Lignify

Legality

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

Printings View all

Set Rarity
Duel Decks: Garruk vs. Liliana (DDD) Common
Lorwyn (LRW) Common

Combos Browse all

Lignify

Tribal Enchantment — Treefolk Aura

Enchant creature

Enchanted creature is a 0/4 Treefolk with no abilities.

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Lignify Discussion

griffstick on Bruna, the light of a ...

1 month ago

I would run enchantment hate Tranquil Grove, Calming Verse, Cleansing Meditation, Bane of Progress and edict effects Dictate of Erebos, Grave Pact, Butcher of Malakir, I would run Insurrection effects like Mob Rule. Grave yard hate. Like Rest in Peace, God there's so many. Steal effects like Blatant Thievery, Control Magic, I would run effects that take his CMDR out the game entirely like Song of the Dryads, Imprisoned in the Moon, Lignify, Darksteel Mutation, even Prison Term. Now this one works great because if she has hexproof you could put this out on a creature before she's out and when she comes out it slides over to her getting around hexproof. And she never attacks.

corpsedancer on Muldrotha Graveyard Schenanigans

1 month ago

Im trying to maximize a value build of Muldrotha and I can post a few suggestions.

Command Beacon Seems like a must to protect from Muldrotha dying to hate.

Lignify and Imprisoned in the Moon give you ways to neutralize other commanders. Lignify is also Tribal so its a permanent type you wont have many of.

Orbs of Warding to help protect against Bojuka Bog hate and token swarm.

Im building a very magic bullet version of this with all the different T mages (trinket, trophy and treasure) to search for things like Nihil Spellbomb Mimic Vat Platinum Angel

Just food for thought

chadsansing on Gishath, Sun's Avatar EDH

1 month ago

I dig the comment above and might offer a few more suggestions.

Bring your creature count up above 30 since this is a tribal deck. Keep your singleton non-dinos, if you'd like, but get more dinos in here!

Bring your lands down to 38 or 36 to make some space for ramp spells. Good options include Kodama's Reach, Cultivate, Explosive Vegetation, Farseek, Skyshroud Claim, Sakura-Tribe Elder, Gruul Signet, Boros Signet, Selesnya Signet, Chromatic Lantern, Sol Ring, and maybe even Veteran Explorer.

You can also run the RG cards that let you cheat more dinos into play and protect them. Maybe consider:

Xenagos, God of Revels and Pathbreaker Ibex and Craterhoof Behemoth and Shared Animosity and Elemental Bond and Fires of Yavimaya and Shamanic Revelation are also excellent in your colors.

Big ideas:

  1. Fewer lands; more dinos.
  2. More cards that cheat dinos into play.
  3. More cards that solve problems (like Chaos Warp, Path to Exile, Swords to Plowshares, Banishing Light, Oblivion Ring, Lignify, Settle the Wreckage, Comeuppance, Song of the Dryads, or Beast Within).
  4. More ramp.

If your list is mostly dinos + sneak-dinos-into-play cards + ramp + a few problem solvers, you will be able to execute your plan more quickly and interact enough to build up your board state for a kill point or two.

Have fun playing!

rumpy on Pauper EDH Deck Compendium

2 months ago

Thanks for the feedback! Lignify is a strong option, but the problem is that sans evasion, Gorger noms the creature that gets tree-a-fied. And while evasion is likely, it's not a guarantee. I like the hexproof idea, may try some of those. Pathbreaker Wurm feels excessive given the cost and 4 toughness.

MagicBlues on Pauper EDH Deck Compendium

2 months ago

I think this is a really close one and might come down to your meta.
@Podkomorka I like your choice of ETB creatures and share your evaluation of token producers. Your deck seems to be better at grinding your opponents out since you run more Man-o'-War style creatures and card draw. Your deck seems to offer more different angles of attack with the inclusion of heavy beaters, the Peregrine Drake combo, a way to go wide and the possibility to go Voltron (although rumpy excels you in the latter two categories). Despite what I've written so far I think I would cut Gearseeker Serpent and Amass the Components for more interaction cheap interaction.
@rumpy I think you can make a strong case for your deck being more optimized due to a way lower avarage CMC (2.80 compared to 3.39). Species Gorger seems to be a mana intensive general which makes me think one of the goals in building this deck should be to have a pretty low curve (although I might be wrong since I neither piloted it nor played against it). It also seems to be a good general to go Voltron but I think you should focus some more on protecting it if you want to go that route with cards like Elgaud Shieldmate or Shielding Plax or give it trample Pathbreaker Wurm. I think I would also up the amount of card draw by a little. I also prefer your choice of including at least some fight spells in order to kill creatures but I disagree on your assessment of Leonin Bola. I'd rather run Lignify against Voltron decks even though it can't be tutored via Trinket Mage.
After looking at both lists I think I prefer Podkomorka's list by a smidge but this is rather a choice of preferred play style than power level.

Podkomorka on Pauper EDH Deck Compendium

2 months ago

Attention Everyone!

There are new decks to discuss up in the "Decks to Debate" section. Please take a look and give your thoughts.

@rumpy Thanks again for the deck, I think it has many good cards, in fact, I took a couple that I liked such as Pounce and Ambuscade. Although my deck is geared towards casual play I feel it has a more solid game plan. My deck consistently can abuse creatures that Rampant Growth when they ETB as this is the strongest ramp effect on a creature compared to something like Gatecreeper Vine that doesn't ramp. My deck then can deal with problems via my creatures like AEther Adept (very powerful effect to abuse, have as many as possible) and my other interaction spells like Lignify (the removal I liked from your list is soon to be worked in). After establishing myself I proceed to play huge creatures which were carefully chosen to give me a bit of a toolbox depending on the best way to get in for damage (Rancor is an auto-include as it turns your commander into a 2-shot kill with trample). The Peregrine Drake combo fits perfectly well into the deck as a fallback win condition, easily abusing any of my ETB creatures like Elvish Visionary to simply draw my deck or Eyeless Watcher to flood the board. I include a strong ratio of good draw spells and ramp spells as I calculate what those ratios should be for each of my decks. I pack good recursion to get back those beaters. Overall my deck is extremely resilient and has a strong gameplan.

Looking at your deck I can see you are trying to attack with Species Gorger which I don't think is a bad idea as it is decently big. We share a good amount of cards but our paths diverge when you include cards that dont ramp like Gatecreeper Vine and Sylvan Ranger. I feel tutoring lands into play is a much for reliable and resilient option. I'm not particularly a fan of how many token producers you have that only net you one token like Eldrazi Skyspawner and Nest Invader as that isn't particularly a strong effect. I also see some cards that I don't think are effective such as Leonin Bola, Explorer's Scope, Scion Summoner (along with the others that make just one token), Multani's Acolyte, Seal of Primordium (use creature based art/enchant removal since you can abuse it), all could be replaced with better cards.

Even with different game plans I'm still able to critique your list (which I'm very willing to talk more about and help out. I love working with people). Hopefully I've explained how I do in fact have a very solid game plan in my deck. (and thanks for bringing some neat cards to the table for me)

kamarupa on Magic: The Countering

2 months ago

I think it would benefit from Fertile Ground - lots of important spells here need mana. Frankly, I think counterspell[s] are over-rated - they demand all your mana early game and if your counterspell CMC is higher than the spells you're targeting, you're left without a blocker if you run out of mana to counter their, say, second creature on T2. Counterspells vs Removal - the great thing about removal spells is that you get to cast them when you're ready/when you need, vs having to counter immediately as opponent's cast. You have 19 control spells - all of which are righteous, no doubt, but I wonder if you'd be just as well off with, say 4xFog, 4xLignify, and 2xBeast Within while also adding 4xFertile Ground and 4xRampant Growth. I realize this is a titty-twister of an idea, and I completely understand that a lot of people will probably [validly] disagree with a lot of what I'm saying, but I thought these musings might possibly rejuvenate some creativity on your end or at least put some added perspective that might help make your vision more clear.

brandonsperry25 on Stopping blue from taking creatures?

2 months ago

So I've been playing a fun deck that I brewed up recently, Rhonas the Indomitable's fight club. I just fight everything on the table with Prey Upon type cards. It's been extremely fun to pilot and it's been different than most other decks I do in that it's mono color.

That being said, I've had some blue mages take control of Rhonas on more than one occasion and it's been quite difficult for me to get him back. I can use cards like Heroic Intervention or Swiftfoot Boots to stop it early but what are some cards I can use to help after it's already happened? I am currently running Homeward Path but that is only one card. I've searched for a few others and the two best I'm seeing are Primal Command (I can put Rhonas back into my library and essentially the command zone) or Lignify (gets rid of his indestructible and lets me fight it with one of my other creatures).

What are some other cards I can use in mono green to help get my general back?

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