Karametra, God of Harvests

Legality

Format Legality
Noble Legal
Leviathan Legal
Hero Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
MTGO Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Born of the Gods (BNG) Mythic Rare

Combos Browse all

Karametra, God of Harvests

Legendary Enchantment Creature — God

Indestructible

As long as your devotion to green and white is less than seven, Karametra isn't a creature.

Whenever you cast a creature spell, you may search your library for a Forest or Plains card, put it onto the battlefield tapped, then shuffle your library.

Price & Acquistion Set Price Alerts

BNG

Ebay

Recent Decks

Karametra, God of Harvests Discussion

SynergyBuild on The Abzan Enchanter's Essential Style Collection

1 week ago

Sorry it took me so long, I suck at math and typing.

--

Okay, so first off, I'd suggest you drop high-costing cards. If they cost a lot (5+ mana with three colors, 6+ mana with two colors, 7+ mana with one color), and immediately win a game, they are worth it, as long as during normal, early-mid (Turns 1-6) game play, you can reach it with your ramp and manabase.

Now, onto the two cards that I believe fall under this "high-mana cost"-do-not-win-game card category:

  • Duneblast - This card is big, it leaves you with the best board state (Provided no opponent held up a counterspell, Heroic Intervention, Golgari Charm, Wrap in Vigor, Faith's Reward, or Teferi's Protection), but it does only help you get the best board state in terms of creatures. What creatures is the deck trying so hard to protect it couldn't run an Austere Command or Merciless Eviction over. I mean Day of Judgment/Damnation/Wrath of God feels better than this, because of your commander being able to pull off bringing back any board state you lost in them.

  • In Garruk's Wake - I hate this card, and love it at the same time, I mean, similar problem to Duneblast, and if you are going to make something expensive, go all the way, but 9 mana? At least personally, whenever a board-state has gotten out of hand, it has either A: been very early in the game, so people didn't have easy ways to deal with it, or B: be well protected, think an Archetype of Endurance+Avacyn, Angel of Hope being flipped from a turn 4 Tooth and Nail. The idea I want to make is a Merciless Eviction gets around anything, and come down for 2/3rds the price. I'd still rather see a Tragic Arrogance, as that card lets you pick the worst for all of your opponents, the best for you, and is sacrifice and choose, so they get around every keyword like Hexproof/Indestructible/Protection.

Now onto the next group of cards that need to go, cards that are good with enchantments, yet are not in fact enchantments, and could be replaced by enchantments:

  • Yavimaya Enchantress - Ooh it is by far the worst enchantress, Early game it does nothing but chump block, mid-game it blocks for real, late game it blocks and hopes someone has no creatures now that it has high damage. It will die if it gets large, because it has no built in protection, and generally just isn't very good in this deck.

  • Helm of the Gods - It's like Yavimaya Enchantress, except it doesn't have a body, so can't chump block early game, and doesn't count opponent's enchanments, and generally just isn't very good in this deck.

  • Blessed Spirits - It's a Yavimaya Enchantress that only counts enchantments put after him and doesn't count opponents enchantments, all to give him flying. At least he can deal damage through blockers, and though he has no protection, he is the best of the bunch. I still don't think he is worth keeping.

  • Celestial Ancient - Honestly, I have disliked this guy every time. People claim he is Cathars' Crusade levels of powerful, as in it isn't an enchantment (like Cathars' Crusade isn't a creature), and it places a bunch of counters on your creatures! This just isn't true though. Cathars' Crusade and effects like it (Coat of Arms/Door of Destinies in a tribal deck) are great because they aren't creatures, so they are harder to immediately remove. They also work because they are on enter the battlefield. If I put ten 1/1 creature tokens onto the battlefield with a spell, they all become 11/11's due to Cathars' Crusade, suddenly 10 power is 110 power. Casting enchantments doesn't have that effect. To pull off something similar, you'd have to cast either 10 actual enchantment creatures (You have 12 in total), or cast ten creatures/make ten tokens (Heliod, God of the Sun/Sigil of the Empty Throne) and then cast ten enchantments, which is difficult on many levels. The point is it looks really good, but it isn't.

  • Blightcaster - I love this card. No sarcasm, no until now or anything, it is a pet card of mine. That and Doomwake Giant are why I feel black should be greatly considered in the colors to use for enchantress. It is great, but without a lot of protection, tutors, and ramp, it falls short almost every time. If someone would be hurt by it, they remove it. It is a four mana do nothing, or Disfigure once or twice most of the time.

  • Auramancer - With a sacrifice outlet, and your commander, it feels good, because it can be a Regrowth for an enchantment on a repeatable engine, but that doesn't do it for this deck, and being a creature isn't enough, so I don't think it makes the cut.

Now onto the category of enchantments that I feel fall short in this deck. Whether they are too much mana, or not powerful enough, possibly their mana requirements are simply too much for this landbase.

  • Spectra Ward - It may be really cool, ooh look, I can turn any creature into a nearly untouchable (minus board wipes or enchantment removal+creature removal or colorless creature removal), unblockable (except colorless creatures), and it gets a power pump! +2/+2 isn't much in commander, and everyone runs sweepers. It is unblockable and untouchable until it isn't and I don't think such an effect belongs in any place other than a voltron build. Uril, The Mistalker maybe.

  • Ancestral Mask - Well, it is an iconic card. Sees play in voltron, bogles (voltron on tiny hexproofers), and sees play nowhere else. Trust me, no legacy enchantress list has used that card as a wincon, and in commander, it does find a place, but in voltron, and this deck isn't that.

  • Celestial Archon, for either it's bestow or normal casting cost, it is overpriced. It only does one thing, beat face. Serra Ascendant beats face at a rate per mana cost 7.5 to one. 15 to one if you count lifegain, and the only downside is not having first strike (Unless you consistently are beneath 30 life). Straight damage isn't the point of this deck though. It is about drawing card and then whittling your opponent to death whilst you combo out. This card doesn't help with that, and is 3 mana more than I would ever consider using (for both costs).

  • Ethereal Armor - Again, this is for voltron and bogles, not for enchantress.

  • Fate Unraveler - This is a Nekusar, the Mindrazer card. It is in the same vein as Underworld Dreams, a great card, especially if there is Niv-Mizzet, the Firemind combo in your meta. Fate Unraveler however gets pinged four times by Niv-Mizzet, the Firemind and dies. It isn't a card for this deck on the premise that you are attempting to draw cards, and unless you have seen a ton of Enter the Infinite decks lying around, it does very little but paints a target on your head.

  • Armament of Nyx - This card is a trap. It looks on the outset to be a Battle Mastery that doubles as removal, but it is worse than Guard Duty or Pacifism at removal (cost, and the creature can block), and you wouldn't want to run either effect. A card that does one of two bad effects is rarely good. In this case, one of the effects is useless (double strike is a voltron card), and the other is nearly useless (or completely outclassed by Journey to Nowhere).

  • Grim Guardian - You run 40 enchantments. All 40 need to drop for this to win (Or most and a few that can bounce). You do not do that with this card. If you are using it to whittle, and win in combat, it also won't do. Greater Auramancy, Sterling Grove, Privileged Position or any tutor to find them comes down to inconsistently to protect him over multiple turns, so he will consistently just be removal bait, or useless. Great finisher in place of Altar of the Brood for Parallax Wave Combo, so run it if you run the combo, and some more tutors.

  • Underworld Coinsmith - Without lifegain synergies, he doesn't win. For value though, and he becomes very interesting. Honestly I find him to be a powerful card. Without Mana Bloom, Cloudstone Curio, Parallax Wave combo however, I don't think he is powerful enough to make the cut.

  • Karametra, God of Harvests - This feels bad. If it said enchantment, it's have 40+ triggers, but with out, it is just bad. Mirari's Wake is a much better version, to the point an extra tutor would be better than this. 9 lands is the maximum this can fetch, with your manabase, and that is over 9 cast triggers. It's rarely happen, so I'd estimate this to be a Gilded Lotus level of power, that enters tapped, and takes 2-3 turns to set up. It's only in here because it is an enchantment, and that isn't worth it.

  • Courser of Kruphix - It gives slight card advantage in the form of knowing you next card, and digging one if you find a land. Keep in mind that the land you play from top uses up for 1 land per turn (or two with Exploration), and doesn't give you any extra drops like Oracle of Mul Daya. Otherwise, the lifegain is negligible, and it blocks decently. Since it reveals all of your draws, Pithing Needles and Nevermores/Meddling Mages will all be more potent from your opponents. It is decent, but not good enough.

  • Quarantine Field - Removal, which I used for a time, but realized, at four mana it is a bad Banishing Light, at 6 mana, it is way to expensive not to be a board wipe. It has two modes, and any more than 6 is absurd. With mana it isn't worth it, because there are better outlets, like a Torment of Hailfire for something that wins game. It has another mode though, . I have actually cast this for more times than I have or above, because I get a cast trigger. It isn't worth it for the choices though. Journey to Nowhere, Banishing Light, Song of the Dryads, and Darksteel Mutation are all much better (the last two can even shut off commanders!)

--

Budget 20 cards to toss in: (No cards above 3 dollars by tcgplayer prices.)

--

--

Total cost of these twenty card: $17.25 (USD) not including taxes or shipping from tcgplayer

--

All of these changes will lead to a net increase of 8 enchantments, and that will leave you at 48 enchantments total, so you will only averagely need 2 enchantress effects to have access to your whole deck given infinite mana. possibly just 1 enchantress and Abundance

TypicalTimmy on Help building my first syperfriends ...

2 weeks ago

Are you building for FNM or casual? If casual, you could probably get away with any Planeswalker as your Commander.

But if you didn't know, on Aug 10th, 2018 WOTC will be releasing a new Commander set focused on Planeswalkers again.

  • AUGUST 10, 2018 Choose your commander and carve your path to victory in this unique multiplayer Magic format. Call on powerful planeswalkers and deploy their signature strategies to make sure you're the last player standing.

It looks like there's only four this time, so chances are very good that we are looking at two-color Planeswalkers minimum. But considering they specifically mention "signature strategies", I'm calling it right now that we will probably be getting at least one three-color 'walker.

Basing this on the fact that the more colors you add, the more strategy you need to win. It's not so blunt and straight-forward anymore.

So, keep this in mind while designing as it's about seven weeks away and it'd really suck for you to design and even buy a deck that might fundamentally change.

But I'm going to tell you this: I absolutely love Superfriends. I play Modern and I currently have quite a few. Not all are on this site so I can't link them, and about half are private. But I have:

I am also currently designing Rakdosfriends, and after that I want to challenge myself with Mardufriends because that's going to be super hard.

The reason I say all of this is because, to be absolutely fair, there's really only ONE combination you need to win. You can win on T6 without ramp, T5 with decent ramp, T4 with extremely well fine-tuned ramp, and it's even technically possible to win on T3 or sooner with insane ramp. In fact, with the perfect hand, it's a T2 win if you know how to get Doubling Season out T1 and produce on T2.

raefgall on Idea for new cmder deck

3 weeks ago

Personally, looking a bit closer, I would go with Karametra, God of Harvests as a commander. I did a gatherer search including Antelope, Elk, Horse, Unicorn.

Burnished Hart and Dawntreader Elk get you additional land. Grazing Gladehart gains life for landfall.

Capashen Unicorn blows up artifacts and enchantments. Somberwald Stag can be used as a sort of creature removal.

Opaline Unicorn taps for mana. Diamond Mare from the new set gets you life when you cast spells.

Crested Sunmare is a horse that makes other horses.

Stampeding Elk Herd can give your other stuff trample (which works great with Beastmaster Ascension, since it doesn't give trample).

raefgall on Idea for new cmder deck

3 weeks ago

It sounds like it could be a neat theme. I'd suggest looking over all of the options for Elk and Unicorns (and whatever other creature types you'd like to include, maybe just go hoofed mammals and include pegasus, horse, and centaur?) and figuring out what sort of abilities they have in common before you pick a commander.

As was suggested: Karametra, God of Harvests gets you some easy ramp that works with little creatures. The big trick there will be getting enough power and card draw to support your build.

Dromoka, the Eternal and Shalai, Voice of Plenty make your little creatures bigger, which helps get around the power aspect.

Sidar Kondo of Jamuraa makes it harder to block your creatures with power 2 or less, which helps narrow down which creatures to use.

Tolsimir Wolfblood gives all of your green and white creatures +1/+1, although there aren't a lot of hybrid cards within the theme mentioned.

The biggest suggestion I would have with the theme mentioned is don't get too locked into it. There aren't a lot cards with the Elk or Unicorn type that offer utility like removal, card draw, buffs, or even strong bodies. There is a little bit of life gain and protection, and a bit of ramp. Make sure you include artifacts, spells, or other creatures that offer some of those utilities, and you should still have room for 20-25 hoofed mammals.

BS-T on Idea for new cmder deck

3 weeks ago

Agree Foxes could be a good add.

Karametra, God of Harvests for an on-theme commander... Or did you have an idea for your commander already?

Darkshadow327 on Mayael, the "no dick moves" friendly deck

1 month ago

I'm not really comfortable with Naya, but I'll give it a shot (I play blue in pretty much all my decks).

Maybe Verdant Sun's Avatar and Trostani, Selesnya's Voice for lifegain (if that's the direction you want to go).

You could also do Karametra, God of Harvests if you feel like you need some more ramp.

Sandwurm Convergence could be nice if you find that flying creatures are a problem (the wurm token is a nice perk as well).

You could take advantage of your big creatures with Warstorm Surge and use it as removal, or just a straight up smack to the face.

KIngWiggins on W: Laundry List of Cards, ...

1 month ago

I am also jumping on the JLK Deck Bandwagon and making a derivative Shadowborn Apostle EDH Deck. These are what I am currently looking for for that deck, as well as other decks I have.

I also have a Liliana of the Veil I’d be willing to put towards, or make a trade involving certain cards.

I also can look at binders for stuff I missed. A massive list of potential wants follows, but is in no way everything I want.

BOLD = Regular or Foil, but Foil greatly preferred

Main Project/Top Wants:
2x Phyrexian Altar
Scrubland/Plateau/Badlands
Replenish
Serra's Sanctum
2x Athreos, God of Passage
Razaketh, the Foulblooded
Rune-Scarred Demonfoil icon
Edgewalker
Xathrid Necromancer
Ob Nixilis, Unshackled
Remembrance
Secret Salvage
Enlightened Tutor (Original Art Preferred)
Rotlung Reanimator
2x Cabal Stronghold
Demonlord Belzenlok
Westvale Abbey  Flip
Demon of Dark Schemes
Anguished Unmaking
Vindicate
Harvester of Souls
Phyrexian Arena Original Art preferred but any will be considered
Black Market
Profane Procession  Flip

Also Looking for:
2x Spire Garden
2x Luxury Suite
2x Bountiful Promenade
2x Sea of Clouds
3x Morphic Pool

For other Decks:
Darkest Hour

Primevals' Glorious Rebirth
Oath of Teferi

Eladamri's Call
Sterling Grove
Sigarda's Aid
Sram, Senior Edificer
Karametra, God of Harvests
Danitha Capashen, Paragon
Messenger's Speed
Ajani's Chosen

For Trade:
Newly Updated Binder Not entirely everything I have, but a lot of highlights.

Load more

Latest Commander