Explosive Vegetation

Legality

Format Legality
Noble Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual 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
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

CN2

DTK

DDO

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Explosive Vegetation Discussion

EchoSpice on cheap green belch

7 hours ago

when it comes to seeklands, id go for cards like Rampant Growth or Explosive Vegetation, theres some other options in my landfall deck http://tappedout.net/mtg-decks/10-12-17-landfall-lifegain/

mortilus on Hapatra, the Withered

5 days ago

I was unable to find a tribe in your deck. There are some token generators, but few enough that a tribal card would be a dead draw most of the time. For those reasons, I'd recommend removing these:

  1. Cover of Darkness
  2. Coat of Arms
  3. Sosuke, Son of Seshiro


A lot of the utility of the deck comes from being able to massacre your tokens in the name of -1/-1 counters (e.g. Blowfly Infestation and any of Flourishing Defenses, Nest of Scarabs, or Hapatra, Vizier of Poisons herself. Add Blood Artist (or similar) and it's an infinite wincon). Any creature with 2+ toughness will not be killable from a single counter, so anything that buffs toughness without a major benefit just weakens the deck. For those reasons, I'd recommend cutting these:

  1. Spidersilk Armor
But at the same time, and for the same reason, I would add Skullclamp.


Various other cuttables:

  1. Spread the Sickness - sorcery speed kill is pretty "meh".
  2. Shambling Swarm - the counters go away at end of turn, and it's likely he'll die in a boardwipe (so there won't be anyone to put the counters on anyway), and he has 3 devotion.
  3. Soulstinger - similar to Shambling Swarm, it's likely he'll die in a boardwipe (so there won't be anyone to put the counters on). Also, you're getting a weak creature in the hopes of doing something useful with it - better to just get a good creature in the first place.
  4. Decimator Beetle - moves one counter, once per turn, and it has to attack to trigger.
  5. Essence Warden - the lifegain doesn't get you anything
  6. Fume Spitter - insufficient recursion to really get a benefit from him
  7. Wicker Warcrawler - why include a creature that just gets worse?
  8. Tower Above - i'm on the fence on this one. The CMC is a bit high, but the benefits could be large.
  9. Needle Specter - Also on the fence. I like it more than the spell though.
  10. Rendclaw Trow - a 2/2 with wither and nothing else. 2 damage will just be ignored on attack until he dies in a wipe, or manages to block and get you (at best) 3 tokens.


You need to have a minimum of 37 lands. You're also playing , the color whose greatest strength is the massive ramp it can accomplish. If you swap all the cards noted for lands and acceleration, i would expect the deck to play significantly better. Also, don't use rocks for the ramp, unless land-wipe is common in your meta. It's easy and common for artifacts to die, but (usually) much harder to kill a land. I'd recommend the standard ramp:

  1. Cabal Coffers + Urborg, Tomb of Yawgmoth
  2. Kodama's Reach
  3. Cultivate
  4. Skyshroud Claim
  5. Explosive Vegetation
  6. etc

You could also likely benefit from more draw and recursion, such as Dark Prophecy/Phyrexian Arena, or Phyrexian Reclamation,

cornpie987387 on Buff Healing Angels

1 week ago

Mana ramp is considered to a green staple. Other colors have little for ramp. I make use of Azorius Cluestone and other clustones as well as Chalice of Immortality both of which are modern legal.

You could also think outside the box and go for Plasm Capture.

As for green Explosive Vegetation is a favorite.

You could make use of Nykthos, Shrine to Nyx which is another that I use in my angel deck.

Seetigermage on Omnath, Collector of Mana

1 week ago

You already have a lot of stuff in here; have you considered adding Explosive Vegetation or Nissa's Pilgrimage?

Pieguy396 on *HELP* Maelstorm Wanderer

1 week ago

Hey there! Awesome deck you have here (and Maelstrom Wanderer is probably my favorite commander, so that doesn't hurt)!

I agree you need a little more mana fixing; fortunately, Green is very good at this. Kodama's Reach and Cultivate are both amazing at ramp and fixing, and Farseek, Explosive Vegetation, Skyshroud Claim, and Urban Evolution are as well (keep in mind that you can get any forest with the Claim, not just basics). Gilded Lotus is also an option.

Some other general suggestions I have for you:

Finally, I do think your mana base needs a little work. I find 37-38 lands is appropriate for a ramp-heavy deck like Wanderer, so you can certainly cut a few lands. I'd recommend the checklands (Rootbound Crag, Hinterland Harbor, and Sulfur Falls), the painlands (Karplusan Forest, Yavimaya Coast, and Shivan Reef), the shocklands (Stomping Ground, Breeding Pool, and Steam Vents), the temples (Temple of Mystery, Temple of Abandon, and Temple of Epiphany), and the fetchlands if you can afford them (Wooded Foothills, Misty Rainforest, and Scalding Tarn). Ash Barrens is also amazing due to the shuffle effect if you need it, and Frontier Bivouac is fine if you need the fixing.

Hope this helps!

Captain_Howel on Savage Banquet

2 weeks ago

Pretty good! I like that the whole deck is very affordable. I used your deck as a point of reference while building my own Thromok deck: Thromok's All-You-Can-Eat Buffet. Just a few suggestions:

  • While Warstorm Surge and Mage Slayer are indeed formidable picks for a Thromok deck, you mentioned in your description that using them with Thromok enables you to win via Commander Damage. However, state that only combat damage counts as Commander Damage, and the damage produced by these two cards is not combat damage. You're right about Whispersilk Cloak enabling a win via Commander Damage though.
  • Unless you're trying to keep the running total price just barely under a certain threshold, I'd upgrade Xenagos from a "maybe" to a "definitely," given his sheer mana production potential in a token deck, and also for that handy extra token when you need it. As for what to pull to make room for it, my first thought is a lesser ramp card with the same CMC, namely Explosive Vegetation.
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