Grove of the Burnwillows

Legality

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

Printings View all

Set Rarity
Iconic Masters (IMA) Rare
From the Vault: Realms (V12) Mythic Rare
Future Sight (FUT) Rare

Combos Browse all

Grove of the Burnwillows

Land

: Add to your mana pool.

: Add or to your mana pool. Each opponent gains 1 life.

Grove of the Burnwillows Discussion

cdkime on Modern shouldnt have a ban ...

2 hours ago

For fun let's go through the entire Modern banlist and evaluate card-by-card what would happen if they were on a restricted list.

  • Ancient Den and the other Artifact Lands - these are a bit special, since you could run 5 total artifact lands in the deck. This might have implications for a potential Affinity deck.

  • Birthing Pod - this requires a dedicated build-around, which is really not worth it if you can't reliably hit the centerpiece that makes your deck work. Restricting Birthing Pod is tantamount to a ban.

  • Blazing Shoal - if you draw into this card, you're going to have a huge advantage. This will be one of those "broken cards" that will end games fairly quickly out of dumb luck.

  • Chrome Mox - almost every single deck will run a copy of this card, just as 88% of Vintage decks run Black Lotus . Whoever draws this card first will be at a significant advantage.

  • Cloudpost - not worth running if the Locuses are all Restricted.

  • Dark Depths - Like Birthing Pod , this is banned due to combo potential. Restricting it is no different from banning it, as there's no point in trying to assemble the combo.

  • Deathrite Shaman - Drawing into this card gives you a huge advantage against a number of different archetypes.

  • Dig Through Time / Treasure Cruise - if you draw this, you've basically won the game, since you're getting two cards, stacking your deck, and likely going to find other broken cards in the process.

  • Dread Return - There are enough graveyard shenanigans with Dredge that drawing this card is likely to net you your best creature and your second best creature. It's also pretty easy to enable even with one copy, as you can Dredge for it and sacrifice some creatures.

  • Eye of Ugin - another dumb luck card--you draw this, you're two turns ahead if that's the deck you're playing.

  • Gitaxian Probe - banned in Legacy, restricted in Vintage, so it's pretty clear this is a scary card. You get to see what your opponent has in-hand, as well as replace your own spell, all for the cost of two life.

  • Glimpse of Nature - Another dumb-luck card that will win you the game if drawn by quickly refilling your hand.

  • Golgari Grave-Troll - Again, extreme card advantage if you draw it, putting you vastly ahead.

  • Green Sun's Zenith - draw this card and you get easy ramp ( Dryad Arbor ) or your best creature.

  • Hypergenesis - Every Green Tron (or whatever the Eldrazi deck for the format is) will run this, and will win whenever they play it.

  • Krark-Clan Ironworks - combo piece, restriction is similar to ban.

  • Mental Misstep - too situational to only run one copy of; you need it early and you need it when you need it, the chances you have it at an appropriate time when you only have a single copy makes this card not worth running.

  • Ponder / Preordain / Sensei's Divining Top - you get to dig for your broken cards easier.

  • Punishing Fire - probably not going to see much play, as the deck it was designed around ( Grove of the Burnwillows will not be too effective in conjunction with only one copy.

  • Rite of Flame - if you draw this, it puts you a whole turn ahead, and that is often enough for Storm or Burn.

  • Second Sunrise - there are enough ways to dump things into the graveyard (including the inevitability of just playing the game) that whoever gets this would have a significant and sudden advantage.

  • Skullclamp - if Elves or other weanies draw this card, it's game over.

  • Splinter Twin - combo piece, likely restriction is similar to ban.

  • Stoneforge Mystic - Might be fine as a one-of.

  • Summer Bloom - puts you incredibly far ahead.

  • Umezawa's Jitte - Does a considerable number of things, so will put whoever gets it ahead.


Others might disagree with that analysis, but I think it's pretty solid for shooting from the hip. The cards on the Modern banlist would either (a) be supremely powerful if you drew them, either winning you the game outright or enabling victory through hyper-effecient ramp or card draw (card draw itself generating a chance to find more broken cards), or (b) part of hyper-efficient combos, and thus not worth running if you only get one copy.

DuTogira on Modern shouldnt have a ban ...

1 day ago

As far as cards the current modern meta might be able to handle having unbanned: Stoneforge Mystic , Punishing Fire , and Preordain / Ponder (only one, not the other) are the only cards that I might consider pulling off the ban list.
Punishing Fire is slow and primarily combo's with Grove of the Burnwillows plus locking your opponent out of the game, but Leyline of Sanctity handles that well enough in sideboards, and modern packs enough land destruction that most decks which punishing groves would beat already get roflstomped by whir decks anyway.
I SERIOUSLY question whether Preordain / Ponder are ok with Izzet Phoenix AND storm being archetypes... but maybe modern could handle just one? Certainly not both. Worst case we could experiment with it for one pro tour and re-ban the cantrip if it's too good.
Stoneforge Mystic ... when was the last time we saw a good modern deck which had white as its primary color? Honestly can't remember. Modern doesn't have True-Name Nemesis or Umezawa's Jitte or Skullclamp so I think mystic should be fine? I mean it's mostly just fetching up swords/ Batterskull which doesn't seem oppressive. Assassin's Trophy or Cindervines ... you know what, let's just leave it at "modern has enough artifact removal that I don't think some strong equipment will break anything"

Beyond that, leave that banlist as is. Everything else on it either boosts an already powerful archetype (which would require further unbannings to put the now relatively underpowered modern decks back on the newly buffed deck's level... no thanks), or unlocks an obnoxiously convoluted and long-winded combo (sunrise and KCI)

multimedia on Xenagos' Stompy Stampede

3 weeks ago

Hey, looks good for your first Commander deck there's several great cards here, nice Survival and Taiga :)

New Commander players sometimes fall into the trap of the more high mana cost creatures you play the better the deck is. When in reality "less is more" when it comes to big creatures especially since you have the high budget to include creature tutors and already have Survival. Sneak, Quicksliver and Piper can bypass the casting costs of high CMC creatures and that's good, but these are only three cards in the entire deck that do this and that's a problem for how the overall deck is built.

What is the backup plan to be able to cast 27 6-12 drop creatures if you don't draw Sneak, Quicksilver or Piper? My advice is cut a huge amount of these creatures to include more ramp and more tutors. Keep the 10 most impactful big creatures with Xenagos's +X-+X and haste ability:

  • Etali
  • Omnivore
  • Scourge
  • Vorinclex
  • Stonehoof
  • Blightsteel
  • Ulamog Gyre
  • Hellkite Tyrant
  • Balefire
  • Ghalta, Primal Hunger

Even 10 of these high CMC creatures is a lot. The avg. CMC of the deck is 4.9, this is very high. Cutting a large number of the other 27+ high CMC creatures/cards will reduce this number a lot making game play smoother.


There's already a small ramp strategy here with the centerpiece being Selvala. Consider expanding on ramp?

Ramp is the backup plan to help to be able to cast the big creatures or tutors such as Green Sun's Zenith . It also helps to get Xenagos into play faster which will make the overall deck better.

Tutors and draw to consider adding:

Lands to consider adding:

Good luck with your deck.


coltron518 on B&R announcement tomorrow

1 month ago

NapoleonBonaparte: not every creature deck will want to run the Jitte, and the only deck that even used Punishing Fire was jund, which now has better options.

as for Ancient Stirrings / Faithless Looting , its highly unlikely those would be banned. banning those cards would hurt decks that don't need to be hurt. those cards don't "increase the power of the deck tenfold", and even if they "did", it doesn't change the fact that they still impose deck building restrictions.

Flooremoji: banning KCI's namesake card would kill the deck altogether. we want to weaken it, not outright kill it. by "punishing grove", do you mean the combo of Punishing Fire and Grove of the Burnwillows ? it won't do much. 2 mana and letting the opponent gain a life just to kill off some weak creatures isn't worth it. like i said, jund has better things to do now. legacy may have more answers than modern, but it is an entirely different format. Stoneforge Mystic 's "best" line of play is a turn 3 Batterskull , which is tame compared to a turn 3 Karn Liberated .

coltron518 on B&R announcement tomorrow

1 month ago

whats everyones predictions/opinions for the banned and restricted announcement tomorrow?

personally, i feel that Stoneforge Mystic and Umezawa's Jitte can come off the modern banlist. we just have so many answers to both now, and an equipment themed deck would be really interesting to use. whens the last time anyone saw equipment being used at FNM that wasn't Cranial Plating ?

Punishing Fire can also be brought back. the only reliable way to bring it back was Grove of the Burnwillows . its an inefficient shock that provided a mediocre loop with Grove of the Burnwillows and Liliana of the Veil at best, and jund has too many other cards to use now for that minor combo to be relevant.

as for modern bans, maybe something from KCI thats not used in other decks.

can't really speak much on other formats. Rampaging Ferocidon should probably stay banned for now, and i can't think of any standard cards that need a ban.

regsucksatmagic on

1 month ago

KrystalLBX It works well with Grove of the Burnwillows but I realized I removed all the other non-hybrid green cards from this deck so I could easily make it mono red...maybe I'll move that combo to a legacy deck so I can use Punishing Fire also...

Iquasi on EDH - Animar, Soul of Elements

2 months ago

Update 12/15:

Cut:

Ancestral Statue

Glimpse of Nature

Forest

Leyline of Anticipation

Add:

Rhystic Study

Hardened Scales

Grove of the Burnwillows

Sylvan Caryatid

The big news is the cut of Ancestral Statue. I felt that the card was so powerful that it was always a mistake to not go for it and win the game with a combo after that. It would pigeonhole my game strategy and also prove to be a bit too strong for my meta. Therefore the card has been moved to maybeboard and replaced by Sylvan Caryatid. Caryatid helps me ramp a bit and play a bit more midrangey than before and also helps to ramp and fix the mana.

With Ancestral Statue gone, Glimpse of Nature has lost some of its appeal and has also been cut. The card was often unimpressive since it felt like a waste if not combined with infinite bounces and recasts to draw the deck. I've replaced it with Rhystic Study for more consistatn draw power.

Leyline of Anticipation has been cut from the deck for just being a lackluster. I don't feel it proved very useful even if I could start the game with it, and whenever I drew it I almost always had something else to do with my mana. The card has been replaced by Hardened Scales, which will hopefully help Animar regain some of its lost power after the cut of the statue. The combination of the Statue and Scales was too powerful previously but with the Statue gone I feel that faster Animar and board development offered by Hardened Scales will give a little bit of extra punch needed to win fast enough.

Last cut is Forest for Grove of the Burnwillows. I felt I needed more red sources and this was basically the only card available that filled both of the criteria of entering the battlefield untapped and tapping for G on the first turn also.

Now with the statue gone, Fabricate is looking unimpressive even though I love getting Birthing Pod with it. I'm looking to try out Darksteel Plate and Heroic Intervention and Fabricate will likely be the first cut when I decide to pull the trigger on those cards.

SynergyBuild on Land Based Combo Help

3 months ago

Bazaar of Baghdad & Life from the Loam, with support from Ramunap Excavator/Crucible of Worlds will give tons of support to Windgrace's ability to 'draw cards.'

Punishing Fire + Grove of the Burnwillows = allows you to Shock creatures on repeat.

Deserted Temple + Rings of Brighthearth + any land that taps for 5 mana = infinite mana. Think Nykthos, Shrine to Nyx, Gaea's Cradle, or Cabal Coffers to get that kind of mana.

Otherwise, Petrified Field + Rings of Brighthearth allows you to repeatedly bring back lands (the second copy can target the Petrified Field!)

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Grove of the Burnwillows occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%

RG (Gruul): 0.08%

RUG (Temur): 0.25%

Modern:

All decks: 0.08%

Green: 0.49%

Legacy:

All decks: 0.18%