|Commander / EDH||Legal|
Printings View all
|Commander 2018 (C18)||Common|
|Duel Decks: Phyrexia vs. The Coalition (DDE)||Common|
|Eighth Edition (8ED)||Common|
|Battle Royale Box Set (BRB)||Common|
|Urza's Saga (USG)||Common|
Combos Browse all
Enchantment — Aura
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
3 hours ago
15 hours ago
My advice is to cut Explore in favor of Fertile Ground - you don't have enough lands to take advantage of the extra land drop. Same issue with Urban Evolution which I suggest you swap out for Harmonize.
If you manage to get opponents' creatures tapped, Vapor Snag can bounce their 1 untapped creature back to their hand.
3 weeks ago
Voyaging Satyr would give you a backup way to untap lands for your infinite combo. Along the same vines, Fertile Ground would give you a backup to Utopia Sprawl , really making your mana ramp much more consistent. You could easily drop down to 18-20 lands if you ran the full set.
1 month ago
I think so, but I recommend a bunch of testing to find out.
If you add Fertile Ground , then I'd also consider playing Garruk Wildspeaker instead of Vernal Bloom . Garruk will make just as much mana, will make it sooner, and can make wolves when you're in a pinch.
1 month ago
The deck should remain mostly green. The biggest change is that the manabase will get expensive. Because you have cards that care about forests, the only real option is Breeding Pool and fetchlands. Windswept Heath is the cheapest fetch. Wooded Foothills comes next for green fetchlands.
1 month ago
In terms of making this more competitive, I'd look at chilling on exactly what you will be getting until horizons drops, because its likely the metagame will shift significantly. The only immediate changes would be sswapping Path of Discovery Prodigious Growth Somberwald Sage Ulvenwald Hydra for more spells/creatures that are useful on the first few turns of the game.
Unbound Flourishing feels like combo fuel- double Finale of Devastation wins instantly, and likely to shape the format in intersting ways, but is also likely to be a multicolour deck to better support that combo.
U/G untap has been a thing for a while- from Bloom Tender to Axebane Guardian Freed from the Real combo has a lot of lists out there offering reliablity and power- but recently has largely been supplanted by Training Grounds / Umbral Mantle due to its ability to subsist on manlands and redundant pieces.
This means that unless you are planning on hunting down a fetch manabase, I'd advise you take the deck in the other direction and tone down the combo aspect- A green deck ramping into 4 and 5 drops and hitting your opponent in the face with them can be great with some tuning. Kalonian Hydra in particular dodges a large amount of removal while presenting a two turn clock, before looking at other creatures. Hardened Scales makes a two mana hydra still scary.
If you really, really like just hitting your opponent with a huge hasty creature with Freed from the Real , add Fertile Ground (Possibly Trace of Abundance ), plenty of filtering and carddraw, and look at the possibility of Early Harvest / Heartbeat of Spring . If you can generate more mana than your opponent has life and cast a hydra (or a Banefire ) you win.
2 months ago
2 months ago
The deck obviously needs it's mana-ramp. That said, I don't think it matters how you ramp. Each method has pros/cons that can exploited/relegated. I'm not arguing for or against any ramp system, only stating viability and pros/cons.
But to answer your question, a full set of Overgrown Battlement is a sufficient number of defenders to make them well worth including, if so inclined. After all, most mana dorks only tap for 1 mana. Having a 0/4 that taps for at least one mana and up to 4 isn't shabby. In this deck, Sylvan Caryatid is probably better because it mana-fixes in addition to ramping. It's also more expensive. With Dragon Egg , you could swap all your other dorks for defenders. Or not. Up to you. Defenders pros: massive ramp very possible, some toughness for blocking | Cons: can't block when tapped for mana, can't swing, still die to deathtouch, medium/large creatures, removal etc, higher CMCs
If Utopia Sprawl is too expensive, Fertile Ground is an option. Pros to enchantment ramp: rarely removed, combos well with Arbor Elf | Cons: no body, risk of making a land a target for removal, CMC/speed
I've tried multiple times to build a Dragon tribal, but I've never managed to get something that "checked enough boxes." The two combos I like best with Dragons: Dragonmaster Outcast + Harvest Season and Savage Ventmaw + Hellkite Charger .
There's discord in Modern, it seems, as to whether a fast enough deck needs disruption or if it can play threats fast enough to essentially ignore whatever opponents are doing. Your deck here is going for the latter, but I don't have confidence in it's speed. Therefore, I wonder if utility staples like Vines of Vastwood , Blossoming Defense , and Heroic Intervention for deflection and surprising swings as well as Beast Within and Lightning Bolt for spot-removal might be worth considering.
Fertile Ground occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
GWU (Bant): 0.99%