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Ellie and Alan, Paleontologists

Ellie and Alan, Paleontologists

Legendary Creature — Human Scientist · {2}{G}{W}{U} · Green/Blue/White commander

{T}, Exile a creature card from your graveyard: Discover X, where X is the mana value of the exiled card. Activate only as a sorcery. (Exile cards from the top of your library until you exile a nonland card with that mana value or less. Cast it without paying its mana cost or put it into your hand. Put the rest on the bottom in a random order.)
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What Ellie and Alan, Paleontologists actually does

Read off the card by the same engine the Forge and Analyzer use — this is the mechanical classification, not a summary.

What an Ellie and Alan, Paleontologists deck needs

Plays as graveyard. What the commander asks of the other 99 — read from the card and checked by hand.

The Ellie and Alan, Paleontologists deck plan

The roles the Forge fills for this commander, and how many cards of each.

Best cards for Ellie and Alan, Paleontologists

Ranked by an engine that reads what each card does — its real cost, its delay and how reliably it works — rather than counting how often other people play it.

Put haste on the commander the turn it resolves — a tap ability is unusable otherwise

  1. Thousand-Year Elixir3 mana
  2. Lightning Greaves2 mana
  3. Swiftfoot Boots2 mana
  4. Akroma's Memorial7 mana
  5. Ulvenwald Oddity // Ulvenwald Behemoth4 mana
  6. Lavaspur Boots1 mana
  7. Shang-Chi, Master of Kung Fu2 mana
  8. Ellywick Tumblestrum4 mana

Untap the commander so the tap ability is an engine, not a one-shot

  1. Bear Umbra4 mana
  2. Freed from the Real3 mana
  3. Pemmin's Aura3 mana
  4. Sting, the Glinting Dagger2 mana
  5. Umbral Mantle3 mana
  6. Unstoppable Plan3 mana
  7. Genji Glove5 mana
  8. Copperhorn Scout1 mana

Put your own cards into your graveyard as a resource

  1. Aftermath Analyst2 mana
  2. Smuggler's Surprise1 mana
  3. Emry, Lurker of the Loch3 mana
  4. Six3 mana
  5. Argoth, Sanctum of Nature0 mana
  6. Eden, Seat of the Sanctum0 mana
  7. Grapple with the Past2 mana
  8. Millikin2 mana

Actually remove one problem permanent — preventing its damage is not removing it

  1. Path to Exile1 mana
  2. Swords to Plowshares1 mana
  3. Reality Shift2 mana
  4. Pongify1 mana
  5. Rapid Hybridization1 mana
  6. Resculpt2 mana
  7. March of Otherworldly Light1 mana
  8. Beast Within3 mana

Find the exact card the plan needs

  1. Green Sun's Zenith1 mana
  2. Nature's Rhythm2 mana
  3. Neoform2 mana
  4. Worldly Tutor1 mana
  5. Reshape2 mana
  6. March of Burgeoning Life1 mana
  7. Mask of the Mimic1 mana
  8. Long-Term Plans3 mana

Answer a spell or ability before it resolves

  1. Mindbreak Trap4 mana
  2. Fierce Guardianship3 mana
  3. Force of Negation3 mana
  4. Force of Will5 mana
  5. Flare of Denial3 mana
  6. Pact of Negation0 mana
  7. An Offer You Can't Refuse1 mana
  8. Arcane Denial2 mana

Answer a whole board at once

  1. Vanquish the Horde8 mana
  2. Supreme Verdict4 mana
  3. Wrath of God4 mana
  4. Day of Judgment4 mana
  5. Shatter the Sky4 mana
  6. Split Up3 mana
  7. Winds of Abandon2 mana
  8. Depopulate4 mana

Refill your hand

  1. Esper Sentinel1 mana
  2. Mystic Remora1 mana
  3. Skullclamp1 mana
  4. Sylvan Library2 mana
  5. Curiosity1 mana
  6. Wizard Class1 mana
  7. Garruk's Uprising3 mana
  8. Rhystic Study3 mana

Keep a permanent you control alive through removal

  1. Flowering of the White Tree2 mana
  2. Bastion Protector3 mana
  3. Gold-Forged Thopteryx2 mana
  4. Codsworth, Handy Helper3 mana
  5. Guardian Augmenter3 mana
  6. Saryth, the Viper's Fang4 mana
  7. Avacyn, Angel of Hope8 mana
  8. Coppercoat Vanguard2 mana

Build this deck in the Arcane Forge →

Arcane Foundry is free to join and every tool is included: the Arcane Forge deck builder, the ARCANE Analyzer that scores a deck by simulating games rather than counting staples, a card scanner, a collection vault, and live webcam Commander tables. Read the guide · Browse all commanders · Pricing