Arboria

Arboria

World Enchantment

Creatures can't attack a player unless that player cast a spell or put a nontoken permanent onto the battlefield during his or her last turn.

Browse Alters View at Gatherer

Printings View all

Set Rarity
Masters Edition III (ME3) Rare
Legends (LEG) Uncommon

Combos Browse all

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Oldschool 93/94 Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Arboria Discussion

TypicalTimmy on Do all players benefit from ...

1 month ago

Reading over the text a bit more carefully, it would seem to me that both Gauntlet of Power and Extraplanar Lens would benefit my opponent as well?

Neither state "a land you control". Does this mean they are more akin to global anthems and world enchantments, such as Night of Souls' Betrayal and Arboria ?

TypicalTimmy on Spell differences: are there any?

5 months ago

What you are looking at are known as Supertype - Type - Subtype.

A "Type" is to the left of the dash and dictates what KIND of card it is, while the "Subtype" to the right of the dash tells you what classification within that type it is. For example, all Equipment are artifacts, but not all artifacts are equipment.

World Enchantments are enchantments that affect the ENTIRE boardstate, not just your half of it. For example, Concordant Crossroads gives ALL creatures haste. It doesn't matter who controls them; They have Haste. Compare this to Hammer of Purphoros : Now only YOUR creatures have Haste.

As for Tribal, what this does is the spell is considered to have a creature subtype without itself being a creature. This helps with tribal synergy as some cards specifically care about certain subtypes.

For example, All Is Dust is considered an Eldrazi card, and because of this Eye of Ugin reduces the casting cost from down to just while Eldrazi Temple will add you mana to cast the spell, rather than just . With these two lands in play, you have of the mana needed to cast it covered.

To use your specific examples:

  • Fireball is just a generic Sorcery
  • Tarfire is an Instant that ALSO happens to be a Goblin spell, so cards such as Goblin Warchief reduces it's casting cost by
  • Arboria basically says no creature may attack unless the defending player cast a spell or put a non-token permanent into play during their last turn. This includes you; If you sit there and literally do nothing, no opponent may attack you.

V017r0n on Spell differences: are there any?

5 months ago

Hello! 1st post on the site! I hope I’ve got the right place...

So, my problem is this: I was looking at Gatherer, seeing the Enchantments. Now, everywhere I look, every page, there’s at least one Tribal or World spell. I keep looking up what these are and what they do, but to no avail. Please, please answer my question. What is the difference between your average spell ( Fireball ) and a tribal spell ( Tarfire )? What about World Spells ( Arboria )?

smack80 on Yeva Draw-Grow

9 months ago

Arboria was made for Yeva 25 years ago.

Ghosthunter39 on Isao stands alone

11 months ago

Pro_Noob Thank you for taking a look at my deck. Creature wise I'm trying to only have 10 maximum. I love the ideas of running Arboria , Elephant Grass and Silent Arbiter . I do need to add some more artifact/enchantment hate.

Pro_Noob on Isao stands alone

11 months ago

This deck looks super fun, but I do have a few concerns. A lot of this is going to depend on the playgroup you encounter, so take it with a grain of salt. The two main issues I see are EDH-specific removal and go wide decks.

Lets look at removal first. Obviously in a green deck, the ramp you will be getting is going to make it very easy to just regenerate or recast your commander if you need to, but many players run removal that doesn't put your commander back to the command zone. I'm a filthy blue player, so the immediate example for me is Imprisoned in the Moon , but think things like Pacifism , or even Mind Control or Act of Treason effects. Currently, you only have 4 cards that protect against this type of removal in Alpha Authority , Canopy Cover , Swiftfoot Boots , and Krosan Grip . All of these except for grip are only options that work if you preemptively draw and play them, they cannot save your commander if he is already under a bit of removal. That would be fine, but with only 4 pieces of protection, your chances of drawing and playing them before your opponents can respond to your commander is not actually super great. That means you might be staring down a game where your only creature is stuck as a land, or just unable to attack. I would definitley consider trying out either more protection style enchantments, or running something like a sacrifice outlet i.e. Ashnod's Altar . Altar probably isn't the best choice for mono green, but its the first thing I could think of. If you wanted to run more creatures I would recommend trying out something like a Birthing Pod or Evolutionary Leap , but if you want to keep the count low the other option is to run more enchantment removal. Krosan Grip is a good choice, but if you are banking on going tall, you need more ways to defend your dude. With commander damage being a thing, you should be in a good spot to close out the game with only 2 or 3 enchantments on your commander, so I would prioritize more slots to protection to actually be able to swing in.

Go wide decks might be another big issue. Going up against a Krenko, Mob Boss or a Marath, Will of the Wild , even trample might not be enough to get through chump blocks. You are also open to a blowout by just not having enough blocks to stop your opponent. If they swing with 10 tokens and you can only block one, you aren't really going to be alive very long. You do have some Fog effects, but that's potentially not going to be enough on its own, and again it falls into that issue of only being one or two cards in your deck. Something like Silent Arbiter could help out in this aspect. Arboria could be a neat include too once you have your dude suited up. you won't have to cast spells after you have a beefy commander, but your opponents will eventually have to do something, opening them up to attacks. Elephant Grass could be another option, as a token deck probably won't want to pay 10 mana just to sneak in 5 damage.

Also, if you end up doing any playtesting, keep note of what your deck struggles with and feel free to add it to the description. Having a list of problems to tackle helps out a lot in strengthening decks, and it helps commenters stay on the right track a lot easier. This deck does look super fun though, so definitely let me know how it goes in any future games!

lunchtableplayer on ulrich werewolf tribal

1 year ago

Love werewolves as a tribe. I have been trying to make it work myself for quite some time. use Vedalken Orrery so that you cast all of your spells on opponent's turns. I haven't tested with it, but Yeva, Nature's Herald might work for the same reasons. Dolmen Gate helps with survivability in combat, Decimate is a great card, Neglected Heirloom works good for a cheap cost. Arboria could be fun. if you are willing, you could go the mass land destruction route with Keldon Firebombers and the like. adding white also helps with stuff like Rule of Law

lunchtableplayer on

1 year ago

Love werewolves as a tribe. I have been trying to make it work myself for quite some time. use Vedalken Orrery so that you cast all of your spells on opponent's turns. I haven't tested with it, but Yeva, Nature's Herald might work for the same reasons. Dolmen Gate helps with survivability in combat, Decimate is a great card, Neglected Heirloom  Flip works good for a cheap cost. Arboria could be fun. if you are willing, you could go the mass land destruction route with Keldon Firebombers and the like. adding white also helps with stuff like Rule of Law

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