Cultivate

Legality

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

Printings View all

Set Rarity
Commander (2016 Edition) Common
Commander 2013 Common
Planechase 2012 Edition Common
MTG: Commander Common
2011 Core Set Common
Promo set for Gatherer Common
Promo Set Common

Combos Browse all

Cultivate

Sorcery

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

Dark_Matonic on Raging Elemental(Omnath elemental tribal EDH)

16 hours ago

Some recommendations: This deck seems like it needs a lot more ramp... You have a lot of high cost cards but have no ramp spells and a couple mana dorks. I'd say Kodama's Reach, Cultivate, or Skyshroud Claim are good, especially for extra landfall triggers. I'm not sure how I feel about the land destruction, I see how it might be synergistic, but I'm not sure if it has enough support to be consistently effective. If you want to stick with it, consider Titania, Protector of Argoth and if you can afford it: Crucible of Worlds. I feel this deck has a lot of potential and I'd love to see where it goes!

manphibian on Tana and sidar's saproling Garden

3 days ago

A few suggestions/things I noticed;

-Skullclamp. Get a Skullclamp. Also, Mentor of the Meek. Each of these can be an explosive card draw engine in combination with Tana.

-Kessig Wolf Run is an awesome token engine when used on Tana after your opponent doesn't (can't) block.

-Assault Formation seems great here (thought obviously doesn't work at the same time as my previous suggestion). Silklash Spider, Slagwurm Armor, and Indomitable Ancients are a few cheap additions that could be strong with it (and the spider just in general as a possible upgrade on your answers to flyers)

-Blade of Selves seems a very odd choice, nearly all of your creatures are legendary and none have ETB abilities. Is there some synergy I'm missing? It won't help with Tana, since the extra copies die to the Legend rule instantly, long before they can make saprolings. Lightning Greaves are likely a significant upgrade.

-The medallions don't really work well here. They are like mana rocks that can only be used for about a third of your spells, and never for abilities or other costs. Replacing them with Gruul Signet, Selesnya Signet, and Boros Signet is a nice budget way to significantly improve the mana base.

-I'd look to get a Cultivate in there to go with the Kodama's Reach (probably replacing the Joiner Adept)

-Aura Mutation and Artifact Mutation could be nice on-theme removal spells. In fact the deck is basically completely empty of any form of removal. Swords to Plowshares and Beast Within are good and inexpensive options.

-Other cards I like in here: Assemble the Legion, Elspeth, Sun's Champion, Xenagos, the Reveler

BLEATH on rockleemyhero

4 days ago

Higure, the Still Wind, Brainstorm, Cultivate and Beast Within were some others that looked nice to me.

ibstudent2200 on GIVE ME YOUR LUNCH MONEY, NERD

5 days ago

Horizon Spellbomb < Krosan Tusker.

I'm not a fan of Khalni Heart Expedition, since the ramp is usually delayed by several turns. Any reason for playing it over Sakura-Tribe Elder or Cultivate?

ive-been-degaussed on SaskiNOPE

6 days ago

First thought: you're a creature combat deck, but you have way too few creatures for such a build.

I'd cut the following 10 noncreatures and throw in some bodies to replace them: Acrobatic Maneuver (Cloudshift is good enough), Oblivion Strike (weakest of your targeted kill spells), Sphere of Safety (you're not a pillowfort deck), Ghostly Prison (see previous), Death's Presence (you're not a graveyard/sac deck), Ashnod's Altar (see previous), Strionic Resonator (doesn't work with your general), Darksteel Ingot (doesn't help get out Saskia T3), Cultivate and Kodama's Reach (same).

sweetaction on Scion's undead assault

1 week ago

A few suggestions:

You have an average CMC of 3.85 which is on the low end for EDH. (this can be good and allows for less ramp) however you have a non-negligible amount of cards in the 6-8 cmc range.

You currently only have 33 lands. I would suggest you increase that to 37 or 38. Exploration and Burgeoning do you no good if land never makes it's way into your hand. So you need a good amount of ramp and draw. Generally I suggest a deck to have 37 lands, and 7 pieces of ramp as a minimum starting point. You are running 13 pieces of ramp, with two ways to cheat cards into play (Belbe's Portal and Dragon Arch are both fantastic).

Your inclusion of ramp cards such as: Birds of Paradise, Yavimaya Elder, Seek the Horizon is great.

I personally would replace all of the signets with rocks that add better value, utility, tap for any color of mana or replace them with land ramp.

As an example, you could replace these :

  1. Azorius Signet
  2. Orzhov Signet
  3. Rakdos Signet
  4. Gruul Signet
  5. Izzet Signet

with:

  1. Kodama's Reach or Cultivate (functional reprints of each other)
  2. Fellwar Stone
  3. Expedition Map (Note, this fetches ANY LAND, be that Command Tower or some utility land like Rogue's Passage
  4. Skyshroud Claim (Lands enter untapped with this, which is huge value.
  5. Gilded Lotus (sure it costs five the turn you play it but it still taps for 3 and EDH this is a big bump in mana at a very reasonable cost)

You might want to also include others that tap for any color of mana such as Spectral Searchlight

From a land perspective you have a reasonable base. Your lands are evenly split but could go heavier into the colors you are running more of. Basically what I am trying to say is, either focus on land ramp with your Burgeoning type strategy (which means you need more land and card draw so you have land in hand) or a mana rock/ land into play strategy (which would then mean you don't really need Burgeoning.

For ideas of lands, I have started puting together a "land base" deck list. You can check that out here: 5 color mana base

Five color lands you might consider:

  1. Meteor Crater
  2. Mirrodin's Core
  3. Reflecting Pool
  4. Ancient Ziggurat
  5. Cavern of Souls (Really strong in a tribal deck)

Utility Lands you might consider:

  1. Strip Mine, Ghost Quarter, Tectonic Edge gives you the utility to remove other peoples good utility land
  2. Volrath's Stronghold good recursion utility on a land
  3. Homeward Path
  4. Mikokoro, Center of the Sea
  5. Winding Canyons
  6. Yavimaya Hollow

Since you are running snow covered lands you should be running Scrying Sheets

Regarding removal, you might want a few more removal cards. I like your inclusion of Profaner of the Dead as a low cost Cyclonic Rift

Other card thoughts:

Sarkhan Unbroken exudes awesomeness in this deck.

Regarding recursion, Debtors' Knell is my all time favorite recursion spell, and if it stays in play works crazy value with your general's abilities.

I am sure I can come up with other suggestions, but before I ramble any more than I have, I should ask, is there anything in particular you are looking to tweak?

tazmanz on my first 4 color deck

1 week ago

well i have land fetch with 2xCultivate and 2 Rampant Growth with draw power from 2 Gitaxian Probe and scry from land

TazEragon on Idk wat type of deck this would be

1 week ago

also if you are looking for more ways to get mana id take out Borderland Ranger,Rise of the Hobgoblins andTracker's Instincts and add 3 Cultivate or 3 Rampant Growth for you would get to shuffle the deck more and taking out land to give u a bit better chance to get the creatures you are looking for

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