Fecundity

Legality

Format Legality
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Modern Legal

Printings View all

Set Rarity
Commander 2013 Uncommon
Eighth Edition Uncommon
Urza's Saga Uncommon

Combos Browse all

Fecundity

Enchantment

Whenever a creature is put into a graveyard from play, that creature's controller may draw a card.

View at Gatherer Browse Alters

Price & Acquistion Set Price Alerts

Cardhoarder (MTGO) 13%

0.26 TIX $0.08 Foil

Ebay

Fecundity Discussion

Olivvyia on Mono Green

3 minutes ago

It's a good start. Removal in green is very hard to find so I like the small touches.

However, something about commander is you always want to have some sort of interaction with your general. It's certainly not necessary but with Multani, I think it's more fun. If you get some card draw in your deck, it would work really well with him.

Try Howling Mine, Font of Mythos, Collective Unconscious, Freyalise, Llanowar's Fury, Garruk, Primal Hunter, Glimpse of Nature, Heartwood Storyteller, Fecundity, Primordial Sage, Regal Force, Rites of Flourishing, Shamanic Revelation, Soul of the Harvest, Triumph of Ferocity or Zendikar Resurgent.

Another important thing in commander is a solid mana base. Running 38 Forests is not all bad but you want some more interaction with your deck. Oran-Rief, the Vastwood and Nykthos, Shrine to Nyx would go really well in your deck. You might also want to consider a Sol Ring and Gilded Lotus because those are commander staples.

Now, what to cut.

Let's start with creatures. One thing you have to think about when casting any kind of spell in a commander game is, "Is this spell worth the mana cost?" and "Does this spell have any kind of interaction in my deck?".

In my opinion, these are the creatures you need to cut. To the right of each, I will put some substitutes:

Ancient Ooze

Ancient Silverback

Awakener Druid

Bloodbriar

Crocodile of the Crossing

Duskdale Wurm ... Pelakka Wurm

Emperor Crocodile

Nessian Asp

Pathbreaker Wurm ... Nylea, God of the Hunt or Brawn or Thunderfoot Baloth or even Primal Rage

Plated Crusher

Prized Unicorn

Pouncing Cheetah

Quilled Slagwurm

Ridgescale Tusker

Scaled Behemoth

Shoe Tree ... This is illegal in commander.

Skysnare Spider

Woodborn Behemoth

Yavimaya Ancients

Yew Spirit

A lot of the creatures you have just don't have much synergy in your deck. Cut them and try out the other recommendations I've given you thus far.

Other cards to cut with recommendations:

Call of the Herd ... Not really worth it unless you're running a token deck which you are not.

Prey Upon ... It's just not very good in commander. Try Ulvenwald Tracker

Might of Old Krosa ... Meh. Try Giant Growth

Shed Weakness ... Unnecessary. Again. Giant Growth

Genju of the Cedars

Gift of Paradise

Living Terrain

Sheltered Aerie

Trial of Strength

Zendikar's Roil

TL;DR I like your deck. It's a good first time commander deck. Try to cut some of the creatures out that don't have any synergy with it. Card draw would go well with your deck. Mono green always has ramp.

If you have any questions, feel free to ask! Welcome to the format.

Treehugger003 on Rhys G/W Token Mayhem

2 days ago

As with all things my recommendations come out of my experience in my meta but I would recommend:

ArtifactsThousand-Year Elixir and Ashnod's Altar. Untap and the ability to use it on the first turn Yes please. The altar is just a good card to have around.

Illusionist's Bracers are another token doubling artifact that you can probably skip at this point.

Mimic Vat is also a fun card to include but situational.

Creatures: Avenger of Zendikar is a nice token producer. I also ran Ant Queen for a mana sink 2 mana for a 1/1 isn't bad especially on your opponent's end step.

I also like Heliod, God of the Sun Vigilance and a token producer. The tokens are expensive mana wise but they are repeatable.

Herald of the Host and Caller of the Pack both have some unique interactions with Rhys. The tokens created as part of the myriad trigger get exiled. If you use Rhys's ability to seperately double those tokens. The second set of tokens do not get exiled at end of turn/combat.

Removal: I really do not see anything capable of dealing with graveyards or lands. I would recommend something like Tormod's Crypt or Rest in Peace for the one and something like Ghost Quarter for the second. These are both really meta dependent. My meta has tons of graveyard decks. Meren, Glissa, and gitrog are weekly decks. Land removal you generally don't need but there are some utility lands that it pays to destroy Glacial Chasm for example. There is also Imprisoned in the Moon which can wreck a commander's night. Removal recommendations are always meta dependent. So YMMV.

I would also look into adding something for card draw. Fecundity works well with token decks generally.

Sorry for the wall of text.

Tree

Jay_Lucky13 on Mazirek Sac-Storm: The Contraption of Life & Death

2 weeks ago

Couple of suggestions/upgrades to look for:

-Greater Good vice Fecundity While the latter gets down faster the idea of allowing our opponents draw cards off of their blockers is just gross to me. There is a political appeal to Fecundity but I would trash it.

-Woodfall Primus and Puppeteer Clique are valuable because of persist and you could also consider Cauldron of Souls as well as you want to "Storm" off. Puppeteer Clique is just gorgeous because it can let you go infinite and kill your opponents off with their own creatures and you can get the combo off of Protean Hulk grabbing the clique and a one-mana sac dork. Rendclaw Trow can go pound sand.

-Rise of the Dark Realms isn't recursion; it's a finisher and if you want to storm/combo off to win, its an unnecessary card for the deck. I recommend more tutors even something like Diabolic Tutor as you could end up winning. If you want a good finisher card, I'd go with Rite of Consumption or Jarad, Golgari Lich Lord

Steaditup on Jund Saproling Partners (Seeking Cuts)

2 weeks ago

Chaos Imps doesn't do much with your deck. It's just a big dude. Hero's Blade might be a good one to add. It makes Tana much larger. Fecundity might also be one to add, as would Bloodspore Thrinax.

cobbledcube on Naya Revolt

2 weeks ago

Awesome deck, I love the use of Tamar over the more popular Rith, the Awakener! I'm pretty sure you can sack Tamar in response to his enter the battlefield trigger, making his tokens no longer have that pesky downside. One thing I see missing that I would include are token doubling effects like Parallel Lives or Anointed Procession, and I would definitely run Ashnod's Altar, Fecundity, and some anthem effects if you have them.

Raging_Squiggle on Charging Badgers only! (Sort of)

2 weeks ago

Before I start, I just want to confirm you're aware that there is a 4 card limit for all non basic land cards in a deck.

That being said, as for draw power, it depends on the colors of the deck. If it's mono-green, Fecundity works well, as does Shamanic Revelation and Collective Unconscious. Pseudo-draw would be Collected Company,Lead the Stampede, Seek the Wilds, Commune with Nature, Beast Hunt, Enshrined Memories, and Mwonvuli Beast Tracker.

lagotripha on B/G Eldrazi Saproling tokens

3 weeks ago

Nice, simple idea for modern. I think the secret to running budget black decks are a lot of hand disruption and a stable manabase. If you can find some of the more budget b/g lands, that will help. Llanowar Wastes, that sort of thing. Scythe Leopard, Gatecreeper Vine and Liliana's Elite are likely to underperform compared to some other dirt-cheap options.

General advice- go heavy on one colour so that you can pack your deck with cards of that colour then leave the other for later in the game, where you can afford to be paying mana with lands that come into play tapped.

This means either early game black (hand/board disruption) or early game green (Elves of Deep Shadow/Sakura-Tribe Elder). What you choose to focus on can then inform the cmc and gamplan for the rest of your cards. Either way, lots of 1 and 2 drops will help you survive.

I'll start with disruption options- Vendetta, Victim of Night, Smother, Geth's Verdict Bile Blight etc for creature removal, Duress, Black Cat, Ravenous Rats, Rotting Rats, Nezumi Bone-Reader and Thoughtpicker Witch for hand disrution are all solid choices that match your game plan.

Card advantage options- Night's Whisper/Sign in Blood Dark Prophecy/Fecundity/Grim Haruspex

Interesting or efficient creature options Rot Shambler/Mortician Beetle (growing threats), Zulaport Cutthroat/Blood Artist (lifedrain and victory without attacks with a sacrifice outlet), Dross Harvester (bolt and path resistance), Ogre Slumlord for rat tribal combo , Pawn of Ulamog/Sifter of Skulls for more tokens, Quirion Dryad/Vinelasher Kudzu for growing threats Bloodthrone Vampire/Indulgent Aristocrat/Carrier Thrall for vamp tribal, Nest Invader for more token/ramp, Boneyard Wurm/Satyr Wayfinder/Graveblade Marauder/Nighthowler/Splinterfright/Gnarlwood Dryad are all fairly functional for a more graveyard-reliant setup, and Svogthos, the Restless Tomb is a cheap and functional manland.

Green stall so you can increase cmc- Druid's Deliverance, Jaddi Offshoot, Brindle Boar, Dark Heart of the Wood, Feed the Clan

Useful tools Grisly Salvage, Golgari Charm,

Sideboard options Elvish Eulogist(in an elf heavy list) Elvish Hexhunter Vampire Hexmage Bottle Gnomes Dryad Militant Delirium Skeins etc. There is a lot out there in these colours.If a lot of cards are ending up in the graveyard as the game draws out, spells like Hooting Mandrills, Gurmag Angler or Become Immense start becoming more valuable.

Less favourable cards that didn't quite cut it in are also good to look for- Putrid Leech/Rakshasa Deathdealer/Woodlurker Mimic beatdown for example.

Sacrifice creatures for card advantage is a solid archetype that has had a lot of support printed over the years, from No Rest for the Wicked to Korozda Guildmage.

The question is always going to be what is my opponents plan, and how do I stop that- are my opponents playing Rest in Peace or smilar to deal with graveyard shenanigans, will they kill me before I kill them as every card in their deck is effectively Lightning Bolt, or will they be able to Remand all my spells while they hit me with Delver of Secrets  Flip. Things that disrupt their plan are usually good, especially when they help your plan.

There are a lot of cards to much around with and play- I'd reccomend testing online before going hunting for things specific, focus on a single strategy when picking cards and if you choose to go less-budget, focus on lands first. Reliably casting spells is the core of the game.

Pheardemons on ZUBRASSS

3 weeks ago

You could try Fecundity to help you draw more cards per turn. Possibly Grier Reach Sanitarium or Desolate Lighthouse.

Load more