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Summary
Building Ashling the Limitless (Lorwyn Eclipse), a 2/3 elemental for 3 mana giving elementals in hand Evoke 4 and copying sacrificed non-token elementals. Chosen path: high-risk combo assuming Ashling stays alive rather than hedging with a non-commander backup plan. Core combo: assemble Ashling + two cost reducers + one draw engine to evoke elementals for free, chaining the library. Cost reducers: Ozox's Incubator + Semblance Anvil (free evoke), Animar, Crowd of Drovo, Gawkclaw (power 4+), Team of Battlecry, Gwenna. Draw engines prioritized on triggers off both evoke-cast and token entering: Garruk's Uprising, Elemental Bond, Kavu/Kiora, Tireless/Ascendancy, Greater Good, Eshki (also burn wincon). Payoffs: Jubilation, Rumbleweed (pump/trample), Champion of the Path (burn), Avenger of Zendikar/Belonging (tokens), Maelstrom Wanderer/Ascendancy for haste, Grave Sifter (recur all elementals, broken with pump = infinite power), Regal Force/Souls of the Harvest/Risen Reef draw. Tutors chosen to fetch specific pieces (Trophy Mage, Fabricate, Time of Need, Fauna Shaman, Imperial Recruiter). Prefers non-legendary elementals for copies. Add one-cost ramp for turn-two curve. Watch self-mill/decking. Weak to counterspells and targeted removal; runs minimal board wipes. Bracket 3, wins ~turn 7.
Key Clips
- [02:30] In this state of confusion, I like to start this process by looking at the commander and envisioning that endgame board state or how I'm hoping to win and working backwards. Everything in my deck should in some way facilitate that.
- [04:07] Any ability or effect that we want, be that removal or card draw, is better strapped to an elemental than it is on a separate card.
- [06:01] Elementals that pump our board or deal damage are going to be highly prioritized. If we can string together 15 elementals and they each get plus 4 plus 4, that's 60 player damage and is likely enough to end the game. Jubilation is a great example, as is enraged flamekin. Any elementals that can replace themselves or draw us cards are probably our biggest priority.
- [06:43] It's my view that it's far better to plan to keep her alive with a high-risk and high-reward game plan than plan for her not to be alive. I'd rather have a high-risk game plan that's an absolute banger when it works rather than one that's mid and does that every game.
- [09:52] Garruk's Uprising and cards like Elemental Bond are much much better as they trigger off the evoke cast entering and they trigger off the token entering. So that's two cards per elemental.
- [11:15] I had almost no turn one or two plays and this felt very bad to pilot. The likely best answer was one cost ramp because that launches me straight into my three mana cost slot on turn two and our most important spells in the deck all cost three mana.
- [20:44] One thing you need to be very careful of is not decking yourself. I had a situation where I had three card draw pieces in play, so playing any elemental was going to draw me six cards. You need to balance drawing versus casting.
- [21:26] Don't play Ashling too early in the game and only play her when you want to start evoking. Don't play her randomly between turns two and four because she'll often catch stray removal or a board wipe.
Tags
Archetypes/Strategy: combo, tokens, tribal Format/Bracket: Upgraded, Optimized Card Categories: ramp, draw, tutor, finishers, recursion