Explosive Vegetation

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Custom Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker 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.

Explosive Vegetation Discussion

bushido_man96 on Gruel Cruel-Aid [Omnath Locus of Rage EDH]

1 day ago

Possible cuts:

Nissa's Renewal : pretty high CMC for a sorcery speed land tutor for basics. Better options available. Maybe Circuitous Route , too. I don't like paying 4 for two tapped lands at sorcery speed. Same with Explosive Vegetation .

Ravenrose on Morophon Slivers

5 days ago

Coat of Arms would be funny in this deck, as would Wild Pair . Cultivate , Explosive Vegetation and Grow from the Ashes are useful for this deck. Living Death could also be included here.

Ravenrose on Live and Learn

5 days ago

Nylea, God of the Hunt might be worthy of consideration for this deck. Treefolk Umbra is a new and fun Aura that is quite symbolic. Grow from the Ashes is good ramp, as is Explosive Vegetation . Brainstorm fits with your education theme; as a uni student, I definitely see it conform to the theme (hahaha). Once more, you have made a creative deck that looks really fun to play against.

Jack-Frost on The Spawn

1 week ago

My recommendations:

New Commander: Ramos, Dragon Engine or Morophon, the Boundless

Either of these would fit the theme of your deck better and would assist you in casting and running the deck.

Cut:
Altar of the Brood - Doesn't fit what you're doing and doesn't assist in your goal
Ghostfire Blade - Not good enough. You're running Eldrazi. They're big enough and powerful enough to take care of themselves
Mycosynth Lattice - This doesn't help you. Most of your stuff is colorless so this only helps your opponents cast spells and places a glaring weakness that a card like Vandalblast can easily exploit.
Bonds of Mortality - You're running annihilator and massive creatures. You're rarely worried about the occasional hexproof creature, and you shouldn't have an issue with the occasional enchantment or artifact. Eldrazi overwhelm. Don't sweat the small stuff.
Prismatic Omen - This doesn't help you enough. Most of your stuff is colorless so this doesn't do a crazy amount for you. In addition, you're running Chromatic Lantern which will do this and also produces mana on top of it.
Ashiok, Nightmare Weaver - Why? This has nothing to do with your deck
Despark - There are better removal options, but as an eldrazi tribal deck you'd be better off playing cards that protect and accelerate you rather than this.
Wear / Tear - While decent, you don't usually need to hit both at once and it's multiple colors. I'd run Naturalize or Krosan Grip instead.
Fathom Feeder - ...No. Just no.
Mist Intruder - While this and Fathom Feeder are both eldrazi, just because you're running a tribal deck doesn't mean you have to run every tribal card, nor only tribal cards. Cut this and see my suggestions for cards to replace it with.
Khenra Charioteer - There are better alternatives
Vile Aggregate - You're running eldrazi. You're going tall rather than wide so you're unlikely to ever really have enough creatures out at once to really make this card worth running.
Bojuka Bog - Not worth it. It comes out tapped and unless someone is both running a graveyard deck and has enough good cards in it at the same time, you're not going to get enough value out of this, or if you want to save it for that, then you have a dead land in hand and there would be far better cards like Rest in Peace and such.
Gateway Plaza - Comes in tapped, costs an additional mana to play, and only gives one mana. Too slow and not good enough.
Ruins of Oran-Rief - You're running Eldrazi. You really don't need one more +1/+1. A colored mana would assist you more here as it would also help you pay for and colored spells you would like to cast.

Add:
Akroma's Memorial - This is a fantastic card that in your deck would be a win con. I would recommend running this over Eldrazi Monument as it does a lot more and doesn't force you to sacrifice your important eldrazi.
Privileged Position - An absolutely amazing card that I run in every deck that can run it. Full protection on ALL your permanents.
Sterling Grove - Protection for all your enchantments and allows you to fetch any that you need.
Krosan Grip - Guaranteed removal on artifacts or enchantments.
Ramos, Dragon Engine - You're running a five colored big boy deck. This enables it and since it's colorless it'll be relatively easy for you to cast.
Archetype of Endurance - Fantastic protection and a powerful creature to run. As a plus it fulfills some of the same roles as the cards you ran that removed hexproof.
Archetype of Aggression - Replaces your Khenra Charioteer as a much better, single color, alternative.
Kozilek, Butcher of Truth - Great card draw, annihilator, reshuffles your graveyard which prevents mill and keeps your deck running even after a board wipe, and a giant eldrazi god, all built into one card.
Kozilek, the Great Distortion - Card draw, counter protection, and a menacing eldrazi god. Who could ask for more?
Emrakul, the Promised End - Reduced costs, protection, flying, trample, steals a turn, and an eldrazi god. Nuff said.
Temur Ascendancy - Replaces or in addition to Fervor . Haste plus card draw and your creatures are almost all going to trigger it.
Demonic Tutor - Fantastic fetch card.
Vampiric Tutor - Fantastic fetch card.
Harsh Mercy - Tribal board wipe
Explosive Vegetation - Land fetch
Skyshroud Claim - Land fetch that comes in untapped. If you upgrade your landbase to include cards like Breeding Pool (see recommendations lower), you can use this and cards like Nature's Lore to fetch them and bring them in untapped.
Patriarch's Bidding - Full board wipe recovery, and/or a kill card if you have a haste enabler on the board.
Heroic Intervention - Top Tier instant speed protection.
Teferi's Protection - Top Tier instant speed protection
Cyclonic Rift - One of the best board wipes in the game. Cannot be protected against, reset's their entire board, and leaves you in a fantastic position.
Enlightened Tutor - Artifact/Enchantment Fetch
Worldly Tutor - Creature Fetch
Mystical Tutor - Instant/Sorcery Fetch
Urza's Incubator - Eldrazi cost reduction
Descendants' Path - Free Eldrazi casts
Rhystic Study - Fantastic card draw
Bloom Tender - In a 5-color deck this card is amazing ramp.
Birds of Paradise - Any color ramp for 1
Ugin, the Spirit Dragon - Does this require explanation in a colorless deck?
Beast Within - Destroys any permanent. This is a fantastic card to run as a mere 3/3 beast shouldn't bother you, and even if it would, it's likely far better than what they previously had.
Chaos Warp - Removes any permanent. Can be used on your own stuff to pull a new permanent out of your deck if needed. Bypasses indestructible.
See the Unwritten - Need I say more?
Tooth and Nail - Need I say more?
Exploration - Amazing ramp. Accelerates your turns
Burgeoning - See Exploration
Mana Reflection - The best mana doubler, bar none.
Zendikar Resurgent - Mana doubler plus card draw
Smothering Tithe - One of the best ramp cards
Oracle of Mul Daya - Fantastic acceleration. Combines with other accelerators such as Exploration and Burgeoning as they can now play lands off the top of your library as well.
Second Sunrise - Full boardwipe recovery
Defense of the Heart - Easy free creature drops
Mirari's Wake - Mana doubler plus anthem
Faith's Reward - Full, personal, boardwipe recovery
Seedborn Muse - One of the best cards you can run, bar none.
Commander's Sphere - 3 drop mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )
Darksteel Ingot - 3 drop indestructible mana rock that can tap for all colors. Replaces your banners (ex. Vanquisher's Banner )

Recommended Land Additions/Swaps:
Cavern of Souls
Reflecting Pool
Urborg, Tomb of Yawgmoth - Mana coverage, allows your fetch and colorless lands to tap for colored if they need
Cabal Coffers - Combines with Urborg, Tomb of Yawgmoth to generates metric butt tons of mana
Arid Mesa
Bloodstained Mire
Flooded Strand
Marsh Flats
Misty Rainforest
Scalding Tarn
Verdant Catacombs
Windswept Heath
Wooded Foothills
Blood Crypt
Breeding Pool
Hallowed Fountain
Overgrown Tomb
Polluted Delta
Steam Vents
Stomping Ground
Watery Grave

Fetch lands and shock lands are fantastic upgrades to your deck. Fetch lands let you pull the exact lands you need and let them come in untapped, and shock lands can both be fetched because they say the actual land type (ex. Breeding Pool is a Forest Island), and can come in untapped or tapped depending on what you need. Coming in untapped and generating multiple colors gives a distinct advantage over mono-colored lands and lands that must come in tapped.

Maybe Cut:
Eldrazi Monument - Hurts you too much and doesn't generate enough benefit. If you can't get a weak creature out in time, or don't have one available, you'll either have a dead card in hand that you don't want to cast, or one that hurts you badly. If you want indestructible, look at cards like Boros Charm or Heroic Intervention .
From Beyond - Too slow and doesn't do enough.

Why?:
Relic of Progenitus - Not worth it. Run Rest in Peace or other such cards instead.

A tribal deck isn't limited to only cards of its tribe, but rather is mostly one tribe and has several cards that accelerate and power up the tribe. Hence my recommendation is that you cut a few of the weaker cards that are unnecessary and instead run a few non-tribal cards that strengthen, accelerate, and assist your deck.

THLombax on Werewolf Tribal

1 week ago

Like what you've done with deck!

I'd suggest some more ramp like Kodama's Reach , Cultivate , Explosive Vegetation .

For damage, I would try to slide in an Overwhelming Stampede , and a Beastmaster Ascension

For Artifacts, I'd throw in a Sol Ring , Emerald Medallion , Ruby Medallion , Gruul Signet , and Talisman of Impulse

Those cards will greatly improve your deck without spending too much

Veitanah on Elf Commander

1 week ago

Suggestions

  • CREATURES - I've already told you this, but due to the nature of your deck and simply due to the sheer amount of elves at your disposal, I'd suggest ~35 creatures to put in your deck, although there are more good elves out there that aren't currently in your deck (such as Skyshroud Poacher ), a non-elf creature that has great synergy in your deck is Protean Hulk .

  • Wild Pair , this card is GREAT in a tribal deck, nonetheless a mono-green Elf deck. As once this card is on the battlefield anytime you cast an elf you'll search your deck for another and put it directly on the battlefield; this works for all your elves except for the following four elves Druid of the Cowl , Sylvan Advocate , Talara's Battalion , Steel Leaf Champion ).

  • An alternative to Wild Pair, or another great enchantment to have, is Hibernation's End as it does what Wild Pair does but better as it guarantees a creature on your field every turn that it's on the field.

  • Creature Tutor, another good card that'll help you search for your good/big creatures is Time of Need and Eldritch Evolution .

Possible cards to get rid of:

  • Warped Landscape , Evolving Wilds , and Terramorphic Expanse these cards are, despite their commander staple nature, entirely unnecessary as you're mono-green and every land you have minus one is a forest. Ideally, in my opinion, you want 33 lands in your deck.

  • Presence of Gond , as it's only creatures one elf, and your better off attacking with the tapped elf (or tapping one of your mana dorks for mana) due to your commander

  • Ramp Spells - You have six ramp spells, and as such I've removed two based on personal preferences: Explosive Vegetation and Cultivate

  • Desert Twister , this spell is too high of a cost for it's simple removal, and while mono-green doesn't have much creature removal, creature removal in green is your own creatures.

  • Prism Ring , this artifact is also necessary as it more so helps early game and while it works well in tandem with your commander, in an average game it'll gain you 10-15 life on your own. And while it's a nice artifact, and a cheap one at that, it doesn't progress you towards any sort of tactic or strategy towards winning.

Potential Replacements

viabrooklyn on Kiora, Behemoth Beckoner Oathbreaker

1 week ago

Enral - awesome suggestions. I'm updating now to cut Explosive Vegetation and Cultivate . I am swapping in Genesis Hydra and Bramble Sovereign as some mana sinks and card draw/creature accelerators. I think they will work well in this.

Adding my very old Revised copy of Clone since a lot of the creatures in the deck have static abilities that would be nice to replicate based on a particular situation. Fun to play with it after all these years anyway.

Thrasios, Triton Hero and Biogenic Ooze are both excellent fits but I don't own them at the moment. Will try to acquire them.

Appreciate everyone's suggestions!

How is your meta around Oathbreaker currently?

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Explosive Vegetation occurrence in decks from the last year

Commander / EDH:

All decks: 0.11%

Green: 0.32%

Golgari: 0.19%

RG (Gruul): 1.51%

GU (Simic): 0.55%

BRG (Jund): 1.05%

RGW (Naya): 1.76%