Overgrowth

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Tenth Edition (10E) Common
Ninth Edition (9ED) Common
Stronghold (STH) Common

Combos Browse all

Overgrowth

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

Pieguy396 on Sarkhan's Dragons

2 weeks ago

Hey there! Cool Dragon deck you have here! I have some comments for you:

  • First of all, your mana base looks a little low on lands. I would recommend going up to around 24 lands or so. Also, if you have the money, I would recommend investing in some dual-lands that enter the battlefield untapped sometimes, like Rootbound Crag, Cinder Glade, or Karplusan Forest. This isn't necessary by any means, though, so feel free to just add a couple basics and move on with your life :)
  • As I mentioned earlier, I would recommend cutting most of your 1-ofs. I would recommend picking 1-3 really powerful dragons, and running 2-3 copies of each, rather than 1-2 copies of 9 different dragons. Here are the ones I would cut: Archwing Dragon, Destructor Dragon, Harbinger of the Hunt, Hunted Dragon, Lightning Shrieker, and Siege Dragon.
  • I would instead run 2 Atarka, World Render, 3 Foe-Razer Regent, and 3 Savage Ventmaw.
  • Thunderbreak Regent is an amazing card here. 4 mana for a 4/4 flying dragon with upside is fantastic.
  • Elvish Mystic is probably better ramp than Voyaging Satyr, so I would replace the 4 Satyrs with 3 Mystics. If you really want the access to red mana, and you decide to go with Cinder Glades as your additional nonbasics, Arbor Elf is also an option (Cinder Glade is technically a Forest).
  • Overgrowth is also probably better than Greenweaver Druid, because the Druid is so fragile. A 1/1 will die to any removal spell, while an enchantment will just sit around on your land making you mana.
  • While this may not be easy to understand, Crucible of Fire doesn't really do much. If you have three or four dragons being pumped by it, you're probably winning already. This is what we call a "win-more" card, and you can read more about why they're not great for your deck here if you'd like.
  • Dragon Tempest, on the other hand, is really good here. It should be your primary source of removal, so I'd replace the three Bathe in Dragonfires with Dragon Tempests, flavorful though they may be.
  • Guild Feud and Ulvenwald Tracker also don't do a lot. Sure, the Tracker is good removal, but you have better removal. Guild Feud lets you get dragons out, but you can already get dragons out for 6 mana. I'd cut both of them.

If you make all of these changes, your deck might look a little something like this: Sarkhan's Dragons 2.0. I'll be sure to leave it up for at least a couple weeks if you'd like.

I'm a huge fan of green/red ramp-style decks, so it's always fun for me to see a new Dragon player out there :)

In any case, good luck!

sylvannos on Help with what to add ...

2 weeks ago

Deck link:



Yeah, you definitely need more 4-ofs, especially mana ramp. 4 Lightning Bolts is probably the most obvious thing to add in after that.

I'd also suggest Stormbreath Dragon, Thunderbreak Regent, and Thundermaw Hellkite. 4 of each (if you can) will go a long way.

You might also want to lower the mana costs on your mana ramp. Llanowar Elves is good, and you have that. Search for Tomorrow, Sakura-Tribe Elder, and Arbor Elf + Utopia Sprawl/Fertile Ground/Overgrowth can go a long way as well. Arbor Elf also works in conjunction with Cinder Glade and Stomping Ground.

I've been thinking about R/G Dragons for a while now, just been waiting on the prices of some cards to come down. I think if you're on an unlimited budget, the list to play is something like:

1x Cinder Glade
9x Forest
1x Kessig Wolf Run
3x Mountain
1x Red fetchland
4x Stomping Ground
4x Wooded Foothills
-------------------------------------------
23 Lands

4x Stormbreath Dragon
4x Thunderbreak Regent
4x Thundermaw Hellkite
-------------------------------------------
12 Creatures

4x Anger of the Gods
4x Pyroclasm
4x Search for Tomorrow
3x Blood Moon
4x Utopia Sprawl
1x Chandra, Flamecaller
1x Garruk, Primal Hunter / green planeswalker
4x Lightning Bolt
-------------------------------------------
25 Other Spells

1x Blood Moon
2x Choke
1x Crumble to Dust
3x Destructive Revelry
1x Molten Rain
3x Obstinate Baloth
1x Shatterstorm
2x Thragtusk
1x Thrun, the Last Troll
-------------------------------------------
15 Sideboard Cards

You spend the first couple of turns ramping up and board wiping your opponents' threats, then finish them off with hasty dragons that are hard to remove.

Emzed on Mono green Landfall Modern

2 weeks ago

I think you could benefit a lot from including the "mini-combo" of Arbor Elf plus Utopia Sprawl. Both are cheap mana accelerators on their own, but get much better when combined. I highly recommend those cards, they will make you much more explosive. You could even add Overgrowth and Voyaging Satyr too, which would make the synergy more consistent. Reaching 8 ore more mana by turn 4 becomes easy that way.
One of the most powerful landfall cards is Tireless Tracker, but that might not fit into your budget.
Endless One is really underpowered in a green ramp deck, why not try something like Gaea's Revenge, Cloudthresher, Polukranos, World Eater, Hornet Queen or Pelakka Wurm instead? They all bring some nice bonus abilities and shouldn't be too expensive.

Tungdil on New Dinosaurs

3 weeks ago

Funkydiscogod unfortunately Vines of Vastwood is as expensive as Blossoming Defense. I don't want non-dinosaurs, those humans are the only exception, however you identified a huge problem that is the poor ramp. Perhaps I need some Overgrowth, I don't know. Well this combo for dino tokes is very interesting, maybe we can improve it making faster, what do you think about Battlegrowth/Burst of Strength/Nahiri's Machinations/Ordeal of Purphoros + Fire Whip/Power of Fire?

Sagarys on Wurmy used Grow ^.^

1 month ago

Nice! If you're ever kitchen tabling this deck and don't care about card legality, Overgrowth + Wild Growth + Arbor Elf makes for some ridiculous mana ramp shenanigans. This was my casual wurm deck. Wurms. Spitting out some of those monsters on turn 4 was hilarious. For me anyway. Not so much for my friends.

TheVectornaut on Centaur deck that favors Enchantments

1 month ago

Pheres-Band Warchief and Stonehoof Chieftain seem like strong inclusions in general. The latter is high CMC, but my suggestion is that you take this deck in a ramp direction anyway.

Step 1: Add Nykthos, Shrine to Nyx and swap some creatures around to improve devotion. Ex: Swap Centaur Courser for Swordwise Centaur, Pharika's Disciple for Seton, Krosan Protector, Pheres-Band Tromper for Jolrael's Centaur. This also makes Nylea's Disciple more effective.

Step 2: Add enchantments that help you tap forests for additional mana like Fertile Ground, Overgrowth, Utopia Sprawl, and Vernal Bloom. These gain the benefits from Herald of the Pantheon and Dowsing Shaman and provide incredible acceleration.

Step 3: Find something to do with the mana. The easy answer would be to draw with Harmonize and play more centaurs. But I think the more interesting answer is to go for broke with Genesis Wave or Primal Surge (after removing Fruition). Play all (or most) of your deck, gain a ton of life, throw in Concordant Crossroads for haste, and swing with an indestructible, trampling centaur army.

That's how I'd do it at least, though I must admit I am a sucker for flashy plays.

Kavle on Mono-Red Taxes

2 months ago

@LeaPlath I completely forgot about Blood Moon. Auto include if I'm going to try and make this a competitive deck. I'll try a R/G rampy build and see if Wildfire would work in that build.

@GabeCubed & @filthyc4sual R/G Taxes seems like it could be a thing. Getting a Manabarbs online on turn 3 seems really good. Might be able to include more copies of it if I can reliably cast it on turn 3. I'll throw a R/G version of the deck together and test it compared to my Mono-Red version. Simian Spirit Guide, Birds of Paradise, Arbor Elf + Stomping Ground + cards like Overgrowth would be good ramp sources.

@landofMordor Harsh Mentor is actually going to make the sideboard. Would be good against decks like affinity i think.

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