Rites of Flourishing

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.

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Trade

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Printings View all

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

Combos Browse all

Legality

Format Legality
Block Constructed Legal
Vintage Legal
Canadian Highlander Legal
1v1 Commander Legal
Penny Dreadful Legal
Noble Legal
Casual Legal
Leviathan Legal
Modern Legal
Tiny Leaders Legal
Oathbreaker Legal
Highlander Legal
Magic Duels Legal
2019-10-04 Legal
Legacy Legal
Duel Commander Legal
Commander / EDH Legal
Unformat Legal

Rites of Flourishing occurrence in decks from the last year

Commander / EDH:

All decks: 0.03%

Green: 0.12%

Rites of Flourishing Discussion

Azeworai on Radha, The Lands Matter To Me!

2 weeks ago

Ah, lands. An archetype with which I consider myself quite adroit. I play a Naya version, but Gruul bears the majority of the value.

If you opt for a strategy more anent utility lands, there is a multitude of options that become available.

Inkmoth Nexus can combo superbly well withal Kessig Wolf Run, oft murdering someone on the spot.

Of course, Dark Depths and Thespian's Stage is just another threat for the opponents to answer.

Glacial Chasm has saved me more times than I would care to admit, and Drownyard Temple is fun with sacrifce effects.

Sheltered Thicket is probably just better than an Evolving Wilds.

Sylvan Safekeeper is a little too perfect here. Defend the commander, aggressively costed, and perfidious for the opponents to remove.

I have a lands deck myself, bearing Vital Force and Vivien Reid as splendidly potent engines.

Nissa, Vastwood Seer  Flip is a card that literally never feels bad. It's great at all points of the match.

For assembling your land base, Realms Uncharted carries its weight, Hour of Promise is fantastic evermore, Crop Rotation can be a surprise, Elvish Reclaimer is as powerful as it reads, and Expedition Map is cheap and efficient. Sylvan Scrying is also fine.

Given enow utility lands, Field of the Dead becomes one of the very best cards. You could try snow basics for additional names to support it. This also opens Into the North as a possible ramp spell.

'Tis a little selcouth, but I enjoy Throes of Chaos for decks with many lands, as it makes dead draws less possible.

Cantrips make every deck work! Once Upon a Time is banned and broken, Winding Way grants a refill, and Life from the Loam with a cycling land is an engine by itself, and one quite difficult for anyone to intercede upon. Explore is also effective.

One more interactive spell would be nice. Beast Within does the job.

World Shaper has proven itself with High Market for additional control.

There are some things I'd recommend you ablate:

  1. Yavimaya Elder is overplayed. It's five mana to draw two lands and a card. Unless you can reliably sacrifice it to alternate effects, don't play it.

  2. Skullwinder... Why not Reap or Regrowth? I don't see any effects that care about the body, so you may as well not help the opponents and gain a cheaper casting cost.

  3. Tunneling Geopede is not one I enjoy very much, but I can see its applications in murdering.

  4. Ghirapur Orrery is just too slow. If you need the card draw, run Harmonize. If you need the land drops, try a creature tutor for Azusa. If you are playing lands, the primary goal is assembling an engine and staying ahead of the opposition. Why aid those inimical to your goal?

  5. Nissa's Renewal is so slow! Six-mana?! Come on. You're ramping into seven-drops. Add a Kozilek if you want to do that.

  6. Rites of Flourishing. Tsk tsk. I'd recommend murdering this, but I suppose it earns the graces of the table.

Try fewer lands and more large threats. You have an ungodly amount of ramp yet the only thing reqiring much mana is Radha's second ability. Try some eldrazi, Apex Altisaur does work, Borborygmos Enraged is on theme and always sweet, and fun times is the scariest card on any table, no matter what. Ignore that Teferi. Radha is huge!

Insurrection is oft dispraised, but it ends games a lot of the time. In fact, it has bean so thoroughly unloved by the community as of late that no one expects it. Nice!

The combat package is nice, but it falls apart very quickly to a removal spell. Though, Raking Claws could be fun. :)

In summation, add more angles of attack than voltron, some more card draw would be great, have better ways to spend your mana, and just stick the cheaper ramp. Four mana or less is ideal.

Oh, add some wraths. Blasphemous Act and Ezuri's Predation are each solid. Put them in and don't look back.

Good luck and happy cartography!

zelian12 on Golos Lands

1 month ago

I've been playing various 5 color lands decks for years now and love this deck in particular. I love how solid the mana base feels even without the usual command tower/mana confluence. I've made some small changes after playing a few games so if you wanted feedback, here you go:

I think Rites of Flourishing is way worse than Exploration. I suspect this is a budget issue which is unfortunate because t1 exploration in this type of deck is almost always better than t1 sol ring.

I've swapped out Swiftfoot Boots for Sylvan Safekeeper. They have about a similar impact on the board but safekeeper costs less and gives you outs to go off with Titania or sac and replay lands.

Reliquary Tower feels weak given that discarded lands are easy to get back and a lot of your card advantage comes from exiling cards with golos. I'm not sure how you're drawing enough cards to make it worth it, unless you're scapeshifting with Tatyova out. Is it a meta choice to counter Jin-Gitaxias, Core Augur?

Here are some other cards I'm considering in this list: Krosan Verge, Witch's Cottage, Burgeoning, Heroic Intervention, Rings of Brighthearth, Last Stand, Bolas's Citadel, Mythos of Illuna, and maybe one more big piece of recursion and one extra turn spell, probably, Muldrotha, the Gravetide, and Nexus of Fate

Kodiak1137 on It either works, or it doesn’t. - $5 EDH Deck

1 month ago

Interesting. I like. Rites of Flourishing in your hand just makes things faster as long as you have your other pieces.

bushido_man96 on Gahiji's Group Side Hug

2 months ago

Rites of Flourishing is another good group-hug draw/ramp package that would fit in nicely.

pkbabyboi on Pseudo-Fun Xyris

3 months ago

Dictate of Kruphix Fevered Visions Font of Mythos Kami of the Crescent Moon Rites of Flourishing Well of Ideas Empyrial Plate Sword of War and Peace You should also look at Instant speed cards that have people draw cards maybe? And have them draw fail? That's how I would make the deck

Teecane on Xyris Snake EDH

3 months ago

Nice deck! I love this commander. You gave me some good ideas for wheels/grouphug to include when I build this. How do you plan to mitigate the extra speed Rites of Flourishing will give your opponents to try to block/answer?

If you wanted to comment on any of my decks that'd be dope, but just thanks for posting!

Clowncycle on Zaxara X X X

3 months ago

Fasrielyn Thanks for the suggestions man, this is the first deck I've put together by myself without a primer or anything so it's a little all over the place. To start with Selvala, Heart of the Wilds, my pod is very counter heavy with an even higher likelihood of countering my commander I included another way to get infinite mana that works off of Freed from the Real. My pod is also very graveyard heavy and Deathrite Shaman is a decent mana dork in general. You bring up a good point with Rites of Flourishing and Astral Cornucopia so I'm going to cut those.

Fasrielyn on Zaxara X X X

3 months ago

So a few things as far as this deck goes.

First, is your mana base. While yes the deck is able to go infinite, you won't be able to get there if you don't consistently have lands for mana, so you may need to look at adding a few more. A couple big ones to look at would be Nykthos, Shrine to Nyx, Opulent Palace

Second, a lot of your cards give opponents permanents like Swan Song, Beast Within. Be careful how much you are giving your opponents because they could use those to help sacrifice for other things they could use. The same can be said for spells such as Rites of Flourishing. That card gives your opponents chances to draw counter spells and ramp themselves out to their own combos.

Third, I am a little lost why some cards are in the deck like Deathrite Shaman or Selvala, Heart of the Wilds. Also with Astral Cornucopia it seems unneeded to be in the deck. To make it really useful you are very well able to do the infinite combo easily at that point, so why have it?

Really look into what kind of combos you are wanting to do, then look at whatever cards are not helping those combos as the ones you can cut for other cards to help make it easier to do those combos.

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