|Commander / EDH||Legal|
Printings View all
|Magic 2015 (M15)||Common|
|Magic 2014 (M14)||Common|
Combos Browse all
Enchantment — Aura
When Verdant Haven enters the battlefield, you gain 2 life.
Whenever enchanted land is tapped for mana, its controller adds one mana of any color to his or her mana pool (in addition to the mana the land produces).
Price & Acquistion Set Price Alerts
|Have (10)||Fiolek , Yawkcorb , Candyman949 , TThors , ironax , richardmv , SirFowler , NorthernCrow , MythicMeadow , Big-Foot|
Verdant Haven Discussion
2 weeks ago
Arbor Elf is a nice way to ramp especially if you are able to make your lands produce more than one mana. there are several enchantments that can do that and would give you good ramp.Fertile Ground, Gift of Paradise, Weirding Wood, Verdant Haven and Utopia Sprawl do that you can pic the ones you like the most;)
you also need a sideboard and a better mana base to make the deck competitive
1 month ago
Hardened Scales is a must.
Burst of Strength is too weak imo.
Karametra's Favor is useless in this deck.
2 months ago
What ramp is best, what to cut?
2 months ago
Consider Gift of Paradise, Overgrowth, and Verdant Haven over Market Festival. There is a distinct struggle in there first 3 turns to make sure you have green mana, ramp, and the pieces to your combo. Turns 4-5 are usually used to drop all the ramp on a land and turns 5-6 are used for the kill. Only needing to get to 3 mana instead of 4 to drop a ramp piece is a LOT more realistic. When playtesting, I would usually chain arcane spells with a Psychic Puppetry on an incomplete land in order to ramp into Market Festival.
3 months ago
Despite its high mana cost, I've had pretty decent returns from Dawn's Reflection. While it sets me back one turn though, it's cost is more manageable if I cast when 5 lands are on the field, as I can use the two additional mana automatically), the colour fixing (allowing three different colours from one land), provides great flexibility and makes casting Karona a lot quicker. Verdant Haven helps to a lesser extent with the ramp/fixing, though not as effectively as I would like. I like the idea of subbing it for untap effects, and will try that some.
I forgot Imprisoned in the Moon was a card, and will be adding it.
I am reluctant to take out any lands. While most of the deck is focused on lower-curved creatures, the commander effectively costs 9 mana to cast. I have tried to run the deck with 1-2 fewer lands, and ultimately had difficulties safely playing my commander.
3 months ago
I'd try taking out Dawn's Reflection and Verdant Haven because they seem pretty slow. I understand you're running them because this is an enchantment deck, but that doesn't give you an excuse to run just any crappy enchantment in the game. I'd try and run more efficient ramp and maybe some creatures that untap lands like Voyaging Satyr or Kiora's Follower
Otherwise, try taking out a land or two. Your curve doesn't seem to be very high and you might be able to get away with it