Rites of Flourishing


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal

Printings View all

Set Rarity
Commander (2016 Edition) Rare
2012 Core Set Rare
Future Sight Rare

Combos Browse all

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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0.01 TIX $0.03 Foil


Have (3) SamCre1993 , PTsmitty , switchkill65
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Rites of Flourishing Discussion

DuTogira on Your Land + My Deck = BOOM

3 days ago

Terrain Generator
Rites of Flourishing
Nissa's Renewal

Lavaball Trap
Burning of Xinye
Ring of Three Wishes
(xin is double edged LD which you dont want, and ball is super slow. Same issue with ring)

SecondHorizon on Meletis Prepares For War

1 week ago

I'd love to give some feedback. But remember - its just my opinion, but maybe it can help make the gameplay experience even better :)

In general as far as I have understood the deck is more of a good-stuff control deck. If that is the case there are four things I have specific feedback for:

Those are just basic first thoughts. Maybe they can help :)

ghoul_Legion on Forecast: TurboFog W/ Risk of Tentacles

1 week ago

Polupus Thanks, Sadly I have to admit I find her a bit underwhelming, since I don't have creature removal, I never find the right timing to cast her.

I always have to choose if I want to mill my opponent faster or risk paying a kiora and not playing another useful card. That 4 CMC is pretty much killing it and there are often too many creatures on the board leaving me unable to cast is without taking damage next turn.

I might take it out for Rites of Flourishing instead. Witchbane Orb seems nice as well.

joshuaizac on Bant Pillowfight

1 week ago

As both a control player and a hugfort player i think one of the most important aspects of trying to play both is this.... Don't! over-ramp your opponent's mana base if you wanna maintain some control...if you're trying to run more than just a couple of random counterspells...don't run any (non-one-sided) mana doublers.

My fort deck has Collective Voyage, Tempt with Discovery, Ghirapur Orrery and Rites of Flourishing... and I don't think I've ever played more than 2 of them together in any one game.

My deck runs 6 counterspells + Telepathy, but it's a "75% theory" casual deck...were I playing less casual I'd probably go as high as 12 counterspells. I don't mind filling my opponent's hands with cards, it keeps games from being 2+ hours long and I can save my countermagic for important spells that affect me....and I sometimes punish for card draw with Ebony Owl Netsuke and Fevered Visions (bet you wish you had red lol).

My fort too wishes to win sometimes and makes no bones about it...I chose a token swarm with a bit of pump for my main wincon...usually cleaning up the leftovers after letting everyone batter each other after hiding in my fort for awhile.

Here is my decklist... Fort Meletis, and yes it's 4c with a different commander, but the categories are pretty well balanced after playing with it for awhile. Consider the categories "Added-Value," "Swarm" and "Pump" to be your flex spots, then depending on how casual vs competitive you wanna play yours, devote more resources to the other appropriate categories. (I'm speaking in terms mostly of the number of cards per category, not specific cards in each category btw)

Anyways, gl & hf.

Karns_Pyromancer on Ice Mirror (Snow experimental, help wanted)

1 week ago

Rites of Flourishing may be better than Upwelling. The extra draw is nice & the land drop actually speeds up games.

Bluefire016 on Maze's End(Work in Progress)

2 weeks ago

Firebones675 I had not even thought of that.

The three used in Tron would be good, and them all being green I think running some copies of Rites of Flourishing for that extra digging and land drop could be good, although helping the opponent that little bit could be problematic since I have a slower deck, maybe some Into the Wilds instead. Chromatic Sphere and Chromatic Star could be good as well, and would open up some possible removal cards like Bolts and Paths.

Since I do like land based decks, I have looked at Scapeshift builds and have quite enjoyed the idea of them but since most builds run 3-4 copies. I have shied away from it since; One, they carry a fairly hefty price tag...and Two, I agree with your comment on the efficiency of the traditional Scapeshift win.

Your input is appreciated, thank you.

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