Llanowar Reborn

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2015 (C15) Uncommon
Commander 2013 (C13) Uncommon
Duel Decks: Heroes vs. Monsters (DDL) Uncommon
Archenemy (ARC) Uncommon
Future Sight (FUT) Uncommon

Combos Browse all

Llanowar Reborn

Land

Llanowar Reborn enters the battlefield tapped.

: Add to your mana pool.

Graft 1 (This land enters the battlefield with a +1/+1 counter on it. Whenever a creature enters the battlefield, you may move a +1/+1 counter from this land onto it.)

Price & Acquistion Set Price Alerts

C15

C13

DDL

Ebay

Recent Decks

Llanowar Reborn Discussion

Icbrgr on Basic Simic

1 month ago

Llanowar Reborn as a one of might be nice in your mana base. Plaxcaster Frogling always seems to work well with simic counter/evolve brews and is worth considering over Skaab Goliath.

Savage1988 on reyhan infect

1 month ago

Hey, nice to see an infect commander list on here. Not sure if you’re willing to choose a different commander, because i think Saskia the Unyielding or Atraxa, Praetors' Voice might be better suited as infect commanders as well as giving you access to more colors. Blue is especially nice since it gives you cards like Blighted Agent and clones.

Nim Deathmantle and Mimic Vat might be nice ways to make sure you always have an infect creature to play with.

Viridian Corrupter is a great way to gain access to poison creatures, while preventing others from building up.

Llanowar Reborn and Oran-Rief, the Vastwood are nice lands with your +1 counter theme

Consider Golgari Signet to ramp and fix your mana.

Good luck!

SynergyBuild on +1/+1 Abuse

1 month ago

+1! I really like the deck, but do you think that working on the landbase would help? I'd imagine Command Tower, Golgari Rot Farm, Hissing Quagmire, Llanowar Wastes, Tainted Wood, Temple of Malady, and Woodland Cemetery would be good additions, there are also some fun ones like Oran-Rief, the Vastwood, Llanowar Reborn, and Forge of Heroes.

BjarneAlmighty on Musashi used 2 swords? Hold my sake!

1 month ago

Holy cow, I can't believe I missed that.

A couple more cards I liked in my most recent mono-G counters deck. Llanowar Reborn, Primal Vigor if you don't mind the global effect, Opal Palace, Tajuru Preserver, and Beast Within.

Dieball on Classic Simic deck - Comeback ...

1 month ago

Hi everyone! I've recently started playing Magic again, after 12 years of break. My Trusty old Simic gathered a lot of dust, so I started to rebuild it using what I managed to get fast (and cheap). I wonder if it's any good and if anyone could provide any constructive feedback on what I should still change in it. I would greatly appreciete that. The card list is as below:

CREATURES:

4x Thrummingbird 1x Vigean Hydropon 3x Trygon Predator 3x Plaxcaster Frogling 1x Vigean Graftmage 2x Vorel of the Hull Clade 2x Skyrider Patrol 3x Cytoplast Manipulator 1x Simic Ragworm 1x Cytoplast Root-Kin 1x Momir Vig, Simic Visionary 1x Experiment Kraj

ARTIFACTS and SPELLS

2x Everflowing Chalice 1x Simic Charm 2x Essence Scatter 2x Voidslime 2x Give // Take 4x Blessings of Nature 2x Doubling Season

LANDS

5x Island 5x Forest 4x Simic Growth Chamber 2x Hinterland Harbor 3x Llanowar Reborn 1x Oran-Rief, the Vastwood 2x Temple of Mystery

galaxyman7 on Rainbow Roids (5 color +1/+1 counters)

2 months ago

Ok time for another complete overhaul!!?? Turns out a 5 color deck is a little hard to nail down. And that I was overrating some cards and underrating others.

Removed:

  1. Anafenza, Kin-Tree Spirit - too slow, Mana intensive, and isn't a threat on it's own. Got hit by removal way too often.

  2. Dromoka's Command - not a very aggressive card, and its other modes besides the fight and counter were never used. Still could be a good sideboard card vs. burn and blood moon decks

  3. Bloodbraid Elf - Was great some of the time, and other times just hit bloodhall ooze or something. I want something more synergistic.

  4. Plaxcaster Frogling- to be honest I never play tested it. It might be great against certain decks, but it seemed slow and unimpactful.

  5. Simic Initiate - not a standalone threat, and weak to removal.

Added:

  1. Skyrider Elf- I passed up this card because it's a little boring. But after playing against humans and really needing a strong flyer, and then play testing it, it exceeds my expectations and is nice and aggressive after a turn 1 hardened scales.

  2. Citadel Siege - this card may be one of the most underrated cards ever. It's simply awesome in this deck. Especially with all the 1/1 flyers we get from abzan ascendancy and Hangarback. It just makes anything and everything a threat. Or you can play it for the other mode and use it as a versatile piece of removal. It hits haste guys, man lands, guys that have death triggers, etc. Its absolutely what you want to top deck when you are facing a big threat. 3 seems excessive, but it's really, really good.

  3. Zameck Guildmage- I was considering Tireless tracker, but then compared it to this card, which arguably does a lot more, but still draws a card for 2 Mana. Combined with Hangarback walker or abzan ascendancy it can make an army of threats after a board wipe. It can make 1 drop top decks actually good. It uses the counters on creatures that don't really need more, like bloodhall ooze or paladin. It's that key piece of the deck that actually gives it some inevitability late game.

  4. Ulvenwald Tracker- This card is also very underrated. It pretty much demands to be killed or it will keep killing everything you play. It takes advantage of the huge creatures you get which would usually just be sitting around getting chump blocked. It gets much better with the citadel seiges being able to pump it so it can fight stuff itself.

  5. Experiment One - A very quick and hard to disrupt start with a constrictor on turn 2. Also a very nice top deck with citadel seiges out, and fuel for zameck Guildmage.

Land changes:

-2x Llanowar Reborn - I really wish I could keep playing this land, but since ziggurat is gone, I needed to cut it for more fixing

+2x Vivid Grove- Almost never runs out of counters. Definitely slower than other lands but it's necessary.

+2x Holdout Settlement - seems odd but it works pretty well. Usually we have creatures out turn 1 that we can use this on and not feel too bad. We can also use creatures that just came out.

  • Fast Lands - In order for our manabase to not just kill us, we have a variety of fast lands that give us as much variety of color as possible. Playing 8 of the pain lands was way too much. 6 is still harsh, but manageable.

galaxyman7 on Rainbow Roids (5 color +1/+1 counters)

3 months ago

After some more thinking about it, I decided to keep in mirrorweave just due to how much of a blowout it is against most decks. It's also the only way I can deal with big threats like emrakul, wurmcoil, etc. I will just have to side it out against the other decks.

Instead, I am cutting 2x Managorger hydra, which proved to be a little too slow against most decks, and died easily. I also am cutting 2x servant of the scale, which were not quite explosive enough. They turned out to be way too defensive, and if they eat removal when they are alone on board, nothing happens.

In their place, I am putting in the 4th walking ballista, and 3 Simic Initiate. Simic initiate can be super explosive with a hardened scales or constrictor, which is what this deck wants to do, and combos really well with most of the deck anyways. It isn't great on it's own, which is why I was hesitant to play it, but I think it makes such a big impact on the other cards that it doesn't matter.

I also added 1 more Llanowar Reborn for the same reason. It's just pure value for a land slot. I took out a forest for it, which does make the deck a little weaker against blood moon, but it's pretty screwed against that anyways, hence the nature's claim and spell pierce in the sideboard.

Sideboard changes:

-2 Battle priest - too slow against burn, and most of the time our creatures don't survive for long anyways

-2 Stubborn denial - again, too hard to get ferocious.

-2 Inspiring call - a disappointing cut, since it's what inspired me to make this deck, but it's just too slow, and only works well if you are already winning. Spell pierce is just much better.

+3 Auriok Champion - doesn't fit the theme of +1/+1 counters really, but its just insane against mono red, pyromancer decks, hollow one, etc. Later when we have stabilized, we can always throw some counters on it for an unblockable, unkillable threat.

+3 Spell Pierce - Replaced stubborn denial. It's just a little more consistent and deals with lots of stuff.

Load more