Verdant Force

Legality

Format Legality
Pre-release Legal
Noble Legal
Leviathan Legal
Tiny Leaders Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Standard Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Brawl Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Dominaria (DOM) Rare
Commander Anthology (CMT) None
Commander 2015 (C15) Rare
Tempest Remastered (TPR) Rare
Premium Deck Series: Graveborn (GRV) Rare
Duels of the Planeswalkers (DPA) Rare
Planechase (HOP) Rare
Tenth Edition (10E) Rare
Ninth Edition (9ED) Rare
Ninth Edition Foreign Black Border (9EDFBB) Rare
Tempest (TMP) Rare

Combos Browse all

Tokens

Verdant Force

Creature — Elemental

At the beginning of each upkeep, put a 1/1 green Saproling creature token onto the battlefield.

Price & Acquistion Set Price Alerts

DOM

CMT

C15

Ebay

Recent Decks

Verdant Force Discussion

PhiliasCornHole on Athlete's foot

2 days ago

I would suggest trading your Fatal Push or Fungal Infection for a quick token. Throw in some Llanowar Elves for a turn one ramp drop. Take out one land as well as your Verdant Force due to it being so much mana and trade in your Vraska, Relic Seeker for Vraska, Scheming Gorgon. Maybe put Deathbloom Thallid in as a chump blocker. I would only use 2 Fungal Plots as four seems kinda excessive and for evasion I'd chuck in some Pierce the Sky.

onehitterquiter on The Saprolings converge

3 days ago

Hey there! I love naya saprolings too, I have a partner deck with a saproling theme: Bruse Tana, Boorish Bloodsower

I would suggest Skullclamp over Druidic Satchel. The clamp is less mana intensive than the satchel and digs deeper.

Tendershoot Dryad seems like a better choice than Verdant Force.

Ivy Lane Denizen, Song of Freyalise and Impact Tremors seem like good includes here too.

FrontlineAssault on Sapping Saprolings

2 weeks ago

So I really like this deck, but I think that it could use just a little adjustment, one of them being putting in a Verdant Force(best in my opinion) or another really big creature other than torgaar to use huge mana amounts from song of freyalise, but torgaar also works in this spot but i think having another would work well.

JJStudios on Muldrotha

2 weeks ago

If you're aiming for this to be truly competitive, here are some suggestions.

Forbidden Orchard, Cephalid Coliseum, and more basics instead of your choice of the fast lands, filter lands, or check lands(or all).

Avenger of Zendikar, Kokusho, the Evening Star, Razaketh, the Foulblooded, and Verdant Force can all go for more immediate reanimation targets. If they weren't in here for reanimation, I'd take them out altogether. Some replacements could be Palinchron, Consecrated Sphinx, Vorinclex, Voice of Hunger, Tidespout Tyrant, and Nullstone Gargoyle. These all have an immediate presence, and basically read "Your opponents can't win the game until I'm dealt with." These slots can be flexed based on meta and shit tho so take your pick. Avenger, Koko, and Verdant Force really don't do much until your next turn, so they can be either easily dealt with or at least prepared for before they come in swinging or start getting sac-ed for value. Razaketh is a more expensive Rune-Scarred Demon that requires another creature, as you're usually only going to need one tutor to win the game. Palinchron is a super good combo piece, sphinx will draw you at the very least two cards before sorcery speed removal is online, vorinclex will tap down at the very least 2-3 lands for targeted removal, and more for wipes. Tidespout can wipe out an entire color from someone's manabase if you play it right, and can do that the second after it hits the field, even in response to an immediate removal spell. Gargoyle is iffy, but can shut down some decks. This one's risky but amazing if you play around it correctly.

Hell's Caretaker and Zombify are sub-prime reanimation spells. Exhume is far and away a better replacement, despite not being a permanent and having a heavy downside. Necromancy is super good and you should definitely be running it. I'm not sure why Unearth is in here? It would be much better to devote this slot to ramp and use that ramp to then cast stuff from your graveyard with Muldrotha.

Dreamborn Muse and Traumatize. I know this will sound weird, but this scale of mill is simply not worth it. First off, they're both very expensively costed, and will most likely take up your turn. Second, drawing half your deck and tutoring for a combo piece basically have the same effect: you find your wincon; except that these mill spells don't guarantee it, and are clunky, inefficient, and expensive. Thirdly, even if you really feel the need to "draw" like thirty cards, you'll really only be able to play a couple of them before the game ends, so again its redundant and over the top. A better option would be something like intuition, which will mill only the cards you want, without being over the top. Sultai Ascendancy is decent, and I have no qualms with putting it in, but Search for Azcanta  Flip is much much better, and even something like Monastery Siege has the same type of filtering effects but with more flexibility and less mana requirement. Overall, I like to stick to cards like Careful Study and Winds of Rebuke over just straight up milling effects, as they prioritize giving you options and flexibility over shear milling quantity.

Jarad's Orders is fine and is a good budget option, but I'd prioritize Intuition and even Gifts Ungiven over it.

Disciple of Bolas. There are better sac outlets.

River Kelpie is kind of on the same path as Traumatize: its just too much. Yeah, if you're super greedy you can devote a turn to playing this and maybe draw a shit ton of cards from it over the next few turns, but it really is just a win more spell. The whole point of this deck is to have the stuff you're re casting be good enough that it can win you the game right away, without the need to draw extra cards. If this is in here to find those good cards, there are better filtering and tutor options.

Gitrog is juicy, but not competitive. It's expensive, and doesn't really provide that much immediate value. It's really sick tho.

Worldly Tutor is much worse than Mystical Tutor or Vampiric Tutor here. Searching for a Tooth and Nail and then winning is much better than searching for a part of your combo. It's a really good card tho so keep it in if you find a good slot.

Sylvan Awakening I'm guessing is part of some combo I don't quite understand, but otherwise isn't really that great. Even if you had like 10 lands on the battlefield, it still wouldn't make a dent in your opponents' collective life total.

World Shaper and Ramunap/Crucible are good, don't get me wrong. However, they add, as I've said before, lots of redundancy. With your current deck, will you winning the game really depend on if you play 3 strip mines in one turn versus 2? Crack 3 fetches instead of 2? Again don't get me wrong, these are good cards, and if you make the deck almost completely devoted to a "lands matter" archetype, they are staples, but if you're aiming to get your commander out during most games, they'll just get in the way and provide you with unnecessary, excessive land drops. Now, World Shaper does ramp you and mill you, so it is flexible, but it is slow and expensive, and could still probably be replaced by something better.

Kodama's Reach, Cultivate, Awakening Zone, and Chromatic Lantern are great for fixing/ramp, but are just too damn slow. What you really need for ramping is Mana Crypt, signets or dorks(your choice, but i'd select either artifacts or creatures and role with it), Mind Stone, Mox Diamond, Lion's Eye Diamond, Lotus Petal, Nature's Lore, Three Visits, azusa, Grim Monolith, and Deathrite Shaman. These are all great options, take your pick.

Just some things I think you should consider: Protean Hulk and Defense of the Heart are good combo enablers, Pernicious Deed is a recurrable boardwipe, shriekmaw is cheap recurrable removal, Mystic Remora is really cheap card draw that becomes even better w/ muldrotha on the field, Greater Good draws you some cards but more importantly fills your graveyard, Contamination can shut down your opponents and is easy to keep up w/ muldrotha on board, and Command Beacon is a must have with a six mana commander, not to mention you can replay it when muldrotha is out.

Overall you really just need to make your ramp package better. Also, if you want to make this deck more combo-y, just take out everything that produces long term value and replace it with counters and removal.

phantomyth13 on They're Fun-Guys!

2 weeks ago

Thanks I figured it out. Also you might want to check out Verdant Force

razelfark on A real fungi

3 weeks ago

Got a highly recommended suggestion after testing deck a bit. You will likely want to run Llanowar Elves. The deck is light on 1 drops and the addition of a 1 drop ramp creature helps a great deal. I would suggest at least 3 copies (4 ideally). to make room for them I would suggest cutting Verdant Force and Torgaar, Famine Incarnate. While Force is a strong body when on board, he just is to slow to get out there even with ramp and found he tends to not get out because I won faster then he could come out. I would also remove Torgaar because he takes a player to 10 health which is a nice trick to take someone down that you haven't hit all game, but could be troublesome when you are looking for another body to put on board when you have them lower then 10 and you are still above (still would keep in side for decks that gain life).

Another strong card that I would advise is Song of Freyalise. Playing this card on turn 3 or 4 could lead to you swinging lethal on turn 6 or 7. You would likely want to play 2-3 copies of the card but not necessarily 4 copies as the card is not something we want to draw multiple copies at once and is used to help swing for lethal because of the trample, vigilance, and indestructible.

A card that would be a must for side deck is Heroic Intervention and probably played at 4 copies. This card denies all targeted removal and board wipe spells besides Settle the Wreckage and -/- style board clear.

One last card change I would suggest would be to swap Deathbloom Thallid for 2 more Yavimaya Sapherd. The reason is that you get the token immediately and functions better with Sporecrown Thallid and Tendershoot Dryad. Also you don't have to worry about the card being exiled by cards like Magma Spray and get nothing from it.

Also I ended out cutting Journey to Eternity from mainboard because it was to slow. I would still consider for side if you have room because it can be useful vs decks that will drag games out.

I hope these suggestions were helpful. I was able to test and come up with these suggestions with help of someone at my local trying to do something similar. These tests we have done have not been vs mono red yet, but we feel these changes should still greatly improve odds.

Fhonson on

3 weeks ago

I really like the deck and am trying to build something similar. Running 4 Song of Freyalise would make your deck a lot faster as well as 4 Path of Discovery. I don't love Verdant Force, it feels slow. I would love to hear your thoughts.

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