Early Harvest

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful 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
Ninth Edition (9ED) Rare
Ninth Edition Foreign Black Border (9EDFBB) Rare
Seventh Edition (7ED) Rare
Classic Sixth Edition (6ED) Rare
Mirage (MIR) Rare

Combos Browse all

Early Harvest

Instant

Target player untaps all basic lands he or she controls.

Early Harvest Discussion

dingusdingo on Gyre Fire

5 days ago

I used to have a similar deck back in the day that ran Arbor Elf with Wild Growth and Utopia Sprawl to ramp the mana instead. Here are some takeaways I've learned from decks like this

  1. You need an engine card to untap your mana producers. Early Harvest for lands matter, Vitalize is a really great choice for creature related strategies.

  2. You want big value mana producers. Marwyn is a great choice for ramping extra mana, but also check out Priest of Titania and Elvish Archdruid .

  3. Card draw helps to stabilize. Harmonize is a neat choice for mostly green. So is Regal Force or Rishkar's Expertise

I like that this deck has beatdown as a backup plan. Maybe consider a slot or two for some artifact/enchantment removal. Marwyn is legendary, so running tutor cards could help free slots while adding utility. Primal Command is a nice toolbox card, and easily castable with all that ramp. Time of Need is cheaper but more limited. Also I don't know how many of these are standard legal :-)

lagotripha on HYDRAGEDDON

3 weeks ago

In terms of making this more competitive, I'd look at chilling on exactly what you will be getting until horizons drops, because its likely the metagame will shift significantly. The only immediate changes would be sswapping Path of Discovery Prodigious Growth Somberwald Sage Ulvenwald Hydra for more spells/creatures that are useful on the first few turns of the game.

Unbound Flourishing feels like combo fuel- double Finale of Devastation wins instantly, and likely to shape the format in intersting ways, but is also likely to be a multicolour deck to better support that combo.

U/G untap has been a thing for a while- from Bloom Tender to Axebane Guardian Freed from the Real combo has a lot of lists out there offering reliablity and power- but recently has largely been supplanted by Training Grounds / Umbral Mantle due to its ability to subsist on manlands and redundant pieces.

This means that unless you are planning on hunting down a fetch manabase, I'd advise you take the deck in the other direction and tone down the combo aspect- A green deck ramping into 4 and 5 drops and hitting your opponent in the face with them can be great with some tuning. Kalonian Hydra in particular dodges a large amount of removal while presenting a two turn clock, before looking at other creatures. Hardened Scales makes a two mana hydra still scary.

If you really, really like just hitting your opponent with a huge hasty creature with Freed from the Real , add Fertile Ground (Possibly Trace of Abundance ), plenty of filtering and carddraw, and look at the possibility of Early Harvest / Heartbeat of Spring . If you can generate more mana than your opponent has life and cast a hydra (or a Banefire ) you win.

heckproof on Heartbeat Combo

2 months ago

@Saljen Yeah the point of the deck is to make mana and play x spells. The idea is that, by playing Early Harvest with a Heartbeat of Spring on the field, you quadruple all of your current mana, which you can then use to play a dig spell with part of the mana. Once you find another Early Harvest ,you play it, floating remaining mana. That usually builds up to a lethal Banefire ,because you can Gifts for Past in Flames to flashback every copy of Early Harvest. It’s sorta like a version of Storm that’s way harder to go off with, but it’s way flashier and cooler once it does go off.

MontaukMonster on Help with Deep sea apocalypse

2 months ago

Gaea's Touch Sakura-Tribe Elder High Tide Terramorphic Expanse + Crucible of Worlds Early Harvest

Not enough green mana

Also, use square brackets to link to the deck you can see the the example in the comment tutorial

SynergyBuild on Yeva Draw-Grow

2 months ago

I think this list running Vitalize , Ravenous Slime , Scryb Ranger , Grafdigger's Cage , and Shimmer Myr would make it better. Maybe even Skullwinder , or with a different take on the landbase; Early Harvest .

This would let the deck go off at instant speed much easier

Question is what to drop... Skullclamp needs more than 15 creatures that would die with it IMO, and Umbral Mantle may be too slow at sorcery speed. I think it is worse than staff because it doesn't draw cards, but I may be wrong in that assessment. One or the other could get dropped I think. Growing Rites of Itlimoc  Flip I think is too slow, but I'd need testing on that. Otherwise Blighted Woodland ? It doesn't seem like it belongs.

mrdehring on Riku of Two Fireballs

3 months ago

Riku of the two reflections draws a bit of hate so make sure to protect him with Swiftfoot Boots and Lightning Greaves .

The medallions are okay for cost reduction, but only if you are chaining spells of the same color. Ramp spells Kodama's Reach or mana rocks Darksteel Ingot , more signets might be better. I suggest something like Pyromancer's Goggles to get an extra copy of that game ending Banefire . Why kill two players when you can kill three?

Wort, the Raidmother is another way to get an extra copy.

Vedalken Orrery is great for letting you keep mana open. Especially if you find yourself using that Alchemist's Refuge a lot.

Early Harvest allows you to get a lot of extra mana for the turn you plan to combo off.

Baral, Chief of Compliance seems weird with only a few counters, I understand you want the cost reduction and I was wondering how consistent has this been for you?

Love the Spellseeker ! Great way to find your x spells.

How do you feel about the Spellheart Chimera vs Crackling Drake vs Enigma Drake ? Trample seems like it might make the chimera the best of these cards.

Cloudius on Tatyova competitive

3 months ago

Rahnun Early Harvest works in my deck cause I'm trying to win via casting a huge Hurricane and OTKO all opponents.

You can consider running it if you've a huge mana sink for all the extra mana generated. Else, I'd say Turnabout and Rude Awakening would suffice, with the latter acting as an alternate Win Condition by turning all your lands into creatures and turning them sideways for a game winning Alpha Strike.

Here's a combo finish that you may wish to consider:

Ability to play at least 3 lands per turn through a combination of these cards - Azusa, Lost but Seeking , Exploration , Oracle of Mul Daya , Wayward Swordtooth , etc.

Crucible of Worlds or Ramunap Excavator in play.

With the above, we can cast and buyback Walk the Aeons . In the extra turn, play the 3 Islands from graveyard, rinse and repeat and take infinite turns.

This combo ain't easy to assemble and is more suited for casual play but you're already running most of the combo pieces so thought I share with you another line of victory.

Cheers!

CyborgAeon on Vannifar Evolution 101 *Competitive*

4 months ago

With regard to spellseeker lines - I personally came up with a vannifar viable line that seemed reasonable to me: HASTE REQUIRED. But generally a vannifar deck seems to run TYE, so... let's assume it's on board. You land spellseeker - getting Revitalize / Early Harvest / Dramatic Reversal (whatever spell you choose to run - to the same effect that you only need to be mana neutral), with Fanny-fart on board & pod her into Elite Arcanist . Exile that spell beneath arcanist and then you have the complete viability to actually find a win condition via pod'ing dorks into any Prodigal Sorcerer type effect; even Pirate Ship (if you had a spare 4 drop creature lying around).

Conversely it's arguably less strong, but via flash-hulk you can win with only a 4-5 card combo in simic, but you'd have to perform the flash-hulk in an opponent's end-step, before you untap (or conversely it requires a haste enabler which isn't tutorable from flash hulk in simic yet).

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Early Harvest occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%