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The deck can play similar to most other elf decks, but has an infinite combo embedded within it.Wirewood herald and timberwatch elf work very well together. Attack your opponent with the herald. If they block, let the herald die and search for whatever elf you need (typically wirewood channeler or wellwisher). If they don't block, give the herald +x/+x from the timberwatch elf. Don't be too aggressive with this deck, until you get Aggravated Assault. Once you have Aggravated Assault in play, you should be ready to win, provided you have a wirewood channeler in play. The channeler can provide the mana cost to activate aggravated assault over and over again, giving you unlimited main phases and unlimited attack phases. Depending on what you have in play or in your hand, use these phases to gain infinite life, to increase your elves attack/toughness to astronomical numbers, or rolling thunder everything on the board for a million points.
Tip 1: Attempt to get your elves out in the following order, if possible: Priest of Titania, wellwisher, wirewood herald, timberwatch elf, seeker of skybreak, wirewood channelerTip 2: Keeping your elves alive is more important than your life score, so usually you want to allow monster to go unblocked and deal damage to yourself rather than killing your elves. Only block if you know you can do so without losing an elf.Tip 3: Don't be afraid to sacrifice your lands to Sylvan Safekeeper in order to keep your elves alive. Once you have mana producing elves you don't need land as much as you need to keep your key elves alive.Tip 4: Protect your elves in the following order (most important to lease important): Wirewood channeler, Wellwisher, Timberwatch Elf, Seeker of Skybreak.Tip 5: Keep Caller of the Claw in your hand if you are expecting a sorcery that will kill or damage lots of creatures in a single turn. If an opponent casts Wrath of God you'll be glad you left 3 mana untapped and have the Caller in your hand. I'd put 3 more of these in a sideboard if possible.Tip 6: Keep the Rolling Thunder for a finishing move, unless you really need to use it to eliminate certain creatures on the field. Some decks have ways to protecting themselves from creatures, which is typically how this deck does damage. The purpose of the rolling thunders is to prevent this deck from being shutdown so easily. Consider adding more burn to the sideboard.
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