Sprouting Vines


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
Commander 2013 (C13) Common
Scourge (SCG) Common

Combos Browse all

Sprouting Vines


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.)

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Sprouting Vines Discussion

lilgiantrobot on Damia , queen of snakes.

2 weeks 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.

I don't get Jace, Memory Adept/Mindcrank. The milling doesn't seem to add to your goal which looks like snake beatdown.

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.

Austin_Smith_of_Cards on A Bird Wizard is always having fun

1 month ago

Depending on which angle of control you want to take, I can offer different suggestions.

Some staples for Derevi you'll want to consider no matter what build you end up going for: Swords to Plowshares, Edric, Spymaster of Trest, Birds of Paradise, Tamiyo, Field Researcher, and Counterspell.

From your description, you could consider running a pillow-fort strategy. It's kind of like an extremely watered-down version of Stax that really just prevents opponents from attacking you, while they still have the resources to attack each other. It's definitely a politics-heavy strategy, making deals with opponents to convince them that other people are better targets until you start laying down wincons.

Essential cards: Propaganda, Ghostly Prison, Sphere of Safety, Collective Restraint (since you're in tri-colors), Norn's Annex, Orzhov Advokist, Windborn Muse, Martial Law, and Aurification.

Your wincons are going to be big fatties that also lock down the board or take advantage of your protection: Stormtide Leviathan (can't recommend this one enough), Azor's Elocutors, Isperia, Supreme Judge, and Blazing Archon.

If you want more traditional control that utilizes tapping/untapping, the general good all-arounds are: Aven Mindcensor, Thalia, Heretic Cathar, Hokori, Dust Drinker, Trygon Predator, Bant Charm, Supreme Verdict, and Winter Orb.

For blink abuse, I suggest Deadeye Navigator.

As a general structure for your EDH deck, try to follow the pattern of 10 mana accelerators, 10 card draw effects, 5 spot removal, 5 boardwipes, and 4 tutor effects.

There's a few filler cards that don't fall in any of those categories, and don't necessary synergise. I recommend removing: Djinn of Infinite Deceits, Hada Spy Patrol, Kazandu Tuskcaller, Phantom Nantuko, Winged Coatl, Wonder, Curse of Predation, Pyramid of the Pantheon, Thunderstaff, AEthermage's Touch, Biomass Mutation, and Sprouting Vines.

Happy brewing!

Shredwick on Ramos, Insanity Engine

1 month ago

SlavicGhaespar I was leaning towards taking out the sunbursts, as they're more for extra bonus rather than popping off combos. I'm not sure I want to take out Corpsejack Menace or Hardened Scales cause they make Ramos skyrocket. I might take out up to two lands, but I'm not sure which ones. This is a temur deck with a splash of orzhov, and the lands I have in all mostly make temur colors. and bounding a scry land and scrying again next turn is really helpful getting to my combo pieces faster.

sebastian1994 as above I threw in the sunburst/modular cards as extra bonuses, knowing that if I had to, they'd get slid to the side. I'm not really looking to take out any more cascades, as they really make Ramos amazing since they're all multicolored. Sprouting Vines is a great early game card to ensure I never miss a land drop. Sphinx-Bone Wand is amazing late game. Mirari can go, though, since neither its cast nor the copied spells trigger ramos. Again, it was thrown in for utility.

Thanks for both of your helps!

sebastian1994 on Ramos, Insanity Engine

2 months ago

Some cards I think that you could take out are the Modular and Sunburst cards that you have in the deck. Unless I'm missing a specific rule, I don't think that those cards will trigger Ramos, Dragon Engine since those cards don't change color based on the different types of mana spent to cast them. The ones like Arcbound Wanderer and Clearwater Goblet are still colorless and therefore wouldn't give Ramos any counters when cast.

Other than those, depending on what exactly you want to accomplish with the deck, you might want to consider taking out some of the cascade/storm cards. Captured Sunlight, Sprouting Vines, and Bituminous Blast are the ones that I would consider taking out first.

It looks like this might be one of your anticipated win conditions, but I think taking out Sphinx-Bone Wand and Mirari could help to focus your deck a little bit.

Overall this looks like a really fun deck to pilot! I hope these suggestions help.

Chaos098TappedOut on Sasaya, Orochi Ascendant // Sasaya's Essence EDH

2 months ago

Cheers for the feedback!

Storm Cauldron seems like an interesting idea. I'll have to pick one up at some point. Sprouting Vines is on my hit list to get, but I have some things in the real world to deal with first before editing this deck. I'll have to get one once I can. Harmonize is another great option for the deck. I need to trawl through my "useful commons/uncommons" box for one. It would work great with Abundance too, given that I could choose 3 nonland, 3 land, or a combination of both.

Alkadron on Sasaya, Orochi Ascendant // Sasaya's Essence EDH

2 months ago

This deck looks like a lot of fun! Well designed.

The challenge for me would be: I'd play Sasaya, flip her, play a lot of lands... and then she'd die, and I wouldn't be able to flip her again. :/

Storm Cauldron would help me with that, since I wouldn't be smart/patient enough to hold lands back in my hand with Sasaya on board. Sprouting Vines is another good way to fill up the hand with lands quickly in the late-game: wait for an opponent to play a bunch of spells on their turn, then storm off their stuff at instant speed.

Maybe also consider Harmonize?

encelade on Rashmi, Tempo Crafter

4 months ago

Hello again: I have also tried to play with the ramp, and tested Sprouting Vines with some success ... it storms at least once given that it resolves after Rashmi's trigger. Plus sometimes shuffling something away is useful.

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