Overgrowth

Legality

Format Legality
Tiny Leaders Legal
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
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2018 (C18) Common
Tenth Edition (10E) Common
Ninth Edition (9ED) Common
Ninth Edition Foreign Black Border (9EDFBB) Common
Stronghold (STH) Common

Combos Browse all

Overgrowth

Enchantment — Aura

Enchant land (Target a land as you cast this. This card enters the battlefield attached to that land.)

Whenever enchanted land is tapped for mana, its controller gains an additional .

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Overgrowth Discussion

bushido_man96 on ::Izoni::

3 days ago

Get rid of Demonlord Belzenlok. Exiling your cards is not what you want to do with Izoni. Loyal Guardian is kind of meh, so I'd drop it for something that better fits what you want to do. I think I'd ditch Necrotic Ooze for something more consistent, like Murder or Go for the Throat, or Naturalize for artifact/enchantment removal.

Burnished Hart and Tortured Existence would be good additions to make. Tortured Existence basically allows you to turn your graveyard into a toolbox. Brawn is a creature you want to put into your graveyard, along with a card like Filth if you can find ways to abuse it (Urborg, Tomb of Yawgmoth, Blanket of Night, even Mystic Compass). I think I would personally run fewer cards like Cultivate and Overgrowth for more mana dorks, like Blood Pet and Blood Vassal, who work well with your graveyard theme, and Birds of Paradise and even Elves of Deep Shadow. These mana dorks help your curve out with early drops, and they can be sac fodder down the road if you need it. Good cards for sacrifice decks include Dictate of Erebos and Grave Pact. A card like Fecundity provides even more card draw.

Hope these help you out!

Lanzo493 on "Grandma why is your tongue green ?"

3 days ago

I'd say that you can take out 2 Voyaging Satyr and 2 Overgrowth so you can put in 4 Utopia Sprawl. Here's why. If you do the setup like that, you will have 6 creatures in your deck that can untap lands, and 6 enchantments that make your lands tap for extra mana, outside of Garruk. That's really balanced. You'll want to have more Utopia Sprawl over Overgrowth because the former costs less mana and comes down earlier in the game. You'd be surprised how much stronger a deck can be when it's made to be faster. On a side note, it'll be a great card if you ever choose to splash a second color into your deck.

On a different note, I suggest Howlpack Resurgence. As good as Wren's Run Packmaster appears, it can also be a dead card. Howl of the Night Pack is a lot more reliable if that's the kind of effect you're looking for. Privileged Position appears like a good card, but for 5 mana you want something that can kill. Triumph of the Hordes or Overrun can do that.

Funkydiscogod on help cut cards

3 weeks ago

Here's an idea: Oboro Breezecaller.

This would let you pull lands up off the battlefield to launch at the opponent. Since you have Wild Growth and Overgrowth, the ability can generate tons of mana. I know from experience these three cards make 8 mana on turn 3, but I'm not sure if 3-color Borborygmos Enraged would be reasonable, especially since you'd probably need a pretty good mana base.

Snap157 on Tuvasa, Altered Reality

1 month ago

Earthcraft has a couple more combos that can be easily included here. By using an enchantment like Wild Growth on a basic plains, you can then use Earthcraft to combo with Luminarch Ascension and Sacred Mesa.

As a general tip for enchantment decks, I would include the other ones such as Satyr Enchanter, Verduran Enchantress, and Mesa Enchantress. These will provide reliable draw for an engine

For ramp, include enchantments such as Fertile Ground, New Horizons, Utopia Sprawl, Overgrowth, Awakening Zone, and Weirding Wood. These will trigger your tuvasa draws and also will combo with earthcraft, and should probably be included over your signets and Thought Vessel. I would shoot for ten reliable ramp cards and ten reliable draw cards, putting in as many enchantress effects as possible.

I really like your pillowfort aspect of the deck, and would also include Aurification, Elephant Grass and Dissipation Field.

Hope this helps! +1

SynergyBuild on tuvasa Tier?

1 month ago

Really, it would be around tier 4 this build. I imagine a better version going with a more consistent stax plan that happens to run a few key enchantments, instead of this could even be tier 2.5, but the commander would be all but a major part of the deck.

If you want a real enchantment-based build, use Earthcraft and Squirrel Nest, drop the Enchanted Evening/Aura Thief, Starfield of Nyx, Sigil of the Empty Throne, and Solemnity/Phyrexian Unlife/Solemnity/Decree of Silence. You should run Altar of the Brood as support for both the earthcraft combo and Opalescence/Parallax Wave.

The other drops you should have are cards like Cultivate and Kodama's Reach, because they are bad cards and shouldn't be run in any non-landfall deck, Cleansing Meditation because it is bad, and Skyshroud Claim. Pendrell Mists is too much mana for this deck to handle, as is Omniscience, despite its power in some decks.

Sun Titan would be okay in a more dedicated stax build that doesn't go with enchantments, despite its promise with Mana Vortex, and Austere Command/Supreme Verdict should be on the chopping board.

Leyline of Anticipation is weak for its mana cost, and is abd draw, only semi useful when in openning hand, but even then it isn't great.

Sphere of Safety is too much mana, and I'd probably drop a Propaganda or Ghostly Prison, perhaps because you'd just tutor up a Solitary Confinement.

Seedborn Muse, Mystic Confluence, and Mirari's Wake are a waste of mana, I know why you run them, but they are traps.

Words of Wind is a maybe, I feel it has value when comboing off, and acts as a wincon with Earthcraft/Altar of the Brood and a creature, but is otherwise weak.

Energy Field needs to go, it sucks, as does Hesitation and Lunar Force, yes, Sun Titan, no even so. You will not use these in a meaningful way.

Academy Rector is for pulling out your Decree of Silence/Omniscience, but because you are not hulking it up or having any consistent way for it to die, it isn't worth it.

Land Tax is a bad card, honestly unless you are monowhite or in a deck that benefits from discarding cards, it isn't worth it. The thinning is the best it does, and a card in your deck that thins only is trash. If it is used to help you hit land drops, your deck is either A: Not in need of land, or B: Awfully built or was mulliganned poorly.

Beast Within and Counterspell need to go, there are much more efficient options like Force of Will, Nature's Claim, and Swan Song.

Karmic Justice is a bit bad, I'd drop it, probably for Greater Auramancy.


Now the next part is on what to add. I talked about dropping around 27 cards, so there is some room. I would drop around 3 lands at least as well, which leaves us with a clean 30 cards to add.

Now, we'll add the cards I previously talked about, Altar of the Brood, Earthcraft, and Squirrel Nest. These help you win the game after we dropped a lot of your previous wincons. Greater Auramancy is also a card I prior suggested, and helps stop a Nature's Claim kill you. 26 cards left to go.

The next is to replace the lands we dropped. You want mana fast, so you can empty your hand, and use Tuvasa to draw more cards, aiming to hit a real enchantress or tutor for one. This means two things, more tutors, and more ramp.

Wild Growth, Utopia Sprawl, Overgrowth, and Fertile Ground help benefit Earthcraft when used to make more mana on combo turn, especially with an Opalescence out. Mana Crypt, Mana Vault, Sol Ring, Chrome Mox, Mox Diamond, and Lotus Petal allow the deck to get more mana faster as well. This leaves 16 cards.

With tutors, Idyllic Tutor, Worldly Tutor, and Mystical Tutor are the picks for me, leaving 13 cards.

Teferi's Protection, Swan Song, Flusterstorm, Seal Away, Ravages of War, Force of Will, Nature's Claim, Armageddon, and Cast Out are efficient pieces of interaction I would suggest. This leaves 4 cards.

Back to Basics, Root Maze, and Rest in Peace make for a good toolbox effect for hate pieces. This leaves 1 card.

Nature's Chosen is a card I have found success in, and suggest you try it too. Enchanting a Tuvasa makes it another land in essence, and can untap a Serra's Sanctum, it is under the radar, so pick it up before all of the Emmara, Soul of the Accord players find out about it. That is it!


This last part is about optimizing your landbase for Back to Basics and Earthcraft, they synergize well, so don't worry too much about stretching your deck thin.

After looking through, the following lands are must drops, as they aren't good in nearly any deck:

Maze of Ith, Krosan Verge, Reflecting Pool, Reliquary Tower, and Rogue's Passage

They don't have a place in this deck.

Similarly, you should optimize your deck to get your colors more on curve, fetchlands being a major part of that. Wooded Foothills, Flooded Strand, Polluted Delta, Misty Rainforest, Scalding Tarn, Verdant Catacombs, Arid Mesa, and Marsh Flats are the missing ones in your colors. You can use them to fetch the shock/dual lands for colors, or basics for Back to Basics/Earthcraft.

Wooded Bastion, Flooded Grove, and Yavimaya Hollow should be dropped as well to fit them, as well as Brushland for Razorverge Thicket, Adarkar Wastes for City of Brass, Hinterland Harbor for Mana Confluence, Glacial Fortress for Exotic Orchard, and one of each basic because you have too many lands.


That's it. That would actually be a tier 3 enchantress deck, and doesn't stoop to just playing Tuvasa for colors for a stax-combo deck, running no enchantments.

DarkStarStorm on Estrid Bant Prison

1 month ago

Of course I would play them over the elves. Arbor Elf is essentially a better Llanowar Elves that gives your Utopia Sprawl and Wild Growth (also early game ramp) added value. Voyaging Satyr is also a stellar choice if you're not looking to possibly untap a Chain Veil with Kiora's Follower.

You should also remember that your Utopia Sprawl, Wild Growth, Fertile Ground, ect. are all early ramp spells. My ramp package looks like this.

This ramp package has a curve. On turn one you ramp with Elf, Sprawl, Growth, skips you to turn three to cast a Overgrowth, Weirding Wood, then you top that out with the four mana ramp, cast Estrid, untap lands, cast a spell that impacts your board state. Think of it this way, for every mana dork you put in, you are removing combo pieces.

multimedia on Tuvasa the Sunlit Enchantress

2 months ago

Hey, looks good.

Consider adding Estrid, the Masked? Her +2 ability is great with the enchant land enchantments (untap them to make more mana per turn) and her -1 makes an enchantment mask which can pump Tuvasa or protect Tuvasa if you mask her. As long as you have counters on Estrid you can make a mask. This can add up very fast because each mask is itself an enchantment. A mask can go on any permanent this can also help to protect your enchantresses.

Consider Overgrowth? It's one of the powerful enchant land enchantments because it can make three mana when the enchanted land is tapped. You make any color of mana that the land can produce and then because of Overgrowth's ability you also make an additional two green mana. Trace of Abundance is a good card, but unfortunately you can can't play it in this deck. The color identity of your Commander is only Bant (green, white and blue). Trace is red, the hybrid mana symbol makes it a red card, a white card and it's also a green card. Can't play red cards with a Bant Commander.

Consider Mystic Remora? Remora is a very good enchantment in Commander, it's a one drop and it's upkeep cost is easier to pay for you with the enchanted lands. additional mana is a lot of mana your opponent's will have to add if they don't want you to draw card when they a cast a noncreature spell. Your opponents will most likely ignore this thus you're drawing cards simply by letting your opponents play the game.

Good luck with your deck.


elgosu1337 on Floating Death

2 months ago

Your list looks decent for a start actually. A couple of things I would recommend cutting are Fist of Suns, because it only saves you mana for Dragons that cost 7 mana or more (because Ur-Dragon already gives -1), and Tainted Strike because it won't kill a player in a single attack because you need 10 infect damage to kill and none of your creatures can deal 9 damage, except Atarka with double strike, and maybe Ramos. Maybe also Warstorm Surge since the cost is quite high, compared to Sarkhan's Unsealing.

A bit more ramp would help. Skyshroud Claim gives you untapped Forests, which is great if you have lands that are Forests and another type, e.g. Cinder Glade and Canopy Vista. Other ramp that adds good mana for its cost are Overgrowth, Thran Dynamo, Gilded Lotus, and Coalition Relic.

You could add some cheaper Dragons to attack earlier, like Thunderbreak Regent, Territorial Hellkite, Verix Bladewing, and Phantasmal Dragon. Hellkite Tyrant has a useful effect. Among the bigger ones in your maybeboard, Broodmother, Intet, Scourge of the Throne, and Yosei could be helpful.

A bit more card draw would also help, like Temur Ascendancy which also gives haste, Elemental Bond, Garruk's Packleader, and Vanquisher's Banner. Defense of the Heart is always good if you own a copy.

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