Grow from the Ashes
Kicker _(You may pay an additional as you cast this spell.) _
Search your library for a basic land card, put it into the battlefield, then shuffle your library. If this spell was kicked, instead search your library for two basic land cards, put them onto the the battlefield, then shuffle your library.
Printings View all
Combos Browse all
|Commander / EDH||Legal|
Grow from the Ashes occurrence in decks from the last year
Commander / EDH:
All decks: 0.03%
Grow from the Ashes Discussion
3 hours ago
Personally, I'd swap out some of the mana rocks for Cultivate, Kodama's Reach, Ranger's Path, Migration Path, Explosive Vegetation, Grow from the Ashes, and the like. 2 CMC mana rocks are definitely awesome, but in this deck you're really gunning for that 7-CMC stuff. Land-based ramp will be safer in the long run, not being susceptible to mass bounce or Vandalblast, etc.
There is the argument for getting Arixmethes out on turn 3, so you have 6 mana on turn 4, but you have to weigh that vs. long-term ramp and getting past 6 mana. YMMV!
2 weeks ago
I think some land ramp cards like Grow from the Ashes, Explosive Vegetation , Migration Path , Nature's Lore , and Farseek would be good for the deck since it can be hard to cast Omnath with his high mana cost and his double red, double green in the cost. They can also be useful once Omnath is on the board for making those tokens.
1 month ago
I think the biggest challenge you are facing is the mana base, as pretty much all of your lands enter the battlefield tapped. Even if the teck is build to have fun in casual games by playing big fancy spells, you will end up being always a turn behind the rest of the table. Sure, there is some ramp with Grow from the Ashes, Sylvan Scrying and Migration Path, but I am not sure it is enough to make up for all the ETBT lands.
Good lands are expensive though, so if you want to keep the budget in check I would suggest to try to get a couple of "painlands" (e.g. Yavimaya Coast, Karplusan Forest), which are versatile and not as expensive as for instance the shocklands, also I would consider playing more basic lands. If you have more basic lands in the deck, maybe also a couple of "checklands" (e.g. Sunpetal Grove) could become viable.
Taking out a couple of creatures to get some cheap rocks producing coloured mana (e.g. Simic Signet, Golgari Signet, Talisman of Curiosity, etc.) I believe could be helpful to cast your big powerful guys not too late in the game.
1 month ago
Before I make card suggestions, bounce lands require 2 lands return to hand with Yarok. They don't belong in this deck. Get them out!
Farseek, Rampant Growth, and Kodama's Reach in favor of Circuitous Route, Explosive Vegetation, and Grow from the Ashes would speed your land acceleration up by 2 turns and giving you more early turn stuff to do, which is always relevant.
2 months ago
It looks like you've got a lot of lands in here, I usually go for at most 40 lands in a deck, unless it's a lands matter type of deck. Also, Rampant Growth, Seek the Horizon, Terramorphic Expanse, Migration Path, Nissa's Renewal, Kodama's Reach, Grow from the Ashes, Nissa's Expedition, Explosive Vegetation, Cultivate, Traverse the Outlands, Frenzied Tilling, Boundless Realms, Evolving Wilds, Spring / Mind, Attune with Aether, Myriad Landscape and Blighted Woodland won't do anything since you don't have any basics in here. This also turns off the third mode of Verdant Confluence, though you may still want it for the other two modes.
I'm not sure what Mimeofacture is supposed to do in commander, notoriously a singleton format.
I don't usually like running color-hosers like Anarchy, since there are games where it will be a dead card in your hand.
Overall it seems like you're running two decks: an energy deck built with mainly permanents that give you energy and use it, and a big spells deck, with a lot of powerful instants and sorceries that you can copy with your commander. There's nothing wrong with having two themes in a deck, but narrowing it down to one would probably help you get down to 100 cards. Also, some cards like Mizzix's Mastery want you to play more instants and sorceries than permanents, while cards like Primal Surge want you to be playing almost all permanents. Leaning more in one direction than the other will give your deck more focus.
2 months ago
First I want too say cool deck arch type idea. I am wondering if you did consider building in some mana ramp though. I get it, I too sometimes get over excited about the deck mechanice and forget about it. Good you considered the card draw other then just your commander.
Green offers some awesome land ramp like Harrow,Grow from the Ashes, and Rampant Growth. Also Springbloom Druid and/or Fertilid in the creature department. This is not only important for land matter decks but helps any deck run more smooth.
2 months ago
Ok here we are with some ramp
Time of Need is a tutor that will find you any of your legendary creatures.
Intangible Virtue will give your tokens a boost and vigilance.
Skullclamp is a little pricy, but can turn most saporlings into card draw.
4 months ago
Grow from the Ashes+Harrow+Rampant Growth I think you'll be surprised with the lands coming in untapped from the first two. Momentous Fall + Return of the Wildspeaker + Garruk, Primal Hunter These three card draw spells draw you at least 8 cards with Gargos alone. Zendikar Resurgent Expensive to bring out, but worth the extra card draws for every creature. Dragon Throne of Tarkir Maybe the best finisher ever in big green smacky bois. Repeatable board pumps. If the budget allows, Nyxbloom Ancient Dude, you gotta try this out. The Great Henge its just stupid man.