintage, however, where the costs are so high, I'm not comfortable playing a deck that doesn't stand a good chance against the average field without some super luck.  We have a saying around here that goes, "I'd rather be lucky than good."  I agree with that sentiment, but I cannot rely on it.  I guess I'm too much of a coward to play ELVES!, unless it's Christmas and I can wear a Santa hat. 
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« Reply #13 on: June 06, 2012, 08:33:49 pm »

We have a saying around here that goes, "I'd rather be lucky than good."  I agree with that sentiment, but I cannot rely on it.  I guess I'm too much of a coward to play ELVES!, unless it's Christmas and I can wear a Santa hat. 

That put a smile on my face. There's always Xmas in July...
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« Reply #14 on: June 07, 2012, 05:26:09 am »

@rpf5029 : fantastic analysis. Really is not the best moment to play Elves!, but is a cheap and fun option.

According to Titania/Archdruid vs Birchlore choice... it's more important than it could seem. I take titania because some of the statements exposed: dodges chalice and misstep, generates a lot of mana to combo, play emrakul/regal force, dodge spheres, and it's an alternative to revoker on heritage.

Birchlore allows us to drop creatures faster, but with a nettle (what if you don't have nettle? would you risk to pact for it on T2?). Under glimpse, you have to draw 1cc elves or fizzle, under scullclamp it's never enough. It does not allow to play regal force or emrakul. It seems better in T2 to drop more creatures in order to start T3 with a good army into play, but think of this:

T1: forest llanowar, T2: forest birchlore, nettle, quirion, quirion, fyndhorn. T3: 5 mana
vs
T1: forest llanowar, T2: forest titania, quirion. T3: 6 mana, and many more if you play more elves, plus the ability to untap titania for 3 (or more) mana

While the aggro plan is better in scenario A (you start beating quicker), in order to combo scenario B is clearly better IMHO. Besides, if playing arcdruids the aggro plan increases a lot. While it makes a soft T2, T3 and future turns are much better. Paradoxically, while the mana curve increases, this version generates much more mana if the mana ramper success.

With active titania is quite hard to stall on mana when comboing even with skullclamp or under a sphere. With Birchlore is hard to combo even with glimpse, it needs multiple nettles or heritage



Just a question: does anybody have tested root maze? I can't find a more suitable deck to play it than elves! Creatures do not enter tapped, so under heritage you won't have a problem. it slows big blue A LOT (fetches give mana 2 turns later, moxen and lands 1 turn), slows bazaar 1 turn and against MUD it slows 1 turn mana sources (nothing special at all). The ideal turn to play it is T2, after T1 forest, mana elf, and then T2: forest, root maze, titania / two 1cc elves, or just play it in T1?
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« Reply #15 on: August 12, 2012, 07:57:59 pm »

RE: What if you dont have nettle?

Then you can't go off. Nettle is as important to the deck as glimpse or heritage druid.

I have added GSZ to my build. I stupidly assumed it would be a speed bump in comboing off as it doesn't draw cards with glimpse and makes your stuff cost more. How dumb I was. GSZ provides:

- More t1 accelerants with dryad arbor.
- 8! tutors to find your creatures. A worry of not finding nettle was unfounded before and absurd now.
- a more reliable way to get wirewood+visionary going. If your enabler is countered early in the game, it isn't always possible to blow a summoning pact to get a visionary and have enough mana to pay for the pact trigger. This get visionary more cheaply and lets you save wirewood activations for mainphase, not having to upkeep them to pay for pact.
- a way to fill your library if emrakul is on the bottom. Cast GSZ, fail to find, and shuffle it into your library.
- a mainboard alt plan against shops. Instead of trying to combo and fight their spheres, you just want to get enough mana to find viridian shaman + wirewood and win via attacking. Of course, comboing is still an option if they stumble or play something foolish like slash panther. This of course conveniently fights chalice at 1 as well.

And mid combo, you basically want to find shaman+wirewood if you are stalling. I truly believe regal force is unneeded in elves, you have to tools to combo out from just about any situation.


You do win on turn 2 a hair less with gsz but your draws are smoother and win on turn four less as well.

The list:

4 Birchlore Rangers
4 Quirion Ranger
4 Llanowar Elves
4 Fyndhorn Elves
4 Heritage Druid
4 Nettle Sentinel
3 Wirewood Symbiote
1 Viridian Shaman
1 Elvish Visionary

4 Green Sun's Zenith
4 Summoner's Pact
4 Glimpse of Nature
4 Skullclamp

1 Emrakul, the Aeons Torn

13 Forest
1 Dryad Arbor

You can run a mox instead of a forest but I'm not sure that improves the deck by any measurable distinction. Mox is poor synergy with quirion ranger, the card you pretty much need to go off t2. I see mox as good if you have mox+2 lands by t2 but if you have drawn that much mana you may be too threat light to go off t2 and have to wait a turn anyway.

I am not going to discuss titania anymore. That is a different aggro-elves deck.


Maybe I'll record some cockatrice games if there is interest.

Edit - Sideboard!

Still playing with the numbers but I go with

Shop:

3 Forest
3 viridian Shaman

You go up to 17 land + your mana dorks and try to assemble multiple wirewood + viridian shaman. -4 quirion, -2 birchlore. Take out GSZ if they play cage.

Dredge:

3 Surgical
4 Ravenous Trap

-1 viridian shaman, -4 quirion, -1 llanowar, -1 birchlore. The goal is to slow them down more than you slow yourself down. What I take out may not be optimal. I do like to do the whole go to board -> add nothing g2 and them add the full hate package in g3. Seems to work pretty well.

That leaves 2 spaces. I'm trying 2x autumn's veil. Nature's claim may be a good idea if you expect stuff like arcane lab.
« Last Edit: August 13, 2012, 06:38:48 am by Blue Lotus » Logged
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« Reply #16 on: June 30, 2013, 05:50:04 pm »

I have been watching Elves! for quite some time. I love how it just "goes off" like a Vintage Deck should but with a very cheap price tag. With the printing of Abrupt Decay, I think Elves! can be back in business... Here is my list:


Elves!

3 Llanowar Elves
3 Fyndhorn Elves
3 Deathrite Shaman
4 Heritage Druid
4 Birchalore Rangers
4 Nettle Sentinel
4 Priest of Titania
2 Wirewood Symbiote
2 Quirion Ranger
1 Elvish Visionary
1 Viridian Shaman
4 Glimpse of Nature
4 Skullclamp
2 Green Sun's Zenith
Fastbond
1 Concordant Crossroads
1 Regal Force
1 Emrakul, the Aeon's Torn
4 Verdant Catacombs
8 Forest
2 Bayou
1 Gaea's Cradle

Sideboard

2 Seeds of Innocence
3 Viridian Shaman
2 Gleeful Sabotage
4 Abrupt Decay
4 Grafdigger's Cage

I think this list could hit Workshops hard since Abrupt Decay answers both Chalice of the Void AND Sphere effects.
The singleton Concordant Crossroads is just a "win right away" card and Fastbond allows you to play all the lands you draw when going off, making them less dead, it also combos with Quirion Ranger and Wirewood Symbiote.
Deathrite Shaman has proven its worth in Vintage, disrupting graveyards, making mana, or killing the opponent.
I chose to run Green Sun's Zenith over Summoner's Pact because it gets around Chalices and puts the target searched for into play.
I think with Gaea's Cradle being a 1 of you won't have too many problems with it being in your opener.
I tried this as an unpowered list to see what people thought, it could easily have Black Lotus and Mox Emerald in it if need be.

This is my take on the Little Green Men!


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« Reply #17 on: June 30, 2013, 10:24:04 pm »

I have been watching Elves! for quite some time. I love how it just "goes off" like a Vintage Deck should but with a very cheap price tag. With the printing of Abrupt Decay, I think Elves! can be back in business... Here is my list:


Elves!

3 Llanowar Elves
3 Fyndhorn Elves
3 Deathrite Shaman
4 Heritage Druid
4 Birchalore Rangers
4 Nettle Sentinel
4 Priest of Titania
2 Wirewood Symbiote
2 Quirion Ranger
1 Elvish Visionary
1 Viridian Shaman
4 Glimpse of Nature
4 Skullclamp
2 Green Sun's Zenith
Fastbond
1 Concordant Crossroads
1 Regal Force
1 Emrakul, the Aeon's Torn
4 Verdant Catacombs
8 Forest
2 Bayou
1 Gaea's Cradle

Sideboard

2 Seeds of Innocence
3 Viridian Shaman
2 Gleeful Sabotage
4 Abrupt Decay
4 Grafdigger's Cage

I think this list could hit Workshops hard since Abrupt Decay answers both Chalice of the Void AND Sphere effects.
The singleton Concordant Crossroads is just a "win right away" card and Fastbond allows you to play all the lands you draw when going off, making them less dead, it also combos with Quirion Ranger and Wirewood Symbiote.
Deathrite Shaman has proven its worth in Vintage, disrupting graveyards, making mana, or killing the opponent.
I chose to run Green Sun's Zenith over Summoner's Pact because it gets around Chalices and puts the target searched for into play.
I think with Gaea's Cradle being a 1 of you won't have too many problems with it being in your opener.
I tried this as an unpowered list to see what people thought, it could easily have Black Lotus and Mox Emerald in it if need be.

This is my take on the Little Green Men!




There's a lot to like in your list.  I'm a big fan of trying the Fastbond plan, and the number of slots you are dedicating to Workshops in the board is most impressive.  I'm liking the Abrupt Decay tech, as well -- it seems to have a surprising amount of value. 

I would test against Shops -- and heavily -- before playing this in an event, though.  I tested against Martello for around two hours today, and no matter what I did I was getting blown out left and right.  Revoker can be such a beating... I'm going to have to try your list out to see how I like the Abrupt Decays / other black cards. Thank you for posting! 
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« Reply #18 on: June 30, 2013, 10:28:49 pm »

I have been watching Elves! for quite some time. I love how it just "goes off" like a Vintage Deck should but with a very cheap price tag. With the printing of Abrupt Decay, I think Elves! can be back in business... Here is my list:


Elves!

3 Llanowar Elves
3 Fyndhorn Elves
3 Deathrite Shaman
4 Heritage Druid
4 Birchalore Rangers
4 Nettle Sentinel
4 Priest of Titania
2 Wirewood Symbiote
2 Quirion Ranger
1 Elvish Visionary
1 Viridian Shaman
4 Glimpse of Nature
4 Skullclamp
2 Green Sun's Zenith
Fastbond
1 Concordant Crossroads
1 Regal Force
1 Emrakul, the Aeon's Torn
4 Verdant Catacombs
8 Forest
2 Bayou
1 Gaea's Cradle

Sideboard

2 Seeds of Innocence
3 Viridian Shaman
2 Gleeful Sabotage
4 Abrupt Decay
4 Grafdigger's Cage

I think this list could hit Workshops hard since Abrupt Decay answers both Chalice of the Void AND Sphere effects.
The singleton Concordant Crossroads is just a "win right away" card and Fastbond allows you to play all the lands you draw when going off, making them less dead, it also combos with Quirion Ranger and Wirewood Symbiote.
Deathrite Shaman has proven its worth in Vintage, disrupting graveyards, making mana, or killing the opponent.
I chose to run Green Sun's Zenith over Summoner's Pact because it gets around Chalices and puts the target searched for into play.
I think with Gaea's Cradle being a 1 of you won't have too many problems with it being in your opener.
I tried this as an unpowered list to see what people thought, it could easily have Black Lotus and Mox Emerald in it if need be.

This is my take on the Little Green Men!




There's a lot to like in your list.  I'm a big fan of trying the Fastbond plan, and the number of slots you are dedicating to Workshops in the board is most impressive.  I'm liking the Abrupt Decay tech, as well -- it seems to have a surprising amount of value. 

I would test against Shops -- and heavily -- before playing this in an event, though.  I tested against Martello for around two hours today, and no matter what I did I was getting blown out left and right.  Revoker can be such a beating... I'm going to have to try your list out to see how I like the Abrupt Decays / other black cards. Thank you for posting! 

Thank you for your positive feedback! I have always loved Elves! but was afraid to pick the deck up because of Workshops, I think that a list like this will work and may influence me to start picking up little green men here and there!

What is your thought on the lack of Power?
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« Reply #19 on: July 01, 2013, 01:32:40 am »

I think with the rules change you want more then 1 cradle since multiples are not dead now.
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« Reply #20 on: July 01, 2013, 02:02:02 am »

I think with the rules change you want more then 1 cradle since multiples are not dead now.

Hand of 6 Elves and a Cradle is a mulligan.
It's not good in opener unless you have other lands.
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« Reply #21 on: July 01, 2013, 07:03:12 am »

Although it has proven its worth, I'm not sure if Deathrite Shaman fits in the deck. Many times I'd draw it and wish it could tap for mana but the requirement of a land in the graveyard hinders that.

Cards that are up for consideration:

Craterhoof Behemoth: it wins when it resolves, can also be Zenithed into play.
More Viridian Shaman main for Workshops.
Elvish Archdruid: more Priest of Titania effects and an anthem to assist with the beatdown plan.
Elves of Deep Shadow: our splash color is Black, so why not?
Elvish Mystic: more mana dorks.
Arbor Elf: can untap Bayou.
Ezuri, Renegade Leader: with mana investment can outright win, also protects guys.
Joraga Warcaller: Anthem effect for beats.

Let me know your thoughts and if you have any other ideas feel free to post them.
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« Reply #22 on: July 01, 2013, 07:51:26 am »

Although it has proven its worth, I'm not sure if Deathrite Shaman fits in the deck. Many times I'd draw it and wish it could tap for mana but the requirement of a land in the graveyard hinders that.

Cards that are up for consideration:

Craterhoof Behemoth: it wins when it resolves, can also be Zenithed into play.
More Viridian Shaman main for Workshops.
Elvish Archdruid: more Priest of Titania effects and an anthem to assist with the beatdown plan.
Elves of Deep Shadow: our splash color is Black, so why not?
Elvish Mystic: more mana dorks.
Arbor Elf: can untap Bayou.
Ezuri, Renegade Leader: with mana investment can outright win, also protects guys.
Joraga Warcaller: Anthem effect for beats.

Let me know your thoughts and if you have any other ideas feel free to post them.

Anthem effects can be strong, but they brick Skullclamp pretty hard.  Archdruids might be okay in the sideboard, but I wouldn't play them main deck for that reason.  Joraga Warcaller and Ezuri are much better in this regard. 

It's unsurprising that you're having trouble with Deathrite Shaman producing mana -- you're only running four fetches!  You could try running more fetches before discounting the Deathrite Shaman plan completely.
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« Reply #23 on: July 01, 2013, 08:13:44 am »

I think with the rules change you want more then 1 cradle since multiples are not dead now.

Hand of 6 Elves and a Cradle is a mulligan.
It's not good in opener unless you have other lands.

I think you could get away with running the second one at the very least.  It's a free Priest of Titania in many ways, and your build showcases that it wants to maximize her.  A second copy over Forest won't ruin your keepable hand percentage, and might even increase it.
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« Reply #24 on: July 01, 2013, 11:49:49 am »

On Top of it you should be running spirit guide as its a main deck way to help you in the shop matchup and spirit guide cradle 5 dudes becomes an instantly keepable hand.
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« Reply #25 on: July 01, 2013, 08:20:18 pm »

The other problem I have with Shaman is the 2 toughness, making Skullclamp unable to draw off it unless I have 2.
For budget purposes, would Overgrown Tomb be able to take Bayou's spot? The life loss is kind of irrelevant.
I agree with the Cradle suggestion 2 might be good it's such a great card.
In the spots for Shaman, I'd play 3 Elvish Mystic or Elves of Deep Shadow, or potentially Arbor Elf.
All in all I think this deck is a deck I'm going to be picking stuff up for.
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« Reply #26 on: July 01, 2013, 10:41:20 pm »

Another card I thought of for consideration is Vexing Shusher.
It gets around Chalices and counters, allows your draw engines to resolve.
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« Reply #27 on: July 02, 2013, 08:27:29 am »

Another card I thought of for consideration is Vexing Shusher.
It gets around Chalices and counters, allows your draw engines to resolve.

Vexing Shusher is interesting to let draw engines resolve, but terrible against Chalice of the Void.  You will rarely -- if ever -- have extra mana to resolve one drops through the Chalice with other sphere effects floating around. 

If you lose the Deathrite Shaman, I'm not convinced that the black splash is even worth it. Abrupt Decay doesn't really do that much by itself.  The two color requirement makes it do tenuous work against shops, and against most other decks it's just dead.  You shouldn't need it in Fish matchups, and against Time Vault it's usually a one-trick pony that is dead most of the time.  I guess it does work against Oath, too, but you have so much Oath hate already.
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« Reply #28 on: July 02, 2013, 09:03:11 am »

I can fit more fetches in and make Shaman work, it's actually better than I originally thought.
Have you been able to test my list at all Ryan?
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« Reply #29 on: July 02, 2013, 09:23:44 am »

I can fit more fetches in and make Shaman work, it's actually better than I originally thought.
Have you been able to test my list at all Ryan?


Not your list specifically, no.  This is what I tested with on Sunday:  

4 Llanowar Elves
3 Fyndhorn Elves
4 Deathrite Shaman
3 Heritage Druid
2 Birchlore Rangers
4 Nettle Sentinel
2 Priest of Titania
3 Wirewood Symbiote
2 Quirion Ranger
1 Elvish Scrapper
1 Elvish Visionary
1 Viridian Shaman
4 Glimpse of Nature
4 Skullclamp
3 Green Sun's Zenith


1 Regal Force
1 Emrakul, the Aeon's Torn
4 Verdant Catacombs
2 Wooded Foothills
2 Forest
3 Cavern of Souls
2 Bayou
2 Gaea's Cradle
1 Mox Emerald
1 Black Lotus

Sideboard
1 Caustic Wasp
1 Elvish Scrapper
2 Seeds of Innocence
2 Viridian Shaman
3 Cabal Therapy
2 Gleeful Sabotage
4 Grafdigger's Cage

In testing, I was having a pretty big problem with Martello's relative threat density.  No matter what I seemed to draw, it always had an answer.  My opponent always had Revokers for my mana dorks, or I didn't draw enough land, or Chalice at 1 hit and I had no way in my hand to deal with it.  The list goes on and on.  One thing I really like about Abrupt Decay is that it deals with Revokers and Oath.  Still not sure that it's good enough against Time Vault.  

I playtested some against Landstill as well, and I'm not sure how bad that match-up is for us.  Of course, if they hit EE it's likely all over, but Cavern should help us race pretty quickly.  Cabal Therapies in the sideboard might help, but I'm toying with the idea of playing Null Rod instead.  Not sure what I would cut from the board.  Deathrite is mainly there to combat Blue decks, to be honest.  

I can't decide if I miss the extra Priests that you have in your build.  Obviously, I'm skimping on Quirion Rangers because of the Caverns.  I also think Wirewood Symbiote is more important against Shops late game to get a soft lock with Viridian Shaman.  If only Wizards had given us a green pitch spell to deal with artifacts a la Force of Will or Abolish, or gave us a Phyrexian Mana Naturalize in Rize of Eldrazi -- then we would be much better equipped to deal with shops.  

Also, part of me likes the fact that you have so many forests, since you need to hit your land drops against Shops.  Unfortunately, they make comboing out against all the other decks a HUUUUUUUUUUUUUUUGE pain.  It's so aggravating.  

For what it's worth, I'm definitely on the Elvish Mystic plan -- diversifying threats and stuff.  Why did Wizards have to make a pithing needle that hits non-land mana abilities?  Probably just to piss me off. 
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