Explosive Vegetation

Legality

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

Printings View all

Set Rarity
Commander 2018 (C18) Uncommon
Conspiracy: Take the Crown (CN2) Uncommon
Dragons of Tarkir (DTK) Uncommon
Duel Decks: Elspeth vs. Kiora (DDO) Uncommon
MTG: Commander (CMD) Uncommon
Planechase (HOP) Uncommon
Onslaught (ONS) Uncommon

Combos Browse all

Explosive Vegetation

Sorcery

Search your library for up to two basic land cards and put them onto the battlefield tapped. Then shuffle your library.

Price & Acquistion Set Price Alerts

C18

CN2

DTK

Ebay

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Explosive Vegetation Discussion

Guyvas on Breed *More* Lethality

1 day ago

I would look for cards like Explosive Vegetation. There are a few cards that get you 2 basics when they search instead of one.

imoutogetyou on Thrun.

1 day ago

have you thought about Search for Tomorrow for ramp? I prefer it to Explosive Vegetation.

Rabid_Wombat on Vanilla Tribal

5 days ago

I like decks like this...when the tech is all about just kicking back and having fun.

Overrun and Might of Oaks for more beatdown and more ramp Explosive Vegetation, Rampant Growth will help you swarm the board...and maybe even steal a win or two!

Emerald Medallion and Pearl Medallion could work overtime for you in getting peeps into the action.

Regrowth would also be really useful to bounce back Enchantments from the yard as they will get blown up ;)

Pabs4444 on The Multiverse Engine

1 week ago

This is complete nonsense... and I and absolutely love it! Congrats on the super fun looking (albeit probably inconstant) deck! Why no Commander's Sphere or Darksteel Ingot? Also seems like you could use more of the green mana ramp in Cultivate/Kodama's Reach, Rampant Growth/Explosive Vegetation, especially Farseek as this is a 5c deck. Hope this helps, and good luck with the list!

theETG on Cosmic Wolves

2 weeks ago

This looks like a really good first draft! There are a few suggestions I'd like to make.

First, I'm not sure if Riku is the best commander for this deck. He'll make tokens for all of your creatures, but none of those tokens will get to transform. That having been said, you do have a few cards, like Parallel Evolution and Parallel Lives that play well with him. But I think removing the token theme altogether will give you a more streamlined deck. Although you should always run Rite of Replication, imo. In the spirit of keeping with your Blue/Green/Red colors, I'd recommend Surrak Dragonclaw. It's most likely you'll want to win games by getting in with creature damage, and giving everything Trample is a great way to make sure you'll be able to connect your swings. Protecting your creatures from counterspells is a nice little bonus.

I also think you're running too many lands. You should probably only have between 38-42. If you're worried about mana problems, run a few ramp spells, like Cultivate and Explosive Vegetation.

Werewolves are a small tribe, and don't get as much love as other tribes, but there are a few cards that you could add still. Lambholt Elder  Flip, Afflicted Deserter  Flip, Scorned Villager  Flip, Wolfbitten Captive  Flip, and Kessig Forgemaster  Flip would all make welcome (not to mention inexpensive) additions. Since you're running Blue, you could also justify putting in a few more clone creatures like Altered Ego. Check out Phantasmal Image, Quicksilver Gargantuan, and, of course, Clone. There are a number of these kinds of creatures you could include if you're willing to look into them. The best part? If they enter as a copy of a transformed werewolf, if something would cause them to flip back to human, they remain in wolf form instead! Also, consider Alpha Brawl. It's very on theme, and, more importantly, it's really funny.

I'd also recommend adding some answers to your opponent's threats to your deck. You have a couple of ways of dealing with creatures, but against artifacts, token armies, and decks that rely on fliers, you might have a hard time. Check out Ancient Grudge, Vandalblast, Beast Within, Cyclonic Rift, and Blasphemous Act as potential answers, or consider other options you might have.

Also, this is just a footnote, but I'm not quite sure what Bonus Round does for your deck? It only interacts with seven other cards in your current decklist, and of those, only three are really worth spending the extra mana on. I think it's an easy cut.

Metachemist on Om-Nom-Nom-Nath

3 weeks ago

And to make room for the Savage Ventmaw I'd cut Explosive Vegetation it's only 2 CMC higher, and you have tonnes of ways to give it haste which means he'd literally pay for himself on his first turn. Also he is a flying blocker which you need and yet another sac target if you need more cards from Greater Good

JohnnyBoyG on Heartless Monsters Stompy

3 weeks ago

Having a very low match one winrate against an archetype that's a large portion of the field is a bad idea, especially when games 2 and 3 are "winnable" but not guaranteed. Languish is your only truly strong card vs tribal decks, the rest are more roadblocks than game winners. And even if you give yourself a 60% chance of winning games 2 and 3, your match winrate is still 36% (a little higher because you have a slight chance of winning game one). I don't think a good win rate against the rest of the field can justify that.

Of course, all this is based on the current metagame, and if you believe that midrange will be making a resurgence, then this will soon be a very powerful deck. However, I fear that things are not as good for midrange as you seem to believe. Part of the reason tron is dying is because midrange is played so little.

I don't think you can justify Goreclaw, Terror of Qal Sisma with your high curve. Yes, you do need ramp to play it. However, something like Explosive Vegetation is arguably better. Both cards ramp you for 2, but one can be easily removed and the other can't. (Of course, something like Rampant Growth is probably even better, but that's a less direct comparison).

I think your major misconception is that Goreclaw, Terror of Qal Sisma is ramp and a body. However, it is merely ramp or a body. Unless your opponent has very few creatures on the battlefield, you won't be able to attack with it without them killing it. This is also why the deathtouch-trample interaction is not that relevant-it pretty much only matters when they have the same number of creatures as you and they're low on life-otherwise, you lose your Goreclaw. And there's only a few relevant creatures it is capable of blocking. So it really isn't that much better than Explosive Vegetation.

Of course, you can make tempo swings that you couldn't make with Explosive Vegetation. But in matchups in which such swings matter, turn 5 is far too late.

I don't like either of the maybeboard cards. Myr Superion on turn 4 with goreclaw isn't spectacular. And getting it with Heartless summonings is too inconsistent. Desecration Demon is abysmal on defence commpared to other fatties, so you should not run it.

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