Rith's Grove

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Casual Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander 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

Boza on Challenge: The Budget EDH Name ...

6 days ago

Rith's Grove we still need mana fixing. lairs need love too!

Burg+1 on Uril, the Miststalker

1 week ago

Check out my build, Uril Going to Die! I love that you are playing Rith's Grove! I would get Bear Umbra and run the enchantresses. Uril, the Miststalker is a super fun deck!

patrickd117 on Rith, the Awakener Jan 2018

1 week ago

The lands definitely jump out at me as being not ideal. I'd Vivid Crag, Vivid Grove, and Vivid Meadow are almost always better than evolving wilds and terramorphic expanse. Rith's Grove is bad. I'd try out Krosan Verge. That's a must-play for me in white-green.

Seed Spark impresses me less than Return to Dust or Sylvan Reclamation, even considering that it's more synergistic with your deck.

I'd probably run Secure the Wastes over White Sun's Zenith. I've never been impressed with Dictate of Heliod. True Conviction also seems like a card that's not quite as good as it was when we started playing. It's also not as good with 1/1's; you need a pump for it not to be +1/+1.

Emeria Angel seems pretty low-impact, as does Requiem Angel. Farhaven Elf isn't the best option either. I think you really only want to run it if you're gonna be blinking it.

Random stuff that could be worth trying: Champion of Lambholt, Pathbreaker Ibex, Hornet Queen

Definitely add Cryptolith Rite and Rishkar's Expertise

Bxbx on RAWRMAGEDDON! feat. Gishath (EDH)

2 months ago

I'd recommend you to take the Rith's Grove back out. Playing it is basically like missing a land drop. While it doesn't set you back the turn you play it, it sets you back every turn after. This is not a good card for ramp decks. Just put the Jungle Shrine back in or play a Forest instead as you get most of your color fixing through cards like Cultivate.

Also put Stranglehold back in. As long as you don't play against decks full of pure vanilla creatures, it will do its work! Almost every non-monocolored deck plays fetchlands or Evolving Wilds. Black decks tutor a lot. Blue decks tutor for artifacts with cards like Trinket Mage or Fabricate. Green decks tutor for lands and creatures all the time. Even white decks tutor for enchantments and equipments Enlightened Tutor, Steelshaper's Gift. Even the mono-colored decks play Solemn Simulacrum and Expedition Map. Additionaly, you're giving combo decks a hard time. And it's really funny when your opponents forget the Stranglehold on the table and crack their fetchland or play their Demonic Tutor. They're still able to do this but it will simply have no effect and they're just wasting their cards. Imagine the look on their faces!!!

Condenserhead on RAWRMAGEDDON! feat. Gishath (EDH)

2 months ago

Thanks for the upvote and the comments! Rith's Grove might be a pretty good addition here, considering I generally won't need to worry about hand size regardless of the bounce effect. I actually thought of using Defense of the Heart instead of Tooth and Nail because my main worry with this deck against other creature decks is the delay in getting out some of the dinos. I have a couple of other cards that are in the maybeboard, such as Kindred Boon, Herald’s Horn , Krosan Grip, Explosive Vegetation, Burgeoning, and Carnage Tyrant, but I am at the point now where I've gone through everything so many times I am trying to figure out the weak cards to remove.

Beyond that, I am trying to figure out whether I may want to abandon some of the enchantment/artifact removal and head more into land destruction territory.

Moton on RAWRMAGEDDON! feat. Gishath (EDH)

2 months ago

Nice deck, it looks a lot like what I'm building right now. You could replace Jungle Shrine with Rith's Grove if you want an option that doesn't come in tapped. Defense of the Heart could be a second Tooth and Nail. And Wild Pair could do some work, I notice you have a lot of creatures at total Power and toughness 4, 8 and 10.

Feyamius on Welcome to Jurassic Plane

3 months 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.

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