Whenever an opponent casts a noncreature spell, Cindervines deals 1 damage to that player.
, Sacrifice Cindervines: Destroy target artifact or enchantment. Cindervines deals 2 damage to that permanent's controller.
|Have (2)||TheAnnihilator , GeminiSpartanX|
|Want (3)||Cactusman , cveltri , GARlockSpiral|
Printings View all
|Ravnica Allegiance (RNA)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Cindervines occurrence in decks from the last year
Latest Decks as Commander
1 week ago
Shocklands & fetches cost life & you dont want to be wasting life just cause you're running an unnecessary amount of shocks. Paying 2 or 3 life to get mana access adds up in most games very quickly unless you're versus a combo deck that aims to blow you out of the water in 1 huge turn. Once you have your 1 Stomping Ground or Copperline Gorge, every red source you get afterwards is pointless.
If the deck was more invested in , I would understand your point. However only 3 cards in the deck require 1 and Cindervines from the sideboard. There are 4 copies of Shaman of the Pack where as Rhythm of the Wild is 3, hence why gets more dedication. Obviously you mulligan if you see you have like, 2 copies of Rhythm of the Wild and a Forest.
Rhythm of the Wild is not the cornerstone of the deck but gives it the opportunity to explode where and elf decks cant.
1 week ago
- That tutor is amazing run as many as you can. Not only does it find the creature it puts it on the battlefield. You can alos use creatures to help cast the spell (they don't have to be mana dorks).
- Unless the indestructible part is happening a lot there are much better spells to run Lightning Bolt Lava Spike Searing Blaze Rift Bolt and Skewer the Critics all come to mind. Cindervines might be better than Destructive Revelry. And running one copy isnt that amazing.
- I feel its important here to talk about sideboards (SB for short). You can 15 cards outside your normal deck to bring in against certain match ups (techinally after the first game in a round of 3, with friends i let them side board right away). That is where you want to put all of your situational cards for certain decks.
- Cut Blasphemous Act. There 2 main reasons 1) it kills your big dudes you are ramping to as well as your mana dorks 2) if you are that far behind you've probably already lost.
- As for the mana base you arfe running 11 red cards 3 of which are double red. They are cards you are playing later due to the cmc so getting that 2nd red isnt as bad. You have 16 red sources which is a lot for that many cards. Looks like 14 blue soruces for 4 cards. Green is clearly fine. ( I count Sylvan Caryatid, Utopia Sprawl, Gateway Plaza and the other lands as sources. I didn't count arbor elf being it has to hit a forest). You are only running 4 non-forest cards which is fine.
4 weeks ago
4 weeks ago
Rework the whole thing from the ground up
Heraldic Banner and
Cindervines- Cut two of them
Ferocity of the Wilds- Cut two of them
2 Bolt Hounds
Card that stayed:
and all of the lands
While this is not the final cut i hope it runs beeter than my sad excuse of an OG deck did
4 weeks ago
I was talking about Creature count for BW, you won't draw nearly enough cards to make up for it's clunkyness.
I'm not talking about giving your creatures haste, so much as playing more creatures with haste (i.e. Gruul Spellbreaker)
Probably go with +3 Land, +4 LLanowar Elves
I think that Risk Factor is really underwhelming in this format, between Uro and Krasis lots of life is being gained, it's pretty much always going to stop you from curving out with creatures because of that cost, adding to your board early game will be better and lategame it's not going to swing a lost game in your favor. However, if you want to play it or think I'm wrong go for it!
How has 4 maindeck Cindervines been doing for you?
4 weeks ago
Very interesting build! It's quite sad that Moonmist can't transform some of the werewolves in Eldritch Moon.
I've got a few suggestions for the sideboard, if you don't mind.
Howlpack Resurgence is good but I think there are better options even taking budget into account. One of those options is Rhythm of the Wild which can give a more permanent boost, thanks to the +1/+1 counter, or allow you to pressure your opponent with hasty werewolves while also giving your creatures some resilience as counterspell protection.
Cindervines would look amazing in this deck. Not only it provides enchantment and artifact spells, but also punishes your opponents for playing some spells, which is very good given the fact that you don't want them to do so because that could transform your creatures back to their regular forms.
Mondronen Shaman Flip is a similar case to Cindervines. It's a werewolf that's going to punish your opponents for casting a lot of spells, which,in theory, should allow you to have your werewolves transformed for longer.
These are just some suggestions. Let me hear what you think before giving any others.
1 month ago
I just played a draft sim where there were two GRN packs, two RNA packs, two WAR packs, and two ELD packs. I got to the second WAR pack and was running Naya aggro. Picked up a Cindervines in RNA and some other cool cards. What do I get pack 2? Nicol Bolas, Dragon-God. Followed by God-Eternal Kefnet... I quit the draft immediately. I was wondering if you had any draft stories you'd like to share!
1 month ago
Great topic: Game needs more punishers with upside... Sortof like Cindervines it is a removal spell + punisher.
Entropy, True Master of Time
If an opponent would take an extra turn this spell gains 'Split Second' & costs to cast. End the opponent's turn if an extra turn spell was cast this turn, the opponent's spell does not resolve.
Opponents reveal the top 10 cards of their libraries until 10 nonland cards are revealed. For any card revealed with extra/additional turns text take an additional turn after the next end step.