Fertile Ground


Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels 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
Duel Decks: Phyrexia vs. The Coalition (DDE) Common
Planechase (HOP) Common
Lorwyn (LRW) Common
Eighth Edition (8ED) Common
Invasion (INV) Common
Battle Royale Box Set (BRB) Common
Urza's Saga (USG) Common

Combos Browse all

Fertile Ground

Enchantment — Aura

Enchant land

Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool (in addition to the mana the land produces).

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Fertile Ground Discussion

mortalrage on Sliver - For the Swarm

6 days ago

Looks pretty cool!

I'm relatively new to MTG so forgive me if this is a bit of an ignorant question, but why is Enchanted Evening there? Am I missing something? Wouldn't it be more of a hindrance as it opens up your (awesome) lands and creatures to removal that targets enchantments (which as I understand, is relatively common in the format)? Also I didn't see much in the way of enchantment removal in your deck to take advantage of it turning you opponent's permanents into enchantments?

Would it also maybe make a bit of sense to go with a bit more green to take advantage of mana fixing effects like Fertile Ground, Abundant Growth, Mana Bloom or any others? I don't have enough experience to know how this deck would work in practice but these are just some of my thoughts.

K00lDudE1 on Mono-Green Superfriends

1 week ago


have you ever actually tried playtesting this deck?

you'll notice that this deck doesn't need more lands due to the style of ramping that it is using (i.e. with Utopia Sprawl, Fertile Ground and Arbor Elf), none of which require many lands to ramp hard.

Not every modern deck needs fetches and shocks, and especially this, as using basics protects it very well against Tectonic Edge and Field of Ruin, which are getting much more popular recently, and which would otherwise be great against this deck.

sylvannos on Mono-Green Superfriends

1 week ago

@colton815: You can cast everything in the deck off of Utopia Sprawl, Fertile Ground, and Oath of Nissa. So it's pseudo-mono-green?

The land count is about right. I'm debating on if I want to cut Blighted Woodland for more Nykthos, Shrine to Nyx. You only need 1 Forest + Arbor Elf/Utopia Sprawl in your opening hand to get the ball rolling. The deck ramps really quickly once it has either (or both).

If I decide to maindeck Blood Moons, I'll up the land count. Playing a turn 2 Blood Moon off of Utopia Sprawl into turn 3 planeswalker can auto-win a lot of games.

DarkStarStorm on Mana Burn

1 week ago

UseForgottenAncient: Those lands do not work at all in this deck. Vernal Bloom NEEDS the forest typing to be functional, while Early Harvest requires basics to untap. Besides that, the deck only ever needs one black source at any given time. Fertile Ground is another black source, while Arbor Elf and Garruk Wildspeaker can untap that black mana source to ensure that we can cast Torment of Hailfire. I'm not running four fetches and two shocks out of a budget, I'm running them because they are all that is needed. Adding more nonbasics turns off the very combo this deck was built around.

cdkime on Kruphix Tron

1 week ago

Defense of the Heart is one of my favourite green cards in Commander, particularly in a deck filled with large nasty creatures.

Cryptolith Rite works nicely with Kruphix, turning your blockers into mana ramp during your opponent's end step.

Some of the enchantment ramp spells might prove useful as well (Overgrowth, Fertile Ground, Utopia Sprawl, Fertile Ground, etc.), since they provide long-term ramp.

While it breaks the budget a bit, Vorinclex, Voice of Hunger is worth putting on your radar. While it is a lot of mana to cast, he works well with Defense of the Heart, vastly increasing your ramp, while crippling your opponents', early in the game.

kurowa-san on Ellie's Saprolings

2 weeks ago

I'm honestly not a fan of Parallel Lives. it does nothing the turn it comes out, and not having a turn to advance the board is dangerous even if there's a payoff a turn later. Having two on the field also costs a lot of resources you could spend differently, and the odds of it happening and your opponent letting it happen i low. I personally prefer just using Supply/Demand instead, and Cryptolith Rite essentially gives it Convoke. I'd remove Fertile Ground and put some Rites in it, and that makes your Voyaging Satyr less needed and clears up some room for other cards. Also, Intangible Virtue essentially doubles your damage output and gives your tokens Vigilance, so you could use them for mana after you attacked or just use them to have something to block with in your opponent's turn. White also has some great sideboard options like Stony Silence, Leyline of Sanctity and both Thalia cards.

Try some goldfishing and play around with it. I use a Saproling deck myself and I love the white splash. I know the pain of dumping your Parallel lives, but I did it with Doubling Season and I never looked back.

kurowa-san on Ellie's Saprolings

2 weeks ago

I think adding white would work well for you. You'd be able to use Mentor of the Meek which gives you some needed draw power, Intangible Virtue is essentially a cheaper lord and Supply/Demand which is a fun card with some mana behind it. Speaking of mana, have you looked at Cryptolith Rite? It'd get you more mana than Fertile Ground in most cases.

Also, a fun tech I've been playing around with is Eldritch Evolution. It can turn your Arbor Elf into a Champion of Lambholt, and your Champion/Mentor of the Meek into a surprise Mycoloth. It takes up some space, so you should only do it if you're feeling cute.

colton815 on Dragon Party

3 weeks ago

a lot of your cards are just way too expensive for the modern format. you need a lot more removal spells and ways to interact with your opponent. i can also tell you are a very new player by the fact that you run almost entirely basic lands, with exactly half of your basics in each color. try fetch lands and dual lands like Wooded Foothills, Stomping Ground (which can be untapped with Arbor Elf to essentially allow the elf to produce red mana), and Rootbound Crag. Haven of the Spirit Dragon is strictly better than Crucible of the Spirit Dragon. Myojin of Infinite Rage and Savage Ventmaw are not worth using. Birds of Paradise is a better mana dork than Elvish Mystic, and Farseek is better than Fertile Ground. try removal like Lightning Bolt and Beast Within, and use Utopia Sprawl in combination with your Arbor Elf. a turn 1 Arbor Elf followed by a turn 2 Utopia Sprawl will let you play any 4cmc spell on turn 2.

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