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Search your library for up to two basic land cards, reveal those cards, and put one onto the battlefield tapped and the other into your hand. Then shuffle your library.

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Cultivate Discussion

TheDevicer on land ramp and mana fixing

5 hours ago

Generally speaking, Exploration type effects are nice. Azusa, Lost but Seeking, Oracle of Mul Daya, Burgeoning, etc. coupled with ways to draw cards are the best way to shit out mana. Forest seek trhough cards like Skyshroud Claim are awesome. If not, Cultivate effects + ways of converting less usefull lands into tapping for what you need by cards like Mox Diamond are amazing. Fetchlands combo really well with recycling options like Crucible of Worlds and Life from the Loam. Generally speaking, ramp is pretty important.

anarchacannibalism on Surrak EDH

1 day ago

This is good!

I think your land count is v high - especially given there's a little ramp in here. Your average CMC is only 2.87 so very rarely are you gonna need huge amounts of mana. Obviously I think you should get some Big Huge Fuckin Dudes but even then, your land count is pushing it. I'd say drop it down to 36ish and maybe run some more ramp spells. I'd drop Seek the Horizon since it doesn't actually put lands in play. It helps you hit your land drops consistently, but it doesn't actually help you get ahead. Cards like Cultivate, Kodama's Reach and Rampant Growth will all put you ahead of players who aren't running any ramp and fix your hand so you can hit your drops consistently.

In EDH, esp multiplayer EDH, creatures which tap for mana like Elvish Mystic are a bit too fragile to really be worth it - there are too many board wipes being chucked around. Unless their being a creature adds value in itself, like in my Momir deck where every creature lets me tutor for cards, you're usually better playing spells which ramp your lands.

Some big green/ red dudes that would work well for you - Avenger of Zendikar, Bane of Progress, Hellkite Charger, Hellkite Tyrant, Steel Hellkite, Vorinclex, Voice of Hunger, Wurmcoil Engine

wisegreenbean on Voodoo Chile, Slight Return

1 day ago

Cyclonic Rift is great for creature based agro. Who doesn't love one-sided field sweeps? Also awesome is Shamanic Revelation, for great life gain and card draw!

Also well loved in greenXX colors is Cultivate and Kodama's Reach, for deck thinning, ramp, and mana-fixing all in one.

greyninja on Dragon Overlords

3 days ago

You have 23 things in the deck with CMC ... I'd up the land count to at least 36. Maybe even some land finders like Cultivate, Kodama's Reach, Nature's Lore, etc

Overall cool idea tho! I hope you have fun with it!

enpc on Karador

3 days ago

A few things I noticed with the deck:

  1. You have too many creatures that don't do anything. For a reanimator deck, big vanilla creatures are genereally irrelevant.

  2. You don't have enough tutors. This goes hand in hand with point 1. Why run lots of ok creatures when I can run a few less and a bunch of tutors to find the creature I want at the time I need it. So things like Diabolic Tutor, Increasing Ambition, Jarad's Orders, Diabolic Intent, Demonic Collusion are all really good for your deck. You also need straight to graveyard tutors - Buried Alive and Corpse Connoisseur are good.

  3. Card draw - run it. This goes with point 2 well. You have one or two effects but you need more.

  4. your general is expensive, so you need more ramp. 3 ramp cards (I counted about 3). I know he gets cheaper with the graveyard, but you don't have many ways of graveyarding on mass early. So he is in an awkward spot. I recommend 10+ dedicated ramp cards. Kodama's Reach, Cultivate, Nature's Lore, Rampant Growth, Skyshroud Claim, Far Wanderings, Chromatic Lantern are all good.

  5. I would personally run more removal. That comes fro ma more competetive mindset but I think that removal is invaluable.

Hopefully that will help.

CastleSiege on Tolsimir Wolfblood, Elvish Equinout (Upgrade Help)

3 days ago

So I was directed to your deck after seeing your forum post about seeking help against your brother's Talrand deck.

First off, your average CMC is 2.79 and you're running 41 lands. Cut some of those lands out! You could easily get away with running ~36. Next, replace some of your lands with multicolor lands. Temple Garden, Windswept Heath, Sunpetal Grove, Brushland, Wooded Bastion, Command Tower, Reflecting Pool, City of Brass, Mana Confluence, and Forbidden Orchard are all great options and come into play untapped.

Next, let's talk acceleration. Throw in Cultivate, Kodama's Reach, Explosive Vegetation, and Skyshroud Claim. These will all help you throw your lands out faster which lets you get ahead of the game. Exploration and Burgeoning speak for themselves.

I'll continue into the next post because I've hit the suggestion limit for a single post.

CastleSiege on Time Keeps 'Dragon' On

4 days ago

I'm don't really think I'll need Explosive Vegetation in all honesty. I already have Cultivate, Kodama's Reach, and 9 fetch lands. I don't have many basic lands as it is and I have more than enough ways to grab them. Thanks for the input though :)

Color(s) Green
Cost 2G
Converted cost 3
Avg. draft pick 3.92
Avg. cube pick 8.09


Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Modern Legal
Pauper Legal
Duel Commander Legal

Printings View all

Set Rarity
Commander 2013 Common
Planechase 2012 Edition Common
MTG: Commander Common
2011 Core Set Common
Promo set for Gatherer Common
Promo Set Common

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