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

Printings View all

Set Rarity
Commander 2018 (C18) Common
Commander Anthology 2018 (CM2) Common
Masters 25 (A25) None
Commander 2017 (C17) Common
Planechase Anthology (PCA) Common
Commander 2016 (C16) Common
Commander 2013 (C13) Common
Planechase 2012 Edition (PC2) Common
MTG: Commander (CMD) Common
2011 Core Set (M11) Common
FNM Promos (FNM) Rare
Promo Set (000) Common
Promo set for Gatherer (PSG) Common

Combos Browse all

Related Questions



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

DemonDragonJ on Why Was Temporary Mana Acceleration ...

4 days ago

In the early days of the game, temporary mana acceleration was a black ability, as seen most famously on Dark Ritual or Cabal Ritual (as a side note, permanent mana acceleration has always been a green ability, as seen on cards such as Cultivate or Explosive Vegetation ).

Now, however, temporary mana acceleration seems to be a red ability, as seen on cards such as Desperate Ritual or Seething Song , and I am wondering why that is.

What does everyone else say about this? Why did WotC move temporary mana acceleration from black to red?

triproberts12 on Gishath, bite bite bite

5 days ago

I think this deck could use Pyrohemia . It works very well with Enrage creatures, especially Polyraptor . Also, I would definitely be running more land-based ramp. Cultivate and Skyshroud Claim would be good includes.

triproberts12 on Punch the infidels!

6 days ago

I would just go ahead and lose the 7 non-permanents, entirely. Vexing Shusher can replace Red Elemental Blast as anti-counterspell tech. You already have a ton of artifact and enchantment hate, so Krosan Grip and By Force aren't necessary. Burnished Hart , Dawntreader Elk , Oashra Cultivator and Elvish Rejuvenator are all creature options to replace Cultivate and Kodama's Reach . Elemental Bond , Guardian Project (from the new set), Garruk's Packleader , and Regal Force would all be suitable replacements for Rishkar's Expertise and Shamanic Revelation .

thom-le on Home Alone

6 days ago

I meant that in my opinion this is one of the most fun to play-commander card in the set. As I'm not a competitive player I always look for interesting abilities and Thantis, the Warweaver looks great. For me this one, Saheeli, the Gifted and Xantcha, Sleeper Agent are awsome. But everyone has a different flavor, and that is good for commander as a format to play, because you never have the right answers against all different possible strategy.

It is in fact one of the hardest thing to cut down some cards, everyone who has brewed for his/her deck knows that. The best thing for me was the following to know:

1) Be clear what's your strategy is. Does {a specific card} help you to improve your deck and this strategy. For you this might be: Let everyone attack, but not me. If they do, they will lose their creatures. If they don't attack you, you will have enough time to build up a big board. Every turn creatures are attacking, so in my opinion it is not good, to have too much creatures. Because you have to attack with them and then you maybe will lose them.. Get in some good defenders, Wall of Stone

2) Collect information of a commander deck. To have the best chances to win a game (or to have the most fun), there are some simple tricks in building your decks.

2.1) Ramp: It is hard, to pass the turn without playing some stuff and having a great 8/8 fattie with awsome ability in your hand. So: Add some creatures with mana abilities. But be aware of your commander: Creatures must attack each turn. Cultivate, Kodama's Reach, or Explosive Vegetation get you early mana access.

2.2) Card draw: Fill your hand afterv playing some stuff. The more card you have in your hand the more options you have. And a better chance of drawing just the right card to the right time. I've mentioned some cards, also Phyrexian Arena, Necropotence, Skullclamp are awsome. At least 6-9 card should be something with card draw. Solemn Simulacrum is classical, it gives you an additional land and a single card draw. Also Wall of Blossoms, at least gives you early safe and a card draw.

2.3) Boardwhipes: In this deck, normally creatures are hitting other creatures and are dying anyway. but sometimes it is helpful to get everyone back to zero. Bane of Progress is a hero, also Vandalblast. Whirlwind against flying creatures. Maybe Bane of the Living, Pernicious Deed - or some red burn spells like Star of Extinction, Blasphemous Act..

2.4) Recursion: Sometimes creatures are going to the graveyard - so get them back. Eternal Witness, Golgari Findbroker or something like that. Zombify is also okay, I guess.

And last but not least: Find special cards! Natural Affinity turns everybody's lands into creatures, so they have to attack with them. Mortivore, cause there are for sure many cards in everyone's graveyard

So find the right balance of strategy, ramp and card draw and you are going to get the most fun out of every deck ;) Just my thoughts for now..


Snap157 on Some Derevi Bois

1 week ago

Stick to this template when building edh:

~38 lands- use any dual lands, filter lands, pain lands, fetches, and shocks in your colors, using basics to fill in the rest. Tolarian academy on youtube has a great video on building edh mana bases

5 boardwipes- these should all be below 5 cmc (with a few exceptions like Cyclonic Rift, Decree of Pain and Merciless Eviction. DON'T skimp on these unless you're entire deck is built around creatures (Examples being Edric, Spymaster of Trest, or Seton, Krosan Protector)

~5 unconditional targeted kill spells. They should all be able to hit creatures, but you get bonus points if they can hit other permanents too or if they exile instead of destroy

at least 10 reliable and repeatable draw spells- These are the Rhystic Studys, Mystic Remoras and Phyrexian Arenas of your deck. these are not to be confused with unrepeatable cantrips such as Sign in Blood or Brainstorm. Cantrips should be included if you're looking for consistency, but should count as half of a card in your 10

At least 10 ramp spells- since you're in green, take advantage of Kodama's Reach, Cultivate, Explosive Vegetation, Rampant Growth, Farseek, etc. If you aren't in green, use artifacts like Thran Dynamo, Gilded Lotus, Signets, Sol Ring, talismans and Darksteel Ingot. Just like with draw, you want permanent ramp and not things like Seething Song or Dark Ritual. The cheaper and more abundant your mana rocks in your color, the more competitive your deck will be. Most cEDH decks will run 12-15 mana rocks, using expensive cards like Mana Vault and Mana Crypt. In your case, you're using moxen

The rest of the deck should all work toward a common goal. Find out what your win cons are and the build your deck around them. Derevi is good with blink and combo, so find a strategy and be ruthless with your cuts. I would recommend making infinite mana and taking advantage of that, maybe with Helix Pinnacle, milling people out with Stroke of Genius, Whetwheel or Blue Sun's Zenith.

Hope this helps!

xaarvaxus on Spirit Test v2: Electric Boogaloo

1 week ago

I would think you'd want to find room for Kokusho, the Evening Star, the value you'd get recurring him is very good.

Buried Alive will help quickly reduce the cost of getting your commander into play as well as getting your best targets for recursion into the graveyard.

Sac Selfless Spirit to keep your assembled team alive.

You should also make use of more of the ramp staples in green; Cultivate, Kodama's Reach, etc

The deck could also really benefit from a simple Swords to Plowshares

pskinn01 on Prossh, Skyraider of Kher

1 week ago

Without knowing what you want to do (besides basic prossh stuff), I am going to address the main issues I see with increasing competitiveness of any decj, which usually means trying to make the deck work faster.

Too many lands (drop 3 at least). Not enough ramp. Too many lands that come in played tapped. No Sol Ring. Average converted mana cost is high.

So let's address:
Get a sol ring. Remove evolving wilds rupture spire, teramorpgic expanse among other come into play tapped lands that will slow you down. Then consider:

Wood Elves - gets forest type so gets overgrown tomb etc.
Farseek, Nature's Lore - gets any of your shock lands or other lands with basic land types the card is looking for.
Llanowar Elves, Elvish Mystic, Fyndhorn Elves - turn 1 ramp ramp,
Birds of Paradise - best mana ramp/fix creature.
Growing Rites of Itlimoc  Flip - ramps hard, easy to flip in this deck.
Rampant Growth - turn 2 ramp for a basic.
Cultivate - gets 2 basics. The 3 signets such as Golgari Signet are better than dark steel unless artifact wipes are common in your group.
Commander's Sphere - ramp early, draw later.
Dragonskull Summit and other lands that fix mana, but have chance to come into play untapped.

The above cards are all 3 costs or lower. Adding them should lower costs while adding mana early (as long as you don't cut something that costs less).

I have only addressed one dimension of your deck (mana and acceleration). Which is the easiest way to make decks work better. I didn't look at your deck for things like recursion (important in edh - things like Eternal Witness), redundancy (having multiple ways to do same thing (having Phyrexian Altar to back up food chain combo), card draw, and multiple win conditions. Which are all more important as you increase in competitive groups.

xaarvaxus on Dragon's Are the Best

1 week ago

There are some cards that came with the commander deck that I'm not sure why you aren't using [which I am assuming you have since many of the cards linked show the commander 2017 set symbol]:

Path of Ancestry While this comes into play tapped, so don't a ton of the lands you are using. It still produces any color even if you don't use it on a dragon, you just don't get the scry.

Sol Ring This has a good case as the best card in commander. While it doesn't help cast your commander, it does get Explosive Vegetation or Circuitous Route cast on turn 2. Kodama's Reach and Cultivate would be great includes here as well [both also came with the deck]. Green is played for this kind of ramp.

Sunscorch Regent You wouldn't want these abilities on your commander? Or have it on the battlefield attacking next to it?

Crux of Fate is a one sided board wipe for you.

Coupled with Hellkite Charger Savage Ventmaw gives you back most of the mana you need to pay for another attack phase.

And that is a pretty wonky mana chart... while not in the pre-con, Exotic Orchard should always produce something you can use. Any of the taplands like Cinder Barrens could become the appropriate guildgate and then you could go for a Maze's End win as a back up in case you find yourself locked out of attacking. Add Crop Rotation to fetch Maze's End and use the Maze to fetch guildgates.

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