Excellent suggestion!
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Awesome suggestions! I tend to roll less than twenty lands for 2 key reasons. 1: a preference for additional utility spells and 2: the general despite of drawing land when a utility spell would be more helpful entering into the mid game. I try to compensate by making sure mana curves are set at the 1-3 converted manacost spells to ensure continuous casting into the mid game. Regardless your points are well taken at ensuring efficiency with land drops. I have to do some more research and tinkering with this deck due to the clarification of the above comments. I’ll keep your recommendations equally in mind and I look forward to implementing all that I can to make this deck fire harder and faster. Thank you for your pointers!
Hmmm... Nuts!... I’ll have to do some digging around to tune up the efficiency. Thank you for the input and the corrections of my misreading/misunderstanding of card abilities and casting.
If I understand the rulings correctly, then the casting and copying clarification also applies to Erratic Cyclops and Wee Dragonauts as well? If so, then the whole premise of ramping either of these two creatures power up to make it worthwhile to execute this sequence of casting is also flaud and thus not making this a worthwhile endeavor?
Thanks for the clarification! I’ll amend my instructions to better clarify and outline the combo.
I played Elves back in 2005 and the theme then was ankle bitting swarms. Some key creatures that made my deck then were Taunting Elf, Defiant Elf, Elvish Berserker, Treetop Scout, Timber-watch Elf, Heedless One, Ambush Commander, Elvish Soul-tiller, Elvish Archers, Wire Wood Herald, Well-wisher and Voice of the Woods. If you don't care about having a standard deck, then these may add a ton of fun to the elf experience.