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Let's Play: Elfball!

Legacy Elves Ramp RG (Gruul) Tribal

Albino


Maybeboard

Enchantment (3)


I am looking for ways in which I can improve the ramp without sacrificing the wall of elves, considering how they are an efficient stalling method, giving me time to mana up. I have been considering Overgrown Battlement , Axebane Guardian and a variety of other mana-walls. Unfortunately the 0 power makes their repellent abilities far below that of the elves, and in additon, their CMC is very high when compared to the elves... the walls didn't make it. (I did however make a second deck, where the elves are replaced by walls, but as expected, it didn't really turn out all that well.)

Some card discussion, and elaboration upon inclusion:

  • Garruk, Primal Hunter is a fairly odd inclusion in the deck, seeing as he doesn't ramp, he doesn't deal very much damage, or really does anything at all (to be quite fair). He's only in the deck for two reasons, to be honest; he's a filler, and his ultimate becomes insane if I've had Frontier Guide out for a while.

  • Glistener Elf is also a fairly odd inclusion, as the lone creature in the deck with Infect, it seems extremely out-of-place. However, as an 1cmc elf, it is virtually free when a Priest of Titania or Elvish Archdruid is on the battlefield, it gains from the +1/+1, and can end the game the turn after it enters the battlefield if Kessig Wolf Run is out.

  • Wurmcoil Engine , Worldspine Wurm : these serve as alternative win-conditions, if somehow, the fireballs are out of reach. The ramp provided by the elves make it so that the Worldspine Wurm is not as much of a stretch as one would expect.

  • Kessig Wolf Run serves as yet another potential win-con. A Llanowar Elves is not particularly scary on its own, but if you are faced with a 13/1 elf with trample every round, that may change.

  • Mizzium Mortars is included because it has the ability to deal with pretty much any sort of crap my opponents may decide to throw in my face - your average elf swarm can't stand it and humans fall like flies.

  • Staff of Nin functions as the draw engine in the deck - after a while, the deck just runs out of oumph, and that's when Staff of Nin gets you back into the game - it draws you extra cards, and can deal with troublesome creatures like for instance Blood Artist or a Champion of the Parish before it gets time to grow.

All comments and/or criticism is greatly appreciated, as usual. :-)

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Date added 11 years
Last updated 11 years
Legality

This deck is Legacy legal.

Rarity (main - side)

3 - 0 Mythic Rares

26 - 0 Rares

6 - 0 Uncommons

13 - 0 Commons

Cards 60
Avg. CMC 2.61
Tokens Beast 3/3 G, Wurm 3/3 C w/ Deathtouch, Wurm 3/3 C w/ Lifelink, Wurm 5/5 G w/ Trample, Wurm 6/6 G
Folders Ramp -> Damage:
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