|Commander / EDH||Legal|
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|2012 Core Set||Rare|
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Rites of Flourishing
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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|Have (10)||switchkill65 , geazykagar , Dr_Jay , sonnet666 , PTsmitty , orzhov_is_relatively_okay819 , The_Munchkin , Daddy1ong1egs13 , Wolfebladeelite , TheRealPeaches|
Rites of Flourishing Discussion
2 weeks ago
Original deck prior to any updates:1x Battlefield Scrounger, 4x Burgeoning, 2x Dizzy Spell, 1x Elixir of Immortality, 1x Fastbond, 9x Forest, 4x Forgotten Ancient, 4x Horn of Greed, 4x Howling Mine, 7x Island, 1x Mox Emerald, 1x Oboro, Palace in the Clouds, 1x Pendelhaven, 3x Plaxcaster Frogling, 4x Primordial Hydra, 2x Rites of Flourishing, 2x Shielding Plax, 2x Simic Growth Chamber, 2x Simic Guildmage, 1x Time Warp, 3x Tropical Island, 1x Zuran Orb
3 weeks ago
My evilest scheme is: ramp my opponents, then Armageddon. I'm thinking of using Kynaios and Tiro of Meletis. Can anyone name some cards that would go in this deck? Specifically, I'm looking for cards that give my opponents solid land drops, like Path to Exile and Rites of Flourishing
3 weeks ago
Sweet deck. I think Yidris is a perfect chaos commander. One way to avoid getting hated out is to implement group hug. Well of Ideas, Humble Defector, Ghirapur Orrery, Rites of Flourishing, etc, can all help you make friends and surprise your group when you unleash a couple Possibility Storm chaos cards.
For chaos, don't forget Conjured Currency, Warp World, Dismiss into Dream, Shared Fate, Guild Feud, Psychic Possession, Wild Evocation. Of course, some of those are personal preference, but I would put those in over some tutors, coin-flipping, and hate-drawing cards like Sanguine Bond, Nature's Will, etc.
Hope that helps to answer your question! Essentially, group hug will establish from the early turns that you're not a typical Yidris storm/cascade/goodstuff deck, and once the chaos begins, then your opponents will hopefully have such a tough time forming a real strategy that they can't stop you.
4 weeks ago
Depending on your budget, you can check out Lotus Cobra or Rites of Flourishing. You could also run Burnished Hart or Armillary Sphere, or even Blighted Woodland for similar effects to Explosive Vegetation
1 month ago
skyninja135 your average cmc is too high (3.81) and your Abundance combo is solid but there's a lot of win more cards in there (whats Worldspine Wurm and Realm Seekers doing?). A number of your artifacts don't seem competitive at all, Storm Cauldron, Horn of Greed, Ghirapur Orrery all benefit the opponents as well which is something you want to avoid (except cards like Selvala, Heart of the Wilds), giving them extra lands basically speeds up their game plans as well. Most of the creature ramp (Wood Elves, Yavimaya Elder etc.) you got can be cut for normal dorks ( Elvish Mystic, Llanowar Elves etc.). I get the fact that you want to ramp heavily with lands, but most of the spells that enable you to do so are rather slow; compare Cultivate to Mox Diamond, of course, mox may be out of your budget but this kind of ramp allows early explosive turns ( after all you're aim is to pull off the combo asap) rather than a slow accumulative ramp (someone's bound to go off before you do). You can take out the landfall theme it's just not fast/strong enough. I'm unsure what the optimal land count for a deck like this would be, but removing the tapped lands is a definite (Temple of Abandon, Evolving Wilds) and adding in off-color fetches (unless your budget prevents you but it should be one of your top priorities). Also, why no artifact hate? Just some other cards that I think should be cut:
- Seek the Horizon (for 4?)
- Tempt with Discovery (letting the opponent search for a land is not a good idea)
- Rites of Flourishing (should really be adding cards that benefit yourself like I mentioned above)
- Constant Mists (unless there's someone who plays the kiki combo)
- Knollspine Dragon, Kodama's Reach (let's be honest: it's too slow)- Krosan Tusker (better options out there)
- Mina and Denn, Wildborn, Oracle of Mul Daya ( 4cmc is a bit too much for this effect and they don't really do anything else, you also want enough lands in the library for Borborygmos to discard)
- Temple of the False God (when you can just replace it with an Ancient Tomb)
- Centaur Vinecrasher (yyyy?)
- Kessig Wolf Run, Thespian's Stage (kessig if you must, but I don't see the value in stage)
As for the cards, you'll want to add:
- The green tutor package (Worldly Tutor, Sylvan Tutor etc)
- Taiga (when you can ocf)
- Red Rituals (Desperate Ritual, Rite of Flame etc.)
- Mana Rocks (Mana Crypt, Mana Vault etc if budget allows)
- Autumn's Veil, Guttural Response, Pyroblast, Red Elemental Blast to ensure Borborygmos sticks
I believe there's a loop to reshuffle the lands discarded through Kozilek, Butcher of Truth I may be hallucinating tho, but if someone finds a way then the double damage + Illusionist's Bracers package can go.
Either way, I'm looking forward to the development of this list :)
1 month ago
Ooo, Scapeshift is pretty cool, I think I'd prefer it to Hour of Promise. I guess you'll just have to keep it in the back of your mind, "Would I rather this were Scapeshift right now?" whenever you draw it, then you'll know for sure. Anyway, yeah I think I'd prefer either of those cards to Realm Seekers in that case.
I get the feelings toward Rites of Flourishing, but Collective Voyage isn't necessarily group huggy if you play it right. It could easily play to your advantage if opponents are/are nearly tapped out. But perhaps that's too situational for your taste, which is perfectly understandable.
1 month ago
Thanks for the comments and suggestionsRingoDingo92!
I think Hour of Promise is deceptively powerful in the deck because it fetches any land. When you have the sorts on non-basics we're rocking it's bound to over perform. I've just slotted it in the deck and haven't drawn it yet though. Hoping it does work, but it may actually go back to being Scapeshift as that card does similar things, but scales better as the game goes on.
I've played with Realm Seekers before. It comes down huge and usually eats a removal spell before you can do much tutoring with it. I found it... underwhelming and it was cut for a more consistent threat in Omnath, Locus of Rage.
Collective Voyage I've never played and Rites of Flourishing was in the VERY first version of the deck. Both are too.... group huggy for my tastes. I really like leveraging the fact that I'm ahead of my opponents when it comes to land drops and these get your opponents caught up. I could see both being good, but my local meta is kind of combo-y, so I hate giving that kind of advantage.
Every card you named is playable in the deck, they just don't do quite enough in my build! Good luck with your own build and the deck is certainly playable in a more... budget friendly form.