Other - Emmara's History Lesson

13 40
23 12 0 24
Main 59 cards (50 distinct)
Instant, Sorcery, Enchantment, Artifact (12)
Creature (23)
Land (24)
Side 1 cards (1 distinct)

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Emmara's Historic Elfball

Ok so maybe the last elfball deck i built was a little bit on the terrible side. Well we're here to make up for that with a tuned-up and way more aggressive strategy! This is Historic Selesnya Elves, and it is here to smash straight through our opponent with a collection of anthems, ramp, and swarms of tiny creatures! So grab your forests sluts, we're going elfballing!

{{Emmara, Soul of the Accord}}

This deck is all about gettings tons of mana ramp early on and then being as aggressive as possible during the midgame with our powerful finishers. By accelerating early we can establish an enormous board quite quickly, which together with our 5 anthem effects should make our little elves into very powerful threats, and if that is not enough we have a few big-boy non-elves here to do their best [[Craterhoof Behemoth]] impression. Let's ball.

What Do Elves Do Best?

{{Llanowar Elves}} {{Druid of the Cowl}} {{Elfhame Druid}} {{Incubation Druid}} {{Paradise Druid}} {{Woodland Mystic}} {{Marwyn, the Nurturer}} {{Elvish Rejuvenator}} {{Legion's Landing}} {{Growing Rites of Itlimoc}}

We gonna ramp HARD baby, woo! Elves gon' do what Elves do best and here we are gonna be loading up on all the mana we can dream of. We have [[Llanowar Elves]], [[Druid of the Cowl]], [[Elfhame Druid]], [[Incubation Druid]], [[Paradise Druid]], AND [[Woodland Mystic]]. Together with [[Marwyn, the Nurturer]] we will be at ridiculous amounts of mana in NO TIME, allowing us to dump our hand and go straight for the face. As other bits of 'ramp' we run [[Growing Rites of Itlimoc]] to help us also dig for more creatures and become [[Gaea's Cradle]] once it flips, which should not take long, as wel as [[Legion's Landing]] to make use of our early aggressive plays to create a new land which can also add to our board.

 Beating the Elf Drum:

{{Pelt Collector}} {{Wildwood Tracker}} {{Thorn Lieutenant}} {{Wildborn Preserver}} {{Ledev Champion}} {{Steel Leaf Champion}}

Elves are peaceful by nature, but if threatened they can band together and become a fearsome force. We have plenty of early aggression with our elves, starting with the powerful [[Pelt Collector]] and the less powerful but still decent [[Wildwood Tracker]] as our one-mana 2/2s on average to begin the face beating. [[Thorn Lieutenant]] can be a powerful threat with all the mana we can generate, as well as being a pain to remove. [[Wildborn Preserver]] can become a powerful threat in this deck as a fantastic early mana sink for all of the ramp we can create in this deck. [[Steel-Leaf Champion]] is just the absolute lad of early Elf drops and former mainstay of big green stompy in Standard. Finally, we run [[Ledev Champion]] to make use of our smaller dorks and early drops in case attacks aren't in our favor.

Tricky Elves:

{{Elvish Reclaimer}} {{Reclamation Sage}} {{Tolsimir, Friend to Wolves}} {{Conclave Tribunal}}

Unfortunately we are limited to the historic card pool, so we don't have much in terms of tricks up our sleeve. [[Elvish Reclaimer]] can find our utility lands if necessary and become a 1 mana 3/4 with a little bit of work. [[Reclamation Sage]] can nuke an artifact or enchantment that is giving us trouble, and [[Tolsimir, Friend to Wolves]] lets us remove a smaller threat that might be giving us some trouble. Finally, we can get all our elves to get tricky with it by convoking [[Conclave Tribunal]] targeting our opponent's most threatening permanent.

Elf Anthems:

{{Elvish Clancaller}} {{Icon of Ancestry}} {{Radiant Destiny}} {{Oakhame Ranger}} {{Vanquisher's Banner}}

This deck actually runs a total of SIX ways to give all our elves +1/+1. The cheapest one is an elf herself, as [[Elvish Clancaller]] will be acting as only an Elf lord in this case, for she cannot make use of her activated ability. [[Icon of Ancestry]] will also buff our elves, as well as helping us dig for more later in the game. [[Radiant Destiny]] can also buff our elves as well as give them vigilance, and [[Oakhame Ranger]] can tap to make all our creatures bigger, making him surprisingly strong in this deck due to our ability to just swarm the board. [[Vanquisher's Banner]] will make all our elves draw a card upon entry, as well as also making them huge. Together with the more expensive [[Immortal Sun]], we have the (veeeery unlikely) potential to give all our elves +6/+6 every turn!

Finding those Elves:

{{Vivien's Arkbow}} {{Mentor of the Meek}}  {{Guardian Project}} {{Beast Whisperer}} {{Finale of Devastation}}

We have a lot of ramp and a few good payoffs. We need to make sure we keep the cards coming, and for that we begin with [[Vivien's Arkbow]] to make use of all that mana and find either an elf we need or a finisher from our library. [[Mentor of the Meek]] is one of the few non-elf creatures in this deck due to its potential to make a lot of tokens and play small creatures, all of which can activate him and give us the chance to use our mana to keep up on card advantage. We run the elf [[Beast Whisperer]] to draw us a card every time we cast a creature and [[Guardian Project]] to draw us another whenever a nontoken creature enters the battlefield. To finish off we have [[Finale of Devastation]], which can either be used to find an elf answe we might need like [[Reclamation Sage]] or to go after either of our big finishers.

Elf Payoffs:

{{God-Eternal Rhonas}} {{Camaraderie}} {{The Immortal Sun}} {{End-Raze Forerunners}} {{March of the Multitudes}}

There aren't that many big elf creatures, so we might need some finishers to make use of all that mana and help close the game off early. For that we have the big green [[God-Eternal Rhonas]] and [[End-Raze Forerunners]] as targets for [[Finale of Devastation]] or simply to hit the board and cause immense amounts of damage. [[March of the Multitudes]] allows us to 'double up' on our board to create a ridiculous amount of tokens and [[Camaraderie]] will let us gain life and draw for each one, as well as also serving as a pump effect on the board to finish off the game. As already mentioned, [[Immortal Sun]] will buff our creatures but also turn off all those pesky planeswalkers, drawing us extra cards, and making our spells cheaper, which won't be that relevant but hey it's a dope card.


{{Castle Ardenvale}} {{Castle Garenbrig}} {{Field of Ruin}} {{Mobilized District}} {{Memorial to Unity}} {{Unclaimed Territory}}

I think my absolute favorite thing about historic is the range of lands we can select to get extra utility and use out of our mana. We run [[Field of Ruin]] because [[Field of the Dead]] kind of destroys us, as well as being able to hit [[Azcanta, the Sunken Ruin]]. We get to run [[Unclaimed Territory]] to cast all our elves, and [[Memorial to Unity]] in case our draws end up being incredibly unlucky. As non-special lands [[Castle Ardenvale]] and [[Castle Garenbrig]] are here because both help with this deck's game plan, and [[Mobilized District]] to help add even more to the board. We run 3 plans and 8 forests, a [[Fabled Passage]], and all of the dual lands available to us. This does give quite a few tapped lands, but we have a lot of mana dorks to make up for that, and while we are heavy in green, a lot of our spells have some pretty restrictive mana costs.

About EveryDayANewBrawlDeck

Follow my twitter at https://twitter.com/EverydayDeck for more Brawl decks, everyday!

Most of these decks are atrocious, some are just bad.

If I did not include a specific mythic or rare card it is because I do not own it yet for I am a plebian.

Feel free to take any of these ideas and make them your own, I do not 'own' any of these decks and I probably have NOT made the right card decisions.


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Last Updated: 17 Nov 2019
Created: 16 Nov 2019
65 25 0

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