|Commander / EDH||Legal|
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|Ravnica Allegiance (RNA)||Rare|
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Creature — Elf Druid
: Gain one mana of any type that a land you control could produce. If Incubation Druid has a +1/+1 counter on it, gain three mana of that type instead.
: Adapt 3. (If this creature has no +1/+1 counters on it, put three +1/+1 counters on it.)
Incubation Druid Discussion
2 days ago
I really like this list, but I've found that having Demonic Consultation and Laboratory Maniac in a similar-ish deck (the core is shuffle, minus the shuffle package, plus consult + incubation) lets me win at instant speed very safely (incubation line, Noxious Revival / Memory's Journey back Flash , and Flash in Laboratory Maniac , then I can pile over further interaction with Laboratory Maniac using Thrasios). And if I lose Thrasios, I can always go for a normal consult line, or the Spellseeker + Laboratory Maniac hulk pile for an extra B + draw.
Would swapping Alchemist's Refuge , Spellskite and Quicken / Finale of Devastation (infinite green + a single U makes a win with labman at instant speed) for Emergence Zone , Demonic Consultation / Tainted Pact and Laboratory Maniac make sense or does that break something?
2 days ago
Is this a budget deck? If so, ignore most of what I say. If this is competitive, I have some suggestions.
Regulate your cards. You have a lot of 1-2 ofs, and a lot of cards that don't fit with your theme. Take out Aggressive Mammoth , and probably Bloom Hulk since he's a little under-powered (same with Outmuscle ). God-Eternal Rhonas also doesn't fit your theme, and neither do Nissa's Triumph , or Circuitous Route or Gingerbread Cabin or Growth Cycle or Season of Growth .
You need more power. You just need cards that are effective and can win you the game. Consider adding blue or white (or both) so you have more selection; some of the highest-power cards for this archetype are found in G/U or G/W colors. If you're staying in mono-green, add some more Yorvo, Lord of Garenbrig s, replace Vivien, Nature's Avenger for Vivien, Arkbow Ranger , drop Evolving Wilds for Fabled Passage , Incubation Druid can replace all the ramp we've been taking out, Voracious Hydra has value coming out the ears, even with all its heads, Pelt Collector is good, and Stonecoil Serpent is just good. Nissa, Who Shakes the World is great too. Those are all ideas; take what you want and leave the rest.
Interaction is needed. Because we're taking out Outmuscle , we've got almost nothing to interact with the board spell-wise. And here's where my advice becomes unhelpful. This archetype in mono-green really just doesn't have any good interaction besides Voracious Hydra . You need to splash white or blue to get some removal or bounce or anything. All green has is fight.
Again, if this is just casual and you don't care about spending $100-200 on a deck to make it competitive, ignore most of what I just said.
3 days ago
You have some great ramp pieces already, but you might benefit from more 1-2cmc ramp. For example, if you play a Heart Warden on turn 2, you'll be able to play a Frontier Siege on turn 3, then Atarka on turn 4! Here are some others you might consider: Incubation Druid , Dawn's Reflection , Leafkin Druid , Market Festival , Scorned Villager Flip
5 days ago
Hello everyone. This is the first time posting here. I hope I did all this right sorry if I screwed this up. I'm looking to improve my Yarok deck. I know there are at least two cards on the tip of everyone's tung. Questing Beast and Hydroid Krasis . I would love to add thees but alas they are too pricey. The deck is as follows.
Commander) Yarok, the Desecrated
Creatures) Meteor Golem Dream Eater Gravedigger Evolution Sage District Guide Dungeon Geists Cavalier of Gales Murderous Rider Thief of Sanity Golgari Findbroker Agent of Treachery Cavalier of Thorns Paradise Druid Yarok's Fenlurker God-Eternal Rhonas Cavalier of Night Risen Reef Incubation Druid Voracious Hydra
1 week ago
You need to add Arbor Elf , Boreal Druid , and Fyndhorn Elves . Also Simic Ascendancy as a noncombat win. Pir, Imaginative Rascal , and Toothy, Imaginary Friend . I would also cut Divination for Fathom Mage . And my final suggestion is cut Urban Burgeoning and replace it with Incubation Druid . Hope those suggestions helped. +1 from me. Also go check out my mono black sidisi deck if you get the time.
1 week ago
In my hydra deck I use Leafkin Druid over Paradise Druid so that i once the deck gets going I get GG from tapping it. Its like an Incubation Druid but the multiplier is easy to get but with less payout.
1 week ago
Yeah after the last update adding planeswalkers I removed 3 more creatures, and it does feel a little tight in play if I don't get enough momentum quickly or they clear the board. I might remove one of the Gruul Guildgate and/or a Mountain for another creature or 2 for starters. I was then considering dropping one Jaya's Greeting to bring it to 3x, and potentially one of the Domri, Anarch of Bolas for 2x total to replace with creatures. Lastly I was also considering removing a Grumgully, the Generous to bring the total to 3x and open up the deck for other creatures.
I was looking for creatures that can help with mana ramp since End-Raze Forerunners are my most expensive cards and can be a finisher for the game. For that I was browsing standard cards and found a few that might fit in.
Leafkin Druid Is nice since it's a 0/3 and has decent toughness if needed to block, and can tap for a green mana to help ramp up. Bonus if I somehow get 4+ creatures on the field it gives 2 green instead. This doesn't help if I need red mana, but most of the cards in the deck don't require more than 1 red mana anyways.
Paradise Druid allows me to pick either color instead of just green, and has 2 power if I wanted to use for attacking instead. The hexproof part would likely only affect it when I first drop before riot is in play since it would likely be tapped for mana or attacking after.
Incubation Druid seemed like a mix between the previous two mentioned. It allows to tap for any mana (That I can make already) but has no power and less defense when comparing to the previous ones. On the flip side if it has a +1/+1 counter it makes 3 mana when tapped. Since I have a few ways to get counters on creatures when playing them, I could potentially have that trigger somewhat reliably. It also has the ability to adapt for counters, and since I'm trying to lean more towards mana ramp I will likely be able to pay the 3GG cost reliably later in matches if I dropped it early before I could get Rhythm of the Wild or Grumgully, the Generous out.
District Guide Is a 2/2 creature that also lets me fetch a land/gate from deck to my hand. This helps fill up my creature slots, while also helping with mana ramp to later game to make sure I can drop my expensive cards. I've been using this in a few of my mana heavy decks in arena with success, so this might be one I pick since it fills two roles without sacrificing field presence (while the others previously mentioned would have to be tapped to get me mana ramp)
Rosethorn Acolyte Was one I considered. The adventure would let me get red mana if I somehow can't get mountains in my early game, and the creature itself would allow me to tap it for mana ramp. It's a 2/3 though so I feel more like it should be on the field attacking or defending instead, and I feel at 2G it's a bit pricey for what it does. That said because it is a 2/3 I could still use it for attack/defense and only use the mana ramp when I need it, but I feel there are better 3 cost cards.
2 weeks ago
This deck looks amazing!! Pelt Collector seems a little slow. I might try Paradise Druid , Incubation Druid , or another mana ramp card. This would set up a turn 3 Questing Beast or Shifting Ceratops. I would also mainboard 2x Vivien, Arkbow Ranger over 2x Vraska, Swarm's Eminence .
Incubation Druid occurrence in decks from the last year
All decks: 0.47%
Commander / EDH:
All decks: 0.02%