Elven Empire precon upgrade guide

Lathril’s drain asks for ten other untapped Elves, and the box has 39 besides her. Only three of them cost two mana or less, and that is where the swaps start.

Lathril, Blade of the Elves has two ways to win. She deals combat damage and makes that many 1/1 Elf Warrior tokens, or she taps along with ten other untapped Elves and each opponent loses 10 life while I gain 10. The rulings are specific about the second one. She doesn’t count among the ten, so the drain needs eleven Elves on the battlefield, and she has to have been under my control since the start of my turn. The ten can include Elves that arrived this turn, because paying the cost isn’t a {T} ability on those Elves.

The box clears eleven on paper. 40 of its 41 creatures are Elves, Lathril included, and the one exception is End-Raze Forerunners, a Boar. What it doesn’t do is get them out early. 24 of the 63 spells cost exactly three, 18 of the 40 Elves are three-drops, and average mana value is 3.6. Just three Elves cost two or less: Elvish Mystic, Jaspera Sentinel and Miara, Thorn of the Glade.

Nine swaps cost $34.89. Five spells go to make room for five creatures, four of them Elves that cost two or less (that group goes from three to seven) and the fifth Ezuri, Renegade Leader. Four lands that enter tapped are replaced by four that mostly don’t. Average mana value falls from 3.6 to 3.35.

Lathril, Blade of the Elves
Lathril, Blade of the Elves
Upgraded list

100 cards, 37 lands (29 basic), 44 creatures, average mana value 3.35. Mana sources: 23 black, 34 green.

No Game Changers and no mass land denial, so it sets no bracket floor. How brackets work →

The stock Elven Empire decklist, and what it is worth →

What are the best Elven Empire upgrades?

Buy from the top and stop wherever the budget does. Each price is for whichever released printing is cheapest today (October 2026), promos included.

  1. Priest of Titania ($1.54). Taps for {G} for each Elf on the battlefield, mine and everyone else’s. It’s the cheapest mana card here that scales with the very thing the deck is built to have.
  2. Elvish Warmaster ($3.60). Makes a 1/1 Elf Warrior whenever one or more other Elves enter under my control, once each turn. A free body on the first Elf spell of any turn.
  3. Heritage Druid ($3.55). Tap three untapped Elves for {G}{G}{G}. The ability has no tap symbol, so Elves that just arrived can pay for it.
  4. Ezuri, Renegade Leader ($14.31). Regenerates another Elf for {G}, and for five mana gives every Elf I control +3/+3 and trample until end of turn. The only protection and the only second finisher in the list.
  5. Elvish Visionary ($0.07). A two-mana Elf that draws a card on arrival.
  6. Woodland Cemetery ($0.61), Llanowar Wastes ($0.59), Blooming Marsh ($2.40) and Overgrown Tomb ($8.22). Four black-green lands that can enter untapped, replacing four that can’t. Overgrown Tomb is printed in Star Trek on 13 November 2026, so its price may fall.

Bracket 1 stays the floor, since all nine sit outside the Game Changers list. The five spells and four lands that come out are further down.

Five spells go, and one was close

End-Raze Forerunners costs eight and is the only creature in the box that isn’t an Elf, a Boar with vigilance, trample and haste. Its enter trigger gives my other creatures +2/+2, vigilance and trample until end of turn, and the vigilance matters: Lathril would attack without tapping and could still drain after combat. It is still eight mana, and Ezuri gives +3/+3 and trample for five. This was the closest cut of the five.

Nullmage Shepherd taps four untapped creatures to destroy an artifact or enchantment. Those are four Elves that can’t pay for the drain that turn, and Reclamation Sage already answers an artifact or enchantment for three mana when it enters.

Serpent's Soul-Jar exiles an Elf as it dies. Abomination of Llanowar counts the Elf cards in my graveyard, and Elderfang Ritualist, Golgari Findbroker and Roots of Wisdom all return cards from it, so the Jar works against four cards already in the box. Casting what it caught also costs 2 life each time.

Return Upon the Tide costs five to return one creature card, with two extra Elf Warriors if it’s an Elf. Golgari Findbroker costs four and puts a body on the battlefield while returning a card to hand. Tergrid's Shadow makes each player sacrifice two creatures. In a list where all 44 creatures are Elves, that takes two Elves off the table I am trying to count, and Ruthless Winnower already makes each player sacrifice a non-Elf creature at every upkeep without costing me one, as long as I take the counters rather than the Servos on Cultivator of Blades.

Eleven Elves in one turn

Here is the turn the list is built to have. Six Elves are on the battlefield, Lathril among them, and four lands are untapped. Elvish Promenade costs {3}{G} and makes a 1/1 Elf Warrior for each Elf I control, so six tokens arrive. The five older Elves and the six new ones are eleven untapped Elves besides Lathril, and ten of them pay for the drain. Elven Ambush does the same at instant speed for the same four mana.

The catch is that Elves which tap for mana can’t also pay for Lathril. The turn works when lands pay for Elvish Promenade and the Elves are saved for the cost. That is why the cheap Elves matter more than the big ones here. Reaching six Elves is the hard part, and four of the five creatures coming in cost two or less.

Priest of Titania counts every Elf on the battlefield, itself and an opponent’s Elves included, and the rulings are explicit about both. With four Elves out it taps for four green mana from a two-drop. It’s a mana ability, so nobody can respond by removing an Elf. Elvish Archdruid in the box does the same for the Elves I control, at three mana, with a +1/+1 bonus attached. Priest is the cheaper copy of the mana half.

Heritage Druid is the other half. Elves that just arrived can’t use their own {T} abilities, but they can still be tapped to pay for it, itself included. Three Elvish Promenade tokens tapped that way return {G}{G}{G} of the {3}{G} it cost. The same three tokens can’t then pay for Lathril, which is the choice every Elf mana ability in this deck asks for.

Elvish Warmaster is limited by its own wording. Promenade’s six tokens entering together trigger it once, so it adds one token that turn, not six. It earns the slot as an extra body on the first Elf spell of any turn. Its {5}{G}{G} ability gives Elves +2/+2 and deathtouch until end of turn, and only the Elves I control as it resolves.

Ezuri, Renegade Leader is the one card here that isn’t about the count. {G} regenerates another target Elf, which saves it from destroy effects and lethal damage and does nothing against -X/-X, exile or sacrifice. It can’t target itself. The five-mana ability gives Elf creatures I control +3/+3 and trample until end of turn, and only the Elves on the battlefield when it resolves get the bonus. On a wide board that is a second way to finish besides the drain.

Wolverine Riders and the one-creature cards stay

Wolverine Riders costs six, and most readers would cut it for that, but it makes a 1/1 Elf Warrior at the beginning of each upkeep, which means every player’s. A four-player table gives it four tokens a round. Each token is an untapped Elf the turn it appears. It also gains me life equal to the toughness of every other Elf that enters under my control.

Crown of Skemfar and Timberwatch Elf each buff one creature, which is a poor use of a card in a wide deck unless the creature is Lathril. Her tokens equal the combat damage she deals. Her power is 2, the four +1/+1 lords in the box (Elvish Archdruid, Canopy Tactician, Dwynen and Imperious Perfect) take her to 6, and Pride of the Perfect adds 2 more. Timberwatch Elf adds +X/+X, where X is the number of Elves on the battlefield, and Crown of Skemfar adds +1/+1 for each Elf I control and gives reach. Each turns one connection into a board. She has menace, so she still needs a hole in the blockers. Crown comes back from the graveyard to my hand for {2}{G}.

Four lands that stop costing a turn

Of the 37 lands in the box, seven enter tapped every time: Foul Orchard, Golgari Guildgate, Golgari Rot Farm, Jungle Hollow, Myriad Landscape, Path of Ancestry and Skemfar Elderhall. The last three stay, because Myriad Landscape fetches two basics, Path of Ancestry scries when its mana casts an Elf creature spell, and Skemfar Elderhall makes two Elf Warriors later. The other four are replaced.

Woodland Cemetery enters untapped if I control a Swamp or a Forest, which any basic satisfies. Llanowar Wastes always enters untapped and deals 1 damage to me when it taps for a colour. Blooming Marsh enters untapped while I control two or fewer other lands. Overgrown Tomb is a Swamp Forest that enters untapped if I pay 2 life.

Always-tapped lands go from seven to three, and three of the new lands are conditional. The lands don’t change the colours, because each replaces a land that already made both. The summary above counts green at 34 sources against 32 in the box, and the two it added are Priest of Titania and Heritage Druid rather than any land. Black stays at 23 sources, and that is where the real problem sits. Six spells want {B}{B} (Casualties of War, Eyeblight Massacre, Golgari Findbroker, Pact of the Serpent, Poison the Cup and Ruthless Winnower), and at 23 sources the calculator gives two black pips by turn three 66.7% of the time against a 90% target. The deck has 13 Swamps and 16 Forests, and fifteen green spells want {G}{G}, so moving a basic would trade one shortfall for another. I left the basics alone.

What I priced and left out

Elvish Champion ($13.29) and Joraga Warcaller ($7.76) are two more lords, and the box has four. Champion gives other Elf creatures +1/+1 and forestwalk, and it affects every player’s Elves, so it pumps an opponent’s too. Warcaller gets one +1/+1 counter per time it was kicked, and the other Elves I control get +1/+1 for each counter on it. The deck’s problem is getting Elves out sooner. More anthem doesn’t do that.

Skullclamp ($4.69) is answered in the FAQ. Gilt-Leaf Archdruid ($8.99) draws a card whenever I cast a Druid spell, and 12 of the 44 creatures are Druids, so it would draw off about a quarter of my creature spells. Craterhoof Behemoth ($23.32) is eight mana for +X/+X and trample on a wide board, and Ezuri does most of that for five.

Heroic Intervention ($9.26) is the one I would buy next. It gives all my permanents hexproof and indestructible until end of turn, which answers a destroy-based sweeper that Ezuri can answer only one Elf at a time. It stays out of the nine because the nine fix the count first. None of these six is a Game Changer, as of October 2026.

The upgraded decklist

All 100 cards after the nine swaps. Hover a name to see the card.

Playtest the upgraded deck

“Load into the deck builder” opens this list in your account, pinned to the printings the box shipped, ready to edit or save. “Copy decklist” gives you plain text for Moxfield, Archidekt or Arena, with no account needed.

Commander 1

  • Lathril, Blade of the Elves

Creatures 43

  • Abomination of Llanowar
  • Beast Whisperer
  • Canopy Tactician
  • Cultivator of Blades
  • Dwynen, Gilt-Leaf Daen
  • Elderfang Ritualist
  • Elvish Archdruid
  • Elvish Mystic
  • Elvish Rejuvenator
  • Elvish Visionary
  • Elvish Warmaster
  • Eyeblight Cullers
  • Ezuri, Renegade Leader
  • Farhaven Elf
  • Golgari Findbroker
  • Harald, King of Skemfar
  • Heritage Druid
  • Imperious Perfect
  • Jagged-Scar Archers
  • Jaspera Sentinel
  • Llanowar Tribe
  • Lys Alana Huntmaster
  • Lys Alana Scarblade
  • Marwyn, the Nurturer
  • Masked Admirers
  • Miara, Thorn of the Glade
  • Numa, Joraga Chieftain
  • Poison-Tip Archer
  • Priest of Titania
  • Reclamation Sage
  • Rhys the Exiled
  • Ruthless Winnower
  • Shaman of the Pack
  • Skemfar Shadowsage
  • Springbloom Druid
  • Sylvan Messenger
  • Timberwatch Elf
  • Twinblade Assassins
  • Voice of Many
  • Voice of the Woods
  • Wirewood Channeler
  • Wolverine Riders
  • Wood Elves

Instants 3

  • Elven Ambush
  • Poison the Cup
  • Putrefy

Sorceries 8

  • Ambition's Cost
  • Bounty of Skemfar
  • Casualties of War
  • Elvish Promenade
  • Eyeblight Massacre
  • Harvest Season
  • Pact of the Serpent
  • Roots of Wisdom

Artifacts 2

  • Arcane Signet
  • Sol Ring

Enchantments 6

  • Binding the Old Gods
  • Crown of Skemfar
  • Elderfang Venom
  • Moldervine Reclamation
  • Pride of the Perfect
  • Prowess of the Fair

Lands 37

  • Blooming Marsh
  • Command Tower
  • 16× Forest
  • Llanowar Wastes
  • Myriad Landscape
  • Overgrown Tomb
  • Path of Ancestry
  • Skemfar Elderhall
  • 13× Swamp
  • Woodland Cemetery

FAQ

Does Lathril count as one of the ten Elves for her own drain?

No. She taps herself as part of the cost and the ten come from other Elves, so the drain needs eleven Elves on the battlefield. She also needs to have been yours continuously since your turn began. The ten can include Elves that arrived this turn, tokens included, because tapping them isn't a {T} cost on the Elf itself.

What does it cost to upgrade Elven Empire?

The nine swaps cost $34.89 at the cheapest released printing of each card, as of October 2026. Ezuri, Renegade Leader ($14.31) and Overgrown Tomb ($8.22) are $22.53 of that. The other seven cards come to $12.36.

Can I skip the four lands and keep most of the upgrade?

Yes. The lands cost $11.82 together and they fix tempo, not colour. The deck has 23 black sources before and after, so what you gain is four fewer lands that enter tapped on the turn you need them. The five creatures are the part that changes how the deck wins.

Is Skullclamp good in Elven Empire?

Not with the box as it ships. Skullclamp gives +1/-1, so it only kills a 1/1 token that has no lord on it. Elvish Archdruid, Canopy Tactician, Dwynen and Imperious Perfect each give the other Elves +1/+1, so with any of them out a clamped token survives and draws nothing. It works on the turns before the lords land.

Why keep Wolverine Riders at six mana?

It makes a 1/1 Elf Warrior at the beginning of each upkeep, and that means every player's upkeep. At a four-player table that's four tokens a round for one card, and every token is an untapped Elf the turn it appears, which is exactly what the drain needs.

What does Elven Empire do about a board wipe?

Less than it should. Golgari Findbroker, Elderfang Ritualist and Roots of Wisdom bring cards back, and Masked Admirers can return itself, but nothing protects the board. Ezuri, Renegade Leader regenerates another Elf for {G} each, which beats destroy effects and combat damage and does nothing against -X/-X, exile or sacrifice. Heroic Intervention ($9.26) protects every permanent at once and is the card I'd buy next.