Explosive Vegetation

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Legality

Format Legality
1v1 Commander Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pioneer Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Vanguard Legal
Vintage Legal

Explosive Vegetation

Sorcery

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

mtgplayer903 on Somewhere Over the Rainbow

10 months ago
  1. Child of Alara instead of Fusion Elemental… Damn thing was a useless 8/8 even back when it could’ve been playable in Conflux Zoo decks.

  2. Supreme Verdict instead of Duneblast

  3. Medomai the Ageless instead of Primeval Spawn… Works better with the Yore-Tiller Nephilim

  4. Circuitous Route instead of Explosive Vegetation. Includes Guildgates (like Gond Gate)

  5. Drop Evolving Wilds and Terramorphic Expanse for Warped Landscape and Terminal Moraine… I can tell that you may be a fledgling EDH Player… Those lands have since been phased out due to the restriction of being Basic Fetchlands with no net Benefit… The others can act as generic mana producing lands regardless of whether they get cracked… Ash Barrens and/or Krosan Verge, your choice for replacing one of the slow Fetchlands.

eliakimras on Jund Dragons

10 months ago

Forgot to say what to take out for the three cards above: Green Sun's Twilight, Hull Breach, Lukka, Bound to Ruin. The Twilight is unrealiable until you spend a lot of mana into it. The Breach is sorcery-speed. The planeswalker does not do much here.

Now some small upgrades you can make:

Hybrow on Anti Tribal

1 year ago

Depending on if any overlap with some creatures in your deck, these are all pretty cheap adds, I ended up needing a spreadsheet to keep my creature types straight, lol. I made sure to have no Legendary, Humans, or Wizards... and not one duplicate creature type.

Topiary Stomper --land fetch

Sludge Monster -- targeted removal

Lord of Change -- draw

Prosperous Innkeeper -- life gain

Beastcaller Savant for ramp pays for himself first turn (if you duplicate)

Reef Worm - protection from board wipes

I would also recommend changing out some creatures that are underperforming for stuff like Cultivate, Circuitous Route, Explosive Vegetation, and Kodama's Reach .. my Volo tends to be pretty mana hungry.

multimedia on Muldrotha, the gravetide

1 year ago

Hey, interesting Zombie theme. There's many excellent cards here, but also way too much filler for a 500+ budget. I presume the wincon here is Captain? With Gravecrawler combos of Altar or Rooftop?

Only 11 ramp sources here with only 33 lands are low numbers for Muldrotha. I don't consider Explosive Vegetation and Circuitous Route playable ramp either with a $100 low budget let alone a higher $500+ budget. There's so many ramp choices that have better interaction with Muldrotha that aren't 4 mana. 3.5 avg. CMC (mana curve) is high for only these numbers too. Something should give? Either add more ramp, add more lands, cut the lesser high CMC cards, or do all this to improve your deck?

To reduce mana curve these are some cards to consider cutting?

Others:

The Spirit tribal theme is not needed here. Some Spirits are fine, if the card is good by itself or helps Muldrotha some other ways and doesn't need other Spirits. There's a reason that Cemetery Desecrator isn't even $1 and is a Mythic rare, it's a terrible card for 6 mana. Drownyard Amalgam is at least not Mythic, but is just as bad for a five drop. You don't need these Zombies, they aren't helping your deck in any way for their mana cost.

It can help to see a deck list that's not 99 cards yet, but has been stripped of a lot of fat. Seeing a list this way can help to smooth the mana curve by adding more cards at certain parts of it that need more such as two drops here. In boarder terms consider more ramp, draw and low mana cost reanimation/self-mill enablers to setup Muldrotha and Zombies?

Good luck with your deck.

Tur on Hidden Power - Crop Rotation

1 year ago

Hello everyone! This will be a trial forum post for a "Commander - Hidden Power" series. My goal is to show relatively inexpensive cards which are often overlooked by commander players in semi-competitive and casual play. (This post is not designed for competitive play.) If you enjoy the topic, please provide positive feedback and I will consider creating similar posts.

The powerful card I plan on discussing here is Crop Rotation.

This card under five dollars and is one of the most powerful mono-green tutors. Period. Yes, I'm counting all mono-green tutors. This includes: Worldly Tutor, Finale of Devastation, Green Sun's Zenith, Survival of the Fittest, Chord of Calling, Natural Order, Tooth and Nail, Sylvan Tutor, Time of Need, Scapeshift, Hour of Promise, Tempt with Discovery, Reshape the Earth, Boundless Realms, Traverse the Outlands, Rampant Growth, Harrow, Cultivate, Harvest Season, Explosive Vegetation, etc.

It's one color, one mana, instant, searches for any land, you can sacrifice a tapped land, and puts the land onto the battlefield untapped (unless otherwise specified).

Although, Crop Rotation is often overlooked by players because of the very expensive cards it can search and not being "flashy" enough. Yes, Crop Rotation is ideal with any of the following cards: Gaea's Cradle, Mishra's Workshop, The Tabernacle at Pendrell Vale, Serra's Sanctum, Bazaar of Baghdad, and Diamond Valley. However, suppose we don't have a one thousand dollar mana base and cannot play the land cards above. Is Crop Rotation worthless? No. It is still one of the best mono-green tutors. There are so many utility and theme lands which are excellent targets. Ramp lands and color-fixing are also viable options. Here are a few categorized ideas:

Utility Lands:

Theme Lands:

Ramp Lands:

Color-Fixing Lands:

There are many more unlisted cards in each category which could fit your specific deck.

Some of the cards listed above have some pretty cool synergies with Crop Rotation here are a few:Urza's Saga, you can let the saga get to chapter III, then with the ability on the stack sacrifice it to Crop Rotation to get both the artifact and land. Field of the Dead is ideal in every two or three color commander deck with a sufficient mana base (in fact some of my win conditions are given by Field of the Dead). You can also use Field of the Dead as a combat trick. Scavenger Grounds and Bojuka Bog are fantastic for graveyard combo disruption. Maze of Ith and Glacial Chasm will hurt your lands, but sometimes it is needed to stay alive.

Simply having the ability to greatly effect the board state using a one-mana instant speed spell is impressive: life gain, damage prevention, removing steal effects, getting around blockers, denying counterspells, combo stoppers, unlimited hand size, sacrifice engines, haste, recursion, ramp, creating token blockers. The list goes on-and-on-and-on. If fact, if you're playing 3-4 of the lands listed above you should really consider Crop Rotation in the ninety-nine.

All in all, I'm always surprised the number of deck lists which do not play Crop Rotation. This is a fantastic card and one of the best mono-green tutors. It has so much hidden power. Ask yourself if there is a nonbasic land which you are playing (or would play) that would do well with Crop Rotation.

RiotRunner789 on Letter of Acceptance or Unstable …

1 year ago

I generally shy away from artifact ramp in green. There are several great 2 drop lands ramps (Rampant Growth), 3 drops like the ubiquitous Kodama's Reach, and a million decent 4 drops that grab two lands (with all the recent ones in the past 4ish years being Explosive Vegetation with upside).

Triton on

1 year ago

I love angry Omnath! He was my very first deck starting out with the game, and it's amazing how powerful the deck has gotten over the years and countless upgrades I've done on the deck.

I'd also suggest cutting all artifact ramp outside of the mana-positive rocks (like Sol Ring) for land ramp. Nissa's Pilgrimage is another Kodama's Reach/Cultivate, and Explosive Vegetation, Skyshroud Claim, and Migration Path are all really nice ramp cards and hare relatively inexpensive.

Sac outlets like Greater Good, Ashnod's Altar, and Goblin Bombardment are all super powerful with Omnath in play.

If budget allows, I'd cut the landfall pingers + a land for Purphoros, God of the Forge, Valakut, the Molten Pinnacle and Scapeshift. Scapeshift is a super powerful card even without Omnath in play, as you can scapeshift a bunch of lands into Valakut to win.

Hope this helps!

RNR_Gaming on Jodah legend

1 year ago

There are a lot of cheap legends now. However, I'm always going to advocate for proxies in non-sanctioned kitchen table game but I know some are adamantly against proxies. So, if they're not an option base the deck with green and use green ramp spells like Explosive Vegetation. There are cheap rainbow lands like Command Tower and Exotic Orchard that work great too.

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