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So, nemonowandalways is working on an Elf Warrior deck that tries to always get the revolt triggers on Greenwheel Liberator and Narnam Renegade by using fetch lands.http://www.mtgvault.com/nemonowandalways/decks/revolting-elf-warriors/At first I was skeptical about the idea as only two of the cards benefited from the fetch lands, but while looking at other options available to the idea, I decided to take the idea a little further by including a Plains and 4 Temple Garden to have a second one mana 2/2 in Sunblade Elf.*Edit 14 August 2017-3 Ezuri, Renegade Leader: This was the only 3 mana card and was only in for the regeneration effect. The "Overrun" was just gravy. I might return him if I feel he is needed. -1 Plains :4 Temple Garden with 8 fetches should be enough for Sunblade Elf.+4 Mutagenic Growth: A "free" pump spell for the already aggressive deck helps get that last bit of damage through. Thought about moving Path main in this slot, but I feel the all in Aggro is better than situational removal, ie: I want action now.
Use Revolt triggers and other free +1/+1 counters to make your cheap creatures large and attack with them.If Hardened Scales is in hand on turn 1, almost always play it so that you can benefit more from all the +1/+1 counters triggers. There's 4 in the deck to increase the chances if having one in the opening hand. Both Metallic Mimic and Bramblewood Paragon give all the warriors that come in after them a free +1/+1 counters.When possible, use the fetch lands to trigger Revolt.Llanowar Reborn was chosen over Oran-Rief, the Vastwood because the deck is so light on amount of mana (only 13 non fetch lands) and Oran-Rief needs to tap to give the +1/+1 counters on the same turn you played the creatures. While both enter tapped (hence only two in the deck) Llanowar Reborn's free +1/+1 counter doesn't need to tap the land. I would also like to point out that with Hardened Scales out, Llanowar Reborn will still only enter with one +1/+1 counter as it's not a creature, but when you Graft it onto a creature, Hardened Scales will give an extra one. Joraga Warcaller is the best "lord" in a deck like this because of all the free +1/+1 counters. The Warcaller's interaction with Metallic Mimic depends on what type you called. 99% of the time Mimic should be set to Elf to take advantage of Warcaller, but if there's no Warcallers in sight and you have a bunch of Bramblewood, Warrior might be a good choice to get +1/+1 counters on the Mimic. Ignoring all the free +1/+1 counters and the boost from Joraga Warcaller, Nettle Sentinel and Sunblade Elf are one mana 2/2's, and Wren's Run Vanquisher is just a two mana 3/3 with deathtouch.
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NOTE: Set by owner when deck was made.
I'd suggest Lifecrafter's Gift, Forced Adaptation, Gleam of Authority, Hunger of the Howlpack, Reap What Is Sown, Collective Effort, Travel preparations and maybe Increasing Savagery.
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All good cards, but none are creatures. Removal is a big threat to this deck, and each noncreature reduces the redundancy, and thus reducing the resiliency and ability to repopulate. Any noncreature card must have a very good reason to take a creature slot. Hardened Scales qualifies as it boosts a large amount of what the creatures where already doing.
Thanks for the mention!I like what you've done here. Sunblade Elf seems good, and I also like the opportunity to include path in the board.
Ya, couldn't find space main deck for Path without hurting the synergy of everything else, but it definitely deserves a few slot in the sideboard.
I know you want to keep your synergy with mostly creatures but, how about Solidarity of Heroes? It would double the counters on Joraga Warcaller and could become a game changer for the rest of your elves.
I'd say it's worth testing. Problem with the Joraga Warcaller trick is that Joraga Warcaller is already a Lightning rod for removal and Solidarity of Heroes just makes it more so. The other problem I'm seeing is that without Mimic / Bramblewood, which are Lightning rods too, Solidarity can only hit 3 creatures in here.
The thing though if it's worth playing it will always become a lightning rod. Maybe a decoy such as Heritage Druid, so when it hit the battlefield most modern players would then think, "Ok, he's playing massive mana ramping elves into a Craterhoof Behemoth." So, knowing that would focus all attention to Heritage Druid. Plus, it would be an excellent fit for ramping into other elves (if not removed or targeted), like Ezuri, Renegade Leader or maybe even adding a Craterhoof Behemoth if you choose. :P I know in one of my decks I ran three Tarmogoyf, knowing the biggest they would get would be 3/4's. Every time they saw play they were targeted by removal and why they planned out how to get rid of it, I followed with something out in left field they didn't even see coming.
Simply playing Elves has gotten people (who don't know the deck) immediately thinking I'm playing some conventional Elf cards (Craterhoof, Heritage, CoCo, etc.). I've even had an opponent hold removal for the certain staple cards (he told me afterwards) only to die to my unconventional Elves. Starting on Forest, Nettle Sentinel, with some acting like it is a bad start, gets a lot of people thinking it's a bad start for conventional Elf decks. Throws a lot off. The problem with a deck like this is it relies on its synergy and speed so much, each change has to be so good that it out does wat is removed for it. There is no room for gimmicks.
Talara's Battalion .. might be worth looking into :-)
This gets suggested every time I make an Elf Warrior deck. I have tested it and it's better in theory than it is in practice. A deck like tends to empty it's hand very quickly, making the Battalion's limit bad. In my testing, the Battalion was a dead card in hand more than it was a threat on the battlefield, especially when drawn after turn 3-4.
True, I usually play it with Burning-Tree Emissary (which is not an elf or warrior) so I play both at turn two. Some mana dorks in the one-drop spot would make it possible to play on turn two alongside a one-drop though. You have no card draw, but you have mana sinks, so that's fine... in that case I would personally hold on to the card and make sure there is enough to sink my mana during the turn(s) I can't play it. Just an idea.