For the purpose of this category, I will be defining a value creature as any creature that has an effect that generates value when it etbs, ltbs, or dies.
Acidic Slime
- Blowing up basically any non-creature permanent is pretty good. EDH players love running around with powerful artifacts, enchantments, and even lands (this deck is a prime example), and this card is a great way to say no to that.
Angel of Finality
- Graveyards-matter strategies are another staple of EDH, and a very powerful one at that. Unfortunately for all those Muldrotha players out there, we don't want other people to have fun, so this card is here to shut down other peoples' graveyards.
Angel of Sanctions
- Previously mentioned in the token copies section, this is a great temporary answer to any troublesome nonland permanent.
Avenger of Zendikar
- Making a giant army of plants that grow as you play lands is always pretty alright. It gets even better if you have combos that can, say, fetch all the plains in your deck. Or maybe, populate
Avenger of Zendikar
so you get multiple landfall triggers for each land you play. While I hate the idea that this card doesn't draw me cards or fetch me lands or blow up problematic permanents, this is probably one of the most synergistic win conditions for this deck.
Elvish Rejuvenator
- A sort of
Rampant Growth
on a stick, this guy is really great because, while he can whiff sometimes, he can also find some of our powerful utility lands, which can do some incredibly powerful things.
Elvish Visionary
- One of our cycling creatures, this guy's actually the only one of our 2-cmc cyclers that can actually attack (really important for
Blade of Selves
).
Eternal Witness
- This card is a staple in green decks, and gets even better with how many ways we have to reuse his effect.
Farhaven Elf
- Probably the worst of our ramp creatures, however he's still a 3-cmc
Rampant Growth
on a stick, which is really good in this deck.
Fiend Hunter
- Cheap removal on a stick is always good, and this guy's one of the cheapest. In combination with a sac outlet, you can permanently exile an opposing creature. In addition, this guy can combo with
Sun Titan
or
Karmic Guide
to give you infinite sacrifices.
Fierce Empath
- This card is incredibly powerful. There's so much power on the 6+ cmc creatures in the game. In this deck, it can fetch you a finisher, ramp, removal, recursion, draw... Basically it can be literally whatever you need at the time. I remember one game, I was sitting around basically doing nothing with just Trostani in play and one card in hand (a land). My opponent had set up lethal, and I needed this draw to be a big one to get me out of this pickle. I drew
Fierce Empath
, and proceeded to find
Emeria Shepherd
, get back a
God-Pharaoh's Gift
, use it to reuse the Empath, and finish the turn off by playing out a 20/20ish
Ulvenwald Hydra
. As you can imagine, this play kind of tipped the scales in my favor, and I ended up winning the game.
Greenwarden of Murasa
-
Eternal Witness
is so good in this deck that we play a 6-mana E-Wit. The second part of this guy doesn't come up all that much, so basically that's what this guy is, and he's still fantastic!
Karmic Guide
- Reanimating a creature onto the battlefield with a creature is a very powerful ability. While this card theoretically has the downside of its echo cost, often we actually like that it can sacrifice itself. In addition, this is one half of several infinite combos, all giving infinite sacrifices, and one letting you recur a large part of your graveyard in addition. The only downside to this card (if you can call it that), is that it costs 5 mana instead of 6, and can't be fetched by
Fierce Empath
.
Meteor Golem
- I was really excited when this card was printed, because it gives so many decks a lot more options, letting them include a card that can get rid of basically any problematic permanent (with the exception of lands). In addition, this card hits two very relevant card types, and has 6+ cmc to be found with
Fierce Empath
.
Regal Behemoth
- So let's get this straight, this is a nonlegendary creature-based mana doubler that can draw you cards? That doesn't sound broken at all... I really like the effect the monarch mechanic can have on games, and in addition to that this is just a great card. Have you ever gotten to the point where each of your lands taps for 15 mana? If not, I definitely recommend it. Basically, this card is ridiculous in this deck. It's very mana hungry, so doubling your mana is sweet, and if you can make a token copy of it, it scales extremely well.
Reveillark
- A large number of our value creatures have power 2 or less, so it's fairly easy to draw a couple cards or fetch a couple lands off of its ltb trigger. Not only that, this forms a loop with
Karmic Guide
that gives you infinite sacrifices and loop every creature with power 2 or less in your graveyard.
Sakura-Tribe Elder
- Another great ramp creature, this one is probably the best, if only because it comes down a turn sooner than the others. In addition, it sacrifices itself, so it can fetch all the plains in your deck with
Emeria Shepherd
without even needing a sac-outlet.
Satyr Wayfinder
- Kind of a cycling creature, it finds you a land while also helping to fill your graveyard with recursion targets. Each effect on its own is pretty mediocre, but together I think they add up to a reasonable card.
Skullwinder
- An
Eternal Witness
that can be used politically to help the table get out of a tricky spot. In addition, it has deathtouch, so it makes a pretty threatening blocker.
Skyscanner
- The only 3-cmc cycling creature in the deck, this guy is actually really good, because it doesn't require colored mana and is a flier for when you need to block big scary dragons.
Solemn Simulacrum
- This guy is great value, getting you lands on etb, then cycling when he dies. Much like
Skyscanner
, the fact that he doesn't require colored mana can occasionally come in handy.
Sumala Woodshaper
- This is a great cycling creature for its ability to dig and help you find whatever you need at the time. Adding the ability to find enchantments was what pushed it over the top for me, since you can dig for your sacrifice outlets off of this. In addition, having a 4-drop cycling creature that doesn't need to be sacrificed is nice for
Uncage the Menagerie
piles.
Sun Titan
- Much like with
Reveillark
, this guy's ability can recur a large number of the other value creatures in this deck, as well as getting back some of our powerful enablers. And here's the obligatory mention that he combos with
Fiend Hunter
for infinite sacrifices.
Terastodon
- This card is like an
Acidic Slime
on steroids: it can blow up tons of troublesome permanents, or even blow up your own stuff to get elephants to populate. Unfortunately, this can't hit artifact/enchantment creatures like
Acidic Slime
, but that's a fairly minor downside.
Ulvenwald Hydra
- Getting any land in the deck is incredibly powerful, letting you find
Mirrorpool
to start populating creatures,
Buried Ruin
to recur artifacts,
Reliquary Tower
if you have to many cards in hand, or even just a lowly dual land if you need colored mana. The possibilities are pretty much endless with this guy.
Wall of Blossoms
- One of the cycling creatures in the deck, it can't attack for
Blade of Selves
, but is pretty great in all other regards.
Wall of Omens
- One of the cycling creatures in the deck, it can't attack for
Blade of Selves
, but is pretty great in all other regards.
Wood Elves
- The final ramp creature in the deck, this guy can be really good to generate you some more colored mana in the middle of a power turn.