Earthcraft

Legality

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

Printings View all

Set Rarity
Tempest (TMP) Rare

Combos Browse all

Earthcraft

Enchantment

Tap an untapped creature you control: Untap target basic land.

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Earthcraft Discussion

Cloudius on Sygg Merfolk tribal

14 hours ago

+1 for the Merfolks!

I run a Bant Merfolk deck too, it's semi combo theme.


The Greatest Show on Earth - Merrow Wizardry

Commander / EDH Cloudius

SCORE: 16 | 3 COMMENTS | 784 VIEWS | IN 6 FOLDERS


I went into cause Ixalan saw the merfolks swap over to the color instead of the traditional .

I'd recommend Earthcraft and/or Cryptolith Rite as they're a good tap outlet and ramp us as well.

Saljen on Squirrels Squirrels Squirrels Squirrels Squirrels

1 day ago

Krosan Beast doesn't really do much for you.

Aether Vial really only fits in heavy creature decks with similar CMC, which this really isn't.

Earthcraft creates an infinite combo with Squirrel Nest, literally letting you put infinite 1/1 Squirrel tokens into play at instant speed.

Beastmaster Ascension might be better than Coat of Arms, since you're going wide anyways so it's guaranteed to trigger and you don't help your opponents creatures. It also costs 2 less mana.

Oran-Rief, the Vastwood would be a great way to pump up your creatures. Since you potentially make so many in a single turn, this card can dish out a ton of +1/+1 counters, making your squirrel tokens more threatening.

Mutavault is another land that could benefit your deck.

Squirrel Wrangler might be a decent one of as a finisher.

Arbor Elf would give you some ramp that works well with Squirrel Nest, Swarmyard, and Oran-Rief, the Vastwood.

Snap157 on Tuvasa, Altered Reality

2 days ago

Earthcraft has a couple more combos that can be easily included here. By using an enchantment like Wild Growth on a basic plains, you can then use Earthcraft to combo with Luminarch Ascension and Sacred Mesa.

As a general tip for enchantment decks, I would include the other ones such as Satyr Enchanter, Verduran Enchantress, and Mesa Enchantress. These will provide reliable draw for an engine

For ramp, include enchantments such as Fertile Ground, New Horizons, Utopia Sprawl, Overgrowth, Awakening Zone, and Weirding Wood. These will trigger your tuvasa draws and also will combo with earthcraft, and should probably be included over your signets and Thought Vessel. I would shoot for ten reliable ramp cards and ten reliable draw cards, putting in as many enchantress effects as possible.

I really like your pillowfort aspect of the deck, and would also include Aurification, Elephant Grass and Dissipation Field.

Hope this helps! +1

SynergyBuild on Commanders by Power Level [EDH Tier List]

3 days ago

Kongou_des your list without proper ramp like Lotus Petal, Mana Crypt, Mox Diamond, etc. just isn't competitive at all. I am sorry to say that, because Emmara Stax is such a fun deck, with Nature's Chosen synergy and the ability to break parity on cards like Winter Orb with cards like it and Earthcraft, and the built-in combo with Squirrel Nest, but with you running fun, but useless cards like Divine Visitation, I can't help but feel you don't understand cEDH and the way many decks aim to win around turn 1-4, and set up their lock pieces by turn 1-3 to shut down their opponents.

I'd estimate that Emmara stax can be placed around High-Power, as it can win, yet often won't to its more well-tuned stax brethren with more access to colors like red or blue stax cards.

Brightest_Day on Lord Windgrace's Real Estate

6 days ago

Yeah, I havent quite been that lucky unfortunately. I was able to get things like Earthcraft, Ugin, the Spirit Dragon, and Scalding Tarn back when they were cheap. But as far as Duals, Cradles and its blue and white partner I wasnt able to, and now that they are such big targets for fakes I dont feel comfortable getting them at reduced prices and the high prices are just too much as even $50 is a stretch to justify. I did get kinda lucky and ordered a Fate Reforged Ugin and got his Ugin's Fate Promo (I keep forgetting its not his main art). I will have to look into adding my Greater Good though if I can get a net gain on draw and buying a Rishkar's Expertise. So far I dont have many issues on Forge so it will be multiplayer tweaks I do as I play with it.

SynergyBuild on tuvasa Tier?

1 week ago

No I don't play Tiny Leaders, well, I tried it, but took the deck apart because apparently using all of black and whites tutors to find Darkest Hour and Blasting Station in my Teysa, Orzhov Scion deck was okay, but when I found out how to build a tiny leaders varient of Hermit Druid, no one wanted to play against me.

Here is how it works, Hermit Druid your deck into your yard, and flashback Memory's Journey, hitting Yawgmoth's Will. I usually also hit Gitaxian Probe too. If you have a lot of mana, you can even flashback Think Twice to draw a card, however I normally mill myself out and flashback Journey on upkeep so I don't care.

Cast Yawgmoth's Will, and start storming off from the yard, with Dark Ritual, Cabal Ritual, and all of the efficient mana rocks that net mana. Then cast any number of combos. I usually go for Regrowthing back a Dramatic Reversal, casting Isochron Scepter from the yard, imprinting it, making infinite mana, casting Laboratory Maniac from the yard, casting my commander (Thrasios, Triton Hero, with Tymna the Weaver as the partner), and drawing to win.

The deck obviously could win with just IsoRev combo, with the commander, and won averagely turn 3. With all of the tutors and ramp legal, without Force of Will for my opponents to respond as easily (with Swan Song, Flusterstorm, Spell Pierce, Counterspell, Pact of Negation they can, but not as easily), the format dulled to a cEDH format with less interaction. Really sucked too, because it had so much promise.

That was back when I played around 4 years ago. I started ~5 years ago, but stopped 3 years ago. Started back up in late Amonkhet where I saw a booster box (or bundle?) in a store and remembered it. Got back in and though I sold my standard playabled, ended up that a lot of my other cards were great in commander, like Serra's Sanctum and Earthcraft, which I thought were only cool little tid-bits of MTG history at the time.

ZendikariWol on E.V.E. - Emmara Value Engine

2 weeks ago

Hey, your deck is a lot like mine, but more token focused. So for that I might suggest... Diversionary Tactics, Devout Invocation, Earthcraft, Glare of Subdual, Nullmage Shepherd, Presence of Gond, maybe Selesnya Evangel, Sprout Swarm, and Stonybrook Schoolmaster.

SynergyBuild on tuvasa Tier?

2 weeks ago

Really, it would be around tier 4 this build. I imagine a better version going with a more consistent stax plan that happens to run a few key enchantments, instead of this could even be tier 2.5, but the commander would be all but a major part of the deck.

If you want a real enchantment-based build, use Earthcraft and Squirrel Nest, drop the Enchanted Evening/Aura Thief, Starfield of Nyx, Sigil of the Empty Throne, and Solemnity/Phyrexian Unlife/Solemnity/Decree of Silence. You should run Altar of the Brood as support for both the earthcraft combo and Opalescence/Parallax Wave.

The other drops you should have are cards like Cultivate and Kodama's Reach, because they are bad cards and shouldn't be run in any non-landfall deck, Cleansing Meditation because it is bad, and Skyshroud Claim. Pendrell Mists is too much mana for this deck to handle, as is Omniscience, despite its power in some decks.

Sun Titan would be okay in a more dedicated stax build that doesn't go with enchantments, despite its promise with Mana Vortex, and Austere Command/Supreme Verdict should be on the chopping board.

Leyline of Anticipation is weak for its mana cost, and is abd draw, only semi useful when in openning hand, but even then it isn't great.

Sphere of Safety is too much mana, and I'd probably drop a Propaganda or Ghostly Prison, perhaps because you'd just tutor up a Solitary Confinement.

Seedborn Muse, Mystic Confluence, and Mirari's Wake are a waste of mana, I know why you run them, but they are traps.

Words of Wind is a maybe, I feel it has value when comboing off, and acts as a wincon with Earthcraft/Altar of the Brood and a creature, but is otherwise weak.

Energy Field needs to go, it sucks, as does Hesitation and Lunar Force, yes, Sun Titan, no even so. You will not use these in a meaningful way.

Academy Rector is for pulling out your Decree of Silence/Omniscience, but because you are not hulking it up or having any consistent way for it to die, it isn't worth it.

Land Tax is a bad card, honestly unless you are monowhite or in a deck that benefits from discarding cards, it isn't worth it. The thinning is the best it does, and a card in your deck that thins only is trash. If it is used to help you hit land drops, your deck is either A: Not in need of land, or B: Awfully built or was mulliganned poorly.

Beast Within and Counterspell need to go, there are much more efficient options like Force of Will, Nature's Claim, and Swan Song.

Karmic Justice is a bit bad, I'd drop it, probably for Greater Auramancy.


Now the next part is on what to add. I talked about dropping around 27 cards, so there is some room. I would drop around 3 lands at least as well, which leaves us with a clean 30 cards to add.

Now, we'll add the cards I previously talked about, Altar of the Brood, Earthcraft, and Squirrel Nest. These help you win the game after we dropped a lot of your previous wincons. Greater Auramancy is also a card I prior suggested, and helps stop a Nature's Claim kill you. 26 cards left to go.

The next is to replace the lands we dropped. You want mana fast, so you can empty your hand, and use Tuvasa to draw more cards, aiming to hit a real enchantress or tutor for one. This means two things, more tutors, and more ramp.

Wild Growth, Utopia Sprawl, Overgrowth, and Fertile Ground help benefit Earthcraft when used to make more mana on combo turn, especially with an Opalescence out. Mana Crypt, Mana Vault, Sol Ring, Chrome Mox, Mox Diamond, and Lotus Petal allow the deck to get more mana faster as well. This leaves 16 cards.

With tutors, Idyllic Tutor, Worldly Tutor, and Mystical Tutor are the picks for me, leaving 13 cards.

Teferi's Protection, Swan Song, Flusterstorm, Seal Away, Ravages of War, Force of Will, Nature's Claim, Armageddon, and Cast Out are efficient pieces of interaction I would suggest. This leaves 4 cards.

Back to Basics, Root Maze, and Rest in Peace make for a good toolbox effect for hate pieces. This leaves 1 card.

Nature's Chosen is a card I have found success in, and suggest you try it too. Enchanting a Tuvasa makes it another land in essence, and can untap a Serra's Sanctum, it is under the radar, so pick it up before all of the Emmara, Soul of the Accord players find out about it. That is it!


This last part is about optimizing your landbase for Back to Basics and Earthcraft, they synergize well, so don't worry too much about stretching your deck thin.

After looking through, the following lands are must drops, as they aren't good in nearly any deck:

Maze of Ith, Krosan Verge, Reflecting Pool, Reliquary Tower, and Rogue's Passage

They don't have a place in this deck.

Similarly, you should optimize your deck to get your colors more on curve, fetchlands being a major part of that. Wooded Foothills, Flooded Strand, Polluted Delta, Misty Rainforest, Scalding Tarn, Verdant Catacombs, Arid Mesa, and Marsh Flats are the missing ones in your colors. You can use them to fetch the shock/dual lands for colors, or basics for Back to Basics/Earthcraft.

Wooded Bastion, Flooded Grove, and Yavimaya Hollow should be dropped as well to fit them, as well as Brushland for Razorverge Thicket, Adarkar Wastes for City of Brass, Hinterland Harbor for Mana Confluence, Glacial Fortress for Exotic Orchard, and one of each basic because you have too many lands.


That's it. That would actually be a tier 3 enchantress deck, and doesn't stoop to just playing Tuvasa for colors for a stax-combo deck, running no enchantments.

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