|Commander / EDH||Legal|
Printings View all
|Modern Masters 2017 Edition||Common|
|Ravnica: City of Guilds||Common|
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Fists of Ironwood
Enchantment — Aura
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
1 month 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.
1 month ago
For removal the fight mechanic like Prey Upon, Savage Punch, Ulvenwald Tracker, Unnatural Aggression, Mutant's Prey, Epic Confrontation, etc. could be fun and flavorful for hydras (at least in my head).
Hope something here helps!
3 months ago
@youhoo2645 I have considered the option but a play set is far to much for a deck of 24 creatures, due largely because most of my creature base does nothing upon entering the field reducing the core usefulness of Collected Company which exists to add an explosive aspect to a deck. Overall Fists of Ironwood are simply more directly impactful as it have far greater synergy with my core strategy.
3 months ago
Fists of Ironwood is awesome giving kresh trample and adding sac fodder
3 months ago
Hey! I'm pretty new to MTG, but I would love to give you suggestions, as I have a deck similar to this (on my profile), but doesn't have any saproling spawners other than 2 copies of Fists of Ironwood. My first and main suggestion is putting in Arbor Elfs instead of Explore and Rampant Growth because it also gives you extra mana for 1 mana and is a creature for Champion of Lambholt, Essence of the Wild, and Scion of the Wild. It also might be a good idea to put in more Champion of Lambholts as it is a very good card in your deck. I also reccomend maybe putting in Overwhelming Stampedeinstead of overrun because of your big hitters and Might of the Masses, but its optional as it is a high risk high reward card in your deck. I'm thinking of putting saproling spawners in my deck now!
3 months ago
Given my idea of the deck, I will definitely put in Simic Charms, and might put in some copies of Fists of Ironwood, but am skeptical about putting in cheap card draw. I'll put them in later because I have to go now!
3 months ago
Hello, a nice shell. My concern would be that you have nothing to protect your key creatures from removal. Your card draw is also quite expensive. Blossoming Defense could help with the former. There are plenty of 3CMC blue cards which would improve card draw too.
Simic Charm, like any of the charms, is always an immediate consideration in UB, as they are quite versatile. In this case the Hexproof will again protect your creatures from being targeted.
I would also consider more token spawners, such as creatures with the Fabricate ability.
Hope this helps!
4 months ago
(Apologize for the long post in advance.) Show
I noticed we went in separate directions for how our decks play, which is refreshing. Yours has a lot of resilience and builds threats up over time. Mine has a lot more ramp in it to pump things out faster. So my thoughts on these cards are from my experiences only, and not everything may suit your deck.
Selesnya Evangel --> Vitu-Ghazi Guildmage -
I've discovered this card performs better for the slot. Its abilities don't require tapping and can be used multiple times per turn if mana is present. It costs more though, so I modified my deck for more ramp.
Wayfaring Temple -
This card has potential, but it needs consistent evasion to work effectively. I ran a play set of these and Selesnya Charms to grant the trample, but it didn't work well enough for me (more on the Charm below). Eventually switched the charm slot for Rancor, and it held more synergy with my deck. Then I decided to re-purpose my Rancor cards for a different deck anyways and dropped these guys entirely. Without evasion they can be chump-blocked all day, no matter how big they get.
If you're interested in keeping the Temples, consider additional cheap, permanent trample cards to complement them. (Many of these I have only considered, but never tried. If you find one you try and like, let me know!)
Rancor or Fists of Ironwood - Only tried the first one, which is the cheapest to get going and has recursion, but the tokens from the second enchantment sound nice. It unfortunately isn't as permanent.
Behemoth Sledge/Loxodon Warhammer/Sword of Vengeance, Chariot of Victory/Haunted Cloak, or Horned Helm/Ring of Kalonia - Plenty of equipment sorted by similar costs. I never went the equipment route; I honestly still think Rancor is the best for what it does.
Selesnya Charm -
I thought this card would have so much utility but its performance (in my deck) was again underwhelming. I had little need to exile fatties as I had my own to trade with them (and I had an easier time making mine), and for a 2/2 Knight token was not efficient when I had Call of the Conclave to compare it to plus Intangible Virtue to grant vigilance anyways. It would most often be used just for its trample, hence why it was replaced with Rancor. Again, this is only my testing, but it didn't perform well in my deck.
Rootborn Defenses/Druid's Deliverance -
Since your deck takes a bit of time to build up, I would consider running one of these main board (at least a couple copies). Rootborn greatly helps against board wipes or spot removal, but it's slow.
Gavony Township -
This is a great card, but I would reconsider having a full play set. Many of your cards have restrictive costs and having 4 lands that produce will hinder some games, even with the inclusion of Birds of Paradise. If anything, perhaps even consider trading one for Grove of the Guardian. It's deceptively easy to get that 8/8 token.