Subject: Type 1 - "Not-just-another" Elf Tribal Deck - Ben Reynolds

Creatures:
-4 Llanowar Elves
(1g, Tap: Add 1g to your mana pool, 1/1)
-4 Quirion Elves
(1g 1c, When Quirion Elf comes into play, choose a color.
Tap: Add either 1g or one mana of the color choosen to your mana pool,
1/1)
-4 Priests of Titania
(1g 1c, Tap: Add 1g for each elf in play, 1/1)
-4 Wellwishers
(1g 1c, Tap: Gain life equal to the number of elves in play, 1/1) -4 Timberwatch Elves
(1g 2c, Tap: Target creature gets +X/+X until end of turn,
where X is the number of Elves in play, 1/2)
-4 Gaea's Skyfolks
(1g 1u, Flying, 2/2)
-1 Heedless One
(1g 3c, Trample, Heedless One's power and toughness are each
equal to the number of Elves in play, */*)
-2 Elvish Soultiller
(2g 3c, When Elvish Soultiller is put into a graveyard from play,
choose a creature type. Shuffle all creature cards of that type
from your graveyard into your library, 5/4)
-2 Seedborn Muse
(2g 3c, Permanents you control untap during each other players
untap phase, 2/4)
-2 Skyshroud Poacher
(2g 2c, Tap 3c: Search your library for an elf card and put that card
into play. Shuffle your library, 2/2)

Sorcery:
-2 Hurricanes
(1g Xc, Hurricane deals X damage to each player and to each
creature with flying)
-2 Nostalgic Dreams
(2g, As an additional cost to play Nostalgic Dreams, discard
X cards from your hand. Return X target cards from your graveyard
to your hand. Remove Nostalgic Dreams from the game.)

Enchantments:
-2 Centaur Glade
(2g 3c, 2g 2c Put a 3/3 green Centuar token into play)
-3 Steely Reslove
(1g 1c, As Steely Resolve comes into play, choose a creature type.
Creatures of the chosen type can't be the targets of spells or
abilities.)

Artifacts:
-2 Coat of Arms
(5c, Each creature gets +1/+1 for each other creature of the same
type in play)

Lands:
-4 Wirewood Lodges
(Tap: Add 1c to your mana pool, 1g Tap: Untap target Elf)
-14 Forests

31 Creatures
+ 04 Sorceries
+ 05 Enchantments
+ 02 Artifacts
+ 18 Lands
= 60 Cards

Ok, for the record, my last two decks (a blue counter/control and a blue
mill) are both TYPE 1 decks... NOT type TWO. Anywys...

THIS IS NOT JUST ANOTHER ELF DECK

Some people just throw a bunch of elves together, add a coat of arms, maybe a Steely Resolve, and call it a deck. Not so with this one... Read on.

The more observant among you will notice a shortage of mana, especially forests. This deck can EASILY afford to do that becaduse of the number of elves that cost 1g or 1g 1c and can tap for mana, I speak of course about the Llanowar and Quirion Elves, and Priests of Titania. With this deck, it is quite possible to win a game with only two mana down on the field due to the number and nature of elves. Priests of Titania especially help. Use a Wirewood lodge with one, and you can see how mana is no problem at all.

When you play a Quirion Elf, pick blue for its second mana choice. This is used when playing Gaea's Skyfolk, the only flying elf. If you match one with the power of a Timberwatch Elf or with Coat of Arms, flying enemies are no longer a problem.

Unless you've carefully planned out and thought about it, don't EVER attack with your Wellwishers, just sit back and pull out a pencil and paper to keep track of your life. Sometimes you have enough elves out with either Timberwatch Elves, Coat of Arms, or both, that you can just do a Blitzkrieg and completely decimate your opponent. If you do this, attack with EVERything.

The reason their is only one Heedless One is that while it is a rather good card, it has no special ability, it just sits there until you put down enough elves to feed it. If you happen to draw it eary on, good for you. But if you draw a Skyshroad Poacher first, hold back on pulling it from your library until you have at least five other elves down (this may seem like an arbitrary number, but toughness/strength 5 is the average for beaty creatures)

Elvish Soultillers are pretty much self explanatory. Seedborn Muses are gods gift to the world of magic. A couple of the combos you can perform using this most excellent of excellent cards include, Wellwish EACH PLAYERS TURN, I pulled that in a 16 person gran melee, I won. I was gaining something on the order of 1,000 life per round (I also had 2 Wirewood lodges out). Centaur Glade EACH PLAYERS ROUND, if you use Priests of Titanias and Wirewood lodes, you can easily be cummoning 5-8 of those things per player per round. Skyshroud Poacher EVERY PLAYERS ROUND, of course, their's always the risk you'll end up decking yourself, but hey!

Hurricane is used best when you have massive health do to your Wellwishers, and you want to finish your opponent off in one fell swoop, so what do you do? You use all your Priests of Titanias and Wirewood Lodges to get massive amounts of mana in your mana pool, then you funnel it all into the Hurrican spell, and completely obliterate EVERY OTHER PLAYER (have you noticed how much I like saying that?)

The reason why I didn't make room for that fourth Steely resolve is two-fold, ONE; Three happens to be the exact number of creature types in this deck (Elf, Rebel, and Spirit). TWO; I needed that card slot for something else. Steely Resolve is another one of theese little gems that allow elves to become, for all intensive purposes, invincible. No more Terror, no more Fireball, no more nothing... almost. NOTE: Wrath of God and other card that don't target the creature but instead have global effects still affect creatures protected by Steely Resolve.

If the use of Coat of Arms isn't immeadiatly obvious, I would like to ask you to burn all your magic cards right now because you have no right to own them!

And on that rather threatning note, I bid you farewell. Enjoy the Tribe!

Ben Reynodls - wren_type504@yahoo.com

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