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|Commander 2016 (C16)||Rare|
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Sunpetal Grove enters the battlefield tapped unless you control a Forest or a Plains.
: Add or to your mana pool.
|Have (2)||orzhov_is_relatively_okay819 , Vasbear1|
|Want (7)||bobn3 , Pcverde , Vzq , pinheadenator , Txport , gamingharry , amnspecial1|
Sunpetal Grove Discussion
4 days ago
Okay here I go I might tweak it more but this is the only change I did.
What I have in my deck vs yours...
Mizzium Skin Added Protection
Windswept Heath swamped out a land that could come in tapped
Fog Bank great for that tron or a bigger mob
Aura Shards just broken in this deck kill everything!
Congregation at Dawn tutor for Tetsuko
Slaughter the Strong Another board whip but not mine!
Teyo, the Shieldmage Hexproof plus wallsnot to bad...
And here is what I don't have in mine...
Thallid Shell-Dweller I really do this this is poop and we can have a better card I hate saplings lol
Meekstone Our walls are bigger than most creatures. With Tys out we run through them anyways.
Sacred Rites Deffo not to many ways for this to go wrong.
Sunpetal Grove open hand means this could come in tapped and not a fan of tapped chanced duals this is a fast deck.
Perimeter Captain not to keen on this card but who knows it's an option.
Wall of Deceit it's ability is poop. pulled him out.
This is our only differences in our decks. Like I said it's too strong to play with my friends, so I've been trying more casual decks for fun.
2 weeks ago
I’d suggest pulling the Guildgates and replacing them with Blossoming Sands which just does more for you on the board in terms of lifegain mechanics, if you draw one later in the game. Also, if you’re running three Sunpetal Grove you should consider pulling three basic Forest and two basic Plains to run a full play set, plus four Temple Garden and enjoy some turn 2 instabuff on a pair of Charmed Stray or attacking/playing on turn 3 a 3/3 Ajani's Pridemate after dropping that 2020 lifegain dual land.
3 weeks ago
Hey, nice version of Thrasios/Tymna :)
Lots of expensive price cards and interesting interactions here, but the manabase is not good. 17 of the 34 lands ETB (enter the battlefield) tapped which is too many for a $600+ deck. The manabase doesn't match the rest of the deck. The Temples, Vivid lands and ETB tapped Fetch lands are not competitive lands. If you're wanting to improve the casual competitiveness of your deck my advice is upgrade the manabase.
Some lands to consider adding:
- Llanowar Wastes
- Yavimaya Coast
- Caves of Koilos
- Underground River
- Exotic Orchard
- City of Brass
- Woodland Cemetery
- Sunpetal Grove
- Hinterland Harbor
- Glacial Fortress
- Canopy Vista
- Sunken Hollow
These are the least expensive price playable land options in these four colors. In fact many of these land suggestions can be further upgraded with more expensive price lands. Adding a Nature's Lore can also help because it can search for one of Pool, Tomb, Garden or Vista.
Cards to consider cutting:
- Vivid Creek
- Vivid Grove
- Vivid Meadow
- Bad River
- Flood Plain
- Gateway Plaza
- Temple of Deceit
- Temple of Enlightenment
- Temple of Malady
- Temple of Mystery
- Temple of Plenty
- Temple of Silence
1 month ago
4-8 is the typical number of removal spells decks run. Path to Exile is the card of choice. I've never invested the $$ in it personally.
In terms of lands, you want to look at a few things: 1) what color, if any is most common in the mana cost of your 1 and 2 CMC spells. 2) what color(s) dominate your color wheel 3) how much money do you want to spend. In many cases, 6 dual lands is enough. If you go with Sunpetal Grove , you'd want to keep pretty many basic lands for it to be worth it. I forgot to mention Razorverge Thicket - that's a fantastic land, too. Canopy Vista is nice if you have spells that specify "forest," but otherwise there are better options. I've been experimenting with combining bounce lands with scry lands lately (for budget grins) IE - Selesnya Sanctuary + Temple of Plenty - it's not particularly good, but with Voyaging Satyr it's not bad. The point is that for the deck it's in, Selesnya Sanctuary 's bounce is actually helpful ( Quicksilver Fountain / Eternity Vessel ) - so it's a good land for that deck. You should think of your land-base not only as a source of mana, but as a versatile mechanic entwined with the rhythm of the deck. If you're going up against opponents bringing stuff back from their graveyard, Scavenger Grounds could be added to the mainboard, but 4x Scavenging Ooze in the sideboard is way better. (in reference to your exile vs destroy comment). I can't believe I forgot this one, but Gavony Township is a no-brainer here if you can afford it. (1x)
I think it's better to put down a creature on T1 than it is to play Hardened Scales. My white +1/+1 counter deck Cocaine plays much faster than any mono-green or selesnya build I've tried, and I've tried quite a few: Engorged Weenies, Sage of counters, Nuclear Proliferation, Elvish Dividends, Counter-Elves, Simestrogen, Spinach, Obese Americans - as you can see, I've included varying number of Hardened Scales in each of these (and I've tested them unevenly) - but the reason I haven't tested more is because the mono-white Cocaine build sets the bar pretty high. It's the fastest, most resilient, and consistent so far. I keep trying to make a green or selesnya deck that matches it, but so far, it's been underwhelming. One of the reasons being that green doesn't have the quality 1CMC creatures white has. A 3/3 creature on T2 isn't as good as a 2/3 and a 2/2 with first strike and vigilance on T2. That is, missing a creature drop on T1 is a pretty serious sacrifice. Modern is a pretty fast format. It's not difficult to build a deck that combos off on T3. I build a lot decks here to explore possibilities. One of the strange conclusions I've come to is that Hardened Scales is too slow. (I realize this is counter-intuitive, to say the least and that there are probably a lot of people that would want to fight me about it.) Long story short, I'd encourage you to search very hard for as many 1CMC counter creatures and to include at least 4, if not 6-8.
Also, add Metallic Mimic to the list of benefits to tribal +1/+1 counters, though I think this spell is also over-valued - it's really not very good by T4. It's both slow and timing-sensitive.
1 month ago
This is the first deck I ever built dating back to the 2015 prerelease. It's evolved a ton since then, clearly, with all the cards from later sets in it. That's kinda why the cards are so seemingly random. I haven't purchased cards for this deck yet. Everything I have was either pulled or traded for.
There's currently 69 cards because to be honest, I really struggle with deciding what to remove to meet 60 cards. I feel like they are all pretty good and serve a distinct purpose in the deck.
I definitely want those lands. I don't really like Fertile Thicket either. Probably remove the Selesnya Guildgate s because they're too slow too, huh? I like Oran-Rief, the Vastwood , Sunpetal Grove , and Temple of Plenty . I love the combo of Canopy Vista + Windswept Heath , but that seems like a lot of money for land, although I might justify it if I could see it's worth. What are the most important things I'm looking for when choosing land?
The Wanderer , Suspension Field , Wanderer's Strike , Hunt the Weak , and Prison Realm all help with protecting from creatures that I otherwise wouldn't be able to deal with, and Dragonscale Boon and Stony Strength surprise my opponent when they're attacking or try to mess with tapped creatures. What I really need are a couple cards that exile permanents rather than creatures, though. I have a couple of Generous Gift s in another deck that I could pull out and put into here.
If I cut The Wanderer , all instants, sorceries, and enchantments and dropped down to 24 creatures, I could have space for 8 cards if I kept 23 lands. What do you think the best would be the best 8 cards to have? Right now I'm thinking: 2x Generous Gift , Bow of Nylea , Nissa, Voice of Zendikar , 2x Blessed Alliance , Oblivion Ring , maybe Hardened Scales (how bad is it really if you play it first turn, considering all I would have to play other than that would be a hexdrinker, and it benefits massively from it if I can beef him before he gets protection from everything?) or Harvest Season ? (but that wouldn't that only be good with some landfall stuff or Vinelasher Kudzu , like you had said?)
Would that provide me with enough board removal to be consistently successful?
1 month ago
These are your best creatures: Evolution Sage, Hexdrinker, Huatli's Raptor, Managorger Hydra, Mistcutter Hydra, Tuskguard Captain. I suggest you increase most of those creatures to a full set (4x each) and cut the rest.
You currently have 69 cards included. That number should be reduced to 60. I suggest cutting all the Instants, Sorceries, and Enchantments except Pledge of Unity. If after all the cutting there is room left over, I've outlined a number of spells that will add dynamism and range both with the creatures above and with other spells below.
I believe good lands are more important than Planeswalkers. Llanowar Reborn and Oran-Rief, the Vastwood are perhaps valuable enough to consider. Sunpetal Grove , Canopy Vista , Temple of Plenty , Fortified Village , Temple Garden , Windswept Heath are all worth considering, depending on your budget. Swapping out your slow lands for those listed above will improve both speed and reliability.
My thoughts on +1/+1 counters decks: Hardened Scales is overkill, over-rated, and slow. It's a very powerful card that doesn't necessarily speed decks to a win. The best +1/+1 counter decks include only low CMC creatures that can repeatedly provide their own counters. Creatures, especially any that get really big, will get removed pretty consistently. So getting lots of creatures down and swinging quickly and consistently is essential. This is all, of course, just my 2 cents.
I'll point out that there are enough creatures and spells that it's very possible to build solid mono-white or mono-green +1/+1 creature decks. I actually think it's easier to build a solid deck staying mono-colored - it's possible to go mono-color tribal with Humans, Soldiers, Elves, Allies, Oozes etc. The advantage to going tribal is more than just synergy - it's also a handy framework to round out a deck with advantages while also keeping the deck focused. Going tribal also opens the door to Cavern of Souls and Unclaimed Territory . I'd go so far as to say there are so many really solid +1/+1 counter spells, one of the hardest things about building a deck is narrowing it down to a well-honed point. I'm not saying I think you need to go mono-colored and/or tribal here, just pointing out ways to help focus the deck.
1 month ago
Hey man! love the concept, for lands, I think this would be a smoother way to fix your colors:
And 4 basics of your choice, I will go rather Forests or Islands, then...you could sneak a Hydroid Krasis to fit the Hydra theme and replace the Pollenbright Druid with a Evolution Sage also if you mainly run all creatures and no spells what so ever, Vivien, Champion of the Wilds could be a nice addition, keep it up :)
1 month ago
Hey, love the Naya build in Standard. This is my list, it's more legendary matters deck and it runs fairly well. I have the list private so I'll just post it here: Creature (22) 2x Aurelia, Exemplar of Justice 3x Captain Lannery Storm 3x Emmara, Soul of the Accord 1x God-Eternal Oketra 2x Lyra Dawnbringer 3x Shalai, Voice of Plenty 3x Shanna, Sisay's Legacy 3x Tajic, Legion's Edge 2x Trostani Discordant Land (26) 4x Clifftop Retreat 4x Plains 4x Rootbound Crag 4x Sacred Foundry 2x Stomping Ground 4x Sunpetal Grove 4x Temple Garden Artifact (5) 3x The Immortal Sun 2x Weatherlight Sorcery (7) 3x Deafening Clarion 2x Kamahl's Druidic Vow 2x Urza's Ruinous Blast Sideboard (15) 1x Deafening Clarion 3x Justice Strike 1x Kamahl's Druidic Vow 3x Make a Stand 3x Settle the Wreckage 1x Urza's Ruinous Blast 3x Vivien Reid
Sunpetal Grove occurrence in decks from the last year
All decks: 0.63%
All decks: 0.1%
Commander / EDH:
All decks: 0.11%
GW (Selesnya): 2.36%
BGW (Abzan, Junk): 3.6%
RGW (Naya): 3.05%
GWU (Bant): 1.77%