|Commander / EDH||Legal|
Printings View all
|Commander 2013 (C13)||Common|
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Search your library for a basic land card, reveal that card, and put it into your hand. Then shuffle your library.
Storm (When you play this spell, copy it for each spell played before it this turn.)
Sprouting Vines Discussion
3 weeks ago
Looks like a lot of fun... looking forward to seeing this in action.
In either case Exploration is a great card. It's basically free if you have a land in hand to replace the mana used casting it.
4 months ago
If I may make a suggestion to add, say, Eerie Interlude, for instance, I'd drop Sprouting Vines. Sort of related, I'd also drop Tempt with Discovery for Kodama's Reach. Your avg. CMC is pretty high as is, so going for a slightly cheaper CMC version of a mana ramp card might be a good idea. If the idea behind Tempt with Discovery is to get your fancy expensive dual lands, might I suggest Farseek as an addition as well? If you were interested in adding it, I'd suggest dropping Path of Discovery. Cool card, but expendable.
6 months ago
9 months ago
Sprouting Vines could be good here - either used in conjunction with playing a bunch of other ramp cards or at the end of an opponent's turn after they've played a bunch of spells. Boom, easy flip.
9 months ago
Hey there! Nice deck you have here! I have a few suggestions for you:
First, I'd strongly recommend adding a few cards: Kodama's Reach, Song of the Dryads, Krosan Grip, Eternal Witness, Reclamation Sage, Lifecrafter's Bestiary, Shamanic Revelation, Beastmaster Ascension, and Sakura-Tribe Elder all immediately come to mind.
In addition, I'd suggest adding in a few lands; 37 or 38 is usually a good starting amount.
Finally, if you're looking for cards to cut, I'd start with Ageless Entity, Descendant of Masumaro, Permeating Mass, Young Wolf, Arbor Armament, Hunger of the Howlpack, and Sprouting Vines. In any case, good luck with your deck!
1 year ago
Aren't you a little worried about the early game? It seems that the average creature cost is 6+ and only 1 mana rock and 3 ramp spells. I feel you will have a hard time staying alive to cast your cards against an aggressive field.
I usually like to play 37 lands with 10 mana rocks and 10 Ramps spells in my green decks. here are some to consider: Drover of the Mighty, Birds of Paradise, Darksteel Ingot, Commander's Sphere, Collective Voyage, Oreskos Explorer, Tempt with Discovery, Veteran Explorer, Expedition Map, Gift of Estates, Greenseeker, Journey of Discovery, Horizon Spellbomb, Journeyer's Kite/Thaumatic Compass Flip, Mycosynth Wellspring, Nissa, Vastwood Seer Flip, Peregrination, Pilgrim's Eye, Search for Tomorrow, Seek the Horizon, Sprouting Vines, Sylvan Reclamation, Sylvan Ranger, Sylvan Scrying, Weathered Wayfarer, Yavimaya Elder, Wild-Field Scarecrow, Burnished Hart
1 year ago
What ramp is best, what to cut?
1 year ago
With a 7cmc general, I'd suggest going up at the least 2-3 lands. Sprouting Vines is fine if you have an active Burgeoning, but in most games I think running a Cultivate/Farseek is going to provide more immediate value.
Urza's Incubator is not getting you good value currently. If you name 'snake' it only lowers the cost of 12 of your creatures (Coiling Oracle is the 13th snake but unaffected). Descendants' Path wants you to have more creatures to get the most value from it. Spellbook is also really not needed with your Tower/Vessel already giving you no maximum hand size.
Winged Coatl and Ambush Viper give you more removal while adding to your snake theme. Seed the Land is an interesting token option. It is symmetrical, but your deck should be built to take advantage of snake tokens better than others.
Sprouting Vines occurrence in decks from the last year
Commander / EDH:
All decks: 0.0%