Reap and Sow
Choose one - Destroy target land; or search your library for a land card, put that card into play, then shuffle your library.
Entwine (Choose both if you pay the entwine cost.)
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|Commander / EDH||Legal|
Reap and Sow occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Reap and Sow Discussion
4 days ago
Some potential cards. Most of these might be side-grades or out of budget but are worth noting in the Maybeboard. I have a few of these:
Creatures are obviously optimal, what with elf anthems and counters and stuff. I would try to squeeze in the first three if you can. The tempo of getting your commander down on turn 2 is amazing.
Fyndhorn Elves , Priest of Titania , Boreal Druid , Farhaven Elf , Leyline of Abundance , Castle Garenbrig , Llanowar Tribe , Overgrowth , Reap and Sow , Kodama's Reach , Explosive Vegetation , Nature's Lore , Ranger's Path , Skyshroud Claim , Grow from the Ashes , Emerald Medallion , Growing Rites of Itlimoc Flip, Harrow , Circuitous Route
Rishkar's Expertise , Soul's Majesty , Mirror Shield , Zendikar Resurgent , Primal Rage , Heroic Intervention , Return to Nature , Overwhelming Stampede , Overrun , Beastmaster Ascension , Loxodon Warhammer , Colossal Majesty , Rancor , Vivien, Champion of the Wilds , Blossoming Defense , Withstand Death , Titanic Brawl , Ancient Animus , Momentous Fall , Nature's Claim , Once and Future , Regrowth , Wildest Dreams , Road of Return , Creeping Corrosion , Season of Growth , Blanchwood Armor , Sandwurm Convergence , Garruk, Primal Hunter , Vivien Reid , Vivien of the Arkbow , Ghost Quarter ,
Aspect of Mongoose is nice but prevents untapping shenanigans with your commander.
Some obvious out-of-budget stuff here and some lower-powered stuff too but I'll suggest them for posterity.
Llanowar Reborn , Karn's Bastion , Forge of Heroes , The Great Henge , Incubation Druid , Loyal Guardian , Tuskguard Captain , Pollenbright Druid , Solidarity of Heroes , Biogenic Upgrade , Durable Handicraft , Planewide Celebration , Courage in Crisis , Verdant Confluence , Bow of Nylea , Contagion Clasp , Contagion Engine , Hydra's Growth , Path of Discovery , Retreat to Kazandu , Forced Adaptation , Evolutionary Escalation , New Horizons , Nissa, Voice of Zendikar , Jiang Yanggu, Wildcrafter , Vivien, Arkbow Ranger , Kalonian Hydra , Arbor Armament , Stony Strength , Savage Summoning , Hunger of the Howlpack , Soul's Might , The Crowd Goes Wild , Armory of Iroas , Weapon Rack , Predatory Hunger , Primeval Bounty
I have a Drove of Elves I'm not using
1 month ago
Hi Shelosmith, you can play the Ranger if you want. I got one Ranger in foil because I was playing it in the first place. It turns out, Mystic Sanctuary is the easiest to find part of the combo. You could make the same argument for Reap and Sow , which additionaly even finds Simic Growth Chamber or even Halimar Depths . So in the end I only play the best tutors, even though there would be more. In order to be as deadly as possible, the deck also needs a lot of slots for counterspells and such.
Btw, you could also add Vedalken AEthermage to better find Archaeomancer / Salvager of Secrets (or even Trinket Mage , which then could find Expedition Map for Sanctuary). But even though this redundancy is nice to have, in the end the deck wins more games when you have counterspells instead. Tatyova already is very very very consistent :) But if you can find slots für Ranger, Aethermage or Reap&Sow: Go for it! :)
2 months ago
Awesome, thanks for the feedback and additional insight~
I'll agree about Treefolk, and probably Sporemound. I didn't see your combo kill until you pointed it out, and at that point 'mound is too much mana for too little payoff in the combo line. And Treefolk is more cute than efficient - Tatyova is a crazy card advantage engine, and it can grind with the best of them until the end of times, or until she decks you if not careful. Treefolk helps that plan, but really, isn't needed.
Reap and Sow is expensive at 4CMC, but gets Mystic untapped. I love when land search gets me untapped stuff, so it made it into my list.
I really enjoy my suite of 1CMC blue cantrips/card advantage. I like being able to chain, to pick cards, and go from there, but it's feeling worse and worse to scry when I just shuffle anyway. Impulse, too - I like that it digs 4 deep, but since it's very common for me to tutor a land, it feels like a wasted 'dig' after I shuffle my unused stuff back. I'm considering things like Mulch , Grapple with the Past , Mental Note , Pieces of the Puzzle , or Scout the Borders . I think Taigam's Scheming / Contingency Plan seem decent. They don't draw itself, but there's always a land in-hand to pick up any card we left on top we need, or they get 5 cards out of the deck that aren't critical to the kill. Have you tried any of them? The deck is pretty graveyard based anyway, so putting stuff there isn't bad, and concentrating the deck for the brute-force tutoring we do of just drawing into the combo seems good.
Turn 3 Tatyova is feels good, and I have all of three ways to do it, between Sakura-Tribe Scout , Skyshroud Ranger , and Search for Tomorrow . Turn one land accel is the only way she comes out on turn three, so I'm going to try Arboreal Grazer (which does any land) and possibly Elvish Pioneer (only does basics, boo). Have you tried them? I'd also be happy if there were more targets for Displace out that can drop lands, just in case.
I dropped Trinket Mage for Dizzy Spell , since it costs the same, finds everything the Mage does, but also finds High Tide and Crop Rotation . I don't have the same Artifact package as you do, so having a body to flicker if need be to get more goodies makes sense, but it's still recurrable as an instant.
Thinking about it, I'm probably still more of the value-oriented deck with a combo finish, whereas you're in the hard-line combo line.
Final question - I don't get how Cloud of Faeries gets infinite mana. High Tide and Peregrine Drake , sure, but if you Flicker Mystic and Cloud, it costs 3 and you get 3 untapped lands. Is Simic Growth Chamber the final piece you need? Probably just answered my question. Good job, me.
Thanks, and awesome deck!
3 months ago
Easy switch outs to me:
Acidic Slime - you have plenty of destroy enchantment or artifact things.
Verdant Force - meh with what you're doing
Turntimber Sower - also kinda meh
Baloth Woodcrasher - no trample, would be chumped all day long
Seer's Sundial - you should be ramping enough that this is irrelevant to you - green and black are excellent ramping colors save this for the red or colorless deck you're going to build in commander.
Second Harvest - too situational
Deathreap Ritual - seems very situational
Zendikar Incarnate - can grow fast, no trample or other evasion
Scute Mob - dangerously fast growing - no trample or other evasion
Crop Rotation - search for a land card, put on battlefield
Sylvan Scrying - search for a land card, put in hand
Reap and Sow - destroy target land and or search for a land
Tempt with Discovery - search for a land and for as many lands as opponents search for
3 months ago
3 months ago
Cool deck! You might like these cards: Cabal Stronghold , Vesuva , Deserted Temple , Stone-Seeder Hierophant , Spellseeker , Reap and Sow , Pir's Whim , Volrath's Stronghold , Yavimaya Hollow , Elvish Rejuvenator
4 months ago
More points for discussion
I am no longer convinced that Omnath, Locus of Rage is the best fit for the deck his only real synergy in this case is when after paying his full cost (7 mana), resolving a Scapeshift , Splendid Reclamation before using a board wipe like Damnation or Blasphemous Act wherein all this time, Omnath, Locus of Rage himself is not removed. There seem to be just too many points of failure to too little reward in this case.
I believe that Avenger of Zendikar is in a slightly different boat as the plant tokens are put down as part of the resolution, and he is not reliant red mana as well as green mana to cast. The main mana accelerant in the deck is Cabal Coffers + Urborg, Tomb of Yawgmoth to try and resole a large Exsanguinate or Torment of Hailfire so colour fixing large cost spells is important. Most creatures are also based around synergies such as:
Land ETBs ( Tireless Tracker ).
I think that potentially Omnath, Locus of Rage and Turntimber Sower may be the cuts to fit in Mirage Mirror and Elvish Reclaimer as more utility rather than trying divert resources into what feels like a 3-card synergy for which the deck has limited (or precious) tutors.
When the deck was originally put together (from the precon) I was throwing around a whole bunch of cards and one that caught my eye was a foil copy of Reap and Sow I had lying around. Compared to Realms Uncharted and Hour of Promise it may appear underwhelming but it does have two important distinctions: the land enters untapped, and it can be a targeted land destruction spell if needed. Now specifically this could be used to destroy two lands if needed by entwining the costs and also retrieving a Wasteland or Strip Mine but I think that an unrestricted land search effect wouldn't be unwelcome. There is limited room for cuts until a bit more testing but I think that it could be a good supplemental effect. The only concern would be having an oversaturation of land search effects without payoffs.
5 months ago
With Weathered Wayfarer , I think it's drawback would keep it from being played due to this deck's ability to get more lands out than the opponent most of the time. I usually use Maze's End 's ability to tutor gates out. But that means four lands getting tapped and Maze's End going back to my hand. I had Gatecreeper Vine in here at one time. Walking Atlas , Kiora, the Crashing Wave , Oracle of Mul Daya , and Golos, Tireless Pilgrim can all help get even more lands out. Reap and Sow is kind of expensive, but can get out a land while setting your opponent back one, or maybe even a 1x Primeval Titan would help by getting two lands out. Amulet of Vigor can negate the drawbacks of a lot of these cards. There are a lot of options.
Reliquary Tower is a good idea. I like Crucible of Worlds but I don't usually have to discard my lands. When I have to discard it's usually artifacts that end up there. (Usually extra copies of Amulet of Vigor or Chromatic Lantern that I don't have mana to use.)
I agree with taking out Chromatic Lantern . I added those cards back when I first made this deck on here and I thought I'd need them as extra mana fixing and to "smooth out" my mana base. They don't work well though. They're terrible to draw after turn 4 or so.
I'm going to leave the Amulet of Vigor s as they are right now. They're great to have one in your opening hand and even late game they can help out. The only drawback is the fact that you only need one and the others will be dead draws. (Unless your opponent is destroying them. Then the extra is very helpful.)
Maybe some anti - Blood Moon ? That card is bad news for this deck. Chromatic Lantern did help with that, but that's very situational. I just looked at the rulings and Blood Moon does not change their name. It would however, nuke Maze's End . Good thing my only basic lands are Plains .