Format Legality
Vintage Legal
Duel Commander Legal
Commander / EDH Legal
Legacy Legal
Modern Legal
Tiny Leaders Legal
Pauper Legal

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Set Rarity
Tenth Edition Common
Ninth Edition Common
Stronghold Common

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Enchantment — Aura

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

Whenever enchanted land is tapped for mana, its controller adds (Green)(Green) to his or her mana pool.

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Overgrowth Discussion

jaylawlerrr on The Gremlin Hub

1 week ago

butcher234- A "mana ability" is an activated ability that creates mana, such as Llanowar Elves, or Birds of Paradise. Or, a triggered ability that triggers off of mana creation and makes more mana itself...such as Overgrowth or the last ability on Gauntlet of Power. I appreciate your input none the less.

TheDuggernaught on Nom Nom Nom

2 weeks ago

Overgrowth > Dawn's Reflection. You could also make the case that Utopia Sprawl and Trace of Abundance are also better than Dawn's Reflection as they come down earlier. I would also argue that Arbor Elf is better than Elvish Mystic -- especially if you are using land enchantments. Elvish Mystic will always only tap for 1. Arbor Elf can tap for much more if the land he is untapping is enchanted.

tumorman73 on Mono Green Treefolk

3 weeks ago

how about playing some enchantments like Overgrowth or Utopia Sprawl and some planeswalkers such as Garruk Wildspeaker and Nissa, Worldwaker. If you think that would be too slow you can play Arbor Elf or Voyaging Satyr. all these guys will let you untap your enchanted lands and put alot of mana in your pool

MagicalHacker on Rosheen Meanderer Hydra Disco

4 weeks ago

In terms of ramp, most of the ramp you have are cards that push you only 1 mana ahead, which I think is too small of an effect unless it comes with another valuable effect. Because of this, I would drop Mina and Denn, Wildborn, Sakura-Tribe Elder, Rampant Growth, Animist's Awakening, and Gruul Signet for Worn Powerstone, Astral Cornucopia, Gyre Sage, Khalni Heart Expedition, and Overgrowth. That kind of upgrade to your ramp will ensure that you get huge creatures out very easily. If you want to see other cards that could also fit this role, check out MagicalHacker - List of All Ramp Cards, but I would say that this deck definitely needs cards that advance your manabase by two or more, so ignore the cards that only ramp you by one.

Secondly, I only see three cards in here for draw, so there's no wonder that this deck doesn't hold it's own! We have all been there at some point, so let me emphasize this point: Draw is the most important thing for 99% of decks. Draw will let you have options, draw will let you build board states quickly, and draw will make it harder for you to get mana screwed or mana flooded. All of these are very important. You have Harmonize, Lifeblood Hydra, and Citanul Flute, but let's try to get 7 more cards for draw in here. If you need to take some out after testing, that's fine, but I don't see that being a problem. Too much draw isn't usually a problem with 10 cards that draw in the deck, so I think you should add any 7 of the following 9 options: Abzan Beastmaster, Elemental Bond, Triumph of Ferocity, Drumhunter, Outpost Siege, Lifecrafter's Bestiary, Skullclamp, Wheel of Fortune, and Life's Legacy to your deck to be able to refill your hand quickly and often. Check out MagicalHacker - List of All Draw Cards (Steady) and MagicalHacker - List of All Draw Cards (Burst) if you want to see options I didn't mention or options that aren't quite so expensive. I do think that those 9 cards are probably the best draw cards for your deck though, so picking 7 will bring your draw up to a reasonable amount. (I'll get into what 7 cards to drop soon.)

Next, let's tackle boardwipes. You've got Savage Twister and Chandra's Ignition, which I think are fantastic, but you do need more. There are only a few board wipes that can kill flying creatures and nonflying creatures in red and green at a reasonable mana investment, and those are Nevinyrral's Disk, Chain Reaction, Heaven / Earth, Blasphemous Act, Rolling Earthquake, and Starstorm. I think you can pick any 3 of those to add to the deck and you will be set on board wipes. (This brings us up to 12 cards that need to be dropped.) If you want even more options, again, feel free to check out MagicalHacker - List of All Board Wipe Cards to see more cards that could work, but I think adding any three of the above options would be fine.

Now, let's move on to item removal. You have Decimate, Hull Breach, Vandalblast, Beast Within, and Steel Hellkite. These are all fantastic, but I'd like to see Chaos Warp as well to be able to deal with any permanent.

Lastly, let's take a look at what cards you have to be able to deal with creatures at instant speed. Most people assume that dealing with creatures at sorcery speed is just as strong as dealing with creatures at instant speed, but here is why that is not correct: your opponents' creatures are good cards for you when they are attacking other opponents, and they only become problems when they attack you. For that reason, it's important to remember to have lots of instant speed removal to be able to kill creatures during combat when they would deal lots of damage to you or to kill creatures that are about to allow an opponent to go infinite. That said, your only options for that are Chaos Warp and Beast Within, making Chaos Warp that much more important for this deck.

Now that we have gotten the enablers down, let's talk about the bulk of the deck. To really abuse Rosheen Meanderer, we want the rest of the deck to be about using that X restriction. That said, we do want to use cards that will use that restriction to do things of value. If we are going to make big creatures (which we do want to do), we want to make sure that those creatures can attack to deal damage to players by giving them evasion.

Lifeblood Hydra and Primordial Hydra are the only ones that have an evasion ability naturally, so then we are forced to include things to give evasion. Flying is a good start, so I think that Akroma's Memorial and Homura, Human Ascendant are a place to start. You were right to add some ways to give everything trample, but I would add Khenra Charioteer, Gruul War Plow, and Primal Rage. Those five in addition to your Nylea, God of the Hunt and Archetype of Aggression should be enough ways to make your big dudes go through.

I realize now though that I've lost track of how many cards to add, so instead I am going to make a decklist to show what I would suggest this deck should become. No worries, I will link it at the end.

I would actually add all the creatures that cost X but enter with X counters (excluding the ones that cost double X, since those are not as powerful). And after that, just some ways to double +1/+1 counters or use Rosheen's ability will round out the deck.

Personally, I believe that 37 lands including Sol Ring would be enough since you now have enough ramp, so I brought down the number of lands too.

Example deck

Hope I was able to help you!

fedeb on Auroch 'n' Roll

1 month ago

First of all, nice deck, seems very aggressive. I love Aurochs and I'm always trying new decks with them. First I tried an all-green like yours, but mainly casual - just aurochs, Utopia Sprawl + Arbor Elf + Overgrowth as ramp and +4/+4 pumps to signle creature. Now I'm going with the suggestions here:


The red-green one, with skred and stonebrow. What do you feel about Steely Resolve, even in your list?I feel (but never tried competitively my Aurochs) that Aurochs really need hexproof. Also why not Overgrowth instead of Cultivate?

tumorman73 on R/G Semi-budget Ramp (Need help to fix)

1 month ago

A good ramp can be done with Overgrowth, Utopia Sprawl, Arbor Elf, Voyaging Satyr and Garruk Wildspeaker. this ramp is budget friendly (for modern that is) and can be used to do any number of things.

TheDuggernaught on Red/Green Atarka Dragons

1 month ago

Well, in the event that you are looking to ramp to play big dragons, I would suggest using cards like Trace of Abundance, Overgrowth, Utopia Sprawl, Voyaging Satyr, and Arbor Elf. These forms of ramp are much more effective than things like Dragonspeaker Shaman, Burning-Tree Emissary, and Whisperer of the Wilds. Using these land enchantments and land untappers, you can hit 10 open mana on turn 3. Regardless, you are going to want more lands. A 60 card deck with 7 drops likely wants -at least- 23 lands.

-Heisenberg- on Fantastic Beasts and How to Get Stomped By Them

1 month ago

Love seeing another Mayael the Anima deck and awesome job with the HP reference. So first act of business...ramp. With a deck that has such a high CMC, it needs more land/land producing cards. Overgrowth, Trace of Abundance, and Market Festival are cheap and effective.

Second, there are only 26 creatures in the deck that can be cheated in with Mayael the Anima. Nothing is worse than paying six land and having her effect to give you a dead draw.

Ulamog, the Infinite Gyre "cast" effect wont trigger as well. Unfortunately Mayael the Anima doesn't cast the creatures, however ETB effect will work such as Tyrant of Discord, Craterhoof Behemoth, and Terastodon are just a few examples.

And last but not least....your planeswalkers. With the reprinting of Domri Rade, you can pick one up for under five bucks. Arlinn Kord  Flip would also help with her haste ability and then after she flips, she can give everyone trample.

+1 from me and good luck!!

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