Earthcraft

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper 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

FireStorm4056 on [PRIMER] Death & Staxes: Competitive Meren EDH

3 days ago

spectrevr4

Not to worry! There are a lot of ways to speed things up. Looking at your list, here are a few things that I recommend:

  1. 1-drop mana dorks. Enough to be consistent with them in the early game. This is the surest way to speed up your clock and put you ahead of the table. Note that cards like Farhaven Elf are repeatable... but how often do you find yourself actually doing so? In my experience the tempo off a T1 Llanowar Elves is so much better than potentially getting a second land off Farhaven Elf. Most of the 1-drop dorks are quite cheap ($$), with Birds of Paradise topping things out at $4-ish. These will not only provide you with acceleration, but also can potentially replace higher-costed slots currently in your decklist (such as Into the Wilds, which has good long-term potential, but often you've already lost by that time). Even better, on later turns, dorks are cheap enough that you can still play them AND do something else useful - whereas if you play a Farhaven Elf, chances are that's all you're doing for the turn.
  2. Carefully evaluate engines that don't give you immediate return on investment. Black Market has big payoff potential but it doesn't do anything the turn it hits... there might be some other ways to build the deck that give you similar ramp but play out much quicker. Be creative, as it doesn't need to be a direct replacement. For example, Earthcraft and Cryptolith Rite are alternatives you might consider. They each cost 3 cmc less (so can be played earlier and don't take up a full mid-game turn) and make all your creatures IMMEDIATELY tap for mana (so no buildup required). With Meren + one non-dork on the board an Earthcraft is effectively free since they can immediately tap to generate two more mana. Again, the payout potential might not be as high as Black Market, but they hit a lot faster and (initially) harder.
  3. Don't rely on creatures for all of your removal. In my experience, Acidic Slime was almost always just a Nature's Claim for 5x the price... and it's a dead card for quite a long time due to its high cost. You should definitely still pack creatures with removal on them, but it's worth considering the best noncreature removal too (Abrupt Decay, etc). This is especially important when you are facing combo decks - often a single well-placed removal spell throws a wrench in all of their plans.
  4. How do the combo decks in your group win? Most of the mill combos I'm aware of rely heavily on artifacts, not only for the combo, but for ramping and card advantage. These types of combo decks are really, really weak to silver bullets like Null Rod, Damping Matrix, Pithing Needle, and Phyrexian Revoker. Paired with a few tutors you can land them reliably and often save the game without even having to think about much else. You already run some of the best tutors too so no real issues there! If decks are consistently winning on T3-4, then in most cases their plan is fragile to targeted removal or silver bullets. If you are running both then you will have a lot more ways to deal with these issues!
  5. Answering tron is tough if you restrict yourself to engine-based creature removal. My list has actually shifted away from most of the popular "kill" engines - note that I don't have The Abyss, Magus of the Abyss, Dictate of Erebos, etc. For the most part I pack a lot of targeted removal and Fleshbag Marauder effects to solve these problems... For example, I find the efficiency of a one-time Dismember is usually far better than hassling around with getting an Attrition engine setup - you might try a similar approach! My best reasoning is the following - you'll already have enough to do with creatures and Meren (it's not like you're lacking targets), so playing spell-based removal means you can do more per turn rather than have to decide on a single choice for your Meren trigger.
  6. Since we're playing stax/control, you have to take a long, hard look at every card that doesn't provide a strong boardstate advantage (card advantage, tempo, resource generation, etc) or hinder our opponents somehow. Verdurous Gearhulk stands out to me as something that doesn't really fit a "niche" - it is "good" but doesn't really play towards any plan of ours. So I question whether it is worth including. Compare him to something like Creakwood Liege, who can offer a similar boost to P/T on the board, but costs less and can generate a strong 3/3 critter each turn (to be used for combat, finisher, or sacrifice fodder).
  7. I'm not a huge fan of Death Cloud personally, it's just so expensive a price to pay for a symmetric effect. Pox and Smallpox are already in your list and very cost-effective - Death Cloud has always seemed to me like it cost just too much for what it offers.
  8. Clearly you are running Bitter Ordeal for a reason, and I would guess it's to answer the combos you've been facing :) I tend to prefer silver bullets like Null Rod (since they are widely useful regardless of opponent)... but if exiling combo pieces is the goal, might I suggest Sadistic Sacrament instead (sorry, card tags aren't working on this one for some reason)? It may not be the most efficient spell... but it is wicked fun to land against a combo player at the right time and a little more consistent than Bitter Ordeal :)

jeannieboef

This is something I plan to address, but haven't had the time to write up quite yet. Some of the answers you're looking for are in the replies I've made in the comments - I will add a section like this soon enough.

MrFertilid on Not a common aggro Marath

3 days ago

Looks sweet!

Druid of the Anima, Gyre Sage, and Viridian Joiner are great mana dorks with Marath.

Illusionist's Bracers are insanely good on Marath, when he's equipped with Basilisk Collar or bonded with Nightshade Peddler, or Aura Shards is out, and you put on Illusionist's Bracers, you become the god of removal.

Fertilid and Marath are of course my fav haha, essentially pay 3 with Marath as many times as you have mana and counters to keep finding basic lands.

Cathars' Crusade is amazing.

Vigor is great.

Archangel of Thune with Spike Feeder for a lifegain combo: remove a +1 from Spike to gain 2 life, which triggers Archangel to put a +1 back on Spike, which you can remove endlessly for infinite life and an infinitely pumped board.

There's also Marath, Will of the Wild with Cathars' Crusade with Earthcraft with Fires of Yavimaya or another haste enabler for infinite tokens.

MrFertilid on Marath (Toolbox) Revenge of the Dorks

3 days ago

Looks sweet!

If you like Aura Shards with Marath you might like Shinewend and Stingmoggie. Shinewend is basically a second, less optimal Aura Shards, but who doesn't like redundancy? Stingmoggie is expensive for artifact removal, but being able to move counters with Marath and knock out people's lands repeatedly is pretty useful.

Archangel of Thune and Spike Weaver are another combo that fit well in a Marath deck: remove a +1 from Spike, which triggers Archangel, which triggers Spike, giving you an infinite amount of life and and an infinitely pumped board.

It's not infinite but Sigil Captain has a pretty good interaction with Marath's token ability, and if you have Illusionist's Bracers, Ivy Lane Denizen, and any of the token or counter doublers like Doubling Season or Anointed Procession out, hoo boy, things get pretty wild pretty quick.

JaysomeDecks might have already said it but there's also Marath, Will of the Wild with Cathars' Crusade with Earthcraft with Fires of Yavimaya or another haste enabler for infinite tokens.

goblinguiderevealpls on conspiracy: token swarm/spells HYBRID goblin combo

1 week ago

i think that norin does it better :/ and yea krenko has very little recursion and norin, slobad and daretti usually play with chaos better, it certainly makes it harder for you to burn out to run chaos but i already have a nekusar and norin chaos deck and i just wanted more colors, this deck has the advantage of Regrowth spells, token doublers and insane mana like Food Chain, plus its more versatile with spells such as Heroic Intervention

not to mention resolving Protean Hulk usually wins me the game, and Earthcraft allows me to tap the tokens for mana then sac them to food chain, prospector, skullclamp etc

i played a 1v1 game recently where i played my entire deck by casting a conspired Genesis Wave for 9, getting more than 10 permanents and putting a Past in Flames in graveyard, I then conspired Tooth and Nail to get the 4 6-7 cmc creatures into play with 8x tokens with all 3 token doublers out, i then saced protean hulk to tutor for Craterhoof Behemoth with Coat of Arms out and a total of 380 tokens for 760 power and toughness,

i then sacced around 20 tokens for mana, drew all 20 cards left in my deck with Fecundity, then used the mana to cast past in flames and conspire/Mirari every spell in my deck as well as having all of my creatures etb with purphoros and 8x tokens, come to think of it i could have easily have won with Altar of the Brood for 380 tokens plus the 22 creatures and wort

its more resilient and even faster than krenko in that it has green protectiom and conspired ramp spells, it is a hybrid deck that plays partially like krenko and partially like a storm deck, for example krenko cant cast Empty the Warrens for absurd amounts of mana and double the tokens and mana with green

Conflykt on Rith the Awakener 2.0

1 week ago

11 Creatures! That's scary as hell. I like the ramp and I get that the creatures are somewhat not as needed given you have so many token generators in the deck, but I still run a bit more. Look for cards that will trigger effects when other creatures come into play (or die, as you sacrifice them a lot. I am now considering Goblin Bombardment). Your play style is all about pump and sac, but I noticed you wanted other win scenarios. I got your original playstyle adds, the traditional Swarming adds, and just some quality of life to look for. Sorry it's a lot.

Sac Win Adds:

  • Thromok the Insatiable : The ultimate way to Sac your own creatures and become the scariest guy around.
  • Stalking Vengeance : You won't have problems ramping in this deck, this allows you to sac kill one player, proc kill another.
  • Descent of the Dragons : Sac AND buff. Can't get much better in your original play style.

Swarm Win Adds:

Quality of Life Adds (for both styles):

Obviously none of this is required. And it would be hard knowing what to put in and/or take out because of the many directions Rith, the Awakener can go. Bringing up Earthcraft though, it's not completely needed unless you want to run Squirrel Nest for the infinite token generator win scenario.

Dark_Danda on cEDH: Full Sisay Stax & Hatebear

1 week ago

@ Profet93

Many thanks for your suggestions. I will consider to play Academy Rector again as there are some mass removals in my meta such as Toxic Deluge.

As for the other suggestions here are my thoughts on them:

  • Elesh Norn, Grand Cenobite: It is too costly for this deck in terms of mana cost and doesn't do much against my meta outside of the combo. I play against tasigur, teferi, storm (though it would hit arcum pretty hard - but then again this deck wins before you could cast elesh).

  • Kamahl, Fist of Krosa: same as elesh

  • Mana Crypt / Sol Ring: This deck mainly uses mana dorks and enchantments to ramp as I seek to hate artifacts as hard as possible with Kataki, War's Wage/Stony Silence/Null Rod ect... Also it would hurt my draw-engine in terms of having two less enchantments available to draw cards with my enchantresses like Argothian Enchantress. Furthermore when you look at above list, you will see that I make it up with 24 ramp cards. I.e. I prefer to play Exploration/Wild Growth/Utopia Sprawl early on to generate further advantage with Serra's Sanctum (which in turn is tutorable with Captain Sisay). Also when considering to play Armageddon, while having Kataki, War's Wage/Stony Silence/Null Rod on the battlefield, any mana artifact becomes quiet useless and you would wish to have any other sort of ramp that breaks parity for you at this moment.

  • Selvala, Heart of the Wilds / Umbral Mantle: as I already play 24 ramp cards, I don't feel like I need any more right now. If I would choose to have more wincon I would rather go for the following ones because they fit more into my enchantment deck: Squirrel Nest + Throne of the God-Pharaoh (Earthcraft is already in the deck). Or I would put back in Monastery Mentor to get infinite token/storm with Earthcraft (note: I play only around 20 creatures and 33 enchantments, which makes this card deadly outside the combo) as described in my game plan section above. But honestly, I think that Paradox Engine and Living Plane are already enough for this deck to win. Usually I either stax everybody so hard that I get a ton of time to assemble my combo pieces, or I can go off with Captain Sisay, getting Dosan the Falling Leaf first and then Paradox Engine to draw my deck and once that happens, there is no way for the table to win as at that point I will get infinite mana and will be able to play my whole deck and to get all relevant cards back with Holistic Wisdom. Even, if for some weird reason, I would not be able to kill everybody, the board would be so staxed after that turn, that nobody would ever be able to cast a spell anytime soon.

  • Helm of Obedience: As I described above I think I don't need more wincons at the moment and if so, I would avoid to use artifacts which require an activation as there are other cards available that give me more synergies.

All in all you pointed out some very good suggestions, which make sense when trying to make as much use of Captain Sisay as possible. But to be fair and honest, Captain Sisay was actually one of the last cards that I changed in this deck because this deck was built around Rhys the Redeemed and used to be an enchantress/combo token deck where you have a big variety of ways to make infinite tokens ect. However, as time passed the deck slowly turned into an artifact, hatebear, stax list but I kept the enchantment core engine running. So, try to look at it this way: Though I play Captain Sisay as commander, I do not seek to win with her, she merely gets me there faster but the true strenght of this deck lies in staxing/hating everybody while keep drawing more hate with the enchantress. In this regard this deck plays pretty much like a storm deck. First play your hate and once you slowed down the table, you get to generate card-advantage that slows everybody down even more, play Captain Sisay and decide whether you can go off, get some ramp or more stax :)

Well that's pretty much it. I think this deck is a new way of playing Captain Sisay and I hope, as a fellow sisay player, you might have some other suggestions (maybe enchantments), that could fit the bill here.

Cheers, Noc

Mandalorian on Riku the Doubler

2 weeks ago

I don't think you currently have a way to have infinite turns since Part the Waterveil exiles itself on resolution and Walk the Aeons requires sacrificing lands to buy back. Here are some ways to go infinite with Riku

Eternal Witness+Conjurer's Closet+Walk the Aeons

Cast Walk the aeons, end step Conjurers Closet targets Witness, Witness gets back Walk the Aeons, take extra turn, repeat.

Sage of Hours+Sandsteppe Mastodon+Roaring Primadox or Conjurers Closet

Put 5 counters from Mastodon on Sage of Hours, remove counters to take another turn, next turn upkeep return Mastodon and recast, repeat. Or end step Conjurers Closet target Mastodon and bolster Sage of Hours again, repeat.

The oldest infinite turns combo that's ever existed is expesive but efficient if you can afford it. Time Vault+Voltaic Key

Tap Time Vault, take extra turn, untap Time Vault with Key, repeat.

Other infinite combos you can do in Temur colors

Presence of Gond+Intruder Alarm for infinite tokens

Splinter Twin or Kiki-Jiki, Mirror Breaker+Deceiver Exarch or Pestermite or Bounding Krasis or Zealous Conscripts for infinite copies or Combat Celebrant for infinite combats.

Ex. Put Splinter Twin on Pestermite, token copy of Pestermite untaps original Pestermite with Splinter Twin on it, tap again to make another copy, repeat

Squirrel Nest+Earthcraft+Goblin Bombardment for infinite damage

Make a squirrel, tap squirrel to untap land with Nest on it, and then sacrifice tokens for damage

Hive Mind+Summoner's Pact or Pact of Negation or Pact of the Titan

Cast Pact, then each opponent is forced to cast a pact, on upkeep if they are playing the color of the pact and are unable to pay the upkeep cost they die.

Hope this gets the brewing juices flowing!

saipris on Rith the Awakener 2.0

3 weeks ago

Oo the double strike idea is cool, but I feel like its too narrowly focused on hitting with Rith (something that's proven to be not so guaranteed). Also having to spend 6 mana is a hefty cost, I'll keep this brew in mind to see how I could make it work. I love alternative win cons and Epic Struggle looks like just the right amount of jank to me :) I'm just worried about surviving till my next up keep with it out. I feel like it would only work if I flash it in to the turn before mine. I considered Throne of the God-Pharaoh but it only triggers on my end step and the deck isn't aggressive enough to win early; and without the chump blockers on the ground the deck can get blown out real fast. As for the last 2 cards you mentioned Aura Shards, and Earthcraft both cards are extremely strong but were outside my original budget.

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