Freyalise, Llanowar's Fury

commander · Freyalise, Llanowar's Fury

SetCommander 2014 decks (2014): (C14)
Released2014
Cards100
Sheets12 (9 / sheet)
C14· 2014

Guided by Nature (C14).

A mono-green Elf tribal deck from Commander 2014, led by Freyalise, Llanowar's Fury — create mana Elves with her plus ability, build an army of Elves, draw cards from her minus ability, and close with Ezuri's Overrun or Craterhoof Behemoth.

100
cards
3.8
avg cmc
37
creatures
37
lands
26
spells
12
sheets
G
color identity
Creatures37
Instants2
Sorceries10
Artifacts10
Enchantments3
Planeswalkers1
Lands37
0
1
2
3
4
5
6+
full print options →

The Commander

Freyalise, Llanowar's Fury
Freyalise, Llanowar's Fury · Art by Johannes Voss

Guided by Nature is Commander 2014's mono-green Elf deck and Freyalise is one of the strongest planeswalker commanders in the format. Her +2 creates a 1/1 Elf Druid with "tap: add one green mana." Her -2 destroys any artifact or enchantment. Her ultimate draws a card for each green creature you control. In a deck that reliably builds to twenty Elves, the ultimate refills your hand with twenty cards in a single activation.

Freyalise, Llanowar's Fury builds mana and bodies simultaneously with each plus activation. Three turns of +2 means three free Elvish Mystic equivalents before she's done anything else. The -2 handles enchantment and artifact threats that mono-green struggles with. The ultimate is the insurance policy — an explosive hand refill when the game goes long. Ezuri, Renegade Leader provides the Overrun effect that turns twenty Elves into a lethal alpha strike.

Key Cards

Ezuri, Renegade Leader
Art by Igor Kieryluk

Ezuri, Renegade Leader

Regenerate target Elf for one green mana. Pay two green and one colorless: Elves you control get +3/+3 and trample until end of turn. Overrun for three mana that can be activated multiple times in the same turn. With twenty Elves in play, paying three mana three times is trivial with Priest of Titania or Elvish Archdruid generating five or more mana from taps. Three activations turn twenty 1/1 Elves into twenty 10/10 tramplers. One attack ends the game.

Priest of Titania
Art by Rebecca Guay

Priest of Titania

Tap: add one green mana for each Elf on the battlefield. In a deck with twelve Elves in play, Priest of Titania taps for twelve green mana. That's enough to cast Ezuri's Overrun three times in the same turn or deploy the rest of your hand in one explosive turn cycle. Priest of Titania is the mana engine that turns Elf count into explosive mana generation — which gets bigger as more Elves enter, which pay for more Elves.

Elvish Archdruid
Art by Raymond Swanland

Elvish Archdruid

Other Elves you control get +1/+1. Tap: add one green mana for each Elf you control. A second Priest of Titania that also lords your Elves. With both Priest of Titania and Elvish Archdruid in play, a board of ten Elves generates twenty mana. The combined lord bonus from Archdruid plus Ezuri's Overrun turns those Elves into 14/14 tramplers per activation. Archdruid is the second-most important creature in the deck after the mana generation.

Primordial Sage
Art by Kev Walker

Primordial Sage

Whenever you cast a creature spell, you may draw a card. In a deck casting three to four creatures per turn via Priest of Titania's mana generation, Primordial Sage draws three to four cards per turn cycle. This breaks the fundamental problem of mono-green card draw and keeps the Elf chain continuous. Draw more Elves, cast more Elves, draw more Elves. The Sage maintains hand size through the explosive combo turns that finish games.

Craterhoof Behemoth
Art by Daarken

Craterhoof Behemoth

When Craterhoof enters, all creatures you control get +X/+X and trample until end of turn where X equals the number of creatures you control. In the Elf deck, the backup to Ezuri's Overrun is the most efficient board-based one-shot kill in green. Twenty Elves entering Craterhoof means each one gains +20/+20. A board of twenty 1/1 Elves becomes twenty 21/21 tramplers swinging for four hundred twenty damage. One creature, one attack, game over.

How to Play

Ramp through Freyalise's +2 in the first few turns and deploy cheap Elves as early as possible. Priest of Titania and Elvish Archdruid need to be in play before turn five to generate enough mana for the explosive turns. Once both mana Elves are on board with eight to ten other Elves, you're generating fifteen-plus mana per turn. The kill sequence is simple: generate enough mana from Priest of Titania taps, activate Ezuri's Overrun two or three times, and swing with the trample-boosted army. Freyalise's ultimate refuels if the game goes long. Craterhoof Behemoth is the alternative one-shot through Natural Order or just ramping into eight mana naturally.

# release notes
Get an email when we ship updates. No newsletter, no marketing.
$