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|From the Vault: Realms (V12)||Mythic Rare|
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Grove of the Burnwillows
: Add to your mana pool.
: Add or to your mana pool. Each opponent gains 1 life.
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Grove of the Burnwillows Discussion
1 week ago
3 weeks ago
In your opinion, for newer Thar pilots, what do you think are the flex spots of the deck?
I've been toying around with Growing Rites of Itlimoc Flip in place of Gaea's Cradle, with mixed results. There have been times where the card transformed off the bat, producing 4 to 6 mana, and times where the card's been a dud. I've gone back to having a forest placed there instead.
Grove of the Burnwillows has been swapped out for Spire Garden from BBD. Very little difference in terms of live gameplay application. I may put Grove back in depending on how I feel about it over Karplusan Forest (which I'm not sold on quite yet either).
One funny tech I've been experimenting with has been has been Inspiring Statuary as a way to walk around Null Rod. Kinda mixed on that one too, but it's surprised me from time to time.
Finally, thoughts on Ensnaring Bridge, to shut down aggro decks?
3 weeks ago
Yikes, that's a really rough field to play Tron in. Goblins, in particular, will be very tough to beat. And you can bet your 7-mana @#$ that the Jund player will be as prepared as you expect.
The real advantage of red is access to Firespout, or Anger of the Gods if you think you can manage the colors, although that might be tricky. Pyroclasm is also something to keep in mind. The general meta has so much aggro right now that sweepers seem much more effective than Banefire to live until Tron is online. Firespout isn't good in the tron mirror, but it's still something that you should consider.
Wooded Foothills and Stomping Ground are a lot of pain. And you can rely on facing Field of Ruin often enough to warrant at least 3 basic lands, if not more. Karplusan Forest is a decent way to get your colors, although Grove of the Burnwillows is definitely the best.
As for beating the tron mirror... I admittedly have few ideas. I'm a grixis player. I don't know how to beat tron. I don't know what it feels like. I probably boast a 5% lifetime winrate vs Tron, if not lower. I can literally only think of one match that I've won, and only a few times that I've taken them to game 3.
2 months ago
It would help others if you shared your decklist, let me do that for you.
SCORE: 2 | 0 VIEWS
2 months ago
Here's my latest thought exercise/forum front page clogger. Based on takes on the weaknesses of mono- from e.g. deck: http://tappedout.net/mtg-decks/iona-shield-of-emeria-1/ , I've tried to come up with cards that would remedy this situation. Here you'll find my attempts to address white's lack of card advantage, tutoring and stack interaction, plus some stuff that just rewards you for playing white.. Some of these are simply a few existing good cards which I've had legs removed from/added to with appropriate flavor, since this would alleviate problems that comes with singleton limitations. I've tried to make most of the cards primarily appealing to mono- by e.g. using lots of the color's symbols in mana costs since White is far from a bad color when combined with others, and I didn't want to make e.g. Karador, Ghost Chieftain much stronger.
This thread ended up being posted in a bit of a rush, since Wizards claim they've listened to EDH-related feedback in Commander 2018 and seems to be on their way of proving it with Endless Atlas, which kinda makes the whole "Advantage" category below redundant. (For those who are curious, it made me downright cut a card and its five variants, all which were permanents that let you discard/sac Plains to draw.)
Blanket Grace Show
All permanents and all players gain shroud until end of turn.
“Don’t worry, you are all under my protection.”
Comment: Okay so historically, temporarily giving things shroud has mostly been a thing ( http://gatherer.wizards.com/Pages/Search/Default.aspx?text=+[gain]+[shroud]&format=[%22Commander%22]&sort=color+ ). However, the way I see it, since the mechanic is primarily defensive and has a symmetrical "same for everyone" nature, it feels right for to use it. Blanket Grace is meant as a sort of counterspell vs targeted spells and abilities without explicitly going into Mana Tithe's Planar Chaos shenanigans, and since shroud isn't hexproof it can stop people from targeting their own stuff to combo in addition to just blocking a Go for the Throat or something aimed at your guys.
Desperate Plea Show
Convoke (Your creatures can help cast this spell. Each creature you tap while casting this spell pays for 1 or one mana of that creature’s color.)
Exile all spells from the stack.
Comment: Another attempt at a counterspell that isn't a counterspell, as both exiling and indiscriminate effects are associated with the color. Dunno if Convoke should be removed and/or the mana cost adjusted, I just don't want it to be too cheap compared to regular counterspells (but still usable under the right circumstances!), nor fetchable by Sunforger.
Cloak Caster Show
Creature - Human Wizard
When Cloak Caster enters the battlefield, you may have target artifact, creature or enchantment gains shroud until end of turn.
, : Target artifact, creature or enchantment gains shroud until end of turn.
“What I hide will be found by neither friend nor foe.”
Comment: Same basic idea as Blanket Grace. Dunno if the ETB should have a drawback; I used to attach exert to it. (Also, compare Mother of Runes, dunno how appropriate the additional costs are.)
Pact of Grace Show
You can’t lose the game this turn and your opponents can’t win the game this turn. Until end of turn, damage that would reduce your life total to less than 1 reduces it to 1 instead.
At the beginning of your next upkeep, pay . If you don’t, you lose the game.
Comment: Obvious merge between Angel's Grace and Intervention Pact, as the latter was something I found underwhelming compared to Pact of Negation. Dunno if the upkeep cost is reasonable, nor if it needs Split Second.
Angelic Intervention Show
Nonland permanents you control gain hexproof and indestructible until end of turn.
Comment: I never got why mono- didn't have a permanent type-agnostic source of indestructible when got Boros Charm and even was given Heroic Intervention (what the hell Wizards, it could be White and still be Ajani-flavored!) "Nonland" is specifically there to make it a bit distinct from its obvious green inspiration.
Generous Farmlands Show
(: Add .)
: Add . Each opponent gains 1 life. Activate this ability only if you control three or more Plains.
In prosperous times, charity comes easily.
Comment: White Grove of the Burnwillows, kind of. Just something I thought of to specifically reward going mono color. (Also synergizes with the Charity cards below.)
Meeting of Heroes Show
Cast this spell only if you control a planeswalker.
Search your library for a planeswalker card, put that card onto the battlefield, then shuffle your library.
“Jace Beleren,” he said. “I need your help.”
Comment: White has a decent amount of planeswalker support cards (Ajani Steadfast, Djeru, With Eyes Open etc.), so I thought I'd expand on this theme. As a bonus, this gives Tibalt a purpose in life! (Fetching Ugin in decks.) I've been working on some more white PW-stuff, but it's not quite done yet and I want to see what Commander 2018 will address before posting. (Also, I'd prefer to have a Godsend quote from the part that Solidarity of Heroes references, but I haven't read that novel. Instead we'll have to go with the ever controversial Jace, quoting https://magic.wizards.com/en/articles/archive/magic-story/catching-2015-07-22 )
Road Building Show
Look at the top 5 cards of your library. Put up to two Plains revealed this way onto the battlefield tapped. Put the other cards at the bottom of your library in a random order.
Sunborn Hero Show
Enchantment Creature - Human Soldier
Creatures you control get +X/+X and have double strike, where X is your devotion to white. (Each in the mana costs of permanents you control counts toward your devotion to white.)
In their darkest hour, Heliod sent a single ray of hope to the city’s protectors.
Comment: I've tried to balance the cost a bit compared to True Conviction, dunno if it worked out. While it's pretty much always be at least a 3/3, its 0 toughness means Recruiter of the Guard can tutor for it in addition to various enchantment tutors.
Charity's Reward Show
Whenever a spell or ability you control causes one or more opponents to draw one or more cards, gain life and/or search their library one or more times, you may draw a card or put a land card from your hand onto the battlefield.
Comment: So I always thought Armistice was a neat card that was dragged down by the balance conservatism of the Masques block, so I wanted to see if the basic concept as a way to give white card advantage could be salvaged without just creating a sort of reverse Necropotence. This was one attempt; I dunno if it ended up being too much anyway. Note that it doesn't work with Alms Collector (I think), since replacement effects just modifies existing ones and don't count as their own source (I think). (Also, if you want legs on the card I also made a 0/1 Enchantment Spirit called Eidolon of Charity with the same ability.)
Forceful Peace Seeker Show
Creature - Human Knight Advisor
Whenever Forceful Peace Seeker becomes blocked by a creature, Forceful Peace Seeker gets +3/+0 until end of turn.
Whenever Forceful Peaceseeker attacks and isn’t blocked, it deals no combat damage during this phase. Defending player gains 3 life and you draw a card.
“Harmony, at any cost.”
Comment: Another Armistice derivation. First strike + neo-rampage will hopefully convince your opponent to let it trough.
Ivory Library Show
At the beginning of your upkeep, name a card type. You may look at the top five cards of your library and reveal a card of the named type. If you do, put it in your hand, then put the rest at the bottom of your library in a random order.
Comment: Obvious Sylvan Library + Board the Weatherlight derivation. Five cards might be too much here, but I didn't want the card to create too many "feel bad" moments for when a player doesn't get anything.
Eidolon of Enlightenment Show
Enchantment Creature - Spirit
When Eidolon of Enlightenment enters the battlefield, search your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it.
Enchantment Creature - Spirit Spellshaper
, , Discard a card: Search your library for an artifact or enchantment card and reveal that card. Shuffle your library, then put the card on top of it.
Comment: So both are obviously derived from Enlightened Tutor. I dunno if the Spellshaper version would lead to overly linear and boring gameplay; the three existing tutoring Spellshapers just find basic lands.
Guard Recruitment Show
If you control a Plains, you may tap an untapped creature you control rather than pay this spell’s mana cost.
Search your library for a creature card with toughness 2 or less and reveal that card. Shuffle your library, then put the card on top of it.
Comment: Recruiter of the Guard meets Enlightened Tutor, with the alternative cost mostly being me having fun but also kind of taking advantage of white's love of vigilance.
Scroll Assistant Show
, : Exile any number of cards from your hand face down. Put that many cards from the top of your library into your hand. Then look at the exiled cards and put them on top of your library in any order.
"I think Hanna would have appreciated having this in the field."
Comment: Scroll Rack. Moving on.
Creature - Human Advisor
At the beginning of your upkeep, if an opponent controls more lands than you, you may search your library for up to three basic land cards, reveal them, put them into your hand, then shuffle your library.
“A nation’s wealth comes from the land.”
Comment: Obvious Land Tax on legs. Also: https://en.wikipedia.org/wiki/Physiocracy
3 months ago
One new BBD card that I don't see on the list that I think should be there is Spire Garden. In this deck wouldn't it basically be strictly better than Grove of the Burnwillows? I think that it theoretically entering the battlefield is way less detrimental than giving the Ad Nauseam players even one extra life, at least in my meta in which most decks are AN decks.
4 months ago
I want to go over your land base, because in the deck, it seems the most improvable (is that a word, I mean most able to be improved upon if it isn't!)
You run 30 land, which is fine, but the lands you run seem a bit strange to me:
1x Ancient Ziggurat - All colors, untapped, only works for creatures, being useless for 18 cards.
1x Bloodstained Mire - Fetchland
1x Breeding Pool - Shockland
1x Cascade Bluffs - Filter, only works for two colors, not fetchable.
1x Cavern of Souls - Five color fixer, untapped, stops counters, and works for colorless on other creatures/spells.
1x City of Brass - Untapped five color fixer, not fetchable.
1x Command Tower - Untapped five color fixer, not fetchable.
1x Exotic Orchard - Untapped fixer for some colors, not reliable, not fetchable.
1x Flooded Grove - Fixer for only two colors, not fetchable.
2x Forest - Basic, fetchable, untapped.
1x Gaea's Cradle - Only one color, untapped, taps for commonly multiple mana, not fetchable.
1x Grove of the Burnwillows - Untapped two color fixer, not fetchable. Not filter.
3x Island - Basic, untapped, fetchable.
1x Karplusan Forest - Pain land, untapped two color fixer. Not fetchable.
1x Mana Confluence - Untapped five color fixer. Not fetchable.
1x Reflecting Pool - Not fetchable, and not always reliable, can be a five color fixer, untapped.
1x Scalding Tarn - Fetchland
1x Shivan Reef - Pain land, two color fixer, not fetchable.
1x Steam Vents - Shockland
1x Stomping Ground - Shockland
1x Taiga - OG Dual.
1x Thran Quarry - Not always reliable, five color fixer, untapped, not fetchable.
1x Tropical Island - OG Dual.
1x Volcanic Island - OG Dual.
1x Windswept Heath - Fetchland.
1x Wooded Foothills - Fetchland.
1x Yavimaya Coast - Two color fixer, painland, not fetchable.
I'll order these out below, and say which ones I like or don't and give reasons.
Breeding Pool - Shocklands are very good in conjunction with the fetches, so I am glad you run all of them, with the OG duals.
Forest (2x) - I'd drop one, more room for mana fixing, such as the fetches.
Cavern of Souls - Stopping counterspells and making your commander stick is worth it alone.
City of Brass - Any untapped, non-restricted, reliable five color mana fixer is godly.
Exotic Orchard - Not always reliable, it can be kept though.
Cascade Bluffs - I don't like this in the deck because it is your worst two colors.
Flooded Grove - I do actually like this one, green and blue are way more useful in this deck than red.
Grove of the Burnwillows - like a pain land, but reversed. I think it is worth a spot.
Karplusan Forest - Painland for some of your colors. It is fine.
Shivan Reef - I'd drop it, it isn't worth the fixing when it is your least useful colors.
In all, there are my drops, then I'll say what to run instead:
4 months ago
Way, way too powerful. Even if it can't be fetched and has the legendary limit, this is free colour fixing in the most important stages of the game.
I kind of like this one--I would probably never use it in a constructed format, but it seems decent enough for emergency fixing in limited, and its ability to be fetched means it might see some use in budget commander. Since limited is where it might shine, be sure to include artifacts/spells that care about fetching specific land types (i.e. cards like Everbark Shaman).
I think this is unplayable--giving your opponent a card is far too large a detriment for colour fixing. This is particularly true in limited, where the 40-card deck size means you have an increased chance of drawing something nifty. Perhaps instead, your opponent gets to scry one (sort of like a reverse Temple of Epiphany). I'd still be highly skeptical about playing it, but that would make it a bit more balanced.
I agree with what others have said--drawing a card is far too powerful.