Reap and Sow

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom 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
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Darksteel (DST) Common

Combos Browse all

Reap and Sow

Sorcery

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.)

Reap and Sow Discussion

TypicalTimmy on scrotality

1 week ago

Hey thanks for the upvote on my Rosheen Meanderer deck! I've been meaning to fit in Reap and Sow and Unbound Flourishing , just been busy and not quite sure what to remove :)

Also perhaps Wrenn and Six so I can use Cycling on my lands as draw engines and get them right back for either mana use or more draw.

TypicalTimmy on New Hub: Tutorless

3 weeks ago

KongMing brings an interesting point that I'm not sure has been established: "Almost any fetch land (...)"

I know I am taking this out of context, but there are a ton of cards that tutor without exactly being thought of as a "tutor".

Most of us think of Vampiric Tutor , Diabolic Tutor , Demonic Tutor , Enlightened Tutor , & Mystical Tutor . But these aren't the only kinds.

Lands are also tutors. Literally all Fetch lands, including Evolving Wilds and Terramorphic Expanse , not to mention cards that search for lands such as Expedition Map , Sylvan Scrying , Tempt with Discovery , Reap and Sow , etc.

Then, of course, there are artifact tutors: Fabricate , Tinker , Reshape , Artificer's Intuition , etc.

We even have creature tutors: Sylvan Tutor , Signal the Clans , Worldly Tutor , Eldritch Evolution , etc.

Heck, we even have Planar Bridge which is just an all-around basic tutor engine.

Then we get into Planeswalkers such as Nahiri, the Harbinger , Samut, the Tested , Garruk, Caller of Beasts , Tezzeret the Seeker , Sarkhan, Dragonsoul , Sarkhan Unbroken , and Liliana Vess to name a decent portion of them.

So "tutors" seem to be a lot more expansive than just the basic 1 - 4 CMC black sorcerys we are use to thinking of. To ask for an "archetype" that has none of these as well as the vast swath of unmentioned cards is actually kind of backbreaking to build. You purposely have to go out of your way to not at least consider some type of card in some kind of color(s) to assist you with. At that point, you're really building more of a challenge deck to test your skill as a deck builder, such as a "one-word tribal" or "goofy hats matter" deck.

It can be done. I'm sure there are tons and tons of decks out there that don't have a single tutor in them, but at the same time those are probably going to be mono-colored decks that have some sort of serious draw potential or so much duplication in terms of cards they select that they don't really NEED to find anything because it's probably going to be right there on top. Decks like this include: Aristocrats, Burn, Ramp, & Zoo.

At least, that's my thoughts on the matter. Either way, it's a good discussion to have as it helps set the tone on how to explore other hub ideas in the future :)

channelfireball12345 on Meren of Marit Lage

3 months ago

In the meantime, I’d add Ulvenwald Hydra and Reap and Sow as more means of tutoring out the stage/dark depths combo. If you can afford it, I’d also make all of your basics snow-covered so Into the North is not a completely dead draw if you draw it with dark depths already out.

TheCardPool on Maze's End

4 months ago

+1! I like the idea! Have you considered using Oracle of Mul Daya or Reap and Sow ?

He_Who_Hungers on Scarecrows

8 months ago

It looks to me like you're going for a sort of different type of deck than mine (or at least are playing it in a very different environment), so I'll be careful with suggesting too much, and stick to the things I have found worked well in general for me.

First I would recommend is Channel the Suns. If you're looking to get the King out as early as possible, this is the card to do it, allowing you to drop him as early as turn 2 in combination with Sol Ring. Even beyond that, it usually feels pretty good to get him out a turn earlier, or for one less mana, sometimes enabling you to follow him up with a scarecrow right away.

Secondly, I agree with your aversion to use too many changelings, but if you're looking for a wacky combo, it doesn't get much better than the trio of Changeling Hero, Changeling Titan and Changeling Berserker. I find they work great on themselves, as they allow you to champion a scarecrow, which re-enters when they die, and can get you another trigger. If you manage to get all 3 of them together, though, you can have them champion each other (e.g. play the Titan first, champion any creature, then drop Hero, champion the Titan, then play Berserker, champion Hero. Since Hero leaves play, Titan re-enters, which champions Berserker, causing Hero to return and so forth), which is usually a game ender since you're able to destroy all of your opponents' permanents. I'm usually not much of a combo player, but I personally find this one very funny, if a bit hard to get off.

For theme, I'd urge you to play Reap and Sow. It's not really a great card, but it can help you ramp and tutor for some of the more key Nonbasic lands (in your case probably Cataracts or Inventor's fair). And it just fits the theme. If you're playing Reaper King, you might as well start Reaping (or sowing, or both!).

I also tend to like Tezzeret the Seeker , especially if you back him up with a set of artifact lands (Seat of the Synod, Tree of Tales, Vault of Whispers and Ancient Den). You'll mostly want him for his second ability, which allows you to tutor your artifact lands for some added ramp, or a simple -1 to grab that Heap Doll if you need a RK trigger and don't have one on hand.

Lastly I'd like to recommend either Fabricate or Drift of Phantasms (or both, as I did). The point of fabricate is hopefully somewhat clear, and I tend to like the Drift as it can find a lot of your key cards (I usually end up transmuting him into either a Scarecrone or a Chromatic Lantern), and even if you don't need to transmute it, it can never hurt to have an extra flying blocker.

I'll leave it at that for now. If you're looking for more inspiration, take another look at my list.

TypicalTimmy on Land destruction: taboo or legit ...

10 months ago

The problem with LD (Land Destruction) decks is that a they are slow. painfully slow.

I run one in Modern. Rakdos () LD.

You limit yourself to , which is a powerful color combination, but the issue here is you can win so much faster using those colors.

The majority of LD spells in red cost 4. This means you aren't doing anything until T4.

Rakdos has a serious lack of ramp. Sure, there ARE cards that are "technically ramp", but traditionally you are wanting to increase your available mana consistently every turn, not bring out Rakdos Keyrune on T3 and have MAYBE 5 mana on T4, assuming you hit all land drops each turn.

Keep in mind that even if you ARE hitting lands 4 turns in a row, in Rakdos that's not optimal. You want swift, cheap spells. Lightning Bolt and Fatal Push and Terminate. Not land after land after land.

Bleh.

Having said that, there are great ramp cards available. Infernal Plunge, Generator Servant, Koth of the Hammer, Crypt Ghast, Liliana of the Dark Realms, Iron Myr, Leaden Myr, Plague Myr, Palladium Myr... But again, you detract from your LD spells. The further you push back your goal, the further ahead your opponent gets.

Uuuugh... On a phone. Fml

NOW we get to the problems. In Modern, games are fast. Really fast. Pushing out a game 5 - 7 turns is not ideal when you can design to win on T1. Casually you're golden. FNM is a toss up. Competitively? Good luck.

This is why Blood Moon, and in some decks Alpine Moon are so important. They CONTROL the lands, not remove them. If you want to optimize LD, look for cards that destroy lands as a secondary effect, such as Ghost Quarters, Field of Ruin, and Encroaching Wastes. -- The problem here now is you fill your deck with colorless lands, and you destroy your land base while giving your opponent basic lands of their choice (mostly).

Ugh, this was a poor decision to type it all out on my phone...

Okay. So let's ask a question: Why Rakdos?

There's a surprisingly good amount of land destruction spells in Modern and in Red (34 in Sorcery) and the cheapest are Cryoclasm, Molten Rain, Stone Rain, and Peak Eruption. Note that with Cryo and Peak, you don't need to target basics. You can target lands such as Hallowed Fountain and Irrigated Farmland, or combine Peak Eruption with Blood Moon.

In black, there's really just Rain of Tears, if you're trying to keep it all under CMC < 4.

You'll also want to recycle spells. Good way to do this is Charmbreaker Devils, but at 5 CMC there are better spells. I like to run him because he let's me get back LD spells every turn. If they don't have 1-Drop removals like Path to Exile, they are F-'ed. I run minimal removal and lots of LD, so even if I don't topdeck into one I can always get one back for free.

Now it is true that green has LD as well. Acidic Slime, Creeping Mold, Reap and Sow, Spreading Algae, but again they are either slow and require ramp or are very specific in nature.

The more colors you add, the more fixing you need, and the less specialized your deck is.

That's why we don't run green. Stick to res as your main color with black support.

I'd focus on red LD sorcerys, and black instant creature removal for cheap, such as Fatal Push and Terminate.

Overwhelm with cheap 1/1s like Goblins, and pick cards with huge bang for your buck. Kiln Fiend and Monastery Mentor are perfect. Goblin Guide hurts you here as he is doing what you don't want - Getting them more lands.

Goblin Offensive and Krenko's Command are good. Two 1/1s for 2 CMC? Decent.

Overwhelm and go wide. It's cheaper and saves you Mana for LD.

If you want and can work it in, Reverberate and Increasing Vengeance copy spells so you can hit twice in one turn.

I'm not going to build a deck for you, but I hope I helped a lot.

It's a legit strategy, but needs to be precisely honed and even than may be too slow.

Control / removal is better than LD, but LD does work. Modern prides itself on non-basic lands.

That's where you attack.

As for EDH? Against 3 other opponents, you'll be so vastly overwhelmed it's not even worth it.

cj96.calimlim on Have: JLK's Shadowborn Deck W: ...

1 year ago

Hello all!

I have the following parts and pieces to an almost copy and paste version of JLK's Shadowborn Apostle deck.

20x Shadowborn Apostle lp

8x Shadowborn Apostle mp

1x Vampiric Tutor lp

1x Athreos, God of Passage lp

1x Grave Titan lp, Japanese

1x Dark Ritual foil Near Mint Masterpiece Series: Amonkhet Invocations

I am mainly trying to get rid of all 28 shadow born apostles hahaha.

I recently made an Omnath, Locus of Rage deck that seems pretty awesome, I'd love to be able to trade/sell at TCG Low for most of the more expensive parts and pieces I need:

Priority list: 1x Exploration 1x Oracle of Mul Daya 1x Prismatic Omen 1x Scapeshift 1x Sylvan Library 1x Ulamog, the Ceaseless Hunger 1x Wooded Foothills

Secondary List: 1x Azusa, Lost but Seeking 1x Eternal Witness 1x Green Sun's Zenith 1x Knollspine Dragon 1x Lotus Cobra 1x Shattering Spree 1x Stomping Ground 1x Tooth and Nail 1x Vesuva 1x Vexing Shusher 1x Worldly Tutor

If you'd rather purchase some items, I accept PayPal. If you are looking for filler, here are some 0$-5$ cards I require: 1x Collective Voyage 1x Darksteel Garrison 1x Explosive Vegetation 1x Gruul Signet 1x Harrow 1x Hunting Wilds 1x Perilous Forays 1x Rampaging Baloths 1x Reap and Sow 1x Regrowth 1x Rites of Spring 1x Seer's Sundial 1x Summer Bloom 1x Courser of Kruphix 1x Crop Rotation 1x New Frontiers 1x Protean Hulk 1x Ramunap Excavator

I know this is very comprehensive - thanks for hanging in there!

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Reap and Sow occurrence in decks from the last year

Commander / EDH:

All decks: 0.01%