Rosheen's journey continued well after The Great Aurora and the stories of Shadowmoor. Her accurate prophecies continued to attract seekers of wisdom and enlightenment from far and wide, even across planes. Her constant babbling particularly interested the elves, who wished for Rosheen to impart her wisdom to them. An offering of a goat gained her trust and an alliance was formed.
"The hardest lesson for any elf to learn is humility. It takes a giant to teach that."
Elfball is an old strategy infamous among veteran players. The word comes from a contraction of Elf and Fireball, which summarizes the strategy very well. Play lots of elves. Make lots of mana. Cast a Fireball. Win.
With the downgrade of Rosheen Meanderer to uncommon, Elfball is now an available strategy in PDH. Will an army of elves led by a giantess burn a meandering path to victory?
Card Choices
Arbor Elf: works very well with Elvish Guidance, which can get out of control very quickly. Note that it only untaps forests, not non-basics or mountains.
Quirion Ranger/Seeker of Skybreak: These allow us to abuse the broken tap abilities of our elves.
Gaining tons of life, making really mean lands, or pumping up creautres to crazy sizes.
Elvish Skysweeper: a card I never thought I'd play, but here we are. In a deck that has access to tons of mana and tons of elves, this can be a repeatable removal spell against fliers and be very difficult to deal with. PDH is about value!
Fierce Empath: It only has a handful of targets, but they are powerful. Ulamog's Crusher, Maul Splicer, Eldrazi Devastator or even Elvish Aberration can change the game massively.
Wildheart Invoker: this is a rather beefy elf that also happens to be a great mana sink. Giving trample is also extremely important.
Entourage of Trest: It's very easy to keep control of the monarchy with this deck. Blocking an extra creature is nice on a 4/4 body.
Lifecraft Cavalry: just a beefy 6/6 trample for cheap with a very easy condition to meet.
Fireball: The classic, though not always the best in every scenario.
Disintegrate: Exiling a creature can be pretty important in some matchups.
Lava Burst: In the same vein as Disintegrate, the unpreventable damage can be crucial against some decks.
Rolling Thunder: Probably the best Fireball, as it can redirect however you want for just an extra mana.
Slime Molding/ Ivy Elemental: These mana sinks are excellent as they can equate to many Fireballs, depending on whether the opponent can block/remove them or not.
X-Spells that exist but were cut/never included: Heat Ray, Rock Slide, Thrive, Stream of Life, Meteor Shower, Wave of Indifference.
Gorilla Shaman: there are lots of artifacts to much in this format, and Rosheen lets you get to X=2 immediately,
making the Mox Monkey an excellent removal spell.
Untamed Might: Most useful against opponents who don't know we have this card. Otherwise, we can usually force through an attack with sheer numbers, making this almost as good as a Fireball.
Sprout Swarm: While not an X spell and not interacting with our Commander, this card gets out of control quick considering how much mana this deck makes and how many small creatures we have.
Reclaim/Revive/Elven Cache: They can return a Fireball to be reused, or important creature that hit the bin.
Evolution Charm: Has a mode to return a creature, but can also fix your mana or go for an unexpected flying offensive.
Fissure: Mostly a creature removal spell, but can occasionally hit a land if necessary.
Scour from Existence: Because we can afford it, that's why.
Mana Geyser: An extremely powerful card in regular Commander, this is incredibly valuable to this deck.
It is easily capable of creating 10+ mana in the late game. Combine it with Elven Cache or Anarchist...
Anarchist: Gets us back our Fireballs, which are mostly sorceries. Not an elf.
Soulbright Flamekin: This creature does a lot of subtle things. First, it gets you from 6 to 8 by itself,
so it ramps. Second, it gives your stuff trample, so it breaks stalemates. Third, it fixes you mana, in case you'd need to convert Green to Red. All this from a 2-drop with 2 power makes for a great card.
Whispersilk Cloak: this makes our Ivy Elemental or Ulamog's Crusher extra deadly and puts a fast clock on the opponent. Keep in mind you can't pump the creature with your spell/abilities because of shroud,
which isn't hexproof.
Spidersilk Armor: This lets us dodge most common sweepers and gives flyers a really hard time.
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