While if I’d prefer just optimizing the deck to combo as fast as Possible, I could set Selvala as Commander and have a combo piece always ready, but as most good mass removal is Noncreature Spells with CMC 4 or more Gaddock protects me from losing the game to first Damnation/Wrath of God/etc.
Mana Curve
All but 4 cards are CMC 4 or less.
As the Mana Curve chart above indicates, this deck is meant to be very active on first 3-4 rounds trying to Race to combo or beat opponents before they get responses to take care of Gaddock and his friends.
Classifying deck by Function of cards in it.
Cheap ManaElfs:
Arbor Elf
Birchlore Rangers
Bloom Tender
Boreal Druid
Canopy Tactician
Elvish Mystic
Fyndhorn Elves
Heart Warden
Heritage Druid
Jaspera Sentinel
Leaf Gilder
Llanowar Elves
Llanowar Visionary
Quirion Elves
Rosethorn Acolyte
Silhana Starfletcher
Guys that enable getting everything on table fast but alone can’t triggers unlimited mana.
Big mana Elfs (Part of Combo)
Elvish Archdruid
Marwyn, the Nurturer
Priest of Titania
Selvala, Explorer Returned
Elfs that combo together with another card ti gain unlimited mana.
Equipments (Part of combo)
Sword of Paruns
Umbral Mantle
Things that enable unlimited mana with any creature that Tap to 4 or more mana.
Draw:
Beast Master
Elvish Visionary
Masked Admirors
Primordial Sage
Regal Force
Sylvan Messenger
Sensei’s Divining Top
Cards that help keep up the tempo by making sure hand is not empty
Mana Dumps
Ezuri, Renegade Leader
Seedcradle Witch
Wildborn Preserver
Imperious Perfect (Tokens)
Rhys the Redeemed (Tokens)
Land Seekers:
Farhaven Elf
Sylvan Ranger
Wood Elves
Yasharn, Implacable Earth
I wanted to keep these at Minimun, while they thin out the deck and make future draws usually better, as I have no reanimate options their do not do enough.
Untap
Copperhorn Scout (Untap)
Quirion Rangers (Untap)
Wirewood Symbiote
Thousand-Year Elixir
Wirewood Lodge
Instill Energy
Mana Boost
Lotus Petal
Enablers
Concordant Crossroads
Nettle Sentinel
Tutor
Elvish Harbringer (Tutor)
Fierce Empath (Big guy tutor)
Wirewood Herald (Tutor)
Enlightened Tutor
Artifact hate
Reclamation Sage (Artifact hate)
Viridian Shaman (Artifact Hate)
Glissa Sunseeker
Others?
Dwynen, Gilt-leaf Daen (Life gain)
Ivy Lane Denzen (Boost)
Jagged-Scar Archers (Fliers)
Llanowar Druid (Untap Forests)
Lys Alana Huntmaster (Tokens)
Nomadic Elf (Filter)
Taunting elf
Timberwatch Elf (Boost)
Ulamog, the Infinite Gyre
Varis, Silverymoon Ranger
Voice of the Woods (Tokens)
Yeva, Nature’s Herald (Flash)
Possible future Changes
Cards could work in this deck
Obvious add if I get one:
Circle of Dreams Druid
Oracle of Mul Daya
Realmwalker
Mirror Entity
Staff of Domination
Life Gain
Essence Warden
Trelasarra, Moon Dancer
Wolverine Riders
Allosaurus Shepherd
Elvish Champion
Elvish Warmaster
Incubation Druid
Joraga Warcaller
Llanowar Tribe
Mentor of the Meek
Nullmage Shepherd
Rishkar, Peema Renegade
Cards could be removed:
Reclamation Sage (Artifact hate)
Taunting elf
Varis, Silverymoon Ranger
Yasharn, Implacable Earth
Masked Admirors
Rosethorn Acolyte
Leaf Gilder
Heart Warden
Bloom Tender
Changes
Reclamation Sage -> Karametra’s Acolyte
Viridian Shaman -> Wellwisher
Lys Alana Huntmaster -> Essence Warden
Taunting Elf -> Staff of Domination
Yasharn, Implacable Earth -> Karametra, God of Harvests
Voice of the Woods -> Nylea, God of the Hunt
Jagged-Scar Archer -> Viridian Joiner
Bloom Tender -> Lightning Greaves
Leaf Gilder -> Elvish Guidance
Sylvan Ranger -> Congregation at Dawn
Ulamog, the Infinite Gyre -> Quest for the Holy Relic
Masked Admirors -> Wordly Tutor
Glissa Sunseeker -> Realmwalker
Rosethorn Acolyte -> Immaculate Magistrate
Farhaven Elf -> Devoded Druid
Wood Elves -> Trelassara, Moon Dancer
Yeva, Narure’s Herald -> Nyxbloom Ancient
Reclamation Sage -> Karametra’s Acolyte
Viridian Shaman -> Wellwisher
Lys Alana Huntmaster -> Essence Warden
Taunting Elf -> Staff of Domination
Yasharn, Implacable Earth -> Karametra, God of Harvests
Voice of the Woods -> Nylea, God of the Hunt
Jagged-Scar Archer -> Viridian Joiner
Bloom Tender -> Lightning Greaves
Leaf Gilder -> Elvish Guidance
Sylvan Ranger -> Congregation at Dawn
Ulamog, the Infinite Gyre -> Quest for the Holy Relic
You get 1 of each card ever published or at least each one that is used in any deck’s
Each player picks 1 card at a time going in a 8 player draft from 1 to 8 and then from 8 to 1.
Each card picked is removed from the pool and no one else can have the same card.
This happens on until everyone has 45 cards in their draft pool.
The interesting bit in this format is that you can see what deck each of your opponent is building and you can take some cards that will work against them.
In reject rare draft each player brings in 45 unique rare cards, normally using what ever is the least useful but avoiding completely useless cards. Basically the 45 rares you are most willing to donate for this, while avoiding big bombs that will make 1 player just win all games.
In best scenario you should require that each player brings in at least 6 of each color so then you will have for sure 30 cards from each player that are not all White
Reject rare drafts are fun as the draft pool is very random and it’s missing all the common removal and boost cards.
All boosters are mixed into a single pile of 90 cards
Roll a die to choose who goes first
The first player picks first 8 cards from top of the pile and divides them to 2 equal piles, either with 4 cards in one pile and 4 in other.
If first player finds some cards much more powerful than others he can do piles that are 5 and 3, 6 and 2 or 7 and 1. 8 and 0 is also possible but not recommended.
then the second players picks one of the piles and that adds that pile to he’s draft pool.
The players switch roles second player now picking next 8 cards and dividing them to 2 piles.
The last patch will have 10 cards. After that you create decks adding basic lands.
4 player Salomon draft goes as follows
Decide the order of players by sitting down in random order or how ever you see fit.
Instead of mixing all cards together and taking 8 cards at a time, you draft 1 booster at a time, creating 4 equal piles out of the 15 cards in that booster.
Players pick one of these piles at a time each adding theirs to his or hers draft pool.
You continue until each player has opened 3 boosters.
Shuffle up all 90 cards (45 from both players), without looking at them
Roll a die to see who goes first.
Create 3 face down files from top of the deck
Now first player checks the first pile, and decides if he wants to keep it or not,
if he does he sets a new card and this card is his,
if he does not want to keep it he will put it back and set a new card from top of the deck without looking at it.
The same is done with second and third pile, if player skips all 3 piles then he will get a random card from top of the deck
Now you continue until all 90 cards have been drafted.
With this format you know about 50% of what your opponent has drafted, and you might know what colors your opponent is playing. There is also a danger that you do not get enough good cards for a 40 card deck if you keep skipping all piles all the time trying to go for something better than what the piles had.
When playing a Planechase you need a special Planechase deck and dice. These Planes represent where you are fighting on the moment.
The dice represent you either planewalking or tapping into the planes strength. You get 1 free die roll per turn and then for each after that you have to pay extra mana.