I think this guy is underrated. Anything that untaps elves can be hideously overpowered.
ZuesAscendant
☆☆☆☆☆ (0.0/5.0)
4-of in my Elf deck replacing Elvish Visionary. I mean, it untaps my Archdruids. And if it eats removal, hey, one less bolt or blade for the Joraga Warcaller
meundies
☆☆☆☆☆ (0.5/5.0)(5 votes)
Sooo, say i attack with all my elves does this guy negate the other attacks by untapping them before damage is done?
ninjaduckie
☆☆☆☆☆ (0.5/5.0)(1 vote)
I think this guy just made elves good in standard.
Mattmedia
★☆☆☆☆ (1.7/5.0)(16 votes)
In Honor Of My Favorite Poster
Best One Drop Elf Since Heritage Druid
Will Make A Splash In Most Formats
Even Better, Does Not Have To Be Tribal
psyklone
☆☆☆☆☆ (0.0/5.0)
Timberwatch, attack, timberwatch.
Ouch
ZEvilMustache
★★★★☆ (4.5/5.0)(2 votes)
Arcana 546 states that her little trumpet comes from classic Copperhoof Vorrac. How is that they are able to find enough rare horns to equip and army of common creatures?
Doom_Lich
☆☆☆☆☆ (0.0/5.0)
Well this is my favorite common of the set. Hands down. It even rocks in limited.
stratoscythe
☆☆☆☆☆ (0.0/5.0)
Technically If you have two of these attacking.. you untap all your creatures thus making it having vigiliance.
MasonDark
☆☆☆☆☆ (0.0/5.0)
This little guy aims to change the world....of Green.
EternalLurker
☆☆☆☆☆ (0.0/5.0)
G: Each turn after this one, you may spend all your mana in the precombat phase and then spend that much again in postcombat.
alternately
G: Ezuri, Renegade Leader just got stupidly good. Enjoy your double overruns with an army of regenerating elves!
Also, this gives Omnath, Locus of Mana a reason to be played.
So many times now, I've cast a turn 3 Summoning Trap with this guy during the attack phase even when I drew only Joraga Treespeakers for mana accel.
Pwnsaw
★★★★☆ (4.3/5.0)(5 votes)
I heard untapping permanents is pretty exploitable.
brownkidd
☆☆☆☆☆ (0.5/5.0)(4 votes)
Can I attack with a creature that has infect, then attack with this guy, then untap the creature I just attacked with for another go all in the same combat phase? Or must all attackers attack together at the same time so that cheap moves like this can't be pulled off?
Cooties
★★★★☆ (4.8/5.0)(5 votes)
@ZEvilMustache - Maybe the Copperhoof Vorrac was more common before these scouts started harvesting their horns, endangering the species into rare rarity.
Vinifera7
★★★★☆ (4.7/5.0)(3 votes)
Suicidal elf that gives your creatures pseudo vigilance. Nice.
@meundies Untapping an attacking creature with some effect doesn't negate the fact that it's still attacking.
qweqwe
★★★☆☆ (3.8/5.0)(2 votes)
When i attack with all my elves, I untap they after they deal a combat damage?
desolation_masticore
☆☆☆☆☆ (0.0/5.0)
Do elves really need more love? What about the Jellyfish, or Drakes? Actually works pretty well with Dormant Gomazoa come to think of it...
FelixCarter
★★★★★ (5.0/5.0)(2 votes)
Pretty devastating card for elves. Obviously not a good first-turn-choice over Joraga Treespeaker or other mana ramper, but definitely a good way to rack up some extra mana after combat. If you have an Omnath, Locus of Mana out to bank your green before and after combat, this guy sets up a nice topping for a big Genesis Wave. And with Asceticism out, you can cover your bank and regen your Scout.
Absolutely gorgeous art. Lot's of colors, values, and shades used in the image. The background gives a wide sense of depth while the lighting brings attention to the foreground. Character design is superb and surrounding imagery is well-thought-out. A wonderfully expected piece from Shelly Wan.
when he attacks, you can untap all your mana dorks (Elvish Archdruid, Priest of Titania, Llanowar Elves etc...) and tap them again to overrun a few more times with ezuri before combat damage is dealt.
alphagprime
☆☆☆☆☆ (0.0/5.0)
This plus bramblesnap . At the beginning of your turn tap a bunch of tokens or whatever you have, attack with Copperhorn Scout and gain them all back and re-tap your tokens or weenies. With enough creatures on the field you can make Bramblesnap scary using your big nasties to pump and get them back to attack WITH Bramblesnap! Assuming you can then attack with those creatures after Copperhorn attacks. If not just pump with weenies, either way!
occamsrazorwit
★★★★★ (5.0/5.0)(1 vote)
@Vinifera7: Pseudo-Vigilance? This should be super-Vigilance since it allows you to untap all of your creatures including those that were tapped but not attacking.
chetoos
☆☆☆☆☆ (0.0/5.0)
Something you can't ignore is that this is a triggered ability, meaning it uses the stack. What that means is that, if you have two out at a time, both activate and are put on the stack. Now, normally this is just an additional untapping, but if you have mana weenies and something that uses mana, like Ezuri, you get more activations of Ezuri. For example, I've managed to use this card to facilitate a combo that would let me swing for over 250 damage on turn 4. It's next to impossible to get off, but it would be completely glorious if it did happen. The combo requires the following cards, and it was standard at a point: 2x Llanowar Elves 1x Elvish Archdruid 1x Ezuri Renegade Leader 4x Copperhorn Scout 1x Craterhoof Behemoth 2x Forest On turn one, and you have to be on the draw for this combo, you play a Forest, and a Llanowar Elves. Next turn, you untap to play another Forest, and the Elvish Archdruid. Turn three, and your hand should now consist of everything left, aside from the Craterhoof, you first play three of the different one mana cost elves, utilizing your two Forests and your Llanowar Elves, giving you five elves, which allows your Archdruid to tap for the five mana required to play the Ezuri, and the last two one mana cost elves. Finally, on turn four, you're top decking, and you draw the Craterhoof Behemoth. You tap your Archdruid for the 8 mana to play it out, causing each creature you control to get +9/+9 and gain trample for now. Now, you move to your combat phase and attack with each creature, totaling 92 damage at this stage. Now, each Copperhorn Scout triggers and is put on the stack. Let the first one resolve without incident, and then you tap your Archdruid and your two Llanowar Elves for a total of ten mana, which you use to activate Ezuri twice, for +6/+6 to each elf, granting your attacking force a total of +42 damage. Following that trail down, each subsequent Copperhorn Scout on the stack untaps your three mana producing elves, meaning you get another +42 to your damage each time with your 7 swinging elves, giving you a total of 8 activations of Ezuri once you're done, meaning each Elf got +24/+24 total. With seven swinging elves, you get 168 damage from Ezuri's ability alone. Then, the Craterhoof from before brings his +9/+9 to all 8 swingers, giving you +72 more power, so you hit 240. The final 20 damage comes from the Craterhoof's base power of 5, your 6 elves base power of 1/1, increased by the arch druid to 2/2, and Ezuri's base power of 2/2, bumped to 3/3. Voila, 260 damage on turn four.
BoBoCTiberius
★★★★★ (5.0/5.0)(1 vote)
Just as relevant in a lot of ways as Llanowar Elves, Fyndhorn Elves and Elvish Mystic for EDH and other non-competitive uses, with the bonus of having way better art than any of them. It probably isn't going to die automatically if you play well with it, as well (I.E. not swinging into outclassed situations or waiting until you get a few of your lords on board.)
chrome_dome
★★★★★ (5.0/5.0)(1 vote)
4/5. Being able to untap all of your attackers is huge in limited, since most games are centered around combat. This is way too good to be rated under four stars. She is going right into my peasant cube.
Comments (31)
Best One Drop Elf Since Heritage Druid
Will Make A Splash In Most Formats
Even Better, Does Not Have To Be Tribal
Ouch
alternately
G: Ezuri, Renegade Leader just got stupidly good. Enjoy your double overruns with an army of regenerating elves!
Also, this gives Omnath, Locus of Mana a reason to be played.
So many times now, I've cast a turn 3 Summoning Trap with this guy during the attack phase even when I drew only Joraga Treespeakers for mana accel.
@meundies
Untapping an attacking creature with some effect doesn't negate the fact that it's still attacking.
Absolutely gorgeous art. Lot's of colors, values, and shades used in the image. The background gives a wide sense of depth while the lighting brings attention to the foreground. Character design is superb and surrounding imagery is well-thought-out. A wonderfully expected piece from Shelly Wan.
let's try to think up a scenario with this mechanic in mind together with an elf swarm deck with Joraga Warcaller and Asceticism, shall we? hmmmmm....
always loved the concept of being able to attack with all i've got AND still have blockers for my opponent's turn.
when he attacks, you can untap all your mana dorks (Elvish Archdruid, Priest of Titania, Llanowar Elves etc...) and tap them again to overrun a few more times with ezuri before combat damage is dealt.
The combo requires the following cards, and it was standard at a point:
2x Llanowar Elves
1x Elvish Archdruid
1x Ezuri Renegade Leader
4x Copperhorn Scout
1x Craterhoof Behemoth
2x Forest
On turn one, and you have to be on the draw for this combo, you play a Forest, and a Llanowar Elves. Next turn, you untap to play another Forest, and the Elvish Archdruid. Turn three, and your hand should now consist of everything left, aside from the Craterhoof, you first play three of the different one mana cost elves, utilizing your two Forests and your Llanowar Elves, giving you five elves, which allows your Archdruid to tap for the five mana required to play the Ezuri, and the last two one mana cost elves. Finally, on turn four, you're top decking, and you draw the Craterhoof Behemoth. You tap your Archdruid for the 8 mana to play it out, causing each creature you control to get +9/+9 and gain trample for now. Now, you move to your combat phase and attack with each creature, totaling 92 damage at this stage. Now, each Copperhorn Scout triggers and is put on the stack. Let the first one resolve without incident, and then you tap your Archdruid and your two Llanowar Elves for a total of ten mana, which you use to activate Ezuri twice, for +6/+6 to each elf, granting your attacking force a total of +42 damage. Following that trail down, each subsequent Copperhorn Scout on the stack untaps your three mana producing elves, meaning you get another +42 to your damage each time with your 7 swinging elves, giving you a total of 8 activations of Ezuri once you're done, meaning each Elf got +24/+24 total. With seven swinging elves, you get 168 damage from Ezuri's ability alone. Then, the Craterhoof from before brings his +9/+9 to all 8 swingers, giving you +72 more power, so you hit 240. The final 20 damage comes from the Craterhoof's base power of 5, your 6 elves base power of 1/1, increased by the arch druid to 2/2, and Ezuri's base power of 2/2, bumped to 3/3. Voila, 260 damage on turn four.