|Commander / EDH||Legal|
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|Duel Decks: Phyrexia vs. The Coalition||Common|
|Battle Royale Box Set||Common|
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Enchantment — Aura
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
21 hours ago
Let me start by saying that you have picked a great commander. I like Momir Vig, Simic Visionary. He is so much fun, as long as you don't mind shuffling alot. Here's my Simic deck Simic Toolbox for a reference.
Momir Vig, Simic Visionary let you build a toolbox deck that has many options and deal with a wide variety of threats. Let's use that.
I'm going to start with basic strategy, then move onto what to remove, and then what to consider putting in.
Due to the likelyhood of Kozilek, Butcher of Truth, Ulamog, the Infinite Gyre, Gaea's Blessing, or Elixir of Immortality being in an opponent's deck, the mill stategies tand to not work well in commander games. Especially multi-player games. Now, I'm not saying that you can't mill the opponents, just don't rely on that stategy too much.
Additionally, you should be in the 34 to 38 lands range. Only having 29 lands could really slow you down. Don't rely on mana creatures because opponents will target them to hinder you.
I would remove the following:
Blanchwood Armor, only sees forest, auras aren't that good in commander, and there are better options.
Curse of the Bloody Tome, only works on a sinlge opponent.
Khalni Heart Expedition, there are much moer efficient land seach methods.
Ring of Kalonia and Ring of Thune, there are better equipments and other artifacts to consider.
Gridlock, weak tap target permanent ability. Too much of a mana sink.
Gatecreeper Vine, Creatures with defender can't attack and in later parts of the game, just disappoint more often than help. The search for a gate only nets one card.
Skullwinder helps your opponents as much as it helps you.
Wood Elves only finds a forest. Borderland Ranger, Sylvan Ranger, or Farhaven Elf may be better options. And/Or add Breeding Pool.
Without haste, creatuers that have tap abilities are just targets until they lose summoning sickness. Let's minimize those.
Boreal Druid, Kiora's Follower, Llanowar Elves, Merfolk Mesmerist are all cards to consider cutting for lands or stronger creatures.
These are maybe remove or maybe keep, depends on where you want to focus:
Fertile Ground, more land would be better.
Ghostly Touch, better ways to untap a permanent
Paragon of Eternal Wilds, only sees green creatures.
Now for the toolbox creatures. Let's really expand on your +1 counters theme. In no particular order:
From my deck, look at Cytoplast Manipulator, Cytoplast Root-Kin, Cytospawn Shambler, Forgotten Ancient, Helium Squirter, Plaxcaster Frogling, Spike Feeder, Spike Weaver, Triskelion.
Additionally Armorcraft Judge, Baloth Pup, Oran-Rief Hydra, Ainok Guide, Avatar of the Resolute, Battlefront Krushok, Hooded Hydra, Experiment Kraj, Fertilid are all fun cards with abilities that capitalize on counters.
Mystic Snake gives you a repeatable counterspell when you have Roaring Primadox or a Crystal Shard on the field.
Murkfiend Liege, makes everything stronger and untaps your dudes each turn. Truly obnoxious with a Hair-Strung Koto in play.
Gilder Bairn can accelerate your creatures and planeswalkers. But to really abuse it you need a Holdout Settlement, Springleaf Drum or Hair-Strung Koto in play to tap it.
Sphinx of Magosi has been a favorite of mine in commander decks. Flyer, card draw, and keeps gettign bigger.
Omnibian is a good way to remove an opponents blocking creature by reducing it to a 3/3 after blockers are declared and before damage happens.
Simic Guildmage is good for the counters, but if you really want to run some auras then he gets better.
Other cards to consider:
Crystal Shard lets you block and then bounce a creature you control so that you can reuse the 'enters the battlefield' triggers.
Durable Handicraft give you an option to put a counter on any creatures as it enters the field.
Hardened Scales is a great card in this deck and is cheaper than Doubling Season.
Halimar Depths, Khalni Garden, Llanowar Reborn, Oran-Rief, the Vastwood, Temple of Mystery and Treetop Village have always been good to me.
Simic Growth Chamber lets you bounce the Halimar Depths, Khalni Garden or a tapped basic. Also retriggers the landfall cards.
Writing this up has made me want to get off my chair and go build my Simic commander deck. Thanks!I hope that these suggestions help you. As always, temper these suggestions with your collection and your budget. Feel free to take a look at my decks and let me know what you think.
1 week ago
1 week ago
1 week ago
This deck is extremely similar to one of my decks!! I hear great minds think alike :) This list looks pretty good already, but I have a few ideas that work for me to suggest to you...
I chose to use aura based ramp like Wild Growth, Overgrowth, and Fertile Ground instead of mana dorks and rocks and sorceries. The synergy with enchantress effects and the pump spells I mentioned above is great. Maybe your meta is all land destruction so you are weary of this idea, but it's been great for me.
Obviously Serra's Sanctum too, but it's not super cheap to buy anymore...I know I was lucky to get mine cheap long ago.
This is a fun deck to run Dragonlord Ojutai in. I just love that card.
Grasp of Fate is a real good one, especially if you are playing multiplayer.
Here's a link to my version of this deck: Rafiq of the Hexproof Enchantress
2 weeks ago
Alright, going to be updating my sigarda list. Thought that i would keep this upto date as Sigarda is one of my favorite (not even close to best, but still fun.)OK cards looking to maybe test in this. Scattered Groves, Duelist's Heritage, Shielded by Faith, Herald of the Pantheon, Bastion Protector, Avacyn, Angel of Hope, Sakura-Tribe Elder, Courser of Kruphix, Avacyn's Pilgrim, Umbra Mystic, Thalia, Heretic Cathar, Elvish Mystic, Angel of Jubilation, Linvala, Keeper of Silence, Eladamri's Call, Green Sun's Zenith, Divine Reckoning, Rishkar's Expertise, Hyena Umbra, Fertile Ground, Wild Growth, Utopia Sprawl, Darksteel Mutation, Overgrowth, Burgeoning, Celestial Mantle, Mammoth Umbra, Weirding Wood, Yavimaya Hollow, Serra's Sanctum, Okina, Temple to the Grandfathers, Cathedral of War and Linvala. HolyF i have lots of cards to test. Ill start doing this soon.
3 weeks ago
While I think the idea is super neat, some stuff like Caged Sun Gauntlet of Power Overgrowth Manamorphose Fertile Ground could all significantly help stabuilise the ramp in the deck, and the various Early Harvest type cards could contribute. Good luck getting it to tick over- it'll probably not be as efficient as instant-ulting a plainswalker from the seasons, but it still looks fun. Might be more solid in a fog shell
4 weeks ago
Hey, I love your deck and have some suggestions. I would run Kalonian Hydra over Khalni Hydra. Also I would replace Withstand Death with Blossoming Defense or Vines of Vastwood. You could also run Heartwood Storyteller in the sideboard for any spell slinger decks. Also a few Asceticism would be great in the mainboard. Fertile Ground and Utopia Sprawl are much better than Voyaging Satyr and Elvish Mystic plus they combo great with Arbor Elf. Anyway great deck! +1