Commander themes · Elves

Best Elf commanders

Elves are the classic creature-type deck: cheap creatures that make mana, more Elves than the table can answer, and one big turn at the end. Here are ten commanders that lead them, from drain finishers to mana engines, with what each one does best.

The 10 best Elves commanders

We started from commanders that players build often for this theme on EDHREC. The order is our own: how well the commander fits the theme, how consistently the deck does its thing, how hard it is to stop, and how it holds up at a four-player table. It is not a popularity ranking, and no win rates are involved.

  • Beginner-friendly A clear plan with few decisions per turn
  • Budget-friendly The commander is inexpensive and the deck works without pricey staples
  • High power Among the strongest versions of the theme
Lathril, Blade of the Elves — Magic: The Gathering card
1

Lathril, Blade of the Elves

Complexity: LowBeginner-friendlyBudget-friendly

Lathril is the complete Elf commander. Menace helps her connect, each hit makes that many 1/1 Elf Warrior tokens, and her finisher is built in: tap her and ten untapped Elves, and each opponent loses 10 life while you gain 10. Tapping Elves as a cost works even with Elves you cast this turn, so a big turn of Elves can pay for it at once. Two activations take half of every opponent’s life. Golgari adds recursion for when a wipe hits.

Strengths

  • A finisher that hits every opponent at once
  • Makes her own Elves by attacking
  • Golgari ramp, removal and recursion

Watch out for

  • A 2/3 for four mana has to connect to make tokens
  • Ten Elves on the board is a lot to rebuild after a wipe

Best for: Players new to typal decks who want a clear way to win.

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Marwyn, the Nurturer — Magic: The Gathering card
2

Marwyn, the Nurturer

Complexity: MediumHigh power

Marwyn gets a +1/+1 counter whenever another Elf enters under your control, and taps for green mana equal to her power. After a few turns of Elves she makes six, eight, ten mana — enough to empty your hand and still cast Craterhoof Behemoth or a huge X spell. Mono-green keeps the mana base simple and the deck affordable, and the mana is real from the turn she can tap.

Strengths

  • Turns every Elf into more mana
  • Mono-green: simple and affordable mana base
  • Huge turns with Craterhoof or X spells

Watch out for

  • A 1/1 that dies to almost anything
  • Mono-green has few ways to deal with flyers and enchantments

Best for: Players who like ramping into explosive turns.

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Voja, Jaws of the Conclave — Magic: The Gathering card
3

Voja, Jaws of the Conclave

Complexity: MediumHigh power

Voja is a Wolf, not an Elf, but he rewards Elves like few others. Whenever he attacks, every creature you control gets a +1/+1 counter for each Elf you control — permanent counters, not a pump until end of turn. Each Wolf you control draws a card. A 5/5 with vigilance, trample and ward {3}, he is hard to remove and grows the team every turn. Naya adds white removal and red damage to the green Elves.

Strengths

  • Permanent counters on the whole team every attack
  • Ward {3}, vigilance and trample
  • Draws cards with Wolves

Watch out for

  • Five mana in three colors
  • Needs Elves and Wolves for both halves of his text

Best for: Players who want an aggressive Elf deck that snowballs.

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Galadriel, Light of Valinor — Magic: The Gathering card
4

Galadriel, Light of Valinor

Complexity: Medium

Whenever another creature enters under your control, Galadriel gives you one of three things you haven’t picked this turn: {G}{G}{G}, a +1/+1 counter on each creature, or scry 2 and draw a card. In an Elf deck the first Elf pays for the next ones, the second grows the board and the third draws. Bant adds counterspells and white protection, so the engine survives longer than in most green decks.

Strengths

  • Mana, counters and cards from one trigger
  • Rewards any creature, not only Elves
  • Blue and white protection

Watch out for

  • Each mode only once per turn
  • Five mana, and one of the more expensive commanders here

Best for: Players who enjoy flexible choices every turn.

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Dionus, Elvish Archdruid — Magic: The Gathering card
5

Dionus, Elvish Archdruid

Complexity: Medium

Dionus gives every Elf you control: whenever it becomes tapped during your turn, untap it and put a +1/+1 counter on it, once each turn. A Llanowar Elves taps for mana twice; an Elvish Archdruid makes its big burst of mana twice. Attacking Elves untap after the attack, too, so they can still block. The whole tribe grows a little every turn without extra cards.

Strengths

  • Doubles the mana from every Elf on your turn
  • Counters on each Elf, every turn
  • Attackers untap to block

Watch out for

  • Works on your turn only
  • A 3/3 for four with no protection of its own

Best for: Players who like mana engines and long, big turns.

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Tyvar the Bellicose — Magic: The Gathering card
6

Tyvar the Bellicose

Complexity: Medium

Tyvar gives each of your creatures a +1/+1 counter for every mana it produces, once each turn — mana Elves become real threats. When Elves attack they gain deathtouch, so blocking them costs the defender a creature. A Priest of Titania that taps for six becomes a 7/8 in one turn. Golgari colors add removal and recursion around the green core.

Strengths

  • Mana creatures grow every turn
  • Deathtouch makes attacking Elves hard to block
  • A 5/4 body that matters in combat

Watch out for

  • Counters only for creatures’ own mana abilities
  • Pricier than most Golgari commanders

Best for: Players who want an Elf deck that turns ramp into a board.

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Ezuri, Renegade Leader — Magic: The Gathering card
7

Ezuri, Renegade Leader

Complexity: LowBeginner-friendly

Ezuri is the old-school Elf commander: for {2}{G}{G}{G}, all your Elves get +3/+3 and trample until end of turn, and he can use it more than once. With an Elf deck’s mana, two activations on a wide board end a game. For {G} he regenerates another Elf, which saves your key creatures in combat and from destroy effects that allow regeneration. Simple, direct and mono-green.

Strengths

  • A finisher in the command zone
  • Regeneration protects your Elves
  • Mono-green and simple to build

Watch out for

  • No card draw of his own
  • Needs a wide board before he does much

Best for: Newcomers and players who like a straight attack plan.

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Maralen, Fae Ascendant — Magic: The Gathering card
8

Maralen, Fae Ascendant

Complexity: HighBudget-friendly

Whenever Maralen or another Elf or Faerie enters under your control, the top two cards of an opponent’s library are exiled. Once each turn you may cast one of those spells for free if its mana value is at most the number of Elves and Faeries you control. Cheap Elves become card advantage from the whole table, and a 4/5 flyer is a solid body. Sultai adds counterspells and removal.

Strengths

  • Free spells from opponents’ decks
  • Elves and Faeries both count
  • A 4/5 flyer with Sultai interaction

Watch out for

  • Only one free spell per turn, from cards exiled that turn
  • The best plays depend on what the opponents reveal

Best for: Players who like value and surprises.

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High Perfect Morcant — Magic: The Gathering card
9

High Perfect Morcant

Complexity: MediumBudget-friendly

Whenever Morcant or another Elf enters under your control, each opponent puts a -1/-1 counter on a creature they control. Every Elf you cast chips away at opposing boards, and token decks suffer most. Tap three untapped Elves to proliferate at sorcery speed: their -1/-1 counters grow, your +1/+1 counters too, and poison counters if you play them. A 4/4 for four that turns a typal deck into slow, steady removal.

Strengths

  • Every Elf is a small removal spell
  • Proliferate from tapped Elves
  • Strong against token decks

Watch out for

  • Opponents choose which creature gets the counter
  • Proliferate only at sorcery speed

Best for: Players who like grinding opponents down.

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Thranduil, the Elvenking — Magic: The Gathering card
10

Thranduil, the Elvenking

Complexity: HighBudget-friendly

Thranduil has every activated ability of the Elf cards in your graveyard. Mill an Elvish Archdruid and he taps for green mana for each Elf; mill a utility Elf and he uses it. Whenever another legendary Elf enters, you draw two and discard one — which also puts more Elves into the graveyard. A 5/6 for five in Sultai colors, built for players who like self-mill and toolbox decks.

Strengths

  • A toolbox of Elf abilities in one body
  • Draw and discard fill the graveyard
  • A big 5/6 for five

Watch out for

  • Needs Elves in the graveyard before he does much
  • Graveyard hate shuts him off

Best for: Experienced players who enjoy graveyard puzzles.

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Elves commanders compared

All ten at a glance. Complexity and budget are our judgement; see each commander above for the reasons.

#CommanderColorsPlanComplexityBudget-friendlyBuild
1Lathril, Blade of the ElvesElf tokens and a ten-Elf drainLowYesBuild
2Marwyn, the NurturerGrows with Elves, taps for huge manaMedium—Build
3Voja, Jaws of the ConclaveElves and Wolves grow the whole teamMedium—Build
4Galadriel, Light of ValinorEach creature: mana, counters or cardsMedium—Build
5Dionus, Elvish ArchdruidMana Elves that tap twice and growMedium—Build
6Tyvar the BellicoseMana creatures that grow, deathtouch attacksMedium—Build
7Ezuri, Renegade LeaderRepeatable +3/+3 and trampleLow—Build
8Maralen, Fae AscendantElves and Faeries cast opponents’ cardsHighYesBuild
9High Perfect MorcantElves that shrink opposing boardsMediumYesBuild
10Thranduil, the ElvenkingElf abilities from the graveyardHighYesBuild

How does an Elf deck work in Commander?

An Elf deck is a typal deck: most of its creatures share one creature type, and the cards that reward that type do the rest. Elves are the most supported type in green. They are cheap, many of them make mana, and the best payoffs count how many Elves you control — so the deck gets stronger the wider it goes.

How an Elf deck wins

  • One overwhelming attack. A board of small Elves plus Craterhoof Behemoth, Overrun or Ezuri’s pump is lethal on the spot.
  • Drain. Lathril taps ten Elves to drain each opponent for 10; Shaman of the Pack drains for the number of Elves.
  • Infinite mana and a sink. High-power Elf decks turn their mana into a big X spell or a combo.

The card types an Elf deck needs

  • Mana Elves like Llanowar Elves and Elvish Mystic, plus the ones that count Elves (Priest of Titania, Elvish Archdruid).
  • Card draw: a wide board runs out of cards fast. Glimpse of Nature, Guardian Project and Elvish Visionary refill it.
  • Finishers: two or three ways to turn many small creatures into a win.
  • Protection: Heroic Intervention or a sweeper-proof plan, because Elves die to every board wipe.

Strengths and weaknesses

Elf decks are fast, consistent and fun to play. With mana creatures they need fewer lands — many run 32 to 34. Their weak point is the board wipe: a single wrath can undo five turns of work, and small creatures do nothing against a big flyer. Keep a few cards in hand instead of dumping everything at once.

Common mistakes

  • All mana, nothing to spend it on. Count your draw spells and finishers, not just your mana Elves.
  • Overextending into a wipe. Play enough to threaten, keep the rest for the rebuild.
  • Too few non-Elf cards. Removal and card draw are still needed; typal decks often run 25 to 30 creatures of the type, not 60.

Who enjoys Elves?

Players who like building up a board, counting mana and taking one long, explosive turn. Elves are also a good first typal deck: the cards are easy to understand and many of them are cheap.

Key cards and synergies for Elves

Cards that show up in many Elves decks, by the job they do. Which ones fit depends on your commander’s colors.

Mana Elves

The engine: cheap, and the best ones count Elves.

Card draw and tutors

A wide board empties your hand; these refill it.

Finishers

Turn a board of small Elves into a win.

  • Craterhoof Behemoth — Every creature gets +X/+X and trample, X being your creature count.
  • Overrun — +3/+3 and trample for the whole team.
  • Shaman of the Pack — An opponent loses life equal to the number of Elves you control.

Protection

Elves fear board wipes most.

Best budget Elves commanders

Elves are one of the cheapest typal decks to start: most mana Elves are commons and uncommons, and these three commanders don’t need the expensive finishers to work.

Lathril, Blade of the Elves

Lathril, Blade of the Elves

Her finisher is built in, so the deck doesn’t depend on Craterhoof Behemoth.

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High Perfect Morcant

High Perfect Morcant

Every cheap Elf is also removal; the proliferate engine costs nothing extra.

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Maralen, Fae Ascendant

Maralen, Fae Ascendant

Card advantage from opponents’ decks, paid for by the Elves and Faeries you already play.

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Prices change daily, so this page names none. Commandarium shows today’s price for every card in a deck, and counts what you already own.

Questions about Elves commanders

What is the best Elf commander?

For most players, Lathril, Blade of the Elves: she makes Elves, has a built-in finisher and works on a budget. Marwyn and Voja are the stronger picks for faster tables, Ezuri the simplest.

Are Elf decks good in Commander?

Yes. Elves are fast and consistent, and they can win from nowhere with one big turn. Their weak spot is board wipes, so good Elf decks keep cards in hand and run a few ways to protect the board.

How many Elves should an Elf deck run?

Usually 25 to 30 Elves out of 30 to 35 creatures. The rest of the deck is the usual ramp, card draw, removal and lands — often a few lands fewer than average, because the Elves make mana.

How many lands does an Elf deck need?

Many Elf decks run 32 to 34 lands instead of the usual 36 to 38, because mana Elves do part of the ramp. Commandarium counts mana creatures as ramp and shows the totals next to the targets.

Can you build a budget Elf deck?

Yes. Most mana Elves are commons, and commanders like Lathril and High Perfect Morcant don’t need expensive finishers. Commandarium builds the deck from the cards you own first and prices the rest.