Fertile Ground

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Common
Battlebond (BBD) Common
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 gains one mana of any colour. (In addition to the mana the land produces).

Fertile Ground Discussion

Saljen on Gruul Combo Stall

2 days ago

@thenomdeguerre - I'm already running 4x Arbor Elf . This deck needs the ramp, it's got to get to 9 for Tooth and Nail ; so I also run 3x Voyaging Satyr s. Tooth and Nail is already an established archetype, and runs 4x of both as well as 4x Utopia Sprawl and 4x Fertile Ground . I added red to included the Madcap combo, as well as Blood Moon, Lightning bolt, and Chandra for additional pressure / control.

Nykthos is really on there so Primeval Titan can search out Nykthos + Kessig to pump/swing for the win. It becomes useful on it's own occasionally, but that's largely the reason it's there.

wallisface on Well, I win turn 2.

5 days ago

Well, again this will probably all blow the budget, but the following are all really good in this sort of deck:

Garruk Wildspeaker gives you extra untaps which often just pays for himself, as well as free beasts to stall out

Primeval Titan can thin your deck down quickly while also being a wincon on his own with the likes of Kessig Wolf Run (assuming you choose red for one of your enchants)

Primal Command is very abusable

Courser of Kruphix buys you time with its body and gives you much better draws

Overgrowth is a bit off-topic but generally a better Fertile Ground

multimedia on Thiefing

3 weeks ago

Hey, saw your forum topic asking for help. Good start, but I think you can expand on the stealing your opponents creatures strategy and get more value from creatures you steal. There's also several budget staple Commander cards to consider adding. All my cards suggestions are budget ($5 or less each).

Command Tower , Exotic Orchard , Reliquary Tower , Yavimaya Coast , Shivan Reef , Cinder Glade , Game Trail , Ash Barrens , Naya Panorama , Bant Panorama are all good budget lands that can ETB untapped. Captivating Crew , Willbreaker , Dominus of Fealty , Zealous Conscripts and Roil Elemental are repeatable sources of stealing. Evolutionary Leap , Ashnod's Altar , Greater Good are repeatable sources of value by sacing your opponent's creatures after you steal them. Use these sac outlets with Skullclamp for even more value. Sol Ring , Chromatic Lantern , Simic Signet , Gruul Signet , Izzet Signet , Talisman of Impulse , Fellwar Stone are staple mana rocks for Commander.

Rattleclaw Mystic , Elvish Mystic , Llanowar Elves , Arbor Elf are budget one drop mana dorks. Sakura-Tribe Elder , Nature's Lore , Farseek , Fertile Ground , Farhaven Elf is more good ramp. Fauna Shaman , Signal the Clans and Gamble are budget tutors. Mystic Remora , Eternal Witness , Chaos Warp , Beast Within , Reclamation Sage , Reality Shift , Stubborn Denial , Arcane Denial are staple Commander cards. Temur Ascendancy , Coiling Oracle , Trygon Predator , Dack's Duplicate and Shaman of the Great Hunt are good Temur cards.

Hero's Blade and Swiftfoot Boots is good equipment with Yasova. Temur Sabertooth is repeatable bounce of creatures who have good ETB abilities such as Conscripts.

If you like some of these suggestions I offer help to make cuts. Good luck with your deck.


kamarupa on Gruul Riot Modern

3 weeks ago

Consider adding "Budget," "Ramp," and "Gruul" to the deck's Hub(s).

Possibly relevant +1/+1 counter cards: Hardened Scales - get more counters Bow of Nylea - deathtouch is a powerful thing, but at 3CMC, this isn't one of my favorite spells. With the ramp you're packing, it's realistic to consider it viable here. Rishkar, Peema Renegade - This can generate a lot of ramp in mid-game.

Commune with the Gods is the only spell I can think of in Gruul that can help you get an enchantment. Putting cards into the graveyard is sucky though if you don't have a reliable means of getting them out.

Heroic Intervention is better than Vines of Vastwood , but I recognize it might be more expensive than your budget allows. Blossoming Defense is worth considering, if you haven't already.

You might benefit from Utopia Sprawl over Fertile Ground . It's a solid t1 spell, and given that nearly 3/4 of your deck requires green mana, you could probably go something like 11 Forest & 5 Mountain safely.

Harmonize might be better than Beast Whisperer - my thinking is this: by the time you cast Beast Whisperer for 4 CMC, there's a good chance you'll be close to top-decking. You'll then have less than a 50/50 chance of drawing a creature. You may often not even get a single card out of the Whisperer, as opponents may choose to remove it or cast a boardwipe. With Harmonize, you always get 3 cards. At 1.33 CMC per card, that's actually among the lowest CMC's per card among draw card spells.

Sideboard: Beast Within , Naturalize , Back to Nature , Pithing Needle , Ratchet Bomb , Elixir of Immortality , Lignify , Fireball

PlatinumOne on Why Rampant Growth is bad.

3 weeks ago

a trend i noticed in every single card you mentioned is that it is either A) noticeably more expensive than Rampant Growth , B) does not provide the color-fixing that Rampant Growth does, C) much more susceptible to removal than a land is, or D) some combination of the first 3.

there are cards you mentioned that are under $1. Growth Spiral requires the deck run blue and that you actually have the land in hand. Explore is much the same. elvish mystic only produces green and dies to removal. Wild Growth only adds green and dies to enchantment removal. Fertile Ground also dies to enchantment removal.

Q: "how is a 2 mana card better?" A: because it color fixes better and a land is much harder to remove. seems simple enough.

you're basically strawmaning your point by only pointing out the cons of Rampant Growth while also only looking at the pros of the other cards you mentioned. you are also presenting a false dichotomy making it seem like players choose to run Rampant Growth "instead" of these other cards, when its more likely that players are using Rampant Growth WITH these other cards.

when budget is taken into consideration, a significant chunk of your suggested cards can be axed immediately. with the remaining budget options, its likely a player will run a combination of many of them.

TLDR: the only card you mentioned thats less than 50 cents and can color fix for 2 mana is Fertile Ground

SynergyBuild on Why Rampant Growth is bad.

3 weeks ago

Ramp, card draw, and fatties are the 3 cornerstones of EDH as a concept to many players. Rampant Growth , Rampant Growth is the symbol of one of these three cornerstones (I am sure you'll never guess which one).

I am here to tell you, despite what you may have been told. It is bad. Really bad, not even medium bad like Cultivate (Yes, I hate that too, outside of some specific lists like Tatyova, where it belongs to some extent).

Why? Well, to start, mana production. It doesn't give you mana immediately without Amulet of Vigor , unlike 2- mana manarock variants like the signet cycle ( Azorius Signet , Gruul Signet ), talisman cycle ( Talisman of Indulgence , Talisman of Progress ), Mind Stone , Prismatic Lens , Fellwar Stone , etc.

So? Many decks are mono-colored and can't use signets, or talismans, or have cards like Null Rod / Kataki, War's Wage , etc. or go up against them often. Rampant Growth gives a land. Well, Nature's Lore and Three Visits both give you an untapped land, they can hit Shocklands or Duals to get your colors better than Rampant Growth , and generally are pretty good.

What else? Growth Spiral , Explore , Sakura-Tribe Elder , Farseek , etc. all do Rampant Growth better, and aren't even good.

None of these are great cards. Llanowar Elves , Fyndhorn Elves , Birds of Paradise , Elvish Mystic , Boreal Druid , etc. all do it for half the mana, a turn faster, and are in green. How is a 2 mana card better?

Fast artifact mana or land mana like Mana Crypt , Mana Vault , Sol Ring , Chrome Mox , Mox Diamond , Ancient Tomb , Gemstone Caverns , etc. all do more work in almost all cases.

Enchantment mana like Wild Growth , Utopia Sprawl , Fertile Ground , Carpet of Flowers , Exploration , Burgeoning , etc.

Even Broken Bond or other cards with ramp attached can do more work. Farhaven Elf or Wood Elves with an elf-tribal deck, or dorks, etc.

So, with all of this, is there any real reason to run the cancerous growth (see what I did there xD)?

Yes, price. Rampant Growth is ~20 cents right now. Sure Gruul Signet , Golgari Signet , Simic Signet , Prismatic Lens , Llanowar Elves , Fractured Powerstone , Moss Diamond , Growth Spiral , Explore , Coiling Oracle , Broken Bond and tons more examples are equal to it or cheaper, but I am aware someone will bring it up.

There are too many better cards for lands-matter decks to use it, and too many are cheaper, equally cheap, or better and worth the cost to claim they are the reason Rampant Growth should see play, etc.


Seriously. If you run this card, stop.

kamarupa on Kruphix boy

4 weeks ago

Freed from the Real + Fertile Ground + Kiora's Follower =infinite mana and infinite untap of all your permanents. Vizier of Tumbling Sands and Fatestitcher work as doubles for Kiora's Follower . If you add Contagion Clasp or Contagion Engine you get infinite proliferation as well, which would allow you to use the max planeswalker ability immediately.

hungry000 on Casual Modern Dragons

2 months ago

I suggest you play 4 Arbor Elf and 4 Utopia Sprawl instead of the other elves and the land ramp cards. With them, you can have 4 mana available on turn 2 (play Arbor Elf turn 1, turn 2 play a land and enchant the untapped Forest with Utopia Sprawl and tap/untap/tap that land for 4 mana). For even more ramp, you could play Overgrowth or Fertile Ground as well. That interaction is a lot faster than the other ramp options available, and with it you don't need to dedicate as many slots to ramp since it makes so much mana.

Also, Wild Growth isn't legal in modern.

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Fertile Ground occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

GWU (Bant): 0.99%