Straw Elf decks are patient, eerie, and inevitable. They stall with Cover Tokens, heal through aggression, and deploy untargetable Wanted threats that opponents simply cannot remove. The longer the game goes, the scarier the scarecrows become.
Straw Elves reward patience. Their early game is defensive, but their top-end is stacked with threats that opponents cannot target, remove, or efficiently trade into.
Four rare Wanted creatures that cannot be affected by any effects. Opponents must deal with them in combat only -- and the stat lines are brutal.
Huskstorm Prophet restores HP mid-game, making it nearly impossible for aggro decks to close before the Straw Elf endgame arrives.
Harvest Guardian drops two tokens at once. Combined with sturdy defenders, Straw Elves stall the board until their bombs land.
Harvest Moon Effigy heals on death, meaning even removing it gives value back. The faction punishes aggression at every angle.
Pairs well with Humans for lane discipline and steady card draw, or with Beasts for flexible mid-game creatures.
Cannot be targeted by any effects. Straw Elves have the highest density of Wanted creatures in the game.
Straw Titaness at 6/6 with Overshot is one of the hardest-hitting cards in the format.
Generate blocking tokens. Harvest Guardian creates defensive walls that buy time for the late game.
Barnroof Ranger bypasses Cover Tokens, providing aerial pressure from an otherwise defensive faction.
Grain Reaper attacks twice, giving Straw Elves unexpected burst damage from a midrange shell.
Trigger effects when a creature dies. Harvest Moon Effigy heals 3 HP on death -- value even in defeat.
The standout Straw Elves you will see on the Wild Frontier.
Wanted: Cannot be targeted by any effects.
Empty eyes judge the battlefield.
Overshot: Excess damage spills to the next target or player.
Her stride rattles every kernel.
Wanted: Cannot be targeted by any effects.
Only the moon dares meet its gaze.
Wanted: Cannot be targeted by any effects. Last Stand: When this creature dies restore 3 HP to your hero.
It burns then falls and the field still answers its call.
Flying (Can attack over Cover Tokens).
Roams the rafters, nocks without sound.
Cover Tokens: Place two 0/1 Cover Tokens in your Middle Lanes.
The crop’s first and last defender.
Heal: Restore 5 HP to your hero.
Vision comes on swirling chaff.
Double Barrel: Can attack twice (once before combat, once normally).
Every swing crops souls and stalks.
Ready to ride? Check the full card pool or explore the other frontier factions.