Alright Levi, what is Elves?
Well I’m glad you asked strange
internet person! The main goal of Elves is to play a bunch of little idiots
that cost 1 or 2 mana and then kill your opponent. Ok that’s the really simplified
version of it (the version you use to explain it to all your non-magic playing
friends). The real goal of Elves is to abuse and create advantage from the
immense synergy that each elf card presents. When playing Elves, you want to
set up and create an advantage for multiple turns until you eventually make an
alpha strike once you build up enough synergy and power. The strategy is pretty
straightforward, but it comes with a lot of risk and decision making. It takes
a lot of thinking and work to figure out which turn you want to go grab your
Ezuri, or when you want to tap your Elves to generate enough mana but lose the
power of them being able to attack, or something as simple as using Ezuri to
regenerate a specific elf when you only have that 1 green mana. It may not seem
like the deck has this happen too often, but trust me, it happens a lot. The
skill of timing and math is extremely important in Elves, along with your
sequencing. Sure, you could play your Llanowar Elves on turn 1 because you need
3 mana on turn two so you can be super explosive, but what deck are you playing
against? Are you playing against a bolt deck where it is much better to jam
nettle sentinel on turn 1 so they have to waste a bolt on the less important
creature or take more damage? Is it better to play Heritage Druid because you
have 2 of them and need your Llanowar Elves to survive much more? Even the
first turn can be a huge decision that changes the whole course of the game.
One of the key aspects of the deck is forcing your opponent to make a decision,
and if you play your cards right (literally) you can force them into the wrong
one. The deck is surprisingly complex, and one of the main reasons is the cards
in it.
Well then tell me, what are the key
cards?
These are the cards every elf deck
needs. They are the cards almost every single person will tell you needs to be
in Elves. Let’s take a look.
Mana Dorks (The Kids Who Get Swirlies)

Elves is an originator of the patented
“8 birds strategy” (Ok fine, patent pending). Now, they aren’t actually birds
of course, they’re Elves (duh). But, every single elf deck is going to need
these 8 cards, 4 Llanowar Elves, and 4 Elvish Mystic. Many people will tell you
to “Always bolt the bird”, and they are completely right. One-mana 1/1’s that
produce a green are not super broken, but they are incredibly good and
incredibly important to the Elves strategy. A deck like Elves relies heavily on
its mana advantage, even if it’s creatures are less efficient. These 8
creatures really give you the best option on turn one. They get you from 1 to 3
(3 is a very important number as you will see later), they develop your board,
and (arguably most importantly) they develop your mana, which are essentially
the only things you want to be doing before you kill your opponent. I’ll take 8
of them please.
Nettle Sentinel/Heritage Druid (The One-Mana Meme Dream Team)
I am putting these two card together
because they synergize so incredibly well, and because of that you’ll never see
a deck with one and not the other. They are like peanut butter and jelly, ham
and cheese, my uncle and his incessant drinking problem, they define each
other. Now, if you cannot tell by looking at the text, the cards create this
weird semi-infinite combo where with 2 nettle sentinels and a heritage druid,
you can play every green spell in your hand with cost 3 or less. You can
attempt it with one Sentinel and a Druid, but it’s harder to pull off. In
legacy, these combined with Glimpse of Nature spells trouble for your opponent
(If you spell trouble C-R-A-T-E-R-H-O-O-F). In modern, however, it’s pretty
impossible to draw your whole deck, but you can certainly get pretty deep into
it as long as you chain together a few Collected Company’s (spoilers: that card
is in the deck) and Elvish Visionary’s. These cards essentially enable your
extremely explosive starts and get you the setup you need to eventually execute
the destruction of your opponent’s life total. You’ll need a playset of each.
Dwynen’s Elite/Elvish Visionary (Aka Converted Mana Cost 2: The
Sequel)
These two occupy the 2-drop slot in
the deck. They are certainly important to the game plan simply because they’re
basically pure value. Dwynen’s Elite is two bodies for 2 mana and Elvish Visionary
draws you a card. Ok I’m gonna repeat that because I don’t think you heard me, it
draws you a card. If that isn’t value, I don’t know what is. One-mana dude
into Dwynen’s Elite is fantastic, and Heritage Druid into Elite is
back-breaking. Elite is great because it serves a million purposes. It develops
your board so you can go wide, combined with Heritage Druid it develops your
mana and gives you explosive starts, and it’s all around really good to have 2
bodies (especially at such an incredibly efficient rate). Of course, all of
those points are moot when you look at Visionary’s text. I mentioned Visionary draws
you a card right? Because it does, it does that. In all seriousness, there
isn’t many things better in magic than drawing cards, and Visionary does it so
well. Visionary is essentially in every elf deck because it is nothing but
value combined with the words “Creature - Elf Druid”. It develops your board
(inefficiently, but still relevantly), it helps you dig through your deck to
find key cards, and it slots really well into each Elves deck. If you can, fit
four of each.
Elvish Archdruid (The Queen Bee)
ALL HAIL THE ARCHDRUID. ALL HAIL THE-
Oh I forgot I was writing an article, I was just in the middle of my daily
Elvish Archdruid worship-sesh, but I’ll take a break for now. This is the kind
of card you live for in Elves. This card is the main reason you can overkill
people by hundreds of points of damage (the best kind of overkill) and it’s the
reason 3-mana is so important to get as soon as you can. Archdruid is the
reason Heritage Druid into Dwynen’s Elite can ruin a persons day, because this
card comes down on turn 2 and now you have a bunch of 2/2’s and a 3/3. This
card doesn’t mess around either, it’s not only a lord for Elves (aka the
literal “all of our creatures are 1/1’s” tribe), it also adds mana equal to Elves,
so it essentially does double duty. It once again serves the two biggest
purposes in Elves; developing your board (by making it bigger) and developing
your mana way past your opponent’s. While it is not always the card you’ll need
to win, it is one of the most efficient ways to kill your opponent quickly and
easily, and for that it deserves all the fame in the world. Don’t play Elves
without 4.
Ezuri, Renegade Leader (Big Papa)
Ezuri is the main (and sometimes,
only) win condition in Elves. It is pretty obvious why. It literally says “Make
all your Elves huge bro” right on the card (well, not exactly, but
essentially). It is the best card to draw after you played a giant Archdruid
and a great card to coco/chord into. The one problem is drawing it in your
opener or drawing it really early when you can’t possibly kill your opponent.
The card is extremely awkward, but certainly necessary. It’s better than
craterhoof because it costs significantly less mana and you can reasonably
chord into it (along with coco being a huge synergy with it). The card has
certainly given me some help in my years of playing Elves. I have had many a
time where my opponent kills/counters/makes me discard the first Ezuri, only to
draw the second one and jam it with a huge smile on my face (I’m a dick by the
way, if you haven’t noticed yet). It’s too awkward to run 4, but too important
to run 2, throw in 3 of them and you’ll be good to go.
Collected Company (Our Heavenly Father, Who Art In Heaven)
Welcome to heartbreak, Jund players.
Before March 27th, 2015, Elves players all around the world cried as their deck
essentially didn’t exist. Then, all of a sudden, like it was a train you didn’t
see coming (i’m not good at analogies), Collected Company came out of nowhere. Elves
wins a GP, Melira Company arises, and it starts to sit in with everyone that
this 4 mana instant is not something to mess with. This card literally makes
the elf deck. An elf deck without Collected Company is like a Bant Company deck
without, uhh, Collected Company (As I said, not good). This card is the reason Elves
is even tier 2, it’s the reason us Elves players have hope, it is our life.
But, why is it so good? Oh, sweet, innocent, stupid strange internet person who
keeps asking questions in the middle of my article (you know that’s like, rude,
right?), you have no idea. This card is an almost automatic 2-for-1, which is
key when you want to develop your board and mana at the same time. It’s card
advantage inherently because you get two creatures no matter what. It’s also
mana advantage in the sense that you easily get 4-6 mana worth of creatures out
of it (that will sometimes also produce mana). And don’t forget that it’s also
a combat trick. The day you Collected Company into two Elvish Archdruids during
combat is the day you have truly lived. This card does essentially all of it.
It digs through your deck to find Ezuri/Archdruid, it gives you board
advantage, mana advantage, and also it is sometimes terrible because you just
looked at 6 forests. It does it all I tell you! If you’re deck doesn’t have 4
of them, you’re probably not playing Elves.
Decklists
There is a surprising amount of
different ways to build Elves. It ranges from the streamlined most consistent
versions with Chord of Calling and the main elf cards, to combo Elves with
weird things like Beck//Call and Cloudstone Curio. The diversity of decklists
for Elves is interesting and really makes sense. The core of Elves feels extremely
abusable constantly so everyone is trying to “break” Elves (which isn’t gonna
happen unless we get Glimpse of Nature back) so people will try pretty much
anything in the deck.
Chord/Company “Elfball” (The Classic)
Creatures (34)
1 Spellskite
4 Dwynen's Elite
4 Elvish Archdruid
4 Elvish Mystic
3 Elvish Visionary
1 Eternal Witness
4 Heritage Druid
4 Llanowar Elves
4 Nettle Sentinel
1 Reclamation Sage
1 Scavenging Ooze
3 Ezuri, Renegade Leader
1 Spellskite
4 Dwynen's Elite
4 Elvish Archdruid
4 Elvish Mystic
3 Elvish Visionary
1 Eternal Witness
4 Heritage Druid
4 Llanowar Elves
4 Nettle Sentinel
1 Reclamation Sage
1 Scavenging Ooze
3 Ezuri, Renegade Leader
Lands (18)
5 Forest
4 Cavern of Souls
3 Horizon Canopy
4 Razorverge Thicket
1 Nykthos, Shrine to Nyx
1 Pendelhaven
Spells (8)
4 Chord of Calling
4 Collected Company
Sideboard:
1 Phyrexian Revoker
1 Aven Mindcensor
1 Burrenton Forge-Tender
1 Chameleon Colossus
1 Elvish Champion
1 Essence Warden
2 Kitchen Finks
1 Eidolon of Rhetoric
2 Fracturing Gust
2 Path to Exile
1 Kataki, War's Wage
1 Melira, Sylvok Outcast
This is the typical Elves deck you’ll
automatically think of regarding the deck. This list in particular is the one
Liam Lonergan ended up winning the invitational with. This version of the deck
is easily the most consistent as it has 4 Chord of Calling combined with the 4
Collected Company. Chord also opens up a lot of avenues for there to be a few
“Silver Bullets” scattered throughout the main deck and sideboard. Things like
Eternal Witness, Spellskite, Reclamation Sage, Burrenton Forge-Tender, and Phyrexian
Revoker can really help the deck get over some of it’s harder matchups. While
it is not shown in this deck, there are plenty of versions of the deck that
play Shaman of the Pack. In my opinion, Shaman is really slow and obviously
ridiculously hard to cast. There may be a new argument for Shaman with the new
G/B fastland but I would argue the mana is still way too awkward especially
when you can’t play Horizon Canopy. The deck has pretty normal numbers on each
essential card for the strategy and the mana base is also pretty stock. This
version is the basis you’ll want for most elf decks as this is a good starting
point. Budget cuts can be made for things like cavern of souls and horizon
canopy without hurting the deck to a point of being unplayable.
Lead The Stampede (The Outcast)
Creatures (34)
4 Dwynen's Elite
4 Elvish Archdruid
4 Elvish Mystic
4 Elvish Visionary
3 Ezuri, Renegade Leader
4 Heritage Druid
4 Llanowar Elves
4 Nettle Sentinel
3 Sylvan Messenger
4 Dwynen's Elite
4 Elvish Archdruid
4 Elvish Mystic
4 Elvish Visionary
3 Ezuri, Renegade Leader
4 Heritage Druid
4 Llanowar Elves
4 Nettle Sentinel
3 Sylvan Messenger
Spells (7)
4 Collected Company
3 Lead the Stampede
4 Collected Company
3 Lead the Stampede
Lands (19)
4 Cavern of Souls
6 Forest
4 Horizon Canopy
2 Nykthos, Shrine to Nyx
1 Pendelhaven
2 Razorverge Thicket
4 Cavern of Souls
6 Forest
4 Horizon Canopy
2 Nykthos, Shrine to Nyx
1 Pendelhaven
2 Razorverge Thicket
Sideboard:
2 Chameleon Colossus
1 Choke
3 Dismember
2 Fracturing Gust
3 Kitchen Finks
2 Rest in Peace
2 Spellskite
This is the more “All-In” version of
the deck. It has its moments for sure, but it really is just completely and
100% all the way in. The main goal of this deck is slightly different, it is
less about consistency and more about explosivity. The thought process when
playing this deck is more like “throw literally my entire hand on the table and
hope that’s good enough” than “be consistent and kill as soon as you can”. The
Chord of Calling versions obviously take more turns to set up before eventually
slamming Chord or Company into the game winning play/turn. The Lead the
Stampede version is typically faster, but only when it works out. That is my
biggest problem with the deck: it’s the variance with Lead the Stampede.
Stampede is a great card, don’t get me wrong, but it is a very all-in strategy
that can blow up in your face a lot easier. It’s the whole “Don’t put all your
eggs in one basket” thing, by playing this version you literally rely on Lead
the Stampede to be good enough and not only is it sometimes just not good
enough (*cough* Damnation *cough*) it also just doesn’t do anything sometimes.
I have gone Lead into zero creatures a bunch and that is really rough. While
you could say the same thing about Collected Company, I would argue that not
only do you see another card (which is huge in high creature count deck) but
since the cards go straight to the field you don’t mind getting random Nettle Sentinels
and Llanowar Elves. The deck is still fine, and in matchups like Jund and UWR
where you really need to be able to recover from a board wipe or just simply
get ahead on cards, the card does a ton. It’s also the version of the deck that
suits itself to Shaman of the Pack the most, considering it generally can get a
lot more Elves out sooner, but it is still less consistent in doing so (and the
mana is still bad, did I mention the mana is bad? It’s really bad) I just think
it is way worse against the rest of the meta and that is a big problem.
Combo Elves (The Callback)
Evolutionary Elves By Chris Vanmeter
Creatures (30)
4 Arbor Elf
4 Elvish Mystic
4 Elvish Visionary
4 Essence Warden
4 Heritage Druid
4 Llanowar Elves
4 Nettle Sentinel
1 Regal Force
1 Emrakul, the Aeons Torn
4 Arbor Elf
4 Elvish Mystic
4 Elvish Visionary
4 Essence Warden
4 Heritage Druid
4 Llanowar Elves
4 Nettle Sentinel
1 Regal Force
1 Emrakul, the Aeons Torn
Lands (17)
5 Forest
2 Horizon Canopy
1 Temple Garden
3 Windswept Heath
4 Wooded Foothills
1 Nykthos, Shrine to Nyx
1 Pendelhaven
Spells (13)
4 Cloudstone Curio
4 Evolutionary Leap
4 Summoner's Pact
1 Weird Harvest
Sideboard:
2 Spellskite
1 Burrenton Forge-Tender
1 Eternal Witness
2 Ranger of Eos
1 Reclamation Sage
1 Scavenging Ooze
1 Back to Nature
3 Chord of Calling
3 Dismember
The first thing you’ll notice about
this section is that there are two decklists, the next thing you’ll notice is
that they are both ridiculous and hilarious. Both of these decks are almost
assuredly just worse than the streamlined and consistent versions of Elves we
have already looked at, but I have to include them because they are so much
fun. They are two of the most ridiculous and complicated combo decks I’ve ever
seen. My first reaction to them was a lot like my first reaction when someone
shows me an infinite combo that doesn’t actually go infinite. Both of these
decks should just never work in any capacity (Unless you’re LSV, but like of
course it works for him he’s LSV). The first deck is Chris Vanmeter’s
“Evolutionary Elves” which utilizes the elf synergy with Evolutionary Leap and
tries to kill you by casting Emrakul (Yes, I also don’t know, please stop
asking). The deck also throws away any normal conventions for Elves and just
jams 4 Arbor Elf and 4 Essence Warden, because of course it does. The actual
combo is going sort of infinite with Nettle Sentinel, Cloudstone Curio, and
Heritage Druid. The combo is that you have 2 Nettle Sentinels and a Druid, you
tap all three for mana, then you play any elf with cmc 2 or less, then you
bounce the heritage druid with the Curio trigger after adding more mana. It's
extremely confusing but it essentially means you get to play Druid plus one
other elf infinitely, or you can bounce some of your other Elves to just keep
the chain going. You get infinite ETB’s and infinite mana. I am not sure why he
decided Evolutionary Leap and Emrakul were the two things he wanted to be doing
with that power but I can’t argue with that beautiful CVM beard. The combo
confuses me because you have to go through a lot of hoops just to get the value
out of it. It’s a weirdly complicated combo (Requires 4 cards and then a way to
abuse it), you can draw your whole deck but all you can do with it is cast
emrakul, and you can gain infinite life. I think the Curio combo is a good
start, but I’m really confused why this was the direction he decided to go and
I would like to see a little more variation on it.
Beck Elves by Matt Nass
Creature (26)
4 Heritage Druid
4 Nettle Sentinel
4 Elvish Visionary
4 Llanowar Elves
1 Boreal Druid
1 Regal Force
1 Eternal Witness
1 Shaman of the Pack
1 Essence Warden
4 Dwynen's Elite
1 Dryad Arbor
4 Heritage Druid
4 Nettle Sentinel
4 Elvish Visionary
4 Llanowar Elves
1 Boreal Druid
1 Regal Force
1 Eternal Witness
1 Shaman of the Pack
1 Essence Warden
4 Dwynen's Elite
1 Dryad Arbor
Spells (13)
4 Beck // Call
1 Manamorphose
4 Summoner's Pact
4 Cloudstone Curio
Land (17)
4 Forbidden Orchard
4 Windswept Heath
2 Wooded Foothills
1 Misty Rainforest
2 Forest
2 Breeding Pool
1 Nykthos, Shrine to Nyx
1 Stomping Ground
Sideboard:
3 Gut Shot
4 Swan Song
1 Melira, Sylvok Outcast
1 Reclamation Sage
4 Ancient Grudge
2 Outpost Siege
Speaking of variation on it, the
second deck here is a little bit weirder and equally as bad. This deck also
uses the Curio/Druid/Sentinel combo, but draws its whole deck with Beck//Call.
Oh no no no, you did not misread that, this deck has Beck//Call as a 4-of.
The thought process behind the whole deck is that the glimpse of nature version
of Elves was so incredibly abusable back in the day that even a card
significantly worse but with the same basic properties has to be equally as
abusable. The biggest problem with Beck is that little blue mana symbol right
next to the green one. And no, two mana is not that big a deal (it is strictly
worse, but it’s fine), the problem is that it’s blue mana. Blue mana is
basically the opposite of what you want to be doing with Elves. Blue doesn’t
add anything significant to the deck other than Beck itself, and there really
isn’t a good way to incorporate blue mana into the deck without making the mana
base wonky. This deck in particular uses Forbidden Orchard because it’s a
weirdly cool way to draw extra card off of beck considering it says “When a
creature enters the battlefield this turn” instead of “Whenever you cast a
creature spell” like Glimpse of Nature does. This also makes it a little more
abusable with Dwynen’s Elite. I like this version of the combo Elves strategy
slightly more because it feels significantly more consistent and easier to
actually go off. Between how many cards you can draw simply by having an Elite
and a couple one mana guys is enough that you can get into the groove of
drawing your whole deck a little easier, and there are a few more combos in
this deck that seem to work better. There is infinite life with Essence Warden,
infinite tokens with Dwynen’s Elite, and essentially infinite life loss with
Shaman of the Pack (once you draw your whole deck Shaman will probably kill
them). This version is not only goofier and more fun, it also happens to be
more consistent which is really nice. Overall, combo Elves is fine but not
really necessary.
Next-Level Elves (The Tech)
Creatures (34)
1 Spellskite
4 Dwynen's Elite
4 Elvish Archdruid
4 Elvish Mystic
3 Elvish Visionary
1 Burrenton Forge-Tender
4 Heritage Druid
4 Llanowar Elves
4 Nettle Sentinel
1 Reclamation Sage
1 Selfless Spirit
3 Ezuri, Renegade Leader
1 Spellskite
4 Dwynen's Elite
4 Elvish Archdruid
4 Elvish Mystic
3 Elvish Visionary
1 Burrenton Forge-Tender
4 Heritage Druid
4 Llanowar Elves
4 Nettle Sentinel
1 Reclamation Sage
1 Selfless Spirit
3 Ezuri, Renegade Leader
Lands (18)
4 Forest
4 Cavern of Souls
4 Horizon Canopy
4 Razorverge Thicket
1 Nykthos, Shrine to Nyx
1 Pendelhaven
Spells (8)
4 Chord of Calling
4 Collected Company
Sideboard:
1 Burrenton Forge-Tender
1 Chameleon Colossus
1 Elvish Champion
2 Essence Warden
1 Eidolon of Rhetoric
2 Fracturing Gust
2 Path to Exile
1 Kataki, War's Wage
2 Selfless Spirit
1 Phyrexian Revoker
1 Scavenging Ooze
So I call this deck “Next-Level” Elves
because this deck is centered around literally next-leveling your opponents
(basically just catching them by surprise which allows them to play into your
tech). One of the biggest and most frustrating parts of playing Elves has
always been that something as simple as a Lightning Bolt can really disrupt
your strategy. While this deck doesn’t completely solve the problem, it really
helps with it. Board wipes and lightning bolts hurt Elves so much and they are
so easy to jam into decks that it makes it really tough against certain
matchups. A deck like Jund, which can be a really good matchup for Elves if you
are explosive enough to start, can be really bad for Elves given the right sideboard
cards and right sequencing on the Jund players part. This version of the deck
makes Jund a great matchup as you don’t need to be that explosive as long as
you can protect your creatures well enough. This version of the deck is the
embodiment of a silver-bullet strategy. Selfless Spirit is a complete and utter
house when you need it. It does double duty considering how good it is against
wrath effects and just creature strategies in general (Your creatures are
significantly smaller than most creatures, so this buys you an extra turn
without having to sacrifice any creatures to do so). Forge-Tender is another
card that can wreck everyone if they don't see it coming. Forge-Tender has been
in sideboards all over the place for Elves but in the main deck it gives you
such a nice assurance that you'll be able to get the bolt that matters and you
don't have to concede game 1 to the UWR deck with 4 verdicts. This is a deck a
local player in my area actually came up with and after playing it a bunch I
can pretty firmly say it’s what I believe to be the best version of Elves. It
uses these unique cards to really play to the weaknesses of the deck and make
the bad matchups a little bit better (which can be the difference between winning
a surprising amount of the time). Many people will disagree with me of course,
but I think this could easily be the best way to combat the main problems with Elves,
and possibly catapult it into tier 1 range.
That is gonna wrap it up for my Elves talk
(I could talk for like 4 more hours but most people don’t want me to). Elves is
such a fun and interesting deck, it has many different ways to be built, it has
a ton of cook synergy, it involves a lot of intricate decisions, and it is one
of my favorite decks I’ve ever played. Most people will likely not share the
same passion for Elves as I do (which is certainly justified) but I will stick
to my guns and keep trying to make Elves work! For all my fellow elf lovers out
there; I love you all, good luck, and may all your Elvish Mystics survive past
turn one.
-L
Thanks for the article. I've got another elf brew for you. It's potentially the fastest version out there, and it splashes blue :P. Instead of beck//call (which I think is a trap) it runs 3x coiling oracle maindeck to give you a full 7x cantrips elves.
ReplyDeleteIt also swaps 3x chords for summoner's pact, and runs a single craterhoof. It's very easy and consistent to get to the point where toy can get 8 mana and just drop a craterhoof (or pact for one) to win the game on the spot.
The deck also runs ezuri of course (x2) and all the other usual suspects. The main difference is coiling oracle, which gives it a faster gameplan.
Manabase is simple. Usual cavern, nykthos, but added in misty rainforest, breeding pool, couple of green/blue fastlands, 1 pendelhaven and the rest forests. It works fine.
List (from memory)
4x nettle sentinel
4x heritage druid
4x Llanover elves
4x elvish mystic
4x elvish archdruid
4x elvish visionary
3x coiling oracle
1x craterhoof behemoth
2x ezuri, renegade leader
4x flexi slots (spellskite, scooze, sage or whatever)
3x summoner's pact
1x chord of calling
4x collected company
18 lands
4x misty rainforest
4x breeding pool
2x cavern of souls (could stand to be four, I know)
2x nykthos, shrine to nyx
1x pendelhaven
5x forest
Sideboard is a mishmash, but has one critical inclusion; 4x negate. This allows the deck to avoid sweepers, burn and combo decks. It's a surprise way to interact and just say "nope" to stuff like Oblivion Stone or ugin, or ad nauseam, whatever. Changes regularly but always includes the regular hate cards such as melira. I also like the obvious stuff such as creeping corrosion.
Technically the deck has a turn 2 win as well. Had it happen twice at a tournament though. Felt good.
Oops mistake there;
Delete2 flex slots, not 4.
The deck includes 2x dwynen's elite as well. Durrrrrr
Certainly an interesting take. I'd like to see this version in action as i'm not completely sure how fast it is on face value (obviously not saying it isn't fast, just would like to actually see it in action to get a feel for how it works). I personally feel like you just want the third ezuri as craterhoof is a lot of mana and with ezuri you can not only spread it out but also hit it off of collected company and such.
Delete