Rites of Flourishing

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Commander 2016 (C16) Rare
2012 Core Set (M12) Rare
Future Sight (FUT) Rare

Combos Browse all

Rites of Flourishing

Enchantment

At the beginning of each player's draw step, that player draws a card.

Each player may play an additional land on each of his or her turns.

Set Price Alerts

Rites of Flourishing Discussion

Lophane on Enchanting

1 week ago

Oh, and some fun cards to add might be Hive Mind , and Rites of Flourishing .

Hive Mind is a fun way to make the table groan and can shut down most combo decks to some extent when as they are going off everyone else is as well. And Rites of Flourishing is just an all around feels-good card to get you some goodwill around the table while you ramp up to your larger plays.

Weefy117 on Yidris, Cascading Chaos

3 weeks ago

Farycane interesting! I preemptively made the choice of excluding Thieves' Auction as well as Grip of Chaos precisely because i figured the salt would be real! So what i did was opted for a lot of group hug cards like Rites of Flourishing and Braids, Conjurer Adept to not only make other people not want to attack me, but its pseudo chaotic because its like "o shit! Whos gonna go off more?". Admittedly, i still have yet to win a game, and since my friends have a much lower budget then me so their decks arent super competitive, i could probably get away with it more then other EDH players. Nonetheless i still havent won, but its fun as hell.

bushido_man96 on Maya Angels

3 weeks ago

Shalai, Voice of Plenty is a fun angel to have, and she's a great mana sink. I almost like Zendikar Resurgent more than Mirari's Wake for the card draw, but if you can run both, do it.

I don't like Dictate of Heliod in here. Most of your creatures are already so big that giving them all another +2/+2 on a static effect isn't going to help you that much more. I think the slot would be better used for card draw, something like Rites of Flourishing or Elemental Bond , or the aforementioned Zendikar Resurgent . You should probably squeeze in more card draw, too.

Cards I would cut here are Caged Sun , which is not so good in a three-color deck, Darksteel Ingot , and Pyramid of the Pantheon (man that card is horrible, and it keeps popping up in your lists!). Instead, I'd run Selesnya Signet , Gruul Signet , and Boros Signet . Your land count is too low, as well. You probably need to run 37 as a general rule to stay consistent in your draws and opening hands.

Church_of_Rakdos on La angeloj

1 month ago

imho if you intend to go to this route and you have no intention of going Mayael, then I would add in Azusa, Lost but Seeking , Rites of Flourishing , Collective Voyage , Veteran Explorer , Hypergenesis , Magus of the Vineyard , Ghirapur Orrery , Reality Scramble , Sunbird's Invocation , Selvala's Stampede , Gate to the AEther , etc. to be able to play a lot of these cards without getting mana screwed since you won't always draw Mayael and have an obscenely high avg cmc.

I would look into more cards like Goblin Sharpshooter , Kiki-Jiki, Mirror Breaker , Krenko, Mob Boss , Sylvan Library , Combat Celebrant , Shalai, Voice of Plenty , Selvala, Heart of the Wilds , Angel of Condemnation , Ahn-Crop Champion (and various other exert cards)), Elvish Piper , etc.

You could also definitely go for infinite attack phases with Kiki-Jiki, Mirror Breaker + Combat Celebrant , Hellkite Charger + Savage Ventmaw , Godo, Bandit Warlord , Aurelia, the Warleader , etc.

Honorable Mentions: Vernal Equinox , Possibility Storm (trade cheaper creatures in for your larger ones), Oath of Druids , Yisan, the Wanderer Bard , Champion of Rhonas , Sword of the Animist , Sword of Feast and Famine , Lifecrafter's Bestiary , Feldon of the Third Path , Heartless Hidetsugu , Stonehewer Giant , etc.

Let me know how the list comes along.

Loonmoon18 on Green Mana

1 month ago

I would suggest a card like Rites of Flourishing for speed, Privileged Position to protect your creatures because your low cost cards that involve any kind of ramp and your big cards are at risk of target because they are such a threat, Crawlspace is always handy, Defense of the Heart is a good way to cheat in creatures. Lurking Predators since you have so many creatures but don't use many of these, Shapers' Sanctuary ramp since your cards are a target, Heroic Intervention is a good catch all, Dolmen Gate if you swing a ton, Vizier of the Menagerie to almost have a constant card to play and see ahead. Don't use all but these are some suggestions for your deck.

Lord_Olga on Black/Green

1 month ago

Ever consider something that will increase your land playing speed, like Oracle of Mul Daya or Rites of Flourishing to help get your mana base established faster? Maybe even just an Expedition Map ?

Ehsteve on Lord Windgrace Sits Behind A Chasm

1 month ago

Thanks for the feedback!

For mana fixing: I've found that a lot of the success of the deck comes from redundancies in the land. You may not always get the Golgari Rot Farm needed in a clutch play, but a Rakdos Carnarium works just as well as the key bounceland in a pinch to put a land into hand for pitching to Lord Windgrace or to reset a Glacial Chasm . There are some slow starts, but if a single green source is present in the opening hand plus any mixture of ramp or other accelerant (even something like a Amulet of Vigor + bounceland). Personally I've found the Amonkhet cycling lands (expecially Canyon Slough ) to be a little unnecessary, especially with access to the single mana cycling lands like Tranquil Thicket and Barren Moor .

With Urborg, Tomb of Yawgmoth there's certainly a lot of potential to ramp out with Cabal Coffers and I hadn't considered it seriously yet but I will look at testing it out.

I've had a think over explore with potential additions like Path of Discovery because it functions particularly well with Avenger of Zendikar or Worm Harvest but I've found in a surprising amount of games (well not surprising given the deck numbers) there have been very few creatures hitting the board. This is because often other decks that focus around creatures will often overrun anything played by this deck unless you're exceptionally lucky. If anyone's had success with it I'd be more than happy to check it out.

A further addition might be Vampiric Tutor , but I'm waiting to trade off my visions version for an EMA before I modify the paper deck.

In a few recent games the amount of lifeloss has really start to hurt the deck, and there's been consideration about including Radiant Fountain as a source of repeatable lifegain.

Current underperformers:

Journey to Eternity  Flip - Immediately hated out of most games, but when flipped it's been horrendously good.

Windgrace's Judgement - Usually in the wrong place at the wrong time, hitting too few of the necessary targets to dig this deck out of a tough spot. However it is a broad answer, which is essential to any removal suite in commander.

Borborygmos Enraged - This deck rarely has a large amount of land in hand unless it has precisely Life from the Loam or a mixture of Lord Windgrace + Rites of Flourishing . That said this turns terrible late draws into bolts for creatures, but I cannot recall the last time I didn't pitch this immediately to find something useful.

Fury Storm - Usually stranded in hand until a finisher is drawn or used as a bad counterspell.

Cut / Ribbons - Cast once for front half. Might as well wait for Exsanguinate because at least then you get some life for the trouble of tapping out.

Current overperformers:

Grapple with the Past - This card is ungodly in being cheap, instant, milling and targeted towards exactly what the decks needs in a pinch, or even when ahead.

Hour of Promise - Just too good.

Tempt with Discovery - Always better than Hour of Promise early game except if the table is at all wary of what the deck can do will often decline, or will not give it the time of day in the late game, making this an expensive ramp later on.

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Rites of Flourishing occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Green: 0.12%