Halsin, Emerald Archdruid MTG Card


Halsin enables card advantage by offering potential additional draws each turn during gameplay. Its ability to generate green mana quickly can significantly accelerate your in-game strategies. Despite its high mana cost, Halsin’s instant speed casting promotes strategic flexibility.
Card setsReleased in 3 setsSee all
Mana cost
Converted mana cost4
RarityUncommon
TypeLegendary Creature — Elf Druid
Abilities Choose a background
Power 2
Toughness 4

Text of card

: Until end of turn, target token you control becomes a green Bear creature with base power and toughness 4/4 in addition to its other colors and types. Choose a Background (You can have a Background as a second commander.)


Cards like Halsin, Emerald Archdruid

Halsin, Emerald Archdruid is an intriguing card for enthusiasts seeking leader figures for their Elf decks. On the surface, its attributes might remind some players of Elvish Archdruid, another prominent figure among Elf-type cards. Both serve as mana generators and lords to Elf creatures, bolstering their powers. However, Halsin has the added versatility of allowing players to unveil the top card of their library anytime they cast an Elf spell, thereby providing potential card advantage if it’s an Elf card.

In the realm of green mana acceleration and Elf synergy, Marwyn, the Nurturer also shares the spotlight. While Marwyn lacks the direct card advantage that Halsin offers, she has the ability to grow in power with each Elf arrival, becoming a powerhouse for generating vast amounts of green mana. Another comparable card is Ezuri, Renegade Leader, which provides formidable protection and offensive capabilities to Elf swarms but does not present the card-drawing options inherent in Halsin’s design.

When compared to its kin, Halsin, Emerald Archdruid’s unique blend of ramp, tribal support, and card advantage puts it in a special niche within the MTG universe. Devoted players who capitalize on Elf-themed decks are likely to find Halsin an invaluable component to outmaneuvering their opponents.

Elvish Archdruid - MTG Card versions
Marwyn, the Nurturer - MTG Card versions
Ezuri, Renegade Leader - MTG Card versions
Elvish Archdruid - MTG Card versions
Marwyn, the Nurturer - MTG Card versions
Ezuri, Renegade Leader - MTG Card versions

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Card Pros

Card Advantage: Halsin, Emerald Archdruid stands out by offering consistent card draw, keeping your hand filled with options. Each turn, you are given the opportunity to potentially draw an additional card, which can be a game-changer in building your lead against your opponents.

Resource Acceleration: This card excels in ramping up your mana resources quickly. By tapping two untapped creatures you control, Halsin can generate an abundance of green mana. This accelerates your game plan and allows you to deploy high-cost threats ahead of the curve, overwhelming the opposition.

Instant Speed: Halsin, Emerald Archdruid gives your other instant spells a boost. By allowing you to cast your creature spells as if they had flash, Halsin ensures that you can be flexible and reactive, holding back your creatures to be played at the most opportune moments without losing tempo.


Card Cons

Discard Requirement: Halsin, Emerald Archdruid challenges players with a discard requirement to leverage its abilities. This can put you at a disadvantage, especially when your hand is already depleted from previous plays or if you’re against a strategy focusing on depleting your resources.

Specific Mana Cost: Halsin, Emerald Archdruid demands a specific combination of mana types to cast. The reliance on green mana sources can restrict its integration outside of mono-green or particular multicolor decks that heavily feature green mana in their base.

Comparatively High Mana Cost: Commanding a substantial amount of mana, Halsin, Emerald Archdruid’s cost can sometimes overshadow its benefits. As a card with a higher mana investment, there are alternative options that may provide a quicker or more cost-effective impact in ramping or gaining board advantage.


Reasons to Include Halsin, Emerald Archdruid in Your Collection

Versatility: Halsin, Emerald Archdruid thrives in a variety of deck builds that capitalize on creature synergy and mana acceleration. His ability to tap for a green mana for each creature you control makes him a valuable asset in Elf tribal decks or any strategy that amasses a sizeable creature presence on the battlefield.

Combo Potential: With Halsin in play, the doors open to numerous powerful combos. His ability to generate substantial amounts of mana can be the key to activating costly abilities or playing high-impact spells much earlier than expected, giving you an upper hand in developing your board state at an accelerated pace.

Meta-Relevance: Given his capacity to quickly ramp and enhance creature-based tactics, Halsin can play a pivotal role in games, especially in metas dominated by creature combat strategies. He provides a sustainable form of mana generation that keeps you competitive against various control and tempo decks.


How to beat Halsin, Emerald Archdruid

Halsin, Emerald Archdruid serves as a powerful linchpin in many decks that tap into the vast mana reservoirs that the forests provide. Players can find themselves at a disadvantage if this card’s abilities are leveraged to their full potential. To counter this, targeted removal spells are a player’s best ally. Employing instant-speed removal such as Murder or Path to Exile can be an efficient way to dispatch Halsin before its controller can benefit from its ability to untap lands.

Another strategy is to contain Halsin’s impact through counterspells. By keeping mana open, you can deter its casting in the first place or deny its triggered abilities with spells like Counterspell or Dovin’s Veto. Board wipes also play a pivotal role against a field bolstered by Halsin’s presence, with Damnation or Wrath of God restoring balance. Lastly, it is crucial to stay ahead in the resource race, preventing your opponent from developing a board state where Halsin can dominate. Keep the pressure with your own threats, and do not let Halsin, Emerald Archdruid dictate the pace of the game.


Where to buy

If you're looking to purchase Halsin, Emerald Archdruid MTG card by a specific set like Commander Legends: Battle for Baldur's Gate and Commander Legends: Battle for Baldur's Gate, there are several reliable options to consider. One of the primary sources is your local game store, where you can often find booster packs, individual cards, and preconstructed decks from current and some past sets. They often offer the added benefit of a community where you can trade with other players.

For a broader inventory, particularly of older sets, online marketplaces like TCGPlayer, Card Kingdom and Card Market offer extensive selections and allow you to search for cards from specific sets. Larger e-commerce platforms like eBay and Amazon also have listings from various sellers, which can be a good place to look for sealed product and rare finds.

Additionally, Magic’s official site often has a store locator and retailer lists for finding Wizards of the Coast licensed products. Remember to check for authenticity and the condition of the cards when purchasing, especially from individual sellers on larger marketplaces.

Below is a list of some store websites where you can buy the Halsin, Emerald Archdruid and other MTG cards:

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Printings

The Halsin, Emerald Archdruid Magic the Gathering card was released in 1 different sets between 2022-06-10 and 2022-06-10. Illustrated by 2 different artists.

#ReleasedNameCodeSymbolNumberFrameLayoutBorderArtist
12022-06-10Commander Legends: Battle for Baldur's GateCLB 5162015NormalBlackSlawomir Maniak
22022-06-10Commander Legends: Battle for Baldur's GateCLB 2342015NormalBlackSlawomir Maniak
32022-06-10Commander Legends: Battle for Baldur's GateCLB 4082015NormalBlackMark A. Nelson

Legalities

Magic the Gathering formats where Halsin, Emerald Archdruid has restrictions

FormatLegality
CommanderLegal
LegacyLegal
PaupercommanderRestricted
OathbreakerLegal
VintageLegal
DuelLegal

Rules and information

The reference guide for Magic: The Gathering Halsin, Emerald Archdruid card rulings provides official rulings, any errata issued, as well as a record of all the functional modifications that have occurred.

Date Text
2022-06-10 An effect that checks whether you control your commander is satisfied if you control one or both of your two commanders.
2022-06-10 Both commanders start in the command zone, and the remaining 98 cards (or 58 cards in a Commander Draft game) of your deck are shuffled to become your library.
2022-06-10 Choose a Background is a variant of the partner ability. You may have two commanders if one of them is a legendary creature with the choose a background ability and the other is a legendary Background enchantment. Backgrounds and cards with choose a Background do not interact with cards which have any other partner ability.
2022-06-10 If a card refers to a commander creature you own, a Background won't usually be counted or included for that effect. If another spell or ability causes your Background to become a creature, however, it will be included. Any effect that refers to your commander or a commander you own or control without specifying creature will apply to a Background that is your commander, as appropriate.
2022-06-10 If something refers to your commander while you have two commanders, it refers to one of them of your choice. If you are instructed to perform an action on your commander (e.g. put it from the command zone into your hand due to Command Beacon), you choose one of your commanders at the time the effect happens.
2022-06-10 If you control a Background that grants an ability to commander creatures you own, and you own more than one commander creature, each of them will have that ability.
2022-06-10 If your Commander deck has two commanders, you can include only cards whose own color identities are also found in your commanders’ combined color identities.
2022-06-10 If your commander loses the choose a Background ability or stops being a Background during the game, as appropriate, it is still your commander.
2022-06-10 Once the game begins, your two commanders are tracked separately. If you cast one, you won’t have to pay an additional the first time you cast the other. A player loses the game after having been dealt 21 combat damage from any one of them, not from both of them combined (although your Background won’t usually be a creature anyway).
2022-06-10 You can choose two commanders that are the same color or colors.