|Commander / EDH||Legal|
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|From the Vault: Realms||Mythic Rare|
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Grove of the Burnwillows
Tap: Add (1) to your mana pool.
Tap: Add (Red) or (Green) to your mana pool. Each opponent gains 1 life.
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Grove of the Burnwillows Discussion
5 days ago
1 month ago
you have white only for dragonlord dromoka, i suggest you replace with Dragon Broodmother, fits with your atarka.
if this deck is based on ramp, you should probably fill your last 10 slots with lands so you have 24 (enough to keep you going), if this isn't budget, then stuff like Stomping Ground, Grove of the Burnwillows, Wooded Foothills. if more budget, then Cinder Glade, Game Trail.
also, why not Anger of the Gods?
1 month ago
I slammed Leovald into Maverick Loam by cutting the Punishing Fire and Grove of the Burnwillows for a Tropical Island. He hoses a lot of the same decks that grove + fire hoses and he hoses other decks too like combo decks that draw cards or just Brainstorm decks in general.
youhoo2645 on Tron
1 month ago
Banefire over firespout since you want to deal more damage late game. Drop 1 sanctum of ugin, 2 forests, and the mountain for 4 Grove of the Burnwillows since they help color fixing and slow down Death's shadow aggro a lot. I recommend dropping a lot of the creatures since you don't need a million ways to win. 4x Wurmcoil Engine, 2x World Breaker, and 1-2x Ulamog, the Ceaseless Hunger should be really all the creatures you need. Planeswalkers are essential though, 4x Karn Liberated and 2x Ugin, the Spirit Dragon will be really powerful options. Scour and warping wail usually end up useless alongside terrarion; 4x Ancient Stirrings, 4x Expedition Map, and 4x Chromatic Star will help you much more.
2 months ago
At a glance, I would remove Radha and Elvish Harbinger. Instead I would run Arbor Elves and Elvish Mystic They come out faster and can help you ramp a lot. Joiner adept is good but can die really easily, especially if you are building for modern. Dragonmaster outcast is a good card but unless you can ramp up to that point is not really worth running. But if you want to I wouldn't suggest running more then one. Dragon master is just to mana intensive for simular reasons. And Slumbering Dragon, while cheap mean you have to be attacked at least 5 times in total or by 5 creatures. Until then it's just there going nothing and by that point you could already of lost. For other suggestions for creatures I would suggest Dragonlord's Servant since it lowers cost of dragons. And for actual dragons for the deck, I would suggest Thunderbreak Regent as it punishes people for targeting your dragons. You probably could run a play set of those. Stormbreath Dragon can't be pathed and attacks the turn it comes out. If it comes down to it, it's monstrous ability could give you some extra damage if needed. Maybe run around 3 of those. At least 2 Thundermaw Hellkite, it flies, it hastes and it pings enemy fliers for one which is on but the best part is that it taps them, which clears up the skies for your dragons. Some other dragons you may one to consider as one offs are: Atarka, World Render and Savage Ventmaw
As for lands I would drop lands to around 20-24 and if you can get shock lands and fetchlands those will help a lot. Shocks work really well with Arbor elves as they can untap them. Since you are playing dragons Haven of the Spirit Dragon is a good tribal land. A play set of those can give you any color mana for dragons and can be sacced to bring a dragon back to your hand. May also consider 2 Aether Hub and if you can afford it, a playset of Grove of the Burnwillows will help more then cinderglades.
With how expensive Dragons are I think your current set of enchantments, instants and sorceries are a bit slow and don't really fit. (Infernal Plunge, Battle Hymn, Cryptolith Rite and Shared Animosity). Since you're playing Red, Lighting Bolt is a must have. 3 Damage for one red is to good. For two Atarka's Command is really nice and versatile. Utopia Sprawl can turn your forests into lands that can tap for two mana. Dragon Tempest gives your dragons haste and deals extra damage. And Sarkhan's Triumph can help you get any dragon from your deck that you need. Since you are in green Rancor is always great to drop on a creature and Sylvan Scrying can help you get your non-basic to your hand.
I hope this help, I was just saying the first things that popped into my head. Other then this, I would try to keep your deck at exactly 60 cards.
2 months ago
If you wanted to capitalize more on Anger of the Gods as your sweeper of choice, one option would be to up it to 3 or 4, and (sadly) replace perhaps the Huntmaster of the Fells Flip, (I say sadly because I love huntmaster to death) with a more resilient threat that will survive the anger. In my list I run Savage Knuckleblade as an extremely efficient creature that dodges removal and works wonders in attrition based matches, and while it can be underperforming at times, it really merits its inclusion in my list which is very Anger of the Gods. I talk a lot in depth about Savage Knuckleblade in my list, here http://tappedout.net/mtg-decks/26-03-17-temur-midrange/ , as I'm sure you might have doubts as to its viability in Modern, I certainly did. A pricey suggestion to hedge against Death's Shadow would be Grove of the Burnwillows, as it's essentially a free way to combat the Tier 1 deck right now. It's effect in-game is noticeable, but it is quite pricey. I absolutely love your list, it's a +1 from me. :)
2 months ago
Okay, so I do realize you ask for possible cuts, but I've honestly got too many things to list option-wise to say where a cut could/should be made. Some examples of options you may have missed:
Weird Harvest, Mana Flare, Dictate of Karametra, Howling Mine, Heartwood Storyteller, Shizuko, Caller of Autumn, Skullwinder, Horn of Greed, Helm of Awakening, Spectral Searchlight, Primal Vigor, Seed the Land, Bubble Matrix, Flux, Beacon of Immortality, Dawnbreak Reclaimer, Liege of the Hollows, Ghosts of the Innocent, Pulsemage Advocate, Orzhov Advokist, Wishmonger, Tangleroot. Storm Cauldron, Grove of the Burnwillows, Mikokoro, Center of the Sea, Geier Reach Sanitarium, Arbiter of Knollridge, Dakra Mystic, Concordant Crossroads, and
(my last two to mention that I cannot believe YOU don't even mention them how could you possibly have missed these and I'm metaphorically running out of air here)
whew. Okay, firstly I do not do "tldr" summaries, so I'm afraid you'll have to sift through the above the slow way (which that isn' even an exhaustive list btw).
Secondly, to help you sift through the above I would ask is there a specific manner in which you are wanting to help people? Do you like seeing certain gameplans win or hate others? By example is that I can see some cards like Hive Mind being too helpful possibly towards "storm" decks, but if you're playing a catch-all type of group hug then that's no big deal.
Another idea is are you into fringe group hug effects? By which I mean playing Urborg, Tomb of Yawgmoth just to help everyone mana fix that uses black. Or even playing Ink-Treader Nephilim in tandem with say Tempt with Reflections to give everybody an extra copy of literally every creature on their board and them some. Heck, if you ran Rite of Replication you could let everyone have EVERY creature on the board. The nephilim isn't directly a group hug card here but it has the potential to hug. Kinda like Guided Passage no?
Just some food for thought. ;D
2 months ago
For sure Tainted Remedy is the card I've fought the longest to make work. I just like that it can make a Grove of the Burnwillows a pinger, Wall of Shards a fast clock and Fiery Justice deal 10 for 3 mana (12 if you got R and G from Burnwillows). The problem I've found is that unless you have it out none of the spells are high enough in power level to justify. It's just delay until I try to find the Remedy.
As for favorite card, Dig Through Time is my all time favorite magic card.