Today we continue our look into our series of mono coloured decks for the Historic format, to give you something to try out while the world is still lockdown. In our previous article, we had a look at Trigger Burn, which I’ll leave a link to here if you missed. Today, it’s finally the turn of the Green section of the colour pie to show you what it can do, with Mono Green Elves.
Tribal decks are some of the most fun architypes in the game, allowing you to amass an army of creatures with a ton of synergies that combine to make mince meat out of your opponent’s life total. Now I’ve played a lot of tribal decks over the years. From Goblins to Rats and even Snakes in Commander. But one of my all time favourite has to be the humble Elves.
Back when I first got back into the game during Magic Origins, Elves quickly became my go to deck for Standard. With amazing cards like Dwynen’s Elite and Shaman of the Pack, I was able to win more than my fair share of games at my local LGS. And even after they rotated out of Standard, I was quick to jump in and mold the deck into the Modern version of the architype.
So, you can image my delight when it was revealed that Jump Start was going to bring a bunch of my favourite cards to Magic Arena to use in Historic. And so, I began work on my version of Historic Elves, brewing a deck that harkened back to that fun and simpler time of my Magic playing life. As you can imagine, Historic Elves has a lot of the title creatures in the deck. More precisely, it has thirty-four of them, starting as any good elf deck does with the mana dorks.
Llanowar Elves and Druid of the Cowl provide us with early game mana acceleration, helping us quickly have access to our more impressive creatures. Next, we have a trio of useful two mana Elves in the form of Elvish Visionary, Dwynen’s Elite and Growth-Chamber Guardian. The Visionary gives us some much-needed card draw, since we can quite quickly empty said hand in no time flat. The Elite is a useful 2/2 that brings along a friend if we have another elf in play (which should be ALL the time) while the Chamber Guardian gives us a steady stream of replacements thanks to its Adapt ability.
Next up we have the meat of the deck, in the form of our Lords. These creatures all buff our Elves, as well as having some neat additional abilities we can make use of. Elvish Clancaller is our cheapest lord and has the added benefit of been able to go find more of herself. Imperious Perfect is an army in a can been able to produce a 1/1 elf token every turn, while Elvish Archdruid can produce obscene amounts of mana. Mana it will use to finish of our opponents with the aid of the all mighty Craterhoof Behemoth.
Lastly, I like to run a couple of copies of Steel Leaf Champion to help put on some early game pressure and help get around chump blockers like 1/1 token. The only other non-land card in the deck is a full playset of Lead the Stampede, to give us a quick and easy way of refilling our hands. And as for our mana base? Twenty Forests, nice and easy.
4 Llanowar Elves
4 Druid of the Cowl
4 Elvish Visionary
4 Dwynen’s Elite
4 Growth-Chamber Guardian
4 Elvish Clancaller
4 Imperious Perfect
4 Elvish Archdruid
2 Steel Leaf Champion
2 Craterhoof Behemoth
4 Lead the Stampede
3 Tormod’s Crypt
2 Shapers’ Sanctuary
2 Scavenging Ooze
4 Reclamation Sage
2 Life Goes On
As for a Sideboard, I would go with the following to cover all your bases. Three copies of Tormod’s Crypt to handle Graveyards, alongside two copies of Scavenging Ooze. Shapers’ Sanctuary as some insurance to removal. Reclamation Sage to handle Artifacts and Enchantments, with Plummet to deal with pesky flyers. Finally, Life Goes On to help fight against aggro.
And that about does it for Historic Elves. What do you think about today’s deck? Is this what you want to play, or have you a different brew you want to try out? Please let me know in the comments below, and while you’re there you could like and subscribe to keep up to date with all we do here at Master of Magics.
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