Carpet of Flowers

Legality

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

Printings View all

Set Rarity
Urza's Saga (USG) Uncommon

Combos Browse all

Carpet of Flowers

Enchantment

At the beginning of your precombat main phase, you may add up to X mana of any one color to your mana pool, where X is the number of Islands target opponent controls.

Carpet of Flowers Discussion

SideBae on Gruul Werewolves May.12 2019

3 days ago

So I've never built a werewolf tribal deck, but I have seen a hell of a lot of red-and-green decks. So I'll put out what I suggest.

First, you do NOT need rocks -- you need dorks. Being a green deck means you have access to Llanowar Elves , Fyndhorn Elves , Elvish Mystic , Orcish Lumberjack , Birds of Paradise , Priest of Titania , Bloom Tender and Boreal Druid , all in your colors. Green Sun's Zenith for zero can fetch Dryad Arbor as a turn 1 ramp spell as well, and later GSZ can fetch whichever creature is best for you (like Reclamation Sage , if you choose to run it). Having all the mana helps cast fat, important spells.

Running a lot of creatures means you should run Growing Rites of Itlimoc  Flip, which is a WAY more affordable Gaea's Cradle .

Another bonus of the dorks is that they make things like Slate of Ancestry (which you should run) and Shamanic Revelation (which you do run) much better. Also, if you run something like Overrun or Craterhoof Behemoth , they become efficient beat sticks. If you choose to run Craterhoof, I also suggest Natural Order to get it out for cheap. Overwhelming Stampede is another good choice for a finisher.

Depending on your meta, you may want to alter your land-base to be able to run Ruination or Blood Moon . Flashfires and Choke are also on the table, depending on the colors your friends like to play. Carpet of Flowers is a good way to take advantage of a blue player. Depending on the meta, Stranglehold from your Maybeboard is also a good idea.

With regard to removal of artifacts or enchantments, Nature's Claim is a good choice, as is Krosan Grip . Ancient Grudge , By Force , and Shattering Spree are good artifact hate; Back to Nature and Tranquil Grove are good enchantment hate.

In EDH, many-for-one spells are awesome. Decimate should come in off the Maybeboard, as it's good for blowouts. I also agree with NV_1980 in that Hull Breach is a good card. Eternal Witness is wonderful recursion.

You may want to run Nature's Lore and Farseek . These are very good for finding lands, and the Lore doesn't make the land enter tapped. Further, neither specifies the 'basic' supertype, so they can get your Stomping Ground . If you put Cinder Glade in, you can fetch that too. The Lore and Farseek are better than Kodama's Reach and Cultivate , at least in my experience.

With 31 creatures, you may want to consider Lurking Predators . Also, if you choose to run Sensei's Divining Top , this card becomes even better, and running Into the Wilds becomes better.

Lands can be expensive, but the best two for you are Cavern of Souls and Ancient Tomb . Typically, you don't want your lands to ETB tapped, as that puts you behind a turn. Grove of the Burnwillows and Taiga are also pretty good. Note that, if you choose to run Grove and your meta runs a lot of x/2s or x/1s, you might want to run Punishing Fire as well.

Rhythm of the Wild is a good way to make all your creatures into more immediate threats. Shared Animosity puts pressure on hard.

Running Mana Vault and slamming it turn 1 means you can cast your general turn 2. So... it's a good idea, I think.

If you're running Gruul Turf , I again agree with NV_1980: you should run Exploration . It's a good way to get your lands down fast and efficiently.

SideBae on Derevi Fat Stax

3 days ago

Right off the bat, you should strongly consider Smothering Tithe to run alongside your Stasis . Each turn cycle, all three of your opponents have to pay to cut you off one blue, meaning Stasis is very likely to stay put.

Second, instead of running Bident of Thassa , you should consider running a Green Sun's Zenith to fetch your Edric, Spymaster of Trest . This gives you the redundancy that two of the 'hit OP draw' effect while allowing you to fetch other things with GSZ, including a Dryad Arbor turn 1, if you choose to run that, or Reclamation Sage to take out a pesky artifact/enchantment.

Similarly, I always feel weird running signets or Commander's Sphere in a green deck. If you have access to green, you have access to dorks (which are way better than signets). Avacyn's Pilgrim , Fyndhorn Elves , Birds of Paradise and Noble Hierarch are all REALLY powerful. Priest of Titania and Bloom Tender are both two-drops that make enough mana to be busted as well. Similarly, I don't think Solemn Simulacrum is ideal in this deck. If you cut the artifact ramp for dork ramp, you can run Kataki, War's Wage or Energy Flux to great effect. Also, Stony Silence becomes just... real good.

Suppression Field is also an excellent card. You aren't running fetches, which is fine, but decks that DO run fetches despise Suppression Field -- AND it hoses 'walkers, which you run 0 of.

Playing lock pieces, you're going to draw a lot of counter magic. I advise Dispel as an efficient piece of counter-counter magic, as well as Flusterstorm if possible. In the vein of counter magic, I don't think Hinder is very good. If you're afraid of an opponent just getting value out of the spell in the graveyard, Void Shatter ensures that your opponent doesn't just tutor it back later.

I think Supreme Verdict is better than Wrath of God , if only because it dodges counter magic. You probably don't want to run two wrath effects (because you're a go-wide creature deck), so I advise just replacing wrath with the verdict.

Tutor-wise, Mystical Tutor and Enlightened Tutor would be great for this deck. Mystical can get any instant or sorcery you need, be it wrath or ramp, while enlightened can find you lock pieces fast. I highly suggest them both.

Brainstorm , Ponder and Preordain are all excellent cards that make a borderline hand into a good hand. I think all blue decks should run these Xerox pieces, as they find lands and/or important spells at a very low cost.

Depending on how prevalent blue is in your meta, consider Carpet of Flowers . It is a REALLY good card.

I'd replace Cultivate and Kodama's Reach with Nature's Lore and Farseek , and Explosive Vegetation with Skyshroud Claim . The suggested cards to not require the 'Basic' supertype, meaning they can grab your duals without a problem. Also, Nature's Lore and Skyshroud Claim allow for your lands to enter untapped, reducing their net mana cost.

I advise running Utopia Sprawl and Wild Growth . With Derevi triggers targeting the enchanted land, these produce extra mana. Also, if you run Arbor Elf , they make it tap for extra mana as well. Notably, the sprawl can only target a forest. This isn't really a problem, as I think you should try to make your land base lean green anyways. Early in a game, you want to ramp first, which requires green and then enables you to find your other colors.

Grasp of Fate is probably better than Return to Dust . It has a wider range of targets, and tends to hit more permanents for less mana.

I think people tend to underestimate the power of soft-counters in EDH games. In the late game, when players have ramped their entire decks out, they do tend to be somewhat useless. However, early interaction is invaluable. I recommend at least trying Spell Pierce in a few games, as this can counter an early Sol Ring and make all the difference.

Speaking of odd EDH counterspells, Mental Misstep is another tremendously undervalued card. If your meta is fast, it can be a complete game changer; if your meta is slow, it is indeed useless. That's a meta call, but I put it out there because I've had great success with it.

Mystic Remora is a good way to draw cards if it comes down turn 2 or 3. You should consider running it.

I would suggest running Sower of Temptation over Keiga, the Tide Star . It is vulnerable to removal, but gaining control of a creature and impacting the board right away is worth it, at least in my opinion. Similarly, if you want to lay down some real cash, Gilded Drake is a good option.

You should at least consider running Thalia, Guardian of Thraben . With dorks and the untap abilities from your general, you're likely to have more mana than your opponents, making her ability more and more one-sided.

I think Reflecting Pool is probably better than Meteor Crater . You might also consider running City of Brass and Mana Confluence , as I've had good success with these in 3-color decks. Exotic Orchard and Forbidden Orchard are also considerations for mana fixing.

Mother of Runes is a D&T staple you might want to consider. She's very good for protecting your creatures, although she is a nonbo with the aforementioned Suppression Field .

I feel that Mulldrifter is included because it can be flickered with Roon of the Hidden Realm and Brago, King Eternal . Seeing as the blink effects aren't in the command zone, I think just running Fact or Fiction and/or Dig Through Time would be better, as they are instants and let you leave up counter magic. Treasure Cruise is good too, although this is a sorcery. Chart a Course , Slate of Ancestry and Shamanic Revelation are also good cards for this deck.

You may wish to consider Howling Mine . It will always draw you a card on your draw step, as the untap step comes first. However, if you tap it down with your general's ability, the effect becomes asymmetric.

Good luck with deck building!

SideBae on Vial Smashes Affinity

3 days ago

So my first thought is that you should run a LOT of instants, rather than just 2. Vial smasher can trigger on ANY turn, not just one, so running something like Dig Through Time would be... really good. Generally, you'll want these instants to draw you more cards, so Fact or Fiction and Glimmer of Genius are also fine choices. Cards with alternate casting costs also tend to have high CMCs: for example, Force of Will is a Lava Axe in this deck, as well as a counter spell. While Force may be a pricey card, other cards from the same cycle aren't. Contagion is well under a dollar, and can potentially also 2-for-1 with opposing creatures, while Pyrokinesis is even stronger. Misdirection and Commandeer also come to mind. If you want to get REAL spicy, Mind's Dilation is another good way to cast spell on your opponents' turns, but bear in mind this card tends to be killed pretty fast.

Flash creatures like Torrential Gearhulk also seem like pretty good ideas.

I suggest replacing Vedalken Orrery with Leyline of Anticipation . It's (very) slightly harder to remove an enchantment than an artifact, but more importantly if Leyline is in your opening 7, you avoid having to pay its cost. I can see a world where you play both, though.

I see you're running a few mana rocks, but I advise more. Two mana rocks tend to be far superior to 3 mana rocks, so Dimir Signet and Rakdos Signet are likely better than Thought Vessel or Worn Powerstone . Talisman of Dominance and Talisman of Indulgence also come to mind. Being in green means you have access to a whole host of dorks, like Llanowar Elves , Fyndhorn Elves , Arbor Elf , and Elves of Deep Shadow . These 1-drops may not look like much, but being able to accelerate you into quickly casting your general and then the following high-cost cards is a good thing. Orcish Lumberjack is a personal favorite in any red-green deck. However, if you choose to go via artifact ramp and not dork-ramp, this opens you to using effects like Pyroclasm or Volcanic Fallout to keep opponents' creatures in check. Ancient Tomb tends to be REAL nice for powering out turn-one 2-drop rocks. Depending on how blue-heavy your meta is, Carpet of Flowers can range from good to a straight-up powerhouse. If you take this part of my advice, your curve will drop significantly and you will be able to run 32-ish lands with no real problem.

You'll also probably want a good card-draw package, if you're planning to cast a lot of spells. Azra Oddsmaker is a goldmine if you have an open opponent to attack, and black has access to enchantments like Phyrexian Arena . Night's Whisper and Ambition's Cost are also good, and work well with Kydele.

Delve spells will act sort of like X-cost spells, but be easier to cast late-game and harder early-game. Empty the Pits may be interesting, but you should also consider Logic Knot , Treasure Cruise and Tasigur, the Golden Fang . Tasigur will give you an out later in the game for excess mana, and will allow you a level of recursion. In order to make these cards powerful, you need cards in the graveyard. For that, I recommend Faithless Looting , Jace, Vryn's Prodigy  Flip and Dack Fayden . While these last two are pricier cards, I think looting is the best here of the three, as you can cast it turn one to filter out a hand that may be too heavy in lands or spells. The flashback is also very significant. Jace is a powerful card in that he allows more card filtration on a permanent, and allows you to snap back a spell if you want. Dack Fayden is a boss in EDH, where stealing a Sol Ring is very common. So even if you don't need to filter your draws, stealing a rock should be an option about 98% of the time.

Speaking of card filtration, Ponder , Preordain and Brainstorm are all potent cards in any blue deck. While they may not work particularly well with Vial Smasher, they all work rather well with Kydele while also giving you a cantrip to cast turn 1. A lot of times, these are the cards that make a boarderline-keep hand into a keep hand for me, as they are extremely good at finding lands and/or spells as need be.

With Kydele, cards like Windfall , Wheel of Fortune and Winds of Change all become rituals in addition to their usual effects. Running Notion Thief in conjunction with these 'everyone draws' spells is... good. Similarly, targeting an opponent with Dack Fayden 's +1 while Notion Thief is on the field is a pretty good way to tip the card-advantage scales in your favor.

I like Whip of Erebos . You should consider running some Entomb or Buried Alive effects with it, as that would allow you to get some one-shots in with powerful creatures when hitting an opponent or just when entering the battlefield. Nicol Bolas and Massacre Wurm comes to mind.

Good luck with deck building!

Frank_Glascock on Meren of Clan Nel Toth: Dig up her Bones

5 days ago

I forgot to add that I recently tutored Sakura-Tribe Elder first. It was an effective move. Please keep sharing insights into how to pilot the deck.

One of the better cards for me has been Earthcraft . That has got me considering Sol Ring or another card that is a star in competitive play in Carpet of Flowers . I concede that Carpet of Flowers is not an auto include in casual as it is in competetive play.

I am playing 37 creatures, as is Control_Train. You have stated mana is not a problem. But, is there a reason Pitiless Plunderer should not be Sol Ring? Sol Ring gets Meren out two turns earlier and you are never going to cast Pitiless Plunderer before Meren. Plunderer would have to have two creatures etb a turn to produce the amount of mana Sol Ring does. Plunderer at that point would be more valuable considering it is colored mana. Is Plunderer a win more type card?

SideBae on Lonely Kong

6 days ago

My first recommendation is Berserk . This is ideal for one-shotting the hell out of someone, although the sac at the end does seem costly unless you're confident you can re-resolve Grunn.

My second recommendation is Concordant Crossroads accompanied by some dorks. I feel that almost every green deck, if not EVERY green deck, benefits from running at least Elvish Mystic , Fyndhorn Elves and Llanowar Elves . Adding Arbor Elf with things like Utopia Sprawl or Wild Growth makes for even more mana. Birds of Paradise is also viable in mono-green, but is less good than in multi-colored decks. Landing a turn one dork means you can cast a turn two Kodama's Reach or Cultivate . Furthermore, if Grunn is repeatedly countered and/or removed, the dorks can hold equipment and swing in.

I do not think the Urza's lands are very good in EDH. This is because there is only one of each in 99 cards; I tried playing them once, and in the months I had playing the deck, I never assembled tron without a LOT of unnecessary effort.

Finally, if you play in a blue-heavy meta, Carpet of Flowers is always a powerhouse.

Good luck.

sakuraPLAN on Cardcaptor Sakura Flavour Deck

1 week ago

Here is why I have chosen these cards: Child of Alara - This is my Commander - This is Sakura. Alara reads "When Child of Alara is put into a graveyard from play, destroy all nonland permanents. They can't be regenerated. Now we all know how much it sucks to have to worry about the threat of a board wipe being on the field - so I have chosen to put 1 restriction on Alara. In the series during The Final Judgement, Sakura essentially has her memories wiped and life as she knows it as a Cardcaptor never existed. This only ever happens to Sakura ONCE. For this reason, I am putting a restriciton on her, that I can only choose for her to go to the Graveyward ONCE per game. This means timing of this is crucial. Other reasons for why I have chosen Alara and the Commander: - She is a Child, like Sakura was when she encountered the cards - You will need recursion as a key element in your deck building to ensure you can continue to use Alara. Sakura always has access to her cards, so having the ability to pull things back from the grave fits in perfectly with that aspect.

Yuriko, the Tiger's Shadow - This is Shadow. Has shadow in the name as well as gives you the ability to draw a card and have your opponents lose life based on its CMC

Voice of All - Voice. The cards title is the essence of what the Voice Card does.

Tishana, Voice of Thunder - Thunder(1). I chose this card 1) because it has Thunder in the name but also because the artwork is of Tishana who is controlling the 'thunder' (but is actually water) Tishana would be Sakura. This card allows you to have no max hand size - which isnt an essential element to this deck but again- access to all cards. She allows you to draw a card and her 'Thunder' is as strong as you can make it. Just as it would be is CCS.

Thunderbolt - Thunder(2). Some cards are too hard to not have in when they fit so perfectly with a CCS card. This card speaks for itself as to why I would choose it as Thunder

Soul Manipulation - Illusion(1) My first thoughts when i though about Illusion as a MTG was making something appear as something it isn't - Like a Morph card. Another thought I had, which i feel fits more correctly with CCS is that Illusion would appear in the disguse of what that person feels. Manipulating the space in front of them so see something else. This just lead me on key word search for Manipulation and this seemed to be a reasonable result. Also allows for graveyard recursion.

Illusionary Servant Illusion(2). Has Illusion in the name. Is essentially just another creature.

Maze of Shadows Maze. Has maze in the name and allows for a 'Fog' on target creature.

Etali, Primal Storm Storm. Has storm in the name, is a big creature. Storm is an aggressive Card. Etali, feels just that. In the series Saoryan became the first Cardcaptor to control Storm, essentially taking the card away from Sakura. So, Etali, Primal Storm, will take others cards away from them.

Mirror Mockery Mirror. Mirror had always been used to make a copy of Sakura (until Clear Card) but Mirror was never the real Sakura. So I searched for something that would create of copy of a creature that wouldnt become a permanent. Essentially this would need to be used on a card with an ETB trigger or with Haste.

Blood Mist Mist (1). Has mist in the name. Originally i was thinking of a creature that had deathtouch as everything Mist touches gets destroyed. Instead I went with a card that has Mist in the name and allows for Double Strike.

Dread Return Return. I know from the start that any of the Time element related CCS Cards would have be graveyard related. I felt this was the best of my options and has Return in the card name.

Dragon-Style Twins Twin. CCS Twin Card are 2 twins who fight in unison. This creature has Twin in the Title, The art is of twins about to engage in combat and has Double Strike.

Valley Dasher Dash. Dash is a super fast card that panics when scared or flees. Valley Dasher has Haste and has to attack each turn if able. I think that is a pretty close similarity in the fact that this card is "always on the go"

Sandcrafter Mage Sand. Art work is of a Mage casting Sand Magic. That alone fits in the CCS.

Carpet of Flowers Flower. Im not gonna lie originally i was going to go with Flower / Flourish simply because the card is called Flower however, Carpet of Flowers allows for colouring fixing if used against an island deck. An essential element in a 5 colour deck.

Pit Fight Fight. I always knew what style of card I wanted for Fight. This seemed like a reasonable option.

Shu Yun, the Silent Tempest Silent. Has silent in the name. In the art Shu Yun is in a temple. A quiet place. Just like the museum was in the series. This card has the ability to allow additional damage.

Snowhorn Rider Snow. Besides from running One snow covered land. This seemed like the next best option.

Agony Warp Little. There are no LEGAL cards with little in their name. The little card is known for making things smaller. Whilst my BIG card does not currently do this in reverse. I felt Agony Warp was a good alternative.

Wall of Wood Wood. A gentle card that does essentially nothing but defend. My RAIN card was originally going to be a card that allows walls to attack as if they have no defender but I am not running enough walls in this deck for it to be worth while. instead I went with once that could be used with Wall of Wood being on the field or any other card.

Angelic Shield Shield. Makes your creatures tougher- giving them more protection. Allows for Graveyard recursion.

Ashiok, Dream Render Dream. Has dream in the name. Looks somewhat similar to the CCS Dream Card Art. Allows for Graveyard control.

Drana's Emissary Sweet. There are NO CARDS with Sweet in their titles. Sweet only appears in flavour text. Out of all the options. This seems the most beneficial.

Goldenglow Moth Glow. Only card with glow in its name. it is similar to CCS Glow Card and allows for life gain. A gentle card that is really - Just a 'pretty' card just like in CCS.

Spirit Loop Loop. Has loop in the name. Allows for life gain and the card itself, essentially in undying... just like a loop.

Luminescent Rain Rain. The only card with Rain in its title that seemed some what in resemblance to the CCS Card and could still work with WOOD.

Avenger of Zendikar Create. Create is a card that creates creatures. Avenger seemed to be a good fit. Avenger being the book and the plant tokens being the creatures that Create makes. This card will be changed out for Deep Forest Hermit(UNRELEASED) which creates squirrels and works with your graveyard.

Sword of the Animist Sword. Allows you to attached a sword to target creature and allows for ramping.

Archangel's Light Light. Originally I wanted a card that was similar to Dark- just like in the series. It was hard to find any that that worked that included the words light and dark. There is the potential that the 2 cards could become One single card in future, as in the series the 2 cards must always be used in unison. This card has light in the name and has graveyard recursion.

Erase Erase. REMOVAL. No further explanation needed.

Floating Shield - Float. Has float in the name. Allows you to choose WHITE as the protection colour without it being removed from enchanted creature.

Pathway Arrows Arrow. We never for to see much about how Arrow works as a card when being controlled. But we do know that it shoots arrows. So, this card has Arrow in the name, the artwork is of a bow and arrow and is an equipment allowing equipped creature to tap to deal a damage to another creature - almost as if it were shooting an arrow.

Inkmoth on Flex

1 week ago

Yeah, I didn't want to be impolite, but there are so many glaring issues, that I am inclined to believe he hasn't actually played in a cEDH table.

I tinkered with Azusa for like a year and a half and one Gilded Drake or Phantasmal Image was usually enough to ruin the whole game for the table since blue player inturn gets Azusa in a deck better equipped to make use of 3 land drops a turn.

You're also missing: Carpet of Flowers (always in the main) Mox Diamond Chrome Mox Utopia Sprawl Wild Growth Gemstone Caverns Beast Within (why?...you're already neutered in this color)

One Root Maze and you're out of the game. Some deck can literally outpace you and the whole purpose of Azusa is to race... If you lose that race you always lose. How do you kill without combat? How do you remove anything?

Frank_Glascock on Meren of Clan Nel Toth: Dig up her Bones

1 week ago

Carpet of Flowers may be going in for Awakening Zone. I have had good experiences with Carpet.

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Carpet of Flowers occurrence in decks from the last year

Commander / EDH:

All decks: 0.05%

Green: 0.21%

Golgari: 0.17%