Explosive Vegetation

Legality

Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Frontier Legal

Printings View all

Set Rarity
Conspiracy: Take the Crown Uncommon
Dragons of Tarkir Uncommon
Duel Decks: Elspeth vs. Kiora Uncommon
MTG: Commander Uncommon
Planechase Uncommon
Onslaught 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.

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Explosive Vegetation Discussion

KongMing on Can EDH Ramp Smash Hard ? (HydraZi's Awakening)

13 hours ago

Also, Farseek and Explosive Vegetation are terrible for this deck. Replace them immediately.

dreamistt on WIP creature-based riku

17 hours ago

My Suggestions:

I think your mana base is a little messy.

As for ramp in itself:

  • Gilded Lotus is amazing, but it only nets you one color of mana, which can be a bummer at times.
  • I always advocate for the use of all available signets (Simic Signet, Izzet Signet and Gruul Signet in your case), since they fix your colors in the early game and help you ramp up a bit (plus, a Sol Ring + Signet starting hand can go crazy pretty fast)
  • Thought Vessel and Mind Stone are other 2-mana artifacts with some great extra utility.

Cards I don't like/I don't find useful enough:

Other suggestions (mostly more creatures to use as a toolbox):

Rediblackdragon on Yasova and whatever was laying around the house

3 days ago

Hey pal few suggestions:

(I'll be operating under the assumption you plan on switching to Surrak Dragonclaw later down the road)

Equipments

Equipments can be good, but not really as much in this deck. Surrak doesn't just want the equipped creature to get through, he wants all your stuff to go through. That being said, some equips are good, like Swiftfoot Boots or Lightning Greaves as they can provide protection for your key pieces in the way of shroud.

Ramping

There are many great ways to ramp up your available mana early game, and I'd strongly suggest you use a bunch of them for all your mana-hungry creatures. Rampant Growth, Cultivate, Kodama's Reach, Explosive Vegetation, Sprouting Vines/Seek the Horizon, and Oracle of Mul Daya are all pretty good in EDH. I'd say to take out Untamed Wilds, Unbridled Growth, and Map the Wastes among a few other cards to slot this good ramp in. Also, I'd suggest using the Signets instead of Fire Diamond and Izzet Cluestone. (Last second, throw Boundless Realms in for Nissa's Renewal. you have way too much going on at the 6 mark to be ramping)

Horrible Awful Creatures

I can't really think of much to add here, just a bunch of things to toss so here it goes!~

Tromokratis: A touch too expensive for my tastes. If he's there to get your guys through, he's doing a real bad job at it because you already have trample on them. Really just a waste at this rate.

Sphinx of Magosi: Similar problems with Trom. Real pricey, not super big or game-changing. While he'll draw you a few cards, there are a bunch of better cards out there for that.

Sagu Mauler: He's pretty good if he's all you have. I mean, Slippery Bogle is a modern staple for a reason. But I think that your creatures at the 5/6 slot should be a bit more than a dodgy 6/6 trample.

Prophet of Distortion: He's just bad. You only have 5 sources of the colorless mana he needs in order to work. He's not a good body, he won't draw you many (if any) cards, and he is frankly undeserving of a slot in this deck.

Phytotitan: I'm half and half on this. A 7/2 that sticks around a bunch could be good, depending on your meta. This one is up to you.

Pack Guardian: It's just bad. A 4/3 vanilla that lets you turn a land hand into a 2/2 vanilla. Wooo~

Oran-Rief Hydra: You don't have enough forests to have the best of him. Not really super great when you compare it to other things at the 6 slot.

Harbinger of the Hunt: Too pricey to board wipe with, too expensive to be a 5/3. Not very good.

Frontier Guide: You should have much better things to do with 4 mana. Isn't even big enough to consider swinging with if you've used all you mana MP1 or don't need more ramp.

Flamewake Phoenix: It's really just an annoying little bird. if anything, it'll get your big guys hated out so you stop pinging your opponents for 2 in the air every turn.

Wincons

Right now, as far as actually finishing the game goes, I see 3 things in the deck that you might be able to win with. Avenger of Zendikar, if you can dump a bunch of lands on the board in one turn, Ulamog, the Ceaseless Hunger, and Hydra Broodmaster. I'd suggest finding a way to throw in any combination of Overrun, Pathbreaker Ibex, Beastmaster Ascension, or Craterhoof Behemoth.

Sorry about the long post, I'm just trying to help you in the only way I know how.

hoardofnotions on Angel Tribal

5 days ago

These are angels you could add

Angel of Finality

Emeria Angel

Gisela, the Broken Blade

Stoic Angel

Sublime Archangel

Voice of All

Archangel of Thune

Baneslayer Angel

Blinding Angel

Karmic Guide

Radiant, Archangel

Shattered Angel

Sigarda, Heron's Grace

Sigarda, Host of Herons

Admonition Angel

Pristine Angel

Angel of Serenity

Angel of the Dire Hour

Akroma, Angel of Wrath

Empyrial Archangel

Reya Dawnbringer

I think you could take out Emancipation Angel, Illusory Angel, Guardian Seraph, Indomitable Archangel, Lightkeeper of Emeria, Malach of the Dawn, Seraph of Dawn, Avenging Angel, Herald of the Host, Patron of the Valiant, Dawnbreak Reclaimer, Archangel, Angel of Salvation

I also think you could cut some lands, 38 is a good number. Bant Panorama, Seaside Citadel are good to add back in

Harsh Mercy seems good as well

you have very little enter the battlefield effects, maybe add Torpor Orb or Hushwing Gryff

It seems like your heavy hitters are 4 mana and up, so i think your ramp should cost less than 4. This way you're not decieding betweenn casting an angel or ramping for other angels. Maybe cut Explosive Vegetation for Rampant Growth. you could cut Belbe's Portal and Quicksilver Amulet for that same reasoning. You could add Simic Signet, Selesnya Signet and Azorius Signet for more ramp as well

Maybe cut Caged Sun for Mirari's Wake.

I think you need some card draw as well. maybe Rhystic Study or Distant Melody, Zendikar Resurgent

You could run some anthems to pump your team as well, I think Door of Destinies could be really good in this type of deck

Lurking Predators is the Quicksilver Amulet type effect you want i think. maybe take out Selvala's Stampede for it?

Rzepkanut on Surrak, Shaolin Temur Dragon Style Kung Fu

1 week ago

Nice deck! I have a couple ideas to share after looking at the list.

I have been loving Rishkar's Expertise myself recently, it seems pretty good here.

If you are still looking for more ramp spells, here are my favorites that you aren't using... Hunting Wilds, Ranger's Path and Skyshroud Claim can search up 2x "forest cards" like Cinder Glade not just basics. And also Explosive Vegetation, Far Wanderings, and Nissa's Pilgrimage are other solid 2 for 1 (or better) ramp spells. If you run them all you may want a few more basics in there though. I like the creatures you are using to discount other creature costs too actually, but if they are dying early or not providing enough mana (like if you are only casting one dragon per turn anyways) I might replace them with cards that get lands. Lands rarely die and can cast anything in the deck, not just the creature cards, which are actually only about 25% of the deck.

The_Traitor on Angel Tribal

1 week ago

You definitely need more Lands (about 38 are required). Then I would add Urza's Incubator and Cards like Kodama's Reach. Wayfarer's Bauble and Explosive Vegetation are nice too. I think Quicksilver Amulet, Belbe's Portal, Selvala's Stampede, See the Unwritten and other cheat-in stuff would be great. Oh and an Avacyn, Angel of Hope would be dope, if you want to spend so much Money. And Archangel Avacyn  Flip is nice too.

slayingmatt1234 on The Giant Hippie in the Sky

1 week ago

Generally speaking, what I like to do is split up my cards into categories like I did with my Karametra deck, then after playing a few games I see if say I find myself getting too many draw cards I can prioritize replacing those. Alternatively, see what roles the cards you want to put in take and replace accordingly. For example, Nissa is both draw and recursion so maybe replace her with a less optimal draw spell? (btw, she only needs to survive one(!) turn for her ult, definitely better than most (all?) planeswalkers). For specific cards, I don't know how your deck plays so I might make some bad decisions, but here goes: Undergrowth Champion seems like just a slow beater, especially since if you are adding hexproof giving cards that make his first ability worse. Do you need Relic of Progenitus when you have Stonecloaker? How good has White Sun's Zenith been? It seems like a wincon for a different deck, as you don't have haste and the genesis cards are much better x cards for karametra (not to mention white zenith nonbos with them). Otherwise, I guess taking out slower mana dorks like Sylvan Caryatid is not a bad option since they are less good in Karametra if they don't cantrip or something. Or just slower ramp cards in general like Explosive Vegetation that don't let you get Karametra out faster and don't get utility lands. Hope this helps!

ndgipper on Progenitus Rocks!

2 weeks ago

that sounds like it would work. maybe some green ramp such as Explosive Vegetation or Cultivate wuold be nice. Also, Sol Ring is a must, with it enabling you to get higher up mana, ni order to ramp up colors. cards like Command Tower are good for color fixing, if casting progentius is your main goal.

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