Bump, because I'd love to have some new opponents and because I've begun writing the following guide for Gamefaqs:[hide=Ears of the Elves Deck Guide] ================================================================================
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By Sjapp
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TABLE OF CONTENTS - Use the search function of your browser for easy navigation.
[*ABOUT] 1. About this guide
[*HSTRY] 2. Version history
[*ELVES] 3. About the Ears of the Elves deck
[*DL] 3.1 Deck list
[*IC] 3.2 Individual card discussion
[*PLING] 4 Playing the Ears of the Elves deck
[*MU] 4.1 Matchups
[*CRDIT] 5 Credits and stuff
[*CNTCT] 6 Contact information
[*ABOUT] 1. About this guide ===================================================
This guide was written for the Ears of the Elves deck, one of the unlockable
decks available in the Magic: The Gathering Duels of the Planeswalkers Xbox Live
Arcade game. I've chosen to write this guide because in my opinion it's one of
the best decks in the game. It offers a solid combination of a well-balanced
creature base and potent utility spells, including some of the most reliable
removal spells available in the game.
This guide will provide an analysis of the available cards and the matchups
against the other decks in the game. It will not offer a tutorial or a glossary,
As the tutorial and glossary provided by the game covers everything you need to
start playing.
[*HSTRY] 2. Version history ====================================================
July 01, 2009
Version 0.5: Guide first submitted. Card list complete. Creature analysis
complete.
[*ELVES] 3. About the Ears of the Elves deck. ==================================
The Ears of the Elves deck is, as the name suggests, a tribal deck built around
elves. It's unlocked by successfully completing the second round against Nissa
Revane in the twelfth battle of the single player campaign. The deck combines
green's powerful creature cards with black's potent removal to form a well-
balanced deck that doesn't match up unfavourably to any single deck and is, in
my opinion, the best deck to complete the single player campaign with.
[*DL] 3.1 Deck list ============================================================
To discuss the cards in this deck, I will use the following format:
(A/B)x <(cost)>
<{power/toughness}>
A is the number of copies of this card available in the starting deck. B is the
number of copies that can be unlocked by beating CPU opponents. Additional
strategies for each individual card will be covered in the next section of this
guide. The cards will be listed in the following order: type, cost, name.
================================== Creatures ===================================
(3/0)x Elvish Eulogist (G)
Creature - Elf Shaman
Sacrifice Elvish Eulogist: You gain 1 life for each elf card in your graveyard.
{1/1}
(2/0)x Elvish Visionary (1G)
Creature - Elf Shaman
When Elvish Visionary comes into play, draw a card.
{1/1}
(2/0)x Gaea's Herald (1G)
Creature - Elf
Creatures can't be countered.
{1/1}
(0/1)x Talara's Batallion (1G)
Creature - Elf Warrior
Trample
Play Talara's Battalion only if you played another green spell this turn.
{4/3}
(4/0)x Elvish Warrior (GG)
Creature - Elf Warrior
*vanilla*
{2/3}
(0/1)x Lys Alana Scarblade (2B)
Creature - Elf Assassin
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}
(4/0)x Farhaven Elf (2G)
Creature - Elf Druid
When Farhaven Elf comes into play, you may search your library for a basic land
card and put t into play tapped. If you do, shuffle your library.
{1/1}
(0/1)x Imperious Perfect (2G)
Creature - Elf Warrior
Other elf creatures you control get +1/+1.
(G), tap: Put a 1/1 green Elf Warrior creature token into play.
(0/1)x Rhys the Exiled (2G)
Legendary Creature - Elf Warrior
Whenever Rhys the Exiled attacks, you gain 1 life for each Elf you control.
(B), Sacrifice an Elf: Regenerate Rhys the Exiled.
{3/2}
(2/2)x Elvish Champion (1GG)
Creature - Elf
Other Elf creatures get +1/+1 and have forestwalk.
{2/2}
(0/1)x Jagged-Scar Archers (1GG)
Creature - Elf Archer
Jagged-Scar Archers's power and toughness are each equal to the number of Elves
you control.
Tap: Jagged-Scar Archers deals damage equal to its power to target creature with
flying.
{*/*}
(2/2)x Moonglove Winnower (3B)
Creature - Elf Rogue
Deathtouch
{2/3}
(0/1)x Immaculate Magistrate (3G)
Creature - Elf Shaman
Tap: Put a +1/+1 counter on target creature for each Elf you control.
{2/2}
(1/0)x Lys Alana Huntmaster (2GG)
Creature - Elf Warrior
Whenever you play an Elf spell, you may put a 1/1 green Elf Warrior creature
token into play.
{3/3}
(2/0) Elven Riders (3GG)
Creature - Elf
Elven Riders can't be blocked except by Walls and/or creatures with flying.
{3/3}
(0/1)x Nath of the Gilt Leaf (3BG)
Legendary Creature - Elf Warrior
At the beginning of your upkeep, you may have target opponent discard a card
at random.
Whenever an opponent discards a card, you may put a 1/1 green Elf Warrior
creature token into play.
{4/4}
============================ Instants and Sorceries ============================
(3/1)x Eyeblight's Ending (2B)
Tribal Instant - Elf
Destroy target non-Elf creature.
(3/0)x Essence Drain (4B)
Sorcery
Essence Drain deals 3 damage to target creature or player and you gain 3 life.
(4/0)x Giant Growth (G)
Instant
Target creature gets +3/+3 until end of turn.
(2/0)x Naturalize (1G)
Instant
Destroy target artifact or enchantment.
(1/0)x Overrun (2GGG)
Sorcery
Creatures you control get +3/+3 and gain trample until end of turn.
================================== Artifacts ===================================
(0/4)x Wurm's Tooth (2)
Artifact
Whenever a player plays a green spell, you may gain 1 life.
(1/1)x Coat of Arms (5)
Artifact
Each creature gets +1/+1 for each other creature that shares a creature type
with it.
[*IC] 3.2 Individual card discussion ===========================================
This section of the guide consists of a detailed look of each card in the deck;
what are the card's strengths and weaknesses, when should it be played, what
other cards from the deck does it combine well with and is it worth including in
the deck.
================================== Creatures ===================================
Elvish Eulogist
Elvish Eulogist seems to exist for one reason: To give the
deck something to do on its first turn. However, it can be quite a lifesaver
late in the game, when your graveyard is filling up. To use it to the best of
its ability you'll need to familiarize yourself with the finer details of
timing.
If you want to use its ability when blocking, you'll have to activate it after
you assign it as a blocker but before you end the blockers phase. If you want to
activate it in response to a direct damage spell, you'll have to activate it
before the spell resolves, meaning before the circle around your life total runs
out. Remember that you can freeze this timer at any moment by pressing X.
Elvish Visionary
Elvish Visionary is a decent play at any moment in the game for the very simple
reason that it allows you to thin your deck. Elvish Warrior is generally the
better creature to play at any time and Gaea's Herald is more important against
the mono-blue deck, but there's rarely any situation where drawing an extra card
is anything but an advantage. The one exception where Elvish Visionary should be
played before Elvish Warrior is when you are stuck with two lands.
Gaea's Herald
Against any deck but the mono-blue one, this is basically a 1/1 body for 1G.
It's not very cost-efficient, but like most other decks this deck doesn't have
many creatures with a converted mana cost of 1. Against the mono-blue deck it's
invaluable though, as it severely handicaps your opponent's ability to stifle
the growth of your army.
Elvish Warrior
A 2/3 body for two mana is a great deal. The extra point of toughness makes a
huge difference at times, as it's shock resistant. Furthermore, it can stand
without fear against a whole host of early threats that have two power, such as
Youthful Knight and Rip-Clan Crasher.
Lys Alana Scarblade
This card is the only reusable removal that this deck offers, but it comes with
a cost that is, in my opinion, far too steep. After all, the entire deck (and
this card) revolves around getting as many elves on the field as possible. I
would strongly advise against including this card in your deck, unless you are
desperate for more removal. You can discard Eyeblight's Ending to activate its
effect, but there are very few creatures that Eyeblight's Ending can't remove at
a far lower cost.
Farhaven Elf
This is yet another 1/1 body, but one with a great ability. I can recall more
than one game where, after dropping elves on both turn one and two, a turn three
Farhaven Elf allowed me to drop a Coat of Arms on turn four, turning all three
elves into 4/4 monsters. Of course this is a perfect storm scenario, but its
mana-fixing abilities should never be underestimated, especially early in the
game. More often than not a turn three Farhaven Elf has given me my first Swamp.
Even late in the game this card has its uses, as it will allow you to thin your
deck of land and increase the odds of topdecking something useful.
Imperious Perfect
A 2/2 body for 2G is already better than most cards of the same cost in this
deck offer, but it only gets better after that. Its first ability boosts the
power and toughness of all other elves you control, and unlike the Elvish
champion it won't come back to bite you in the rear in the mirror matchup. Its
second ability will allow you to create an elf warrior token every turn, and
because of its first ability these will be 2/2 for (G), which is a great deal.
You should never attack with this creature and only block in life and death
situations, as it's just too valuable to risk.
Again, using its ability is all about the timing. Tokens are affected by
summoning sickness, so you should always activate the ability on your opponent's
turn. Unless you are in need of more blockers I suggest you wait until after the
attack phase, as the threat of a Giant Growth could keep your opponent from
attacking at all.
Rhys the Exiled
The first legendary creature of the Ears of the Elves deck weighs in at a hefty
(for an elf at least) 3/2 and comes with two solid abilities. The first allows
you to gain a boatload of life and the second makes him incredibly hard to kill.
Of course the Regenerate ability comes at the price of sacrificing an elf. What
this means is that every time you want to regenerate Rhys, you'll have to ask
yourself: "Is the elf I'm about to sacrifice more important for my game than
Rhys is?"
More often than not the answer will be no. As a general rule, the only elves
more valuable than Rhys are cards like Imperious Perfect and Immaculate
Magistrate. A lot of the elves in this deck are 1/1 bodies with limited
usefulness, and these can be sacrificed to save Rhys without second thought.
These are elves like Elvish Eulogist, Elvish Visionary and Farhaven Elf. The
fact that it's a reasonably large body at a good cost alone is reason enough to
include it in your deck.
Elvish Champion
One of the most important elves in the game. Its ability boosts the power and
toughness of all elves, and makes them unblockable against any deck that plays
forests, meaning literally half the decks in this game.
This also makes Elvish Champion a double-edged sword. Each of the decks packing
green packs at least one elf (usually of the Farhaven or Civic Wayfinder kind).
Of course your elves will always outnumber theirs, unless it involves the
dreaded mirror matchup. In that case it simply becomes a race to see who can
build up the largest army the fastest. Unless you are absolutely certain that
you can stay ahead in this arms race, I wouldn't risk playing this card. In all
other scenarios getting this thing on the board should be your highest priority.
Jagged-Scar Archers.
The archers are pretty much the only creature this deck can put up against an
opponent's flying creatures. Their power and toughness rises and falls with the
number of elves you have in play, which shouldn't be a problem most of the time.
There is only a small number of truly threatening creatures with flying in play,
and all of them can be dealt with if you remember to hold back an Eyeblight's
Ending. This is a pretty decent creature to include, as it can get pretty big on
its own and has an ability that could potentially save your hide.
Moonglove Winnower
Deathtouch is always a fun ability. It does exactly what you'd expect from the
name: Any creature that gets damaged by it dies. That means that its ability
won't work on creatures with first strike and more than 3 power or with
protection from black. Both are extremely rare in this game, which means that a
single Moonglove Winnower can scare of anything that doesn't fly. A large body
combined with an ability that can hold off even the biggest (non-flying) threats
makes this a very useful creature to have on the board.
Immaculate Magistrate
Another elf with an extremely useful ability. Not only does the Magistrate boost
your creature's power and toughness, it boosts your creatures permanently. This
card can be great to put more pressure on your opponents, either by boosting a
blocked creature to make it survive combat or by boosting an unblocked creature
to deal extra damage.
The former is almost always preferable, as you should always try to keep as many
elves on the field as possible. Playing this ability to save your creatures
rather than deal more damage generally pays off big time in the long run.
Lys Alana Huntmaster
The second token-pooper of this deck, which activates whenever you play an elf
spell, which includes all your creatures and Eyeblight's Ending. This creature
is invaluable in most situations for all the obvious reasons, and makes Coat of
Arms just a little more deadly. This card's ability to build up a huge army
makes it a prime target for removal, so time it well if you think an incinerate
or terror is coming. Dropping it late in the game, then dropping some cheap
elves right after it, can be a game winning play against most opponents.
Elvish Riders
I love this thing. At 3/3 it's one of the largest bodies in the game, and the
ability makes up for the fairly high cost. Against a large amount of decks this
creature is virtually unblockable, and it can be a great way to put your
opponent on the clock. Of course there are handful of creatures that can shut
this down (most dragons, Angelic Wall), but a little support can go a long way
to turn this thing into a game-ending monster.
Nath of the Gilt-Leaf
At 4/4 the second legendary creature of this deck is also the largest. That
alone makes it worth playing, but it also has the kind of spectacular abilities
you should expect from your legendary creatures. Its ability to make opponents
discard cards at random can be a great way to frustrate your opponent, and more
elf warrior tokens are always welcome. Unfortunately this ability becomes
useless once your opponent goes into topdeck mode, but it's still a card that
I'd include without a moment's hesitation.
============================ Instants and Sorceries ============================
Eyeblight's Ending
This card has everything that you could want from a removal spell. Instant
speed, reasonable cost and a wide range of targets. Of course it's utterly
useless against the mirror matchup, but other than that it will always have a
target.
Essence Drain
Slower, more expensive and less lethal than Eyeblight's Ending, but it still has
its uses. If it won't kill a creature outright, you'll have to try to get some
more damage onto it. The best way to do this is to try and goad your opponent
into blocking with it. Of course this will only work if your opponent isn't
already beating you over the head with it, in which case your best hope is
probably drawing an Eyeblight's Ending.
Giant Growth
This is undoubtedly one of the most versatile cards in the deck. It can save a
creature from dying to combat damage, in which case it usually also ends up
destroying the blocking or blocked creature that's on the receiving end of a
creature boosted with this spell. Furthermore, it will save a creature from
burn, and finally it will allow unblocked creatures to deal more damage.
How you should play this card all comes down to what your opponent has on the
board. Most of the time you'll want to use it to save your creatures and take
out your opponent's most threatening creatures. After all, your ability to keep
your elves on the board directly determines your chances of victory. There are
exceptions to this of course. When I was holding three Giant Growth on turn
three and my Elvish Warrior was attacking a defenseless opponent, I didn't
hesitate to throw them all out at once. These situations are extremely rare
however, and you should only use Giant Growth if you're absolutely sure your
opponent isn't about to drop something huge on your head in the next few turns.
Naturalize
This card is about as straightforward as it gets. Most decks don't have enough
artifacts and enchantments to make this choice very difficult. The sole
exception to this is the black deck, which has several painful artifacts and
enchantments. Most of the time your choices will be simple: anything but the two
mana life giving artifacts. Pacifism is another low priority target, but one you
could chose to take it out if it's a creature that could win you the game by
attacking or blocking.
Overrun
At 2GGG it's difficult to cast, but with a few elves in play it will usually
leave your opponents on the ropes, if not flat out knocked out. With all the
options this deck already has to boost the power of your elves, the ability to
give them all trample is especially delicious.
================================== Artifacts ===================================
Wurm's Tooth.
I personally never use this card, as there are far more useful things you can do
with two mana. At its best, it'll be a nice but unnecessary bonus. At its worst,
it'll simply be delaying the inevitable. There are so many better things this
deck could be doing with two mana, so leave them out.
Coat of Arms
On the other end of the usefulness spectrum, we have this tremendously important
card. Of all the victories that were won by a single card, this card was
responsible for the most of them. Of course this card works for all creatures,
which means your opponent will get the same advantage. None of the other decks
are as purely tribal as the elf deck however, so if you have more creatures on
the board than your opponent you can generally play this without thinking twice.
Of course this all changes with the dreaded mirror matchup. To play this card
'safely', the board will have to meet two conditions: You should control more
elves than your opponent, or you should control more strong elves than your
opponents. I will go into more detail in the matchup section.
[*PLING] 4. Playing the Ears of the Elves deck =================================
Coming soon!
[*MU] 4.1 Matchups =============================================================
Coming soon!
[*CRDIT] 5. Credits and stuff ==================================================
* Wizards of the Coast for creating what has been the best trading card game for
over fifteen years now.
* http://www.network-science.de/ascii/ for allowing me to create the sweet Ascii
header
[*CNTCT] 6. Contact information ================================================
I can be reached on jappe73 (at) hotmail.com for suggestions, corrections and
praise. You will be fully credited in the credits section of this guide.
Challenges and insults will be ignored.[/hide]