Rith's Grove

Legality

Format Legality
Noble Legal
1v1 Commander Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Planeshift (PLS) Uncommon

Combos Browse all

Rith's Grove

Land — Lair

When Rith's Grove enters the battlefield, sacrifice it unless you return a non-Lair land you control to its owner's hand.

Tap: Add (Red), (Green), or (White) to your mana pool.

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Rith's Grove Discussion

Feyamius on Welcome to Jurassic Plane

1 week ago

At least four more lands would be a great improvement. I'd recommend Path of Ancestry, Unclaimed Territory, Slayers' Stronghold, and Rith's Grove.

Blacky on average samut

5 months ago

and also not sure if u like the idea to put a Rith's Grove there is also the Rith's Charm i think is a sweet card as well not sure what you think about changing Return to Dust for a Sylvan Reclamation since it give u lands if you need them only down side is that if you want to exile two things you will require to pay 1 more mana

MachoGau on Not Your Average Bears: A Story Lost to the Ages

6 months ago

Hey TheRedGoat! I really like your idea of Meloku the Clouded Mirror. I haven't tried her or Cloudstone Curio yet. I think they'd fit into a slightly different landfall deck archetype than what I have here. My only worry is not having enough effects that allow me to throw the lands back out onto the battlefield from my hand but otherwise both seem like solid inclusions. For me personally, I find that the inclusion of Rith's Grove, Treva's Ruins, and especially Mina and Denn, Wildborn since they bounce and allow for extra land drops are enough bounce have been enough. I could definitely see a neat build taking advantage of replaying the scrylands to manipulate the top of your library that would be interesting.

In regards to your brewing questions, I personally do not utilize full table ramp because a lot of the time, in my playgroups and local game store it'll enable someone to combo off several turns earlier. Typically, everyone else will get the ramp effect before it loops back around to your turn. I personally, would lean towards Regal Behemoth, Mana Reflection, and Zendikar Resurgent to get you towards the Helix Pinnacle. If you do go the Mana Flare route, I'd go with no more than 3 of the effect while running Enlightened Tutor, Idyllic Tutor, and Sterling Grove to ensure you're never drawing dead mana doublers and also allowing you to go down an enchantress sub-theme if you chose to. At the end of the day, it all comes down to personal preference with how much hug you want to give. Proxying the deck and playtesting it with some friends is always a great way to test out which hug effects are working best for you and which are underperforming. Hope that helps!

Oak_Guy on The dragons will burn you down

7 months ago

A cycle of lands that I love are the 3 color Dragon Lairs from Planeshift. I have added them into all my C16 Pre-Cons. Kind of matches your theme too, and all are @ $.50

Better than the Tri-Lands that come into play tapped, these require you to bounce a non-lair land, but tap it before you bounce it, so you get double mana on the turn you play them, and if you are land-screwed the bounce doesn't affect you:

Crosis's Catacombs

Darigaaz's Caldera

Dromar's Cavern

Rith's Grove

Treva's Ruins

dancarvalho on Sneaking Melira

8 months ago

In:

  1. City of Brass

  2. Mana Confluence

  3. Lair lands - Darigaaz's Caldera, Dromar's Cavern, Crosis's Catacombs, Rith's Grove, Treva's Ruins - Budget, enter untapped, generate three colors, doesn't deal damage to you.

  4. Warstorm Surge - with Blightsteel Colossus it is a one shot kill, with the other cards and their recursion, massive damage

  5. Enlightened Tutor

  6. Anguished Unmaking - for 3 life you exile instead of just destroy.

  7. Selvala, Heart of the Wilds - There is no better dork for this deck, can generate huge amounts of mana in any color.

  8. birds of paradise

  9. Purphoros, God of the Forge - Can Pump creatures, deals damage when they enter the battlefield and is a indestructible combo piece.

Out:

  1. Fast lands: they are great early game, but a terrible lost mid/late, there are better options in commander and that can generate more color

  2. Dryad Arbor - Great card, but not for 5 color, you want to generate more than one color and you want it to survive a mass removal

  3. Skyshroud Elf - Good Filter, but there are better options

  4. Spawning Pit - The "worst" of the sacs that you have, if you need to open space I don't believe that it will be missed.

  5. Beast Within - With other color options I don't see why just destroy a target and give a block, when you can just exile or destroy without giving anything in return.

  6. Idyllic Tutor - Enlightened Tutor its a better option, more targets, instant speed, less mana

ZapatasBlood on Our Lady of Guadalupe

9 months ago

Thanks carpecanum, Krosan Verge is definitely going in, and I know I have a Rith's Grove too.

I like Contagion Engine, but I feel like it's a little too clunky for what I'm trying to do here.

I didn't really consider Mimic Vat for this deck, but now that I'm looking at it, I like what I see.

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