Treetop Village


Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Duel Decks: Elves vs. Inventors (DDU) None
Duel Decks: Nissa vs. Ob Nixilis (DDR) Uncommon
Duel Decks: Knights vs. Dragons (DDG) Uncommon
Duel Decks: Garruk vs. Liliana (DDD) Common
Tenth Edition (10E) Uncommon
Urza's Legacy (ULG) Uncommon
Promo Set (000) Common
Promo set for Gatherer (PSG) Rare

Combos Browse all

Treetop Village


Treetop Village enters the battlefield tapped.

: Add to your mana pool.

: Treetop Village becomes a 3/3 green Ape creature with trample until end of turn. It's still a land.

Price & Acquistion Set Price Alerts





Recent Decks

Treetop Village Discussion

Sargeras on $70 Competitive Mono-Green Aggro

3 weeks ago

It's been a while since I commented here, so I'll give you some advice.

Cut a Treetop Village for one more Forest, curve is needed and treetop is only useful turns 3+ anyway, which really means it's your post wrath plan or the extra kick to win, nothing more.

Since you are in Mono-Green, you are really just trying to goldfish the opponent if you are playing competitively. Which means that i'd personally cut a Dismember, and go for another pump based spell even. you could also go for a Prey Upon or something if you wanted to.

You are stompy, which means you play Steel Leaf Champion over Leatherback Baloth. I know that it is a bit more expensive because of standard, but it is infinitely better. The reasons are becuase it can't be chump blocked by small creatures until the end of time. It runs over Young Pyromancer and Dark Confidant, and it has 5 power, which makes it even easier to get the turn 4 kill this deck wants to have.

Nettle Sentinel seems alright, but you already have decent one-drops to play. I'd consider playing a Rhonas the Indomitable as he's just too good to pass up in this deck.

If you are going to say this deck is great for budget, either include a sideboard that fits the deck, or mention one in the description so people wanting to play it have an idea of what to play.


Oloro_Magic on Garruk Beast

1 month ago

Hey so overall the first impressions haven't been too good, the deck sometimes works and gets off to an explosive start but its draws are always a guess to say the least, mulling into oblivion is a problem I faced repeatedly. There is much too much variation at this juncture in the way the deck feels and plays, in other words we need to streamline this a bit. And to do that one needs decide which route the deck is going to be taken, and personally i feel a mono-green stompy or devotion list would best suit what is already here.

So firstly lets get over what should be removed:

Pretty much everything, I'll save a bit of time by just saying that a lot of the one-of's and two-of's have better alternatives, the only creatures i would keep are Llanowar Elves, Kalonian Tusker, and Obstinate Baloth (and even then Obstinate is better in a sideboard); the most important cut is Krosan Warchief it just isn't modern legal unfortunately. In addition to these creature cuts I would cut all the pump spells as well as Ring of Kalonia, and i know you have built this deck around it but also Primeval Bounty, I never once resolved this card in testing, I never even wanted to.

With all these cuts in mind we have a pretty blank slate to work with: lets start with the mana a deck like this wants 24 lands in my opinion, 4 of those (if financially viable) should be Nykthos, Shrine to Nyx to generate copious amounts of mana, there is also an argument for something like Treetop Village. This leave us 46 slots in the mainboard, the vast majority of which will be creatures:

So here the decision really is yours 2 of these sets should be in the deck, you want 8 accelerators in my opinion, these are the most budget friendly options; note however that if you choose to play Arbor Elf then you also want Utopia Sprawl.

One or the other both may be too much.

In my opinion you want both of these, they provide great curving threats whilst also fueling the devotion gameplan. These are your best threats.

A resilient threat that works well with the devotion plan.

The big payoff, a huge threat that hits the board and makes an immediate impact.

The rest of the creature slots can be devoted to silver bullets so to speak, things like Scavenging Ooze or Reclamation Sage to have some mainboard hate, Courser of Kruphix for more acceleration, Tireless Tracker as just a great card.

As for non-creature spells, a few come to mind as worth it (left entirely to your discretion):

Provides much needed flexibility in combat as you can focus on curving out whilst still being able to pump.

Protection as you will go wide, this is usually a sidebaord card but can see play in the main as a one-of depending on meta.

Our removal of choice, flexible and efficient, great for getting those last points of damage in.

A must if you play Arbor Elf, with that combination of cards it is possible to make 4 mana on turn two.

I personally believe he is good enough to see play, he is flexible enough that i can see him being quite effective.

This would require lowering the curve and removing anything above 3 mana but company is an incredible tempo play in a deck like this, providing some much needed acceleration, however you sacrifice the devotion plan in favor of it, and likely play Eternal Witness to recur company.

In the end the deck is yours so these are all just suggestions, i hope they help, I really see this more as a stompy list in need of a focus, hopefully the above provides some inspiration. If i have completely missed the mark however in what you are trying to do then let me know and I'll adjust. I'd also be more than happy to help with a sideboard.

mmonede on Acid Destruction

1 month ago

Big change to creatures to make the deck more consistent. All main drops are now 3-ofs.

Deck starts now dropping creatures only at 4-mana.

Ramp and number of lands increased to cover for that, and 2 Treetop Village added for initial turns survival.

This allows us to use Consume the Meek as an instant one-sided boardwipe.

Mana base moved again towards scry, to help getting our lands and ramp. We don't have 1-drops and we may be short of lives when we get to 4-mana.

Dorotheus on U/G Thing in the Ice

2 months ago

Basically.Here's my control deck right now, I still need 2 more Snapcasters but Merfolk Trickster is an ok temporary substitute for now: Belafonte, Life Aquatic [Blue Phyrexia], and my goal was Temur Ice Command so take what you will from those to apply to a UG control build, and just focus more on value and less on simple protection spells, and Lumbering Falls over Treetop Village maybe? more for manafixing and it can't be simply removed as a creature. Your deck can easily use Noxious Revival too, it's not a must, but a consideration.

StoryArcher on Mono-Green Aggro (w/counters) land question

2 months ago

I've been playing this deck and really enjoying it recently, and I'm going to be breaking it out at a local tournament next week.

Don't Let 'Em Breathe (counter-heavy)

Modern StoryArcher


At the moment, I'm trying to decide if I'm better off using 2x Treetop Village or 2x Oran-Rief, the Vastwood.

Any other thoughts or recommendations are welcome, naturally.

Maaagic on Mono Green Stompy

2 months ago

I am very experienced with mono green stompy and have swept multiple events with the deck and usually preform pretty well with it. I have quite a few suggestions I have picked up from playing a lot with the deck. Here we go:

Thrun, the Last Troll, Nissa, Vital Force, and Collected Company are all great sideboard options for the grind.

Creeping Corrosion can demonish some decks as a one of in the sideboard.

Kitchen Finks is pretty great if you can afford it as it is good against aggro AND midrange.

At first I had no Scavenging Oozes in the mainboard but the more I playtested the more that changed. I run 3 in the main, because it is just so good.

There should also be at least 2-3 Dismembers in the whole 75 as it can kill a lot of annoying things that prevent you from getting through.

You need at least two Dungrove Elders in the main, it is so helpful to have hexproof. Even though it doesn't synergize with Treetop Village (which is also good for its own reasons) there is nothing more terrifying than a resolved Rancored Dungrove Elder.

I don't like Groundbreaker because it is not a permanent threat, and those are better.

I have very much considered Rhonas the Indomitable but it doesn't do anything on its own which is way more relevant than you might think. I have also considered polukranos, Surrak, the Hunt Caller, Ghalta, Primal Hunger, and more.

Here is my decklist: Modern Mono Green Stompy. If you want to talk just let me know and I can give you my opinion on anything.

landofMordor on The Devil Makes His Deals in Mordor (Trade Binder)

2 months ago

Okay, rockleemyhero, here we go:

From me: Tezzeret, Agent of Bolas, Legion's Landing  Flip, Rest in Peace (RTR).

From you: Gideon of the Trials (looks like it got more expensive), Garruk Relentless  Flip, 4x Lingering Souls, 3x Treetop Village, Waste Not, Rootbound Crag (assuming the land-for-land doesn't apply to checklands? Otherwise Sphinx's Revelation), Sword of the Animist, Evolutionary Leap, and 2x Anger of the Gods makes it more or less even? I believe there are a couple of dollars in your favor, depending on what price source you use, which I'm okay with as Tezz is edging towards LP, and I don't want to gyp you. (If I miscounted, subtract 1x AotG).

PM me with your address or shipping preferences if this works for you! Cheers!

RyH110 on Mono Green Stompy

2 months ago

Watertower420 Steel Leaf Champion is a monster, so a play-set is basically an auto-include. I'm still on the fence though about my Dungrove Elders, as they don't have good synergy with Treetop Village, and Leatherback Baloth will always be a bigger creature on turns 3 and 4. Basically Dungrove Elder has hexproof on its side, which is good against decks like burn or control that often can't make you sacrifice creatures. I do think some three drop creatures are needed though, as the three drop creatures for mono-green stompy are generally oversized and make good clocks. I just don't think a two drop and pump spell is as reliable/consistent because thats two cards, in a deck with no additional card draw or filtering. Anyway, those are my two cents, and I could probably make a more in-depth statistics based analysis, but I feel I would come to the same conclusion.

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