Verdant Haven

Legality

Format Legality
Pre-release Legal
Tiny Leaders Legal
Magic Duels Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Casual Legal
Leviathan Legal
Legacy Legal
Frontier Legal
1v1 Commander Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Magic 2015 (M15) Common
Magic 2014 (M14) Common
Gatecrash (GTC) 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

cdkime on Pinball Wizard - Karona, False God EDH

3 weeks ago

Ocelot44

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.

Ocelot44 on Pinball Wizard - Karona, False God EDH

3 weeks 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

I would also recommend trying out Imprisoned in the Moon instead of Darksteel Mutation, or finding some other card to take out for it because that card is amazing

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

Dismal on Xactly

2 months ago

Switch out Verdant Haven for Utopia Sprawl?

Nutron on Angels/Green

2 months ago

3 Time of Need for both angels and Verdant Haven and Khalni Heart Expedition with Harrow would help get that land out

Kalron on Rainbow dragon

5 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

6 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.

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