Verdant Haven

Legality

Format Legality
1v1 Commander Legal
Frontier Legal
Vintage Legal
Modern Legal
Casual Legal
Legacy Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic 2015 Common
Magic 2014 Common
Gatecrash Common

Combos Browse all

Verdant Haven

Enchantment — Aura

Enchant land

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).

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Verdant Haven Discussion

Kalron on Rainbow dragon

2 months ago

So you're at 66 cards. You can honestly drop down to 20-22 or so lands if you wanted to. A lot of ramp decks don't run more than 22-24. So that would really help.

Dragonmaster Outcast should be put in the mainboard, hands down. Drop both Icefall Regents and the second Dragonlord Ojutai. The second Ojutai will likely get stuck sitting in your hand while you wait for the other one to die. The card advantage you get from it doing damage is nice but I don't think it's worth running two.

I'd drop both Dawn's Reflections because it's too expensive. Either include more creatures such as Elvish Mystic or the other elf that does the same thing for the same cost or Rattleclaw Mystic OR you can just put one more Abundant Growth in and another Verdant Haven. I would probably only do the one Abundant Growth and put in elvish mystic or whatever, you'll see why I suggest this soon.

I don't personally like Stormbreath Dragon because your creatures already have flying. This already makes your cards really hard to block so the effect you get from making it monstrous is kind of poor. I think something like Thundermaw Hellkite would be a fine substitution because you can tap flying creatures your opponents control and it has haste soooo this could be a finisher.

I also think that unless you can specifically search for creatures in your deck, you shouldn't be running so many one ofs. This ruins your consistency because you have very little card draw. In a deck like mine, I can safely run one of a few different cards because I'll likely see everything in my deck if the game runs long enough. With ramp, you're trying to end the game early with huge creatures. Typically you want them to interact well with one another. I think something like Mirrorwing Dragon AND Temur Battle Rage could help. You could also run something like Vines of Vastwood if you do Mirrorwing Dragon. I can't help but shiver at the thought of playing against that. With your current creature pool + interaction you can't really rely on any one effect from your dragonlords unless you can search for them. I know that's why you're running Sarkhan Unbroken but dropping all your creatures on the field at once will make your entire strategy vulnerable to board wipe unless they all have haste. Again, something that could be fixed with Mirrorwing Dragon or Zada, Hedron Grinder if you run Expedite or some other card that gives haste.

If you REALLY want to keep all your dragonlords as one ofs, you could always run Gifts Ungiven and Unburial Rites. These will let you get stuff from your deck and then back from your graveyard. I don't know where you'd fit those in but that's what I suggest doing if you want to keep all your individual Dragonlords. Otherwise, just side them in to deal with what cards your opponent is playing. For exmaple Dragonlord Silumgar is pretty useless against draw-go decks like mine.

I think Mana Leak Is out of place. If you're going to interact with your opponent, you should either be using burn to chip away that last chunk of health or some kind of permanent removal. I suggest Abrupt Decay, Terminate, Path to Exile, Detention Sphere, Lightning Bolt, Lightning Helix, or Electrolyze. Otherwise, if you really want to run counters, you should run something heavier like Cryptic Command, Rune Snag, Dispel, or Negate. Mana Leak can be worked around by paying extra mana and you will likely have enough mana to cast whatever you want if you're given enough time.

If you want me o actually suggest additions and subtractions in terms of creatures and spells and stuff other than what I've already done, let me know and I'll give it a shot.

debook454 on Mina and denn

2 months ago

Temple of the False God Dawn's Reflection Market Festival Fertile Ground Verdant Haven all synergise pretty well with Stone-Seeder Hierophant. The synergy is sooo strong between stone seeder and your commander that i have been able to make 100+ mana off of ston seeder in 1 turn, ill be it with a few ramp spells. Anyway seems pretty good, more extra land drop effects might help too, but, you know, budget.

WrathofCod on Ascend the Starfield

3 months ago

Congratulations on building your first commander deck! While I know it isn't a very exciting suggestion, I would recommend adding in a lot more ramp. Even though it might not seem like it, 3.55 is a relatively high average cmc and since you are in green, you should take advantage of all the amazing ramp that it has! In particular, I would recommend adding Farseek, Kodama's Reach, Skyshroud Claim, Deathcap Cultivator, Font of Fertility and a Sol Ring to get started. This will help your deck be faster and more consistent! Another area where your deck seems to be lacking is in the area of card draw. While you aren't in blue, black and green have a lot of card advantage that synergize with your enchantment theme! I would start by including Phyrexian Arena, Enchantress's Presence, Necropotence, Abzan Charm and go from there! There are also a few cards in your deck that should be taken out, simply because they are either bad or just underwhelming. While these cards might be fine in standard or modern, they are just not up to par for commander. This includes cards like Mark of the Vampire, Sunbound, Verdant Haven, Thoughtseize and Goldenhide Ox. I would also add in some more board wipes and removal since you are in black and white. This might include cards like Wrath of God, Merciless Eviction, Utter End, Path to Exile, Hero's Downfall and Martial Coup. Lastly, I would add in a few more cards that reward you for having enchantments and creatures with high toughness. Stuff like Daxos the Returned, Ikra Shidiqi, the Usurper, Kor Spiritdancer and Sapling of Colfenor all seem like they would be a perfect fit for your deck! Good luck!

OlPapaCain on Demons of the Forest

4 months ago

Thormonger Thanks for the input! I really do appreciate all the help I can get. I will definitely swap out those Golgari Keyrune for a couple more Golgari Signet and the deck is at 55 cards right now so I may just throw in two of the Verdant Haven just to fill a little space and see how it goes

Thormonger on Demons of the Forest

4 months ago

I might try Verdant Haven over Market Festival, and like signets over keyrunes. +1 look like fun to me.

LunaticRoom on Mono Green Ramp

5 months ago

Maybe try Utopia Sprawl, Overgrowth, and Arbor Elf in place of Market Festival, Verdant Haven, Nemesis of Mortals. You pretty much want to throw Utopia Sprawl, and Overgrowth onto one land, then use Arbor Elf and Garruk Wildspeaker to tap and untap that land for crazy amounts of mana. You also want to run at least 24 lands. What's cool about the ramp I'm suggesting is that you can use any big creature you want. You could even splash some red and toss in a Fireball. Mistcutter Hydra, and Endless One are pretty cool creatures to sink all that extra mana into also.

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