Grove of the Burnwillows
: Add to your mana pool.
: Add or to your mana pool. Each opponent gains 1 life.
|Have (3)||, gildan_bladeborn , metalmagic|
Printings View all
|Iconic Masters (IMA)||Rare|
|From the Vault: Realms (V12)||Mythic Rare|
|Future Sight (FUT)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Grove of the Burnwillows Discussion
1 week ago
I would totally run both cycles in my EDH deck if they were given the same treatment as Graven Cairns in Lorwyn. I'm hoping the upcoming Zendikar block at least adopts one of them.
2 months ago
Sweet deck! Maybe consider cutting some of the slower lands for some of the following
- Temple of Mystery
- Game Trail
- Copperline Gorge
- Wooded Foothills
- Fire-Lit Thicket
- Grove of the Burnwillows
- Spire Garden
- City of Brass
- Mana Confluence
- Prismatic Vista
- Exotic Orchard
- Reflecting Pool
- Strip Mine
- Forbidden Orchard
- Gemstone Mine
- Fabled Passage
I can guarantee that your deck will perform SOOOO much better with these in the deck, rather than just using slower, tap lands. If you have any further questions about lands and mana base feel free to ask them on my wall, I'd love to help! And if this does help be sure to check out (and upvote if you like) some of my decks, I spent a lot of time on them! Anyways, I do hope this helps, good luck on your deck, and have a great day!
4 months ago
goldlion I agree with all of this!
Good thoughts on Eesha, I'll make sure to test her out at some point! Quick question, you mentioned her blocking anything but trample, but as far as I know, trample can't go through protection, since it never deals damage and thus can't have any excess damage for the player, right? Just curious on this ruling, I know indestructible doesn't completely stop trample, but I figured protection from creatures would.
I'm not sure how I missed Farhaven and Wood elves, I usually like to use them in green. They would be a good fit here, so I'll grab them when I get a chance. Also, perhaps the little known Yavimaya Dryad which has more synergy with the deck, being essentially a Wood Elves with evasion, but is a little harder to cast with a 3-color mana base.
I like your suggestion of Rogue's Passage, and I think its versatility could be high in this deck, since it can be aimed at an opponent's creature as well as our own. For a similar reason, I think Kessig Wolf Run and Sunhome, Fortress of the Legion could be good too. (Kessig Wolf Run is underplayed in EDH in my opinion, I think most RG decks should be including it, it's so useful.) Don't want to have too much colorless in this 3-colored deck, though at least it's greem so finding all the colors shouldn't be too hard.
I actually got a little hasty a few days ago and ordered enough cards to get the deck together in at least a playable state, so I'll get some chances to play it and figure out what works and what doesn't before I start making revisions again. Unfortunately that means I missed out on a lot of awesome cards presented in the last couple days. Don't hesitate to keep giving suggestions though, I'm enjoying what you have to say!
I probably should have put more of my budget into the manabase, but eh, I'll just have to make do with guildgates and stuff for a while. I'd ideally like untapped mana consistently on the first few turns to ensure my evasive stuff hits early, but in time I can start adding things like Shock lands, Crowd lands, Grove of the Burnwillows and the hilariously on-theme Forbidden Orchard. For now, a slightly slower start will be fine, though I am playing the three Fast lands in my colors.
5 months ago
heres what i honestly think "should" happen, even though it likely won't.
modern: unban Mox Opal. ban something else from the decks that were problematic, but don't hurt the decks that weren't problematic that also depended on opal. wotc has even said before that they take this "splash damage" into account so their bans harm as few other decks as possible, yet affinity and hardened modular decks took a big hit here.
unban Umezawa's Jitte. modern has powered up quite a bit since kamigawa. we also have way more creature removal now to hit the equipped creature, and artifact removal to hit the jitte. or even cards like Assassin's Trophy that could hit both. the only current top deck i can think of that would even want to run it is bant snowblade. so we'd surely get more creature decks that aimed to use the jitte, resulting in a greater variety of decks.
unban Punishing Fire: to my knowledge, this card ONLY saw play when it was used in Jund in a loop with Liliana of the Veil and Grove of the Burnwillows. highly doubtful that loop would still get used in todays meta when theres so many better removal options Jund can utilize. theres just no need for this to be on the list anymore.
unban Hogaak, Arisen Necropolis AND ban Altar of Dementia. obviously we don't want hogaak decks at full power, but Hogaak himself is a fun card thats still relatively new and wasn't even the biggest problem in his deck. the bigger problem was altar as a sac outlet and secondary win condition.
unban Oko, Thief of Crowns: this is probably the one i'll get the most flak over, but thats ok. i really just don't see Oko himself as a problem. attack it or use a removal spell. honestly, i think the only reason it seemed so strong is because of the sultai shell it was in, which i personally have always thought could be a powerful midrange deck even before Oko. just like any other BGx midrange deck, they'll use discard spells and removal to eliminate your answers for Oko before playing him. at that point though, almost any planeswalker will feel like a huge threat when you've been stripped of answers. personally, i've never really had a problem playing against Oko.
pauper: unban Arcum's Astrolabe. wotc has no excuse for banning this card. they should have known WAAAAAAAAAAY ahead of time that a colorless card that draws cards and fixes mana would be used by everyone and their mother. banning cards based on power level i understand. banning a card because "everyone uses it" is absurd. especially when its a card that can literally slot into and benefit pretty much any deck.
also, i pulled exactly one full playset of Arcum's Astrolabe from my Modern Horizons box and was excited to use them, but then they got banned before i could build a deck to put them in.
pioneer: unban Oath of Nissa. the tutor effect by itself isn't great. its true power imo, comes from turning your lands into rainbow lands, IF you're heavy on planeswalkers. sure mono G used it and mono G was powerful, but i don't think mono G was powerful because of Oath of Nissa. it was because of the explosive mana ramp from mana dorks and the leyline. Oath might've "helped", but im certain the deck would still have strong showings if Oath had been the only banned card from the deck. but since the leyline also got banned, the Oath is overkill. bring Oath back and maybe someone will make a 4c or 5c superfriends deck.
unban Smuggler's Copter: literally the exact same argument here as was previously mentioned for Arcum's Astrolabe. i also own 3 Copter that i have not had a chance to use, because Modern seemed a little too fast for it.
unban Veil of Summer: imo, this is the best way to counter dimir inverter decks. why ban "more" cards to counteract inverter when you can unban them? but even without dimir inverter decks being prevalent, this is a card that should never have been banned in the first place. its a SIDEBOARD card. i literally cannot find any other sideboard card in any banned and restricted list for any format. some people (like a good personal friend of mine) will say " the card is F'd and needs to not exist" (his exact words. pretty sure he said the same of Oko too lol) but i disagree entirely to the point i'm not sure how people can say that. sideboard cards have been silver bullets for a long time, and black/blue are easily the colors green is weakest against anyway. do we ban Shatterstorm in modern where it can easily wreck affinity's whole board and win the game by itself? do we ban Rest in Peace for hosing over graveyards? these are just examples of silver bullets that potentially win the game all by themself by their very nature of shutting down an opponent completely, yet Veil can't do that. its powerful protection for only a single turn. it doesn't remove permanents from the field and it doesn't stick around afterwards like other silver bullets can. and yet somehow veil gets the hammer?
not interested in other formats so i won't speculate. basic theme here is to comb all the ban lists to see what can be taken off. wotc waits far too long to unban things.
5 months ago
Hello and thank you for the +1! Similar to my last comment, some cards I'm working out of the "preliminary build" just because I try to build with cards I have around. You are 100% correct about Prismatic Vista being much better. I am going to be we working on the land base as part of my next wave of edits. Right now I am going to be putting Taiga, Rootbound Crag, Fire-Lit Thicket, Prismatic Vista, Grove of the Burnwillows, Copperline Gorge and Karplusan Forest.
I took it out for it's first competitive run yesterday and it performed and I'm extremely happy with the way it played. It was consistent every time, and I would definitely suggest trying it out.
6 months ago
6 months ago
Hey, nice work in progress at upgrading the precon :)
I don't know what the meta you play in is like, but what I can give you is overall advice on how to upgrade the precon. What the precon needs is early game ramp, tutors, haste enablers for Ghired and repeatable protection for Ghired in combat so he can safely attack and populate. Rhinos are really the only threat you need as long as you can keep attacking with Ghired.
Cards within the budget to consider adding:
- Ramp: Birds of Paradise, Avacyn's Pilgrim, Elvish Mystic, Llanowar Elves
- Ramp: Smothering Tithe, Faeburrow Elder
- Ramp: Arcane Signet, Wild Growth
- Tutor: Eladamri's Call, Finale of Devastation, Worldly Tutor, Fierce Empath
- Tutor: Enlightened Tutor, Idyllic Tutor, Open the Armory
- Tutor: Crop Rotation, Sylvan Scrying
- Haste: Lightning Mauler, Ogre Battledriver, Hammer of Purphoros
- Repeatable Protection: Mother of Runes, Reconnaissance, Eldrazi Displacer
- Recursion: Eternal Witness, Regrowth
- Lands: Temple Garden, Stomping Ground, Brushland, Karplusan Forest, Grove of the Burnwillows, Rugged Prairie, Battlefield Forge
- Removal: Swords to Plowshares, Vandalblast, Cataclysm, Wrath of God, Beast Within, Generous Gift
A problem with the precon is the high avg. CMC which is 3.9. This number means that consistently four drops or higher CMC cards will be in your hand which is very slow. Early game you don't want lots of four or higher CMC cards in your hand because you will not be able to cast them. Adding low mana cost ramp by cutting high mana cost cards can help to reduce this number.
There's a lot of high CMC cards here, in fact there's 36 four or higher CMC cards which is too much. There's a lot of high CMC threats and I don't think you need all of them. Instead of playing so many high CMC threats replace some of them with tutors which can get you the better cards/threats into your hand.
To be more competitive I would expand on combos and use most of the high CMC card spots for more combo cards rather than big creature threats. You have done this some what already by adding Purphoros, Helm for Aurelia and Godo, but consider expanding further. Cards for combos to consider adding:
- Kiki-Jiki, Mirror Breaker
- Aggravated Assault
- Bear Umbra
- Sigarda's Aid
- Savage Ventmaw
- Zealous Conscripts
- Impact Tremors
Combos that go with these cards:
- Kiki + Helm + Purphoros or Tremors for infinite damage.
- Kiki + Conscripts infinite hasty token Conscripts to attack. Add Purphoros or Tremors for infinite damage.
Outside of combos Kiki is good with populate because he can make a token copy of a nonlegendary creature and if you populate the token then that token doesn't go away at end of the turn. Kiki combos with Helm for infinite Kikis since the token copy of Kiki that's created by Helm is not legendary which allows Kiki to copy it.
- Assault + Umbra + five lands for infinite combats.
- Assault + Ventmaw for infinite combats and infinite green or red mana.
More infinite combat combos is good with Ghired because his power comes from him attacking. Outside of the combos Assault is a good card with Ghired because it can give you more attacks which is more populate.
A problem with Helm in all the combos, even Godo, is it's slow because you have to pay the five mana cost to equip it. Aid is a one drop which is worth including for Helm and Selves.
Good luck with your deck.
10 months ago
OLucas: I think Rain of Gore could work in a build that runs Exquisite Blood probably? The symmetry is harder to break, but it is definitely doable, and I don't really find myself targetting myself with heals all that much anyway.
Needlebite Trap unfortunately doesn't work, which sucks because if it worked the way we wanted it would be one of the best spells in the deck. I saw it the other day and nearly gasped, and was so excited and went to tell a brewer friend about it, and he reminded me that Remedy broke it... since Tainted Remedy is a replacement effect, they never actually get healed, so there is nothing to trigger the trap. This does however work in builds that focus on lifeloss instead of Tainted Remedy itself, and could be triggered with something as minor as Grove of the Burnwillows .
I only took out Triskaidekaphobia just yesterday in favor of Phenax. It is a very fun wincon, but I think it really needs a playset of Trees, which kind of makes some form of ramp necessary too. In a build with Red that definitely opens up using Simian Spirit Guide , or if Gruul is the base colors then you can do Boreal Druid or Ponza style ramp to get there (something I definitely toyed with).