Elves combo deck built around abusing enter-the-battlefield effects on various elves.

The game plan is to stick some elves on the board with a Cryptolith Rite, then sift through your deck until finding a Shaman of the Pack and then flicker your creatures with Eerie Interlude until your opponent is dead.

Creatures

Shaman of the Pack - The primary win condition of the deck. This can pack a real punch if your opponent has let your board go unchecked.

Dwynen's Elite - A low cost elf with a powerful enter the battlefield effect. Flickering this with interlude to get more elves is another valid win con.

Elvish Visionary - Brings you another card to replace it when you play it and each time you flicker it with interlude, which is good for refilling your hand later in the game.

Eyeblight Assassin - I'm a bit unsure about this card in the main board. It can be powerful in the right circumstances and using interlude with multiple copies on the board can fill in as removal.

Sylvan Advocate - A two drop 4/5 with vigilance in the late game that buffs up our creature lands. This card is here for value rather than synergy but it is an elf as well.

Woodland Bellower - This here is the secret deck tech that inspired me to try the list. An early cryptolith can let you play this quickly and tutor for a shaman, and each time you flicker it with interlude you get to tutor for another! Great value and also a reasonable body despite not being an elf.

Gnarlroot Trapper - Early game mana acceleration, and an elf on the board for a potential turn two Dwynen's Elite.

Spells

Collected Company - In a deck with a bunch of three drops, there is no real reason not to include this card. It's just too busted. This helps us recover after a board wipe and getting two shamans off one of these can end the game very quickly.

Eerie Interlude - This is the real reason to play this deck. At instant speed, this card is absolutely nuts with any elves on the field. You can end step it or do it in response to a board wipe to save your creatures and it re-triggers each enter the battlefield effect as well. The fact that the creatures come in untapped also means you can attack with your pack and flicker them back in untapped to block if your enemy thinks they can kill you on the swing back.

Cryptolith Rite - This card lets your creatures help pay for other spells. The mana acceleration is absurd and even if you tap out for this you can then use your creatures for an eerie interlude in case of a board wipe.

Work in Progress

The lands and the sideboard are both very much up for discussion and without a doubt need more fine tuning. The biggest issue I had with the lands was the heavy weight towards green but the necessity of having other colors available as well. Evolving Wilds seemed like the best answer to this as I only need to run a single copy of each non-forest basic, and a ton of other dual lands helped shave off the rough edges.

Control seems to be the match-up that this deck would find problematic as there is very little card draw and while eerie interlude provides great protection from a board wipe, there will be times when the card won't be in hand or you won't have the mana to cast it, in which case you essentially give up because there's no coming back from there.

I was considering some recursive cards like Pulse of Murasa or even Den Protector as an option for countering this, and these could be useful for getting multiple hits out of a shaman without an interlude.

The sideboard right now is dedicated primarily to cards like Duress that can get rid of board wipes before they become an issue. I put Clip Wings in there as a way of dealing with Archangel Avacyn s and Dragonlord Ojutais that we have no real answers for main-board. This could be a mistake though as the best way to counter these late game threats is to just combo off and win, and devoting cards to answers takes away from our main game plan.

The other card included in the sideboard is Foul-Tongue Shriek which serves as a way of stealing a game from decks that have no answer to our board by attacking with our horde and then draining them away without even needing a Shaman of the Pack. This could be a main board inclusion but I'm not sure if that is correct as it seems to be a sort of "win-more" card and is a dead card in hand without a board to use it on.

The main strength of the deck is the surprising speed at which it can knit its combo together with the right cards, as well as the fact that no opponent would know to expect Eerie Interlude with a bunch of elves!

The deck is quite fun and interesting and testing, and I am very much looking forward to trying it out in paper after I tweak it some more and get some feedback on it.

Please let me know what you think, and I would love to hear any comments or suggestions you have for the deck. Hope you enjoyed it and feel free to +1 if you did!