Fists of Ironwood

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

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Set Rarity
Modern Masters 2017 Edition (MM3) Common
MTG: Commander (CMD) Common
Ravnica: City of Guilds (RAV) Common

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Tokens

Fists of Ironwood

Enchantment — Aura

Enchant creature

When Fists of Ironwood enters the battlefield, create two 1/1 green Saproling creature tokens.

Enchanted creature has trample.

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Fists of Ironwood Discussion

vheissu on Fungus Green/Black

1 month ago

thank you for your comment Pygmyrhino990.I played some matches with this deck and yes its realy slow. But the most time I play casualy against other slow decks wich is realy a lot of fun.I already thought about adding Life and Limb, but with every mass removel you loose all your lands.Sprout does a bit to less for a 60cards deck imo. I think Scatter the Seeds or Fists of Ironwood will do a better job.The combo with Sporoloth Ancient looks really good, I will think about adding him.

Joumba on Uril, the Monster of the Mists ( <$50 Budget )

1 month ago

Some simple suggestion good sir;

Battle Mastery and Alpha Authority. While uril is already hexproof, forcing your opponent to use a single blocker can prove quite useful if you can't get your big man tramplin'. Fists of Ironwood is really cheap and 2 sapproling can always be of some use. Finally, if you can get your hands on a cheap Bear Umbra, this card works wonders!

Have a good one mate and nice deck btw, +1.

djewell on Power Devour Pounding Hour

1 month ago

Hey!

Solid deck, I like the idea of using devour creatures as a backup for your voltron. Too often I see Voltron decks get shut down because of removal so its good to see some utility backup plans that also require tokens as your commander does.

I could definitely see you putting in some more token generators such as:

Arachnogenesis, Broodhatch Nantuko (remember that although he is a 1/1 that he takes all the damage its assigned as long as the attacking creature doesn't have trample), Hornet Nest is like that, too. Carrion can be used on your devour creatures to switch back to prossh or use to make even bigger devour creatures, since your devour creatures are more than devour 1. also Korozda Guildmage for the same reason. Devastating Summons (Maybe) it would be used mostly for getting that last few damage you need to swing in with commander lethal. Elemental Mastery pairs well with your devour creatures.. just use the elemental tokens to fuel either another devour or your commander. It would be nice to give your commander trample, maybe try Fists of Ironwood? Parallel Lives is an auto include of course. Sylvan Offering works in a pinch as well.

Also Fling needs to go in. You can potentially smash a player with a devour and then fling the creature after combat to another player's face.

happy building!

Chino90 on Dream Acid (U/B Enchantments)

1 month ago

I understand what you say about my suggestions. I honestly didn't read the rules at gatherer about colfenors plans. I understood that you couldn't play them while it was bounced, but once you recasted it they became playable again. Although, now that you mention it, I remember reading from other rules that once a card leaves the battlefield and re enters it, it loses all previous memory of its existence. So it probably works as you say.I have been trying to build a deck around riptide chimera since it was released in theros, but I just couldn't find enough enchantments with good etb effects. That's why for the moment I couldn't make it work.

The other options that come to mind are Herald of the Pantheon, Eidolon of Blossoms , Skybind and Fists of Ironwood. But none of them are game winning cards or something that is busted when paired with the chimera or curio.

Finally, you could also try Demonic Pact just for its benefits, forgetting the "you lose the game " strategy.

ellie-is on Ellie's Saprolings

3 months ago

"if you don't have it in hand at the time they drop, what is the point of it being there?" applies to literally any card ever, so it's not the greatest argument. :p It's also worth adding that Heroic Intervention stops enchantment and land destruction - it might even be worth mainboarding.

I used to have Sprout, but got rid of it when I bumped Fists of Ironwood up to 4, among other things. One Saproling at instant speed is nice, but a greater number of saprolings is usually nicer - and by the time a board wipe comes, I'll usually have more than a single mana to spend.

Primal Rage is a nice card but I can't really see it improving this deck enough to make it worth the inclusion. Because either the Saprolings are 1/1 and trample is useless, or I can be using that mana to make them bigger, at which point trample is nice but not entirely necessary due to numbers.

Back to Nature is nice and strong, but a global enchantment board wipe doesn't really fit a deck that's 25% enchantments x3

Aand, finally. Beast Within. I think I might actually try to get that one. Permanent removal is extremely useful to have, due to versatility. Honestly, I'd rather use that to destroy a nonbasic land and give them a beast, than use Ghost Quarter and set myself back a land while they get a free basic. Not to mention I can use it on my own permanents if I really need a beast or have Parallel Lives in play and would like two beasts. Just a very good card all around.

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