Phytoburst

Legality

Format Legality
1v1 Commander Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dragon's Maze (DGM) Common

Combos Browse all

Phytoburst

Sorcery

Target creature gets +5/+5 until end of turn.

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Phytoburst Discussion

TristanTaylorsVoice on Modern Infect 2017

3 days ago

Phytoburst is sorcery speed which is really not ideal for a deck trying to prevent interaction.

Muglacious_NiceFaceToad on WonderCats

1 week ago

Howdy,I have been working on one myself too. These have been some good cards for me. I am assuming you are wanting to attack fast and powerfully. I think some instants and more card draw would be important to increasing your effectiveness quickly and protecting your creatures from removal once they know how much damage you can do with a double strike kitty. If you are not used to Protection from color cards... they are AWESOME. Useful for unblockability, targeting prevention, and damage prevention.

Powerup;-Forgotten Ancient, Overwhelming Stampede, Inquisitor's Flail, O-Naginata, Phytoburst, Larger Than Life, Mirror Entity(obviously only really good if you have a bunch of creatures)

Powerup Instants; Vines of Vastwood, Titanic Growth, Might of Old Krosa, Invigorate, Become Immense, Berserk

Card Draw; Rogue's Gloves, Mask of Memory, Infiltration Lens, (absolutely these 3) Hunter's Prowess, Momentous Fall, Rishkar's Expertise, Soul's Majesty.

Creature Protection/Unblockability; Mother of Runes, Gods Willing, Emerge Unscathed, Brave the Elements, Apostle's Blessing, Blossoming Defense, Heroic Intervention

Utility Card; Mirage Mirror, If you haven't used this card be prepared for its versatility. It is so good!

Also you may want to increase your amount of removal.

Cheers!

HydraCord on Selvala, heart of some serious scary shit

3 weeks ago

hey it's your boy hydracord from your ap european class. now to make this deck as degenerate as possible to the point where it doesn't become fun anymore.

Cuts:

Colossus of Akros: 18 mana is better funneled into a Genesis Wave.

Courser of Kruphix: You should have a higher density of dorks to get turn 2 Selvala out, and Courser is 2 turns behind on that.

Gyre Sage: Pretty redundant once you have Selvala or your dorks out.

Mistcutter Hydra: Dumb beater that's susceptible to all types of removal.

Protean Hydra: Same deal as Mistcutter Hydra. Most removal spells don't come from damage spells, so it's not going to be immune to most removal.

Chariot of Victory, Fleetfeather Sandals: Concordant Crossroads is better than both of these.

Roar of Challenge: I've never seen this card drawn or played ever. Regardless of that, I don't think it's that good once you go to an LGS since people there have spellslinger decks.

Oran-Rief: Your creatures are fucking huge. You don't need them to be slightly huger.

Tranquil Thicket can just be a basic.

Skyshroud Claim gets significantly worse in a mono-colored deck. Play more dorks instead.

Additions:

Sheltering Ancient, Phyrexian Soulgorger, Phyrexian Dreadnought, Ravaging Riftwurm: Because a turn 3 Eldrazi Titan is always good.

Vorinclex will end the game more often than not. You can also cast him ridiculously early.

Scryb Ranger, Wirewood Symbiote, Quirion Ranger, Thousand-Year Elixir: I know that you don't wanna play these, but hear me out. Wirewood Lodge is probably one of the scariest cards in your entire deck. Now imagine if you had 5 of them.

Duskwatch Recruiter: Efficient filtering early game and allows you to pump infinite mana into him so you can cast every creature in your deck.

Nykthos, Caged Sun: Do you like ramping? Then play these.

Song of the Dryads is nice removal.

Woodland Bellower: Great toolbox card, but you should probably grab Phyrexian Dreadnought and its friends with it 99% of the time.

Phytoburst, Might of Old Krosa, Invigorate: Buff Selvala, make more mana. Perfectly optional.

Fierce Empath: Tutors for something big and something that'll probably win you the game.

Vigor, while expensive, is a fucking insane card.

Heroic Intervention will save your stuff from wraths, removal, and MLD. Using it for removal is probably the most applicable case, though.

Triumph of the Hordes because there's no kill like overkill.

TheVectornaut on Dueling Infect Strategies (Mono-Green)

1 month ago

I second swapping Cathedral of War for Inkmoth Nexus. I prefer to think of Nexus as a creature, one that is often more useful than Blight Mamba or Necropede. It just happens to have the added flexibility of being a land that doesn't enter tapped. If you can afford to play a land tapped, you're not playing the fastest version of infect, and if you're not playing the fastest version, there isn't really a reason to play infect at all. (Nexus is $20 while Cathedral is $1 for a reason.) By this same logic, I wouldn't run any equipment. The 2 mana you spend casting and equipping Infiltration Lens could be spent casting 2 buffs to win the game immediately. And if you spent 4 mana to give Livewire Lash to a Glistener Elf only to have it Path to Exiled, you'd really wish the Lash was just an Apostle's Blessing or Vines of Vastwood instead. Finally, I think Groundswell is still underrated for infect. Whether it's a good replacement for Phytoburst may depend on how ready you are to gamble for high risk and high reward.

StoryArcher on Dueling Infect Strategies (Mono-Green)

1 month ago

Good morning all.

I enjoy making mono-green versions of lots of different kinds of decks and lately Infect has caught my attention. The core of the deck is pretty standard, but I'm torn regarding the inclusion of a handful of cards and the necessary changes to synergize well with them. Since I've played very little infect - with or against - I'm hoping that some on here can offer a better perspective.

Core of the Deck:

There are other key buffs, obviously, but which ones and how many are dictated by the cards I'm trying decide on. The first of these is Infiltration Lens. Its incredibly cheap and offers tremendous card-drawn, especially considering that the draws happen when a creature is blocked but before damage is assigned - considering how many instants this deck runs that's a real boon. It also has nice synergy with Ichorclaw Myr .

The way I'm planning on filling out the rest of the deck if I decide to include Infiltration Lens is below:

I'm also sorely tempted to include one or two Wild Defiance in this version of the deck, which can be seen here: The Green Sting.

On the other hand, there are two cards which seem potentially devastating with an Infect strategy, but don't interact so well with some of the usual deck staples. The first is Canopy Cover, which offers hexproof AND evasion for a fairly inexpensive price. The other is Livewire Lash, a fantastic piece of equipment that gives you an additional way to get your poison counters through, effectively turning all of your buffs into 'Poison Shocks' as well. The only drawback it has is that its just a tad slow for speed one normally expects out of an Infect deck, but these two cards definitely make the deck more powerful and more sustainable should you get into the mid-game. In this case I would add something like this:

This version of the deck can be seen here: The Green Sting II

I'm really torn between these approaches, between the outright speed of the first option and the inevitability of the second or some hybrid version where I ditch the equipment completely and tweaks the buffs around Canopy Cover. Whichever way I go, the card balance will be key. Any thoughts would be most appreciated.

Darksoul0118 on The Young Wolf

2 months ago

Groundswell,Blossoming Defense,Phytoburst,Might of Old Krosa are my favorite pump spells. Also use them in UG Infect. Get rid of Aura Gnarlid and all auras but Forced Adaptation, Ranger's Guile and Titanic Growth. +2Silhana Ledgewalker

Kunfusion on Arahbo, Roar of the World

2 months ago

Thanks for the feedback, Zorgen!

I agree that I probably need to keep at least one main deck board wipe. I've been messing around with Cataclysm and Tragic Arrogance a bit. Both seem like they would fit the decks game plan while not really hurting my board too much.

The only real narrow pump spells are the Phytoburst and Larger Than Life. Phytoburst represents a lot of damage with either Arahbo, Roar of the World or Ajani, Caller of the Pride while also enabling a one turn kill (as early as turn three) with Lost Leonin. Larger Than Life is definitely replaceable. I'm just not sure any of my other options are worth the slot over it. Perhaps Worldly Tutor? The other pump spells all offer some other sort of useful flexibility. Am I running too many protection spells in that case?

I do disagree, however, with needing to add ramp spells, though. I'm not looking to flood the board with creatures early in the game. The little bit of ramp I do have with Sol Ring, Mana Crypt, Sword of the Animist, and sometimes Gemstone Caverns have been more than enough to get my creatures onto the field. As an aggro deck, I don't feel like there's enough time to make use of the extra mana from more efficient ramp spells. I have been testing Swell of Growth, as well. I might considering replacing Larger Than Life with it.

Winterblast on Chairman Meow

3 months ago

Hi_diddly_ho_neighbor thanks for your suggestions! I don't play just any goodstuff equipment, I can only really use what maximizes dmg output in the early game here. The deck isn't voltron or equipment based but only focuses on getting the most value out of free +3/+3 every turn, which is best achieved with double strike and cheap, powerful pump spells

I absolutely don't want to get into a long grinding late game, so my few cards with higher casting cost are there to end the game if it hasn't happened already. I'm not sure if I come possibly squeeze in Balan or Jazal in this plan. They both cost 4 mana and without two equipments Balan is just a 3/3. The instant equip ability is great though, might be worth a try...he could even get swords with pro white or green attached after getting the boost from Arahbo.

Beastmaster Ascension...tested in mono g, unfortunately always too slow. If it doesn't activate with one or two attacks at most, it's a wasted card. It competes with stuff like Lost Leonin and Phytoburst here, which is the fastest way to kill in this deck (turn 2 with any 0 mana artifact). I really don't want to attack multiple times before getting a bonus out of a spell.

Sigarda's Aid is great, equipment attached for free is exactly what I want! Stonehewer Giant is a bit expensive with 3WW but the ability might be worth it. I hope the whole commander set is soon available on Xmage so I can test online until the real cards arrive.

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