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).
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Verdant Haven Discussion
2 days ago
Since there aren't that many tutors here, I'd consider increasing the number of copies of the best cards and dropping anything that can't compete. Then, I'd choose a more definite archetype to guide any changes. This deck seems to have elements of a Golgari graveyard theme and mono-green ramp. Sticking to just one of those strategies will make card synergy stronger.
You could also consider Splinterfright, Nyx Weaver, Seed Guardian, Kessig Cagebreakers, Lotleth Troll, Deadbridge Goliath, Jarad, Golgari Lich Lord, Satyr Wayfinder, Nemesis of Mortals, and Spider Spawning for that archetype.
You could also look at Arbor Elf, Voyaging Satyr, Garruk Wildspeaker, Elvish Piper, Pelakka Wurm, Engulfing Slagwurm, Thragtusk, Worldspine Wurm, Primeval Titan, Polukranos, World Eater, and Genesis Wave for that archetype.
3 days ago
Okay, this is different. I've never seen a piper-centric Eldrazi playstyle before. But I think you'll want to expand beyond Simic colors just a bit. Namely for Forerunner of Slaughter. Elvish Piper is certainly strong when a 12 drop can hit the field for G, but to then give that same creature haste for C? And it has Annihilator 2? Now that's evil.
If you're really not wanting to bother with any other colors though, then you need to tone down the amount of high cost cards you have that aren't creatures and focus in on not running as many 1 or 2 of cards. As an example, don't bother with running Verdant Haven effects in addition to Elvish Mystic (also Coiling Oracle for draw power). If you're going to ramp elves, than ramp elves. If you want to run the enchant land cards, then do that and enchantment support (for the card draw). But don't needlessly weigh yourself down trying to do both.
3 days ago
These are ramp because that's sort of my specialty (outside of mana rocks, they are the worst). An underrated strategy that wrecks games is Overgrowth, Verdant Haven, Market Festival, Dawn's Reflection, Sheltered Aerie with Kiora's Follower, Arbor Elf, Voyaging Satyr, Argothian Elder, Earthcraft, Garruk Wildspeaker, Kiora, Master of the Depths, Krosan Restorer, Fatestitcher Magus of the Candelabra. It makes so much mana so fast, and although people will remove enchantments, they woild rather kill Gratuitous Violence and Omniscience. Might not be for this deck though.
As for the 'maybe' board I am not great at dealing with thay part of advice, in person I usually can but it's just such a challenging activity up to personal preference, same with cuts. Some cards might just be their baby. I will say however that Necropotence is almost as bad as Griselbanned
3 weeks ago
Hey all I am running a deck I like to call Emerging Eldrazi Assembly Line, but I will eventually rename it as the Unholy Trinity Assembly Line, once I obtain both copies of all three of the Eldrazi Trinity.
Right now I am having trouble getting this deck off the ground. Its a Token and Emerge deck, with splashes of and , which I can generate about 10 of them because of Verdant Haven, Cryptolith Fragment Flip, and Terrarion.
The purpose of it is to sac my token spawning creatures to cast my mid-tier Eldrazi for their Emerge cost and then use the tokens generated (specifically the Eldrazi Scion), to cast my top-tier Eldrazi cards, and eventually my Trinity cards.
I have the most powerful of those above mentioned cards in my sideboard and bring them out with comboing Coax from the Blind Eternities with Elvish Piper. Then bring back-up (or re-spawn them if sent to Library, Graveyard, etc.,) with Eldritch Evolution.
I am in desperate need of feedback, tips, tricks, and ideas for this deck, so please don't hesitate to contact me, leave it an upvote, or a comment/suggestion.
2 months ago
Ok, here is the feedback I promised you in June.
1) Change your Deck type to one of the following - Modern or Casual
2) Look at Fauna Shaman to search for your big bad Cards.
3) Ditch Verdant Haven it is worthless in a Mono Deck. Also Market Festival is a waste of a card for the mana. Look into Llanowar Elves/Fyndhorn Elves or a similar card to act as a mana source. Also look up Farhaven Elf.
If you really want to spend money go with Oracle of Mul Daya.
5) You need some more Card Draw, Look at Elvish Visionary.
Start with that...More feedback when your done.
5 months ago
I like how you can get to a board state where all your shit is hexproof from Archetype of Endurance or Sigarda, Heron's Grace and indestructible from Avacyn, Angel of Hope. If you switch your commander to Sigarda, Host of Herons, your stuff cant be sacrificed either! I personally think you should get some tutors like Worldly Tutor, Tooth and Nail (pretty pricy unfortunately), Altar of Bone, Brutalizer Exarch, Chord of Calling, Citanul Flute, Congregation at Dawn, Eladamri's Call, (you get the idea) so that you can tutor up avacyn and then drop your commander and GG. Anyway this takes your deck in a rather specific direction of getting a untouchable board. This would go well with some ramp and big creatures, and maybe some card draw like Shamanic Revelation and Harmonize (I don't know any white draw spells off the top of my head). That would turn your deck into this machine that gets to the op board state with those 2 creatures(3 if you add Sigarda, Host of Herons), then you drop everything you can. If you get a draw spell you can refill your hand and continue to make your board massive. Then you just add like 7 board wipes in that say "destroy all creatures" and your board is fine cuz avacyn. Anyway i would REALLY love to add ramp to this deck to get you going really fast, possibly turn 6 you get the 2-3 creature combo (in an ideal scenario). There are 3 kinds of ramp, you can go for land tutoring (Rampant Growth, Harrow, Cultivate, Kodama's Reach, Explosive Vegetation, Tempt with Discovery, Nissa's Renewal, Boundless Realms,), which has the advantage of thinning your deck of basics to the point where you have to cut nonbasics to have more basics to tutor for, and you draw nothing but powerful cards late game. Then there is creature ramp, with the elvish mystic and Elvish Archdruid, but the only good thing about that is it gets going very fast and is good if you run elves. Other than that it fills your deck with pretty useless cards and makes your mana base vulnerable to board wipes (imagine top decking a f***ing elvish mystic late game). Then there is a rather unused form of ramp, land buffing. This is by far the most powerful form of ramp and will allow you to get to 20-30 mana. It runs cards like the bounce lands (Selesnya Sanctuary, Karoo, Jungle Basin, Temple of the False God), Creatures that untap your lands (Voyaging Satyr, Argothian Elder, Krosan Restorer, Stone-Seeder Hierophant [who by the way, if you tutor for 10 basics off of boundless realms, you get 10 "untap Stone-Seeder Hierophant" triggers to untap any land 11 times], Ley Druid, Juniper Order Druid), AND FINALLY, cards that make your lands tap for additional mana (Wild Growth, Verdant Haven, Fertile Ground, Dawn's Reflection, Market Festival, Zendikar Resurgent). This last method is vulnerable to land destruction, board wipes, and it doesnt thin your deck. I personally run land tutoring and land buffing together. Also if you can get some instant speed removal put it in, Beast Within is great in commander, also path to exile and swords to plowshares, but those are very expensive. Also Terastodon is great. Anyway hope that helps if you decide to put some ramp in your deck, other than that I want to build a version of this deck very focused on the avacyn-arctype-sigarda combo, it seems very fun and very disgusting, it might just turn into a "make your opponent concede" machine >:D. Anyway good luck and have fun!
5 months ago
6 months ago
I don't know if it's because you want to make it budget (if that's the case, well done! 60$ is pretty good budget for a commander) but there's a LOT of cards that could be switched.
Let's start with creatures (and to switch to better alternatives) :
Now, let's continue with non-creature spells :
I'd remove Culling Mark, Epic Confrontation, Hunt the Weak, Incremental Growth, Predatory Rampage, Wild Instincts, Mutant's Prey, Curse of the Bloody Tome, Sheltered Aerie, Verdant Haven and Slip Through Space.
That makes 11 cards to add some kind of removal effects that are better than ''target creature fights another target crature'' because a Pacifism effect can screw you over.
I'd suggest some of these cards : Beast Within, Krosan Grip, Disperse, Cyclonic Rift, Garruk, Primal Hunter, Kiora's Follower (Untap your commander to double the effect!), Kiora, Master of the Depths, Boomerang, Kiora, the Crashing Wave, Garruk, Caller of Beasts, Capsize, Vapor Snag, Into the Roil, Repeal...
If you want some more suggestions, i'd be glad to help.