Yes, that’s right. Lorwyn is here, and in full force, baby! Strap on your seatbelts, ladies and gentlemen! (I doubt any ladies will actually read this, besides Analynn and Kyle Sanchez).
When a new set first arrives on the scene, nobody is really sure about how the format will unravel within the first couple of tournaments. People have generalizations about cards, but the only ones who are really sure what they are doing are those who test the cards themselves. Prior to Grand Prix: Daytona Beach, the only way to actually practice with the set is through drafting casually with friends or on Magic Online. Most of you will choose the latter of the two, which will also be my path. It’s just too convenient to ignore.
As a side note, I think Wizards has actually run out of ideas for new cards. First they bring back old cards through lack of a better idea, and now they build a set based around creature types? Come on guys, can we please get a little more creative? Thanks.
Overall as a set, Lorwyn reminds me a lot of Ravnica block. I know for a fact the games will not play out the same way (no bounce lands, for god’s sake), but the drafting of the set itself will be very similar.
“Gee… I guess I’ll take this Lightning Helix first pick and hopefully no one is drafting Boros next to me.” This was very commonly seen throughout Ravnica, and Lorwyn will be very similar. “Gee…I hope no one is drafting Goblins next to me”.
I can’t wait.
Because of this, the hybrid cards in Lorwyn will turn out to be a lot more important than people will initially think, but we’re going to save that for a later article.
For my first Lorwyn Limited masterpiece, I have chosen to analyze many peoples’ favorite race, the Elves! They seem like they will be a very popular draft strategy in the weeks to come and besides, you don’t want to be known as a “Faerie drafter” do you?
I sure don’t.
Elves have always been popular in Magic from the very beginning, and it all started with the little one mana 1/1 that added a Green to your mana pool. Y’all know who I’m talking bout.
So what does Lorwyn have to offer Elves-wise?
First of all, this is a Limited article, so the most important cards to cover are the commons in the set. Uncommons will be a factor, especially in triple Lorwyn, but you can actually count on seeing most of the commons throughout the draft.
Let’s get started with the card evaluations…
Elvish Branchbender
2G
Creature – Elf Druid (Common)
Tap: Until end of turn, target forest becomes an X/X Treefolk creature in addition to its other types, where X is the number of Elves you control.
2/2
Not bad… this is definitely a card I can see myself playing. Having a deck based around Elves will turn this guy into a machine, and your opponent will be forced to deal with it very quickly. Don’t forget you can target your opponent’s lands… watch out for the pingers!
Elvish Eulogist
G
Creature – Elf Shaman (Common)
Sacrifice Elvish Eulogist: You gain 1 life for each Elf card in your graveyard.
1/1
Ehhhh…Kami of False Hope was decent, but this just seems far worse. However, it may depend on the number of elves you end up with in your deck. If you’re able to force the Mono-Green machine, it just might be worth it.
Elvish Handservant
G
Creature – Elf Warrior (Common)
Whenever a player plays a Giant spell, you may put a +1/+1 counter on Elvish Handservant.
1/1
Here’s another ehhhh. One-mana 1/1s better have an amazing ability to get played in any of my decks, and this just isn’t going to cut it. Giants won’t hit play until later in the game, so his ability will do nothing when you need it.
Gilt-Leaf Ambush
2G
Tribal Instant – Elf (Common)
Put two 1/1 Green Elf Warrior token creatures into play. Clash with an opponent. If you win, those creatures gain deathtouch until end of turn.
This card is interesting. Raise the Alarm cost one more mana and was very solid. This has the potential to two-for-one your opponent attacking with two creatures. Even if you miss with the clash, cards like Elvish Branchbender combo nicely with it. This will be a solid card.
Gilt-Leaf Seer
2G
Creature – Elf Shaman (Common)
G, Tap: Look at the top two cards of your library, then put them back in any order.
2/2
This just doesn’t do enough for its cost. If it didn’t cost a Green to activate, it will still be sub-par. It’s not all bad though, as late game it can actually be useful. This will probably end up being the 23rd card in some of your decks.
Leaf Gilder
1G
Creature – Elf Druid (Common)
Tap: Add G to you mana pool.
2/1
Yeaaaaaa! Ooooook! This is what I’m talking about. Not as good as his little brother Mr. Llanowar, but still solid. It acts as an accelerator and a two-drop beater at the same time.
Lys Alana Huntmaster
2GG
Creature – Elf Warrior (Common)
Whenever you play an Elf spell you may put a 1/1 green Elf Warrior creature token into play.
3/3
This isn’t really a common, is it? If so, WE DID IT. Four-mana 3/3s are fine by themselves in Limited, but one that counts as an elf and gives you more elves on top of that is just absurd. If you’re drafting elves, don’t pass this up.
Nath’s Elite
4G
Creature – Elf Warrior (Common)
All creatures able to block Nath’s Elite must do so.
When Nath’s Elite comes into play, clash with an opponent. If you win, put a +1/+1 counter on Nath’s Elite.
4/2
I’m not sure what to make of this guy right now, but to be honest he seems fairly solid. I don’t think I would ever want more than one, but having a potential five-mana 5/3 with Lure can be very good in certain situations. The Lure ability is also very strong in this format.
Warren-Scourge Elf
1G
Creature – Elf Warrior (Common)
Protection from Goblins
1/1
This will be the Leandro Barbosa of your deck. Leave him on the bench, but he could possibly win the “sixth man award” if you ever play against goblins. Not to mention you can search him up with the Harbinger if you ever get the chance.
Woodland Changeling
1G
Creature – Shapeshifter (Common)
Changeling (This card is every creature type even if this card isn’t in play.)
Changelings can’t resist the temptation of a new form, even if it isn’t in their best interest.
2/2
I guess I’ll include this. A two-mana 2/2 Grizzly Elf. Enough said.
Moonglove Winnower
3B
Creature – Elf Rogue (Common)
Deathtouch (Whenever this creature deals damage to a creature, destroy that creature.)
2/3
Not that impressive, but not bad either. It can sit back on defense and trade with any creature, or attack and be a two-for-one if they choose to gang-block. If they do want to trade one-for-one, they will be trading a creature with at least three power, so it will usually be worth it for you.
Scarred Vinebreeder
1B
Creature – Elf Shaman (Common)
2B, Remove an Elf card in your graveyard from the game: Scarred Vinebreeder gets +3/+3 until end of turn.
1/1
If his ability cost one less to activate, it might be playable. three to activate is far too much. As Rasmus Sibast would say, this guy is “lame.”
Both of the Black elf commons suck, and the Green elf commons seem marginal, but there are some good ones. Branchbender, Ambush, Leaf Glider, Huntmaster, and the Elite are all solid picks.
Let’s take a look at what the uncommons have to offer.
Hunter of Eyeblights
3BB
Creature – Elf Assassin (Uncommon)
When Hunter of Eyeblights comes into play, put a +1/+1 counter on target creature you don’t control.
2B, Tap: Destroy target creature with a counter on it.
3/3
This seems alright. It can act as a removal spell, but if they kill it before you can activate it then it’s going to be rough times for you. There also aren’t many other cards in the set that put counters on creatures so it’s just going to kill one guy usually, if you get the opportunity.
Lys Alana Scarblade
2B
Creature – Elf Assassin (Uncommon)
Tap, Discard an Elf card: Target creature gets –X/-X until end of turn, where X is the number of Elves you control.
1/1
This is obviously very situational. If your force Elves than it can be insane… if not, then you don’t want it in your deck, it’s that simple. It does combo with Footbottom Feast very nicely.
Prowess of the Fair
1B
Tribal Enchantment – Elf (Uncommon)
Whenever another nontoken Elf is put into your graveyard from play, you may put a 1/1 Green Elf Warrior creature token into play.
This is definitely something you want to see in any elf deck. It will be a nightmare for your opponent to deal with your creatures with this card in play. I like the fact that it is so cheap too.
Changeling Titan
4G
Creature – Shapeshifter (Uncommon)
Changeling (This card is every creature type even if this card isn’t in play.)
Champion a creature (When this comes into play, sacrifice it unless you remove another creature you control from the game. When this leaves play, that card returns to play.)
7/7
WHOA! This guy is sick. A 7/7 for five mana with a “slight” drawback is first pick quality, especially in a format with very few ways to deal with it. Search it up with Harbinger and cast it turn 4, removing the Harbinger. Thanks.
Elvish Harbinger
2G
Creature – Elf Druid (Uncommon)
When Elvish Harbinger comes into play, you may search for an Elf card, reveal it, shuffle your library and put that card on top of it.
Tap: Add one mana of any color to your mana pool.
1/2
Another very solid card. There are tons of elves that are good in certain situations, and this guy will make sure you get them when you want them. He also taps for any color of mana, which might just be better than the searching ability.
Elvish Promenade
3G
Tribal Sorcery – Elf (Uncommon)
Put a 1/1 Green Elf Warrior creature token into play for each Elf you control.
Here’s another card that is fairly deck dependent. With an ample number of elves this could be the nuts, but with very few it will not be making the deck.
Imperious Perfect
2G
Creature – Elf Warrior (Uncommon)
Other Elf creatures you control get +1/+1.
G, Tap: Put a 1/1 Green Elf Warrior creature token into play.
2/2
Oh baby, now we’re talking! If your opponent has no way of dealing with him they will lose the game, plain and simple. It makes 2/2 tokens, for the love of god! Do not pass this card.
Jagged Scar Archers
1GG
Creature – Elf Archer (Uncommon)
Jagged-Scar Archers’ power and toughness are each equal to the number of Elves you control.
{T}: Jagged-Scar Archers deals damage equal to its power to target flying creature.
*/*
It’s always going to be at least a 1/1 and it can grow very large depending on the number of elves in your deck. One thing I like about this card is its versatility. It can act as a huge beater with a lot of elves in play, or it completely shuts down those annoying fairies.
Kithkin Mourncaller
2G
Creature – Kithkin Scout (Uncommon)
Whenever an attacking Kithkin or Elf is put into your graveyard from play, you may draw a card.
2/2
This isn’t an elf, but his ability is good enough to be considered draft worthy in the deck. If your opponent is on the defense, it makes any trade a two-for-one. They’re going to need a lot of help to get out of that situation.
Wren’s Run Vanquisher
1G
Creature – Elf Warrior (Uncommon)
As an additional cost to play Wren’s Run Vanquisher, reveal an Elf card from your hand or pay 3.
Deathtouch (Whenever this creature deals damage to a creature, destroy that creature.)
3/3
Holler… this guy is sick. Having an elf in your hand will never be too difficult, especially early on in the game. Turn 2 Watchwolf with Deathtouch… good luck buddy.
That does it for the uncommons. There are tons of first-pick cards in the uncommon slot for the elf decks, but they are uncommons for a reason. You can’t count on seeing most of these cards, and a lot of them will be taken in random Green decks anyway.
I’m not going to get into the rares because they aren’t very relevant when it comes to analyzing an entire creature type as a whole. They are going to be the best cards in your deck, but you can never count on seeing them every draft.
After reviewing Elves in Lorwyn, it seems like to me they could be very good, but a lot depends who else is drafting them at your table. Many of the commons are quite good, but there are also some duds. Some of the uncommons are just flat out insane, but they will be first picks for other decks as well.
Lorwyn wants you to draft Black with elves, which seems like a solid color combination. Black ties in nicely to Green because Green is always going to be an aggressive color, and Black’s removal spells will compliment that aspect of Green very nicely.
Here’s a sample decklist I got from a friend who recently forced elves in a Lorwyn draft:
Black/Green Elves
Dreamspoiler Witches
2 Eyeblights Ending
Footbottom Feast
Moonglove Winnower
Nameless Inversion
Prowess of the Fair
Changeling Titan
2 Elvish Branchbender
Elvish Promenade
Fertile Ground
Fistful of Force
2 Gilt-leaf Ambush
Imperious Perfect
Jagged Scar Archers
2 Leaf Glider
Lys Alana Huntmaster
Nath’s Elite
Seedguide Ash
Wren’s Run Vanquisher
This deck is an ideal Black/Green elf deck; it just doesn’t get much better than this. Multiple cheap removal spells backed up by a hoard of elves is right where you want to be with this archetype. Eleven elves with the addition of three elf-token generating cards is an ample amount of elvish beatdown for any deck.
After reviewing the elf tribe as a whole, the thing I would have to say I like the most about it is its speed. Many of the other tribes are fairly slow and take time to set up. Elves can come right out of the gates and overrun an opponent with a slower deck.
And remember, you don’t have to just draft the elves. Green has a lot to offer: you should pick up a couple of treefolk fatties to top off the end of your curve just in case your opponent makes it to the late game. You also don’t have to draft Black along with Green. You can try to force the dream Mono-Green elf deck, or even draft any other color with Green. Just make sure to pick up some changelings in whatever other color you decide to pick up.
In conclusion, I feel that elves can be a very good draft strategy, but your deck needs to be focused. Make sure to pick up at least ten elves in the draft, with a few token-making cards.
Have fun drafting your pointy-eared friends, and thanks for reading,