Green Elf Deck

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Elf Deck

The main reason this deck needs modifying is because when ever I play the deck I usually become the first target, what I really need to happen with this deck is for it to go faster so that I can hit the opponent and wipe the threats out whil protecting myself.

I have some idea's already for protection with card's like Vitalize so that I have defenders or combined with Helix Pinnacle for a quick win. But the main problem is that I got stuck in a game with one of the opponents having a Spike Weaver and it basically froze up the game with all my creatures out and the only thing keeping me alive was my Elvish Soultiller keep dying.

Any and all idea's are acepted other than adding black to the deck.

Planeswalker
Nissa Revane x1

Creature 
Elvish Visionary x3
Ezuri's Archers x1
Elvish Soultiller x2
Imperious Perfect x1
Joraga Treespeaker x2
Talara's Battalion x1
Elvish Harbinger x1
Oracle of Mul Daya x1
Nullmage Shepherd x3
Llanowar Elves x3
Elvish Champion x4
Elvish Archdruid x2
Sylvan Ranger x3
Jagged-Scar Archers x1
Joraga Warcaller x1
Gaea's Herald x2
Twinblade Slasher x1
Tajuru Preserver x1
Immaculate Magistrate x2

Artifact
Coat of Arms x2
Lotus Petal x2

Sorcery
Praetor's Counsel x1
Elvish Promenade x2
Glimpse of Nature x2

Enchantment
Asceticism x1
Concordant Crossroads x2

Lands
Forest x11
Pendelhaven x1
First of all, you need to take out most of the elves and add a bunch of Black staples to this deck. And by most, I obviously mean all. Remove everything except the lands and replace them with Black cards from my guide. Then, remove the lands and replace them with Swamps and such. Once you've done that, we can start improving the deck's clock and enabling it to deal with Spike Weavers and such.

Moving on, all elf decks should have:

Combo
4x Glimpse of nature
4x Nettle Sentinel
4x Heritage Druid

Support
4x Elvish Visionary
4-8x 1 CMC mana elves (Llanowar Elves, Fyndhorn Elves)
4x Wirewood Symbiote
2-3x Summoner's Pact
4x Green Sun's Zenith

Game Enders
1x Joraga Warcaller
1-2x Regal Force

As a baseline. From there you can build it up however you want. If Fog effects are killing you then using Gaea's Cradle and Emrakul, the Aeons Torn is easily your best bet. Sure, let them Fog you, you're still forcing them to sacrifice 6 permanents a turn. Vengevine can be very effective card to add as well, and so these decks will often field cards such as Fauna Shaman (it's an elf!), Intuition and Buried Alive to get many of them into your graveyard. Actually, wait, you took out most of your Green cards for Black cards right? So yeah, Buried Alive would fit nicely into a Vengevine based deck if you go with that route.
My guide to Black multiplayer cards and strategies: http://community.wizards.com/go/thread/view/75842/18893722?sdb=1&post_num=1#322195706 My guide to Red multiplayer cards and strategies: http://community.wizards.com/go/thread/view/75842/28999213/?sdb=1&post_num=1#517562879 My guide to White multiplayer cards and strategies http://community.wizards.com/go/thread/view/75842/29011349/?sdb=1&pg=last#517773211 My guide to Green multiplayer cards and strategies http://community.wizards.com/go/thread/view/75842/29034323/Tichs_Guide_to_Green_Multiplayer_Cards_and_Strategies
Although Tich knows a lot about multiplayer and generally suggests the strongest cards possible he has no idea what makes elf decks in multiplayer tick (pun intended).

Tich is suggesting a Legacy based Elf Ball deck that can dump Emrakul, the Aeons Torn turn 2 if lucky. Great in legacy, not so much in free for all because 1 sweeper later (which you will encounter before everyone is dead by Cthulhu) you are dead in the water.

Elf decks are a specialty of mine (been playing them ever since I play magic and I love them and I currently play a lot of multiplayer). To kill an entire table you need more resiliance. The best card for this is Masked Admirers because it comes back again and again and again.

Personally I loathe Priest of Titania in multiplayer because it draws a lot of hate, sets you up for a big loss when the inevitable sweeper hits the table and is pretty useless late game. But I am alone in this opinoin 99% of the time.

You really need some removal, any removal, so add in 4x Beast Within and a lot of things wont bother you anymore.

Keep the Praetor's Counsel because it is a gamewinner if it resolves with a filled graveyard.

Essence Warden is a great multiplayer elf that will net you huge amounts of life.

Wirewood Lodge is a necessity for all elf decks in multiplayer because it gives pseudo vigilance as well as lots more goodies form all your tap abilites.

I love Bloodbraid Elf (I even splash red just for that in one of my elf decks).

Man lands like Treetop Village are also a great way to still be dangerous after a sweeper.
Kamikazegerbil wrote: Coke Spill Level 1 Encounter Attack Power Trigger: You must be pouring yourself a drink Range: Close Blast 1D10 from Player Target: All creatures and objects within blast Attack: Any vs. Reflex Hit: 1d6 Fizzy damage and target is wet (save ends) Aftereffect: Target is sticky (save ends)
I strongly disagree with that assessment. You've clearly never seen an elf deck in action or you would know that Emmy is secondary to Joraga Warcaller who can create an army of 15+ power creatures that will outright kill your opponents. You suggested cards like BBE and whatnot, how exactly does that protect you from Wrath? It doesn't. All of the creatures that you named are slow creatures with a slow clock that are extremely weak to mass removal. The deck that I suggested can power out a Joraga Warcaller that can outright kill each of your opponents on turn ~4.  He wanted speed, I don't see how adding a bunch of 4 mana creatures and removal is going to protect him from Wrath effects. Elf decks are always going to be vulnerable to mass removal, that's why it should try to kill as fast as possible. My deck is fast, my deck has the potential for the turn 3 kills. Yours doesn't. 

But, by all means, if you a want a slow and terrible deck that will die horribly to removal, play the deck that he suggested. I clearly have no idea what I'm talking about if I'm going for those turn 3 wins in multiplayer. Those Legacy strategies that enable you do to hundreds of damage in the first few turns are worthless in multiplayer after all. Better listen to the "specialist" who thinks that Priest of Titania is bad, he clearly knows better than the rest of the world.
My guide to Black multiplayer cards and strategies: http://community.wizards.com/go/thread/view/75842/18893722?sdb=1&post_num=1#322195706 My guide to Red multiplayer cards and strategies: http://community.wizards.com/go/thread/view/75842/28999213/?sdb=1&post_num=1#517562879 My guide to White multiplayer cards and strategies http://community.wizards.com/go/thread/view/75842/29011349/?sdb=1&pg=last#517773211 My guide to Green multiplayer cards and strategies http://community.wizards.com/go/thread/view/75842/29034323/Tichs_Guide_to_Green_Multiplayer_Cards_and_Strategies
I agree with helphelp here..............Have you ever concidered the fact that he does not want to win the game by turn 2-3?? Or do you just think that you decks are perfect and you know what people want all the time.....people dont want dick decks that win by turn 2-3 some people like playing the game to have abit of FUN and JOKE around and have a LAUGH with MATES........thats what some people want!!
I agree with helphelp here..............Have you ever concidered the fact that he does not want to win the game by turn 2-3?? Or do you just think that you decks are perfect and you know what people want all the time.....people dont want dick decks that win by turn 2-3 some people like playing the game to have abit of FUN and JOKE around and have a LAUGH with MATES........thats what some people want!!



Fortunately for me I went to grade school and learned how to read. From the OP:

Elf Deck
The main reason this deck needs modifying is because when ever I play the deck I usually become the first target, what I really need to happen with this deck is for it to go faster so that I can hit the opponent and wipe the threats out whil protecting myself.

 

God forbid I suggest a fast deck when that's what he "really need[s] to happen." He wants to modify it, he wants more speed and he wants to wipe out threats. So, I'm going to use your own logic against you. Have YOU ever considered that some people want fast decks because otherwise people will gang up on them and take them out? If helphelpe wants to suggest a deck, that's fine. If he's going to slander my name by saying that I have no idea how to build an Elf deck then that's a different story. I can build a fast, competitive Elf deck. That is what the OP has asked for, at least as far as I'm concerned. I'm not going to sit back and have someone tell me that I'm wrong if he then goes on to suggest slow cards for a slow deck that is FAR more vulnerable to sweepers than my deck is.
My guide to Black multiplayer cards and strategies: http://community.wizards.com/go/thread/view/75842/18893722?sdb=1&post_num=1#322195706 My guide to Red multiplayer cards and strategies: http://community.wizards.com/go/thread/view/75842/28999213/?sdb=1&post_num=1#517562879 My guide to White multiplayer cards and strategies http://community.wizards.com/go/thread/view/75842/29011349/?sdb=1&pg=last#517773211 My guide to Green multiplayer cards and strategies http://community.wizards.com/go/thread/view/75842/29034323/Tichs_Guide_to_Green_Multiplayer_Cards_and_Strategies
a slow deck that is FAR more vulnerable to sweepers than my deck is.



I agree that your list is more in line with the OP's desire for more speed and hitting before sweepers, but your deck is also crazy weak to sweepers compared to helphelpe's. He's suggesting manlands, Praetor's Counsel, Masked Admirers, and BBE (which helps with sweepers because you get two bodies with one card. Sorry you missed that.), all of which make his deck very resilient to Wrath of God, while yours combos out, doesn't kill every player in one hit, and then you eat a Wrath and have an empty hand and half your deck in the graveyard.

So, you're correct that his deck is slower and your deck is more in line with the OP's wishes, but incorrect in your assessment of how Wrath of God works. 
Etiamnunc sto, etiamsi caelum ruat.
Step one: run more lands. I don't see how 12 lands is enough for a 60 card deck when most of your mana accel is 2+ mana. Use more lands (I sugest closer to 24 lands). Harrow is my mana accel of choice when playing mono green with lots of basic forests. it costs 3 mana to cast but effectivly only costs you 1 mana since the land comes into play untapped.

Step two is consisntency. This means ditching your weaker cards in favor of running 4 copies of your more powerful cards. while you do have 4 copies of your Elvish Champion that card is both more expencive ($$ wise) and less useful than your other elf lords Imperious Perfect, Joraga Warcaller, and Elvish Archdruid unless your opponents are playing green.

Step three is Overrun. I am going to assume your local multiplayer meta is composed of mostly aggro style play if the deck you posted is getting hated out for being too strong. overrun effects will dominate an environment like that. Bonus points for reusable overruns like Garruk Wildspeaker or Kamahl, Fist of Krosa. garruk should be your planeswalker of choice. Nissa is interesting with Eldrazi Monument but is far from nessessary.

Step four: crush your opponents until they build comparable decks and then build the deck Tich sugested and give them a thrashing so brutal that you get defriended from facebook.
I modified the deck a bit to test a few other ideas with the cards I currently have although before I can test Tich's idea though I will see if this works.

Aawell mana is not a problem with this deck when I can get almost four mana of my first trun and a hell of a lot on the second.

Planeswalker
Garruk Wildspeaker x2

Creature 
Elvish Visionary x3
Elvish Soultiller x2
Imperious Perfect x2
Joraga Treespeaker x2
Elvish Harbinger x2
Nullmage Shepherd x2
Llanowar Elves x3
Elvish Champion x4
Elvish Archdruid x2
Sylvan Ranger x3
Jagged-Scar Archers x3
Joraga Warcaller x2
Immaculate Magistrate x2

Artifact
Coat of Arms x1
Lotus Petal x2

Sorcery
Praetor's Counsel x2
Elvish Promenade x2
Glimpse of Nature x2
Beast Within x2

Enchantment
Asceticism x1
Concordant Crossroads x2

Lands
Forest x11
Pendelhaven x1

I will further modify the deck when I test it later so I know what needs to be got rid off for the other changes. 
I strongly disagree with that assessment. You've clearly never seen an elf deck in action or you would know that Emmy is secondary to Joraga Warcaller who can create an army of 15+ power creatures that will outright kill your opponents.





Ever heard of cards called Path to Exile, Swords to Plowshares, Slaughter Pact, Terminate, Terror, Unsummon, etc , etc.

I played Joraga Warcaller the moment he was realesed. I played him a long time in my elf lords deck and a long time in a later built elf warrior deck and guess what: He sucks in multiplayer. Owns in 1 vs 1 but can't do jack in multiplayer since he has a bigger bullseye on his head than Akroma, Angel of Wrath and Nicol Bolas, Planeswalker combined. Why? He + a few elves kills the entire table at once without too much trouble so the entire table will want him deader than dead. Preferably exiled with all it's copies thx to Extirpate or something.

The main reason this deck needs modifying is because when ever I play the deck I usually become the first target, what I really need to happen with this deck is for it to go faster so that I can hit the opponent and wipe the threats out whil protecting myself.



Although I didn't mentoin it explicitly I thought it was clear from my post: Speed isn't the answer. Speed will just get you killed faster and easier since you will become an even bigger threat and run out of steam. If everyone wastes 2 cards against you, be them 1 for 1 spot removal, a lethal blocker or a sweeper you will not survive with the deck Tich suggested. You need a more resilliant deck with removal (like Beast Within), card advantage (like Masked Admirers, Bloodbraid Elf and Praetor's Counsel) and other survival tools (like Essence Warden). With these cards you will easily survive being ganged up on because you can keep the threats coming and keep on fighting longer than the rest. Granted, being ganged up on is hard to survive without Archenemy schemes but by no means impossible. You simply need to have more resources (like life, cards in hand, critters on board) than your opponents.

If helphelpe wants to suggest a deck, that's fine. If he's going to slander my name by saying that I have no idea how to build an Elf deck then that's a different story. I can build a fast, competitive Elf deck. That is what the OP has asked for, at least as far as I'm concerned. I'm not going to sit back and have someone tell me that I'm wrong if he then goes on to suggest slow cards for a slow deck that is FAR more vulnerable to sweepers than my deck is.



Slander is a big word. I complemented your deckbuilding skills in general before I made the claim that you do not know how elf decks tick (pun again inteded) in multiplayer. How much experience do you have playing elf decks in multiplayer? Last time I checked you played exclusively black decks so I doubt you have the vast experience I have gathered over the last 9 years. I play elf decks in legacy and have played my legacy decks in multiplayer and scored wins with them. But it doesn't help the OP's situation: High speed legacy type decks are such a huge threat that games become 1 vs the rest the moment your opponents know your playing that deck and then your screwed (assuming your opponents play the same power level as you they will stop you in time).

IThose Legacy strategies that enable you do to hundreds of damage in the first few turns are worthless in multiplayer after all. Better listen to the "specialist" who thinks that Priest of Titania is bad, he clearly knows better than the rest of the world.



*Sarcasm Sphere Selftest Complete*
Hundreds of dmg in the first few turns isn't worthless but elf ball is weak to a timely removal or counterspell which you will encounter every multiplayer game you play (assuming equal power level opponents).

Personally I loathe Priest of Titania in multiplayer because it draws a lot of hate, sets you up for a big loss when the inevitable sweeper hits the table and is pretty useless late game. But I am alone in this opinoin 99% of the time.







Kamikazegerbil wrote: Coke Spill Level 1 Encounter Attack Power Trigger: You must be pouring yourself a drink Range: Close Blast 1D10 from Player Target: All creatures and objects within blast Attack: Any vs. Reflex Hit: 1d6 Fizzy damage and target is wet (save ends) Aftereffect: Target is sticky (save ends)
The way I see it, you have two options:

  1. Speed your deck up so you can win faster

  2. Remove the "power" cards (Coat of Arms, etc.) so others realize that your deck isn't going to destroy everyone on turn 3, 4, or 5.

These are two very distinct options, and they do not play well with each other.

Option 1 (what Tich is suggesting) allows you to win more, but consistently paints you as a target. Every time you play this deck in a Free For All, you'll effectively be playing Archenemy without Schemes. Prepare to be the target for all removal and disruption.
Option 2 will (over time) show people that your deck isn't a real threat, and eventually you will not be the first to get picked on all the time.

While both of these are legitimate choices, beware the consequences. Option 1 will make people think that ALL decks you play should be targeted first, regardless of circumstance. Option 2, on the other hand, doesn't always work (I have a Sliver deck I've de-powered, but it still gets attacked first).

This is an Elf Deck I've made that kinda walks the middle ground:
12 Forest
7 Swamp
4 Terramorphic Expanse
2 Wirewood Lodge
1 Winding Canyon
--26 Lands--

4 Bloodline Shaman
4 Wellwisher
4 Elvish Harbinger
4 Elvish Archdruid
4 Oracle of Mul Daya
4 Nullmage Shepherd
3 Elvish Champion
3 Immaculate Magistrate
3 Lys Alana Scarblade
3 Golgari Guildmage
3 Imperious Perfect
3 Taunting Elf
2 Tribal Forcemage
2 Elvish Soultiller
--48 Creatures--

4 Eyeblight's Ending
2 Cover of Darkness
--6 Spells--
==80 Total==

Oracle of Mul Daya + Bloodline Shaman is pretty fun. Curve is higher that normal for an Elf deck. Deck is 80 cards because it draws a lot of cards, and isn't always able to deal with mill (aside from Elvish Soultiller)

Take care,
-Onion Knight
Helphelpe, have you ever heard of Mirror Entity, Steely Resolve, City of Solitude or Dosan the Falling Leaf? Are you telling me that you call yourself a master elf player but you've never thought about ways of protecting your important creatures? I gave him a shell to build off of. A Shell. If he needs answers to removal, there's a ton of great ones out there. If he needs answers to Fog, there's a ton of great ones out there. Autocarding Path to Exile just proves to me how little you know about building Elf decks, because it shows me that you've never even considered playing Steely Resolve in a Green, tribal deck.
My guide to Black multiplayer cards and strategies: http://community.wizards.com/go/thread/view/75842/18893722?sdb=1&post_num=1#322195706 My guide to Red multiplayer cards and strategies: http://community.wizards.com/go/thread/view/75842/28999213/?sdb=1&post_num=1#517562879 My guide to White multiplayer cards and strategies http://community.wizards.com/go/thread/view/75842/29011349/?sdb=1&pg=last#517773211 My guide to Green multiplayer cards and strategies http://community.wizards.com/go/thread/view/75842/29034323/Tichs_Guide_to_Green_Multiplayer_Cards_and_Strategies
Back to the task at hand, here's what I'd be doing with the latest list...



  • Go to the full playset of Elvish Harbinger. They're basically getting the creatures you need at the right time, and you'll find them worth their weight in gold. What would I take out? No idea, but I'm leaning towards two Elvish Champions. Sure they're good, but I've been taken out by opposing Elf players when dropping them.

  • Are you seriously running 12 land? You need waaaaay more than that in a 60 card deck, even if it is Elf-based. You should be looking at running at least a third (20 land), and probably more. The general argument is for 23-24, but you can probably get away with a couple less given your mana-producers. All the same, you are probably close to running half the land you'll actually need.

  • Not Coat of Arms. Sure it's fun, but it gives all the other tribal players at the table an opportunity to beat your own head in too.

  • If you're going to keep your Elvish Champions as a win-con, it helps to have some way of making forests magically appear on the other side of the board. You can do this with Mystic Compass, Gaea's Liege, Thelonite Monk or Yavimaya Dryad.

  • One more elf you're missing - Quirion Ranger. He's old, small and cheap, and I have seem him perform some truly ridiculous acceleration tricks with Elves producing more than one mana.

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~ Latest Multiplayer Ramblings: Appearing on my blog when I feel like it ~
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Elemental, My Dear Watson (Rainbow Elementals)
Watch The Little Birdies! (Bird Tribal with Proliferate)
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Braaiiins! (Mono-black Zombie control)
Verhexterring (Jinxed Ring / Grave Pact)
Flourishing Blowflies ( -1/-1 Counters)
Helphelpe, have you ever heard of Mirror Entity, Steely Resolve, City of Solitude or Dosan the Falling Leaf? Are you telling me that you call yourself a master elf player but you've never thought about ways of protecting your important creatures? I gave him a shell to build off of. A Shell. If he needs answers to removal, there's a ton of great ones out there. If he needs answers to Fog, there's a ton of great ones out there. Autocarding Path to Exile just proves to me how little you know about building Elf decks, because it shows me that you've never even considered playing Steely Resolve in a Green, tribal deck.



Heard of them? I own playsets of most of them and I have played them in elf-decks in tournaments and at the casual table more times than I care to remember. Unfortunatly they are really bad in elf-ball decks because they are too much mana which means you are slowed down a full turn dropping them before comboing out or your essential parts aren't protected in time. A full turn slowdown is too much since it gives your opponents more time and mana to play that sweeper and slaughter your board position.
Kamikazegerbil wrote: Coke Spill Level 1 Encounter Attack Power Trigger: You must be pouring yourself a drink Range: Close Blast 1D10 from Player Target: All creatures and objects within blast Attack: Any vs. Reflex Hit: 1d6 Fizzy damage and target is wet (save ends) Aftereffect: Target is sticky (save ends)


That being said: elf-ball in legacy goes of turn 2. So yes, turn 3 is a full turn later. By then people have acces to Volcanic Fallout, Jund Charm, Sudden Spoiling, Wing Shards and if they accelerated only a little tapping all creatures with Cryptic Command before they attack or Reins of Power as an expensive fog all become possible.

Besides that elf ball is a finely tuned machine that requires certain cards and tutors to work reliably. The city of resolve can't be tutuored for by the same tutors so to get them reliably turn 2 they take up a lot of card slots and it isn't as if nobody dares to play Naturalize or Disenchant on it.
Kamikazegerbil wrote: Coke Spill Level 1 Encounter Attack Power Trigger: You must be pouring yourself a drink Range: Close Blast 1D10 from Player Target: All creatures and objects within blast Attack: Any vs. Reflex Hit: 1d6 Fizzy damage and target is wet (save ends) Aftereffect: Target is sticky (save ends)

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I would consider adding Ezuri, Renegade Leader.  It would give you away to regenerate your elfs and also u could use the overrun effect multiple times.  IF you group of friends use alot of fast arrgo decks then You might want to consider using this combo.  Taunting Elf and Venomous Breath

I know you don't want to here this but you need to increase your land at least to 20.  With your land count only 1/5 of your deck, I could see you get mana screwed alot.  Also I agree what others have said earlier with taking out the coat of arms and elvish champion.  I would also take out Concordant Crossroads and the lotus petals.  the crossroads help your opponents besides you and you can only use the petals one time unless you have away to bring them back from the graveyard. 

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Single Card

[*c]Forest[*/c] minus * = Forest

 

Deck

[*deck]

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[*/deck]

minus * =

Card Nicknames [*c=Wrath of God]WoG[*/c] minus the * = WoG

 

Single Player Decks I'm currently playing

Assault of the Minotaurs

Lands
19 Mountain
4 Khalni Garden
1 Thawing Glaciers

 

Artifacts
4 Didgeridoo
4 Gorgon Flail
1 Konda's Banner
1 Tenza, Godo's Maul

 

Spells
4 Assault Strobe

 

Creatures
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4 Minotaur Aggressor
4 Talruum Minotaur
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4 Lord of Shatterskull Pass
2 Tahngarth, Talruum Hero

Rapid infenction

Lands

18 Forest
1 Inkmoth Nexus
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Creatures
4 Glistener Elf
4 Necropede
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Spells
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Use your Illusion

Lands
18 Island
4 Halimar Depths

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3 Phantom Warrior
3 Phantasmal Dragon
4 Lord of the Unreal
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Land

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Look out the Land is Falling

Lands
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7 Plains
9 Forest

Spells
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Enchantments
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2 Baloth Woodcrasher
2 Rampaging Baloths
4 Emeria Angel
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Ula's Deep Sea Drezins

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18 Island
4 Halimar Depths

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3 Kraken Hatchling
3 Sage of Epityr
4 Stormtide Leviathan
2 Grozoth
3 Spiketail Hatchling
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Enchantment
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Spells
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Green Beatdown

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18 Forest
4 Treetop Village


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Creatures
4 Ball Lightning
4 Hell's Thunder
4 Blistering Firecat
4 Hellspark Elemental
4 Spark Elemental
2 Lightning Serpent

Death from the Sky

Land
4 Glacial Fortress
4 Azorius Chancery
4 Seaside Haven
5 Plains
5 Island

 

Creatures
4 Squadron Hawk
4 Soulcatcher
4 Judge's Familar
3 Augury Owl
3 Cloudreach Cavalry
3 Pride of Clouds
2 Emeria Angel
2 Aven Mimeomancer
1 God of Awe

 

Spells
4 Soulcatchers' Aerie
4 Oblivion Ring
2 Battle Screech
2 Airborne Raid

Stompy

Lands
18 Forest

Creatures
3 Garruk's Companion
3 Rogue Elephant
4 Silhana Ledgewalker
4 Skarrgan Pit-Skulk
3 Pouncing Jaguar
3 Quirion Ranger
3 Shinen of Life's Roar

Spells
3 Groundswell
4 Rancor
3 Gather Courage
3 Briar Shield
3 Vines of Vastwood
3 Fog

Multi-Player Decks I'm currently Playing

Discard

Lands
22 Swamp

 

Spells
4 Innocent Blood
4 Mutilate
4 Sign in Blood

2 Syphon Mind
1 Demonic Tutor
1 Vampiric Tutor

Enchantments
4 Necrogen Mists
4 Bottomless Pit
4 Shrieking Affliction

Artifacts
4 Wheel of Torture
3 Ensnaring Bridge
3 Bottled Cloister

Everyone Burns

18 Mountain
2 Valakut, the Molten Pinnacle
2 Glacial Chasm
1 Shivan Gorge

Creatures
4 Aether Membrane

Artifacts
3 Sun Droplet

Enchantments
4 Quest for Pure Flame

Spells
4 Sizzle
4 Flame Rift
4 Browbeat
4 Flamebreak
4 Acidic Soil
3 Breaking Point
3 Breath of Darigaaz

Brewing a Storm

Lands
2 Glacial Chasm
3 Sunpetal Grove
3 Greypelt Refuge
4 Brushland
4 Forest
5 Plains

Spells
3 Wrath of God
2 Hurricane


Enchantment
2 Ghostly Prison
2 Titania's Song
2 Aura of Silence
2 Kismet
1 Fastbond

 

Artifacts
4 Fieldmist Borderpost
4 Storm Cauldron
4 Ankh of Mishra
2 Sun Droplet
1 Venser's Journal
2 Horn of Greed
4 Iron Maiden
4 Darksteel Ingot

Beast Gone Wild

Lands
3 Kessig Wolf Run
4 Contested Cliffs
4 Kazandu Refuge
4 Gruul Turf
1 Yavimaya Hollow
8 Forest

 

Creatures
4 Krosan Warchief
4 Wirewood Savage
3 Ravenous Baloth
3 Rampaging Baloths
2 Spearbreaker Behemoth
2 Mold Shambler
2 Terra Stomper
1 Craterhoof Behemoth
1 Gruul Ragebeast
1 Silklash Spider
1 Copperhoof Vorrac
1 Ursapine
1 Molder Slug
1 Protean Hulk

 

Enchantments
4 Wild Growth
2 Warstorm Surge
1 Spidersilk Armor

 

Planeswalker
2 Garruk, Primal Hunter

Elven Rythym Nation

Lands
14 Forest
2 Wirewood Lodge
1 Oran-Rief, the Vastwood
1 Pendelhaven

 

Creatures
3 Joraga Warcaller
2 Ezuri, Renegade Leader
4 Priest of Titania
2 Fyndhorn Elves
4 Llanowar Elves
4 Wirewood Symbiote
4 Elvish Visionary
4 Elvish Archdruid
4 Sylvan Messenger
4 Imperious Perfect

 

Spells
1 Asceticism
2 Biorhythm
2 Hurricane
2 Eldrazi Monument

I want to drink your blood

Lands
18 Swamp
4 Leechridden Swamp
2 Cabal Coffers

 

Creatures
4 Pulse Tracker
3 Blood Artist
4 Vampire Nighthawk
4 Malakir Bloodwitch
3 Falkenrath Noble
2 Bloodline Keeper

 

Enchantments
3 Underworld Connections
1 No Mercy
1 Phyrexian Reclamation

 

Spells
4 Syphon Soul
4 Blood Tithe
3 Exsanguinate

Draw equals Pain

Land
1 Tolarian Academy
2 Sulfur Falls
4 Great Furnace
4 Seat of the Synod
1 Mikokoro, Center of the Sea
2 Deserted Temple
2 Reliquary Tower
3 Island
2 Mountain

 

Creatures
4 Swans of Bryn Argoll
2 Jace's Archivist
2 Kami of the Crescent Moon
4 Psychosis Crawler

 

Artifacts
4 Howling Mine
4 Iron Maiden
4 Ebony Owl Netsuke
1 Ivory Tower

 

Spells
4 Winds of Change
4 Molten Psyche
2 Copy Artifact
2 Sunder
2 Cyclonic Rift

Rainbow Sliver

Lands
4 Ancient Ziggurat
4 Rootbound Crag
4 Overgrown Tomb
4 Sunpetal Grove
4 Breeding Pool

 

Creatures
4 Muscle Sliver
4 Sinew Sliver
4 Gemhide Sliver
3 Winged Sliver
4 Crystalline Sliver
4 Homing Sliver
2 Heart Sliver
2 Acidic Sliver
1 Sliver Overlord
1 Essence Sliver
1 Necrotic Sliver
1 Harmonic Sliver
1 Brood Sliver
1 Shifting Sliver
1 Fury Sliver

 

Spells
3 Distant Melody
1 Creeping Renaissance

 

Artifacts
2 Door of Destinies

soldier

Lands
22 Plains
2 Emeria, Sky Ruin

 

Creatures
4 Veteran Swordsmith
4 Daru Warchief
3 Field Marshal
3 Knight-Captain of Eos
3 Captain of the Watch
3 Catapult Master
2 Loxodon Gatekeeper
2 Angel of Glory's Rise
2 Stormfront Riders
1 Darien, King of Kjeldor
1 Odric, Master Tactician

 

Spells
4 Skullclamp
2 Eldrazi Monument
1 Mobilization

 

Planeswalker
1 Elspeth, Knight-Errant

Life Test

Lands
16 Plains
4 Kabira Crossroads
2 Emeria, the Sky Ruin
1 Miren, the Moaing Well

 

Creatures
4 Wall of Reverence
2 Divinity of Pride
4 Serra Ascendant
4 Martyr of Sands
4 Kami of False Hope

 

Spells
2 Test of Endurance
1 Idyllic Tutor
1 Enlightened Tutor
1 Beacon of Immortality
2 Fracturing Gust
3 Congregate
2 Well of Lost Dreams
2 Proclamation of Rebirth
4 Chastise
1 Elixir of Immortality
1 Debtors' Knell

 

Planeswalker
1 Ajani Goldmane

 

[C]Alpha Status[/C] is nice if you are playing with [C]Elvish Promenade[/C].