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
4 weeks ago
Genesis Wave places all permanents, land and mana guys included! Just gotta hit it for BIG numbers. I have a Green Ramp deck built with Arbor Elf, Wild Growth and Verdant Haven just to abuse that card.
1 month ago
-Titania, Protector of Argoth: With Scapeshift, sac lands, get two elementals per land sac'd.
-Zuran Orb: With Titania out, this is amazing.
-Perilous Forays: Sac an elemental, bolt, trigger Perilous Forays, search for a land, put it on the battlefield and trigger Omnath for another elemental to sac. Fun stuff.
-Budoka Gardener: Need anything else be said?
-Ashnod's Altar: Sacrifice your elementals, bolt, get 2 per one. Into my next suggestion:
-Earthquake: Kill all opponents. And maybe yourself if you're about to lose anyways. If you can't win, why should they?
-Sword of the Animist: One free landfall trigger each turn.
-Doubling Season: Redundancy is key in EDH. Remember that.
-Nissa, Worldwaker: At worst, your lands can bolt people if they die or she's hardcore mana ramp. At best, well, you've got about another 35 lands and thusly 70 elementals on the field. Think about that. 70 elementals. No one even dares cast anything but mass exile which is far and few between.
-Sylvan Safekeeper: Protection for Omnath. This is basically what your entire deck runs on, so protection is good. Plus, you get a trigger off of Titania.
-Worldly Tutor: Good all around. Get what you need. Probably almost always Titania because she is that good.
-Tooth and Nail: Ever get hit by one of these? It is NOT fun. Especially when your opponent is grabbing a Titania and Xenagod for the win. Or a...
-Craterhoof Behemoth: You need this. Trust me. Read it. Go "Holy crap". Read it again to make sure you read it right, and then buy it and put it in here.
-Rattleclaw Mystic: Illegal.
-Frontier Bivouac: Also illegal.
-Fanatic of Xenagos: Again, why? It doesn't pertain to what your deck is trying to do.
-Gaea's Revenge: It's good if you're running elemental tribal, in this case you're not and would be much better off with Avenger of Zendikar in its place.
-Whisperer of the Wilds: It's an okay mana dork, but you have enough ramp and he's likely a dead draw late-game.
-Sylvan Caryatid: Same as above.
-Crater's Claws: Good, but only deals with 33.333% of the problem. And on turn 10, where you may have enough mana to kill someone, there's only a 16% chance to draw it. Need more bang for your buck. See Earthquake.
-War Cadence: Something tells me that people already don't want to block your elementals in fear of killing them.
-Sylvan Ranger: This may set up your next land drop, but you have 11 other cards that trigger Omnath the same turn that aren't creatures that make bigger creatures than this. Don't add unless you want to bounce it for repeated effect.
-Yavimaya Elder: Read as above.
-Fires of Yavimaya: Is it Really worth it to give your creatures +2/+2? Probably not when you can be bolting instead. Personally, I'd rather be bolting someone than getting stopped by a Fog.
-Farseek: Search for only a mountain? Meh.
-Protection: Your entire deck runs off of Omnath being on the field. Why in the world would you not be protecting him? Things like Lightning Greaves or Darksteel Plate and the such would do you wonders and probably save your bacon more than once.
-Recursion: Running Scapeshift and the fetches could easily be broken if you ran simple recursion like Crucible of Worlds or even a simple Regrowth. Other possibilities include Life from the Loam.
-More Lands Per Turn: You run off of landfall triggers? Why no Azusa, Lost but Seeking or Exploration? Other things include: Journey of Discovery, Burgeoning, Crop Rotation (really good), Tempt with Discovery, Terrain Generator, Collective Voyage
1 month ago
ok just trust me on this you want to be able to cast all of your spells from your mana base, your not gonna draw a Prismatic Omen or Birds of Paradise every game, and even if you do all it takes is one Path to Exile or Mortify and you basically fold. for your mana base you can add City of Brass and Mana Confluence for easy permanent fixing. you can also add duel color lands, i suggest temples (Temple of Plenty for examples) because they're cheap and can smooth our your draws. if your on a tight budget then just run tap lands (Sejiri Refuge). but if you have the money the strongest mana base is a combination of fetches (Arid Mesa), shock lands (Steam Vents they can be fetched), basics and expedition lands (Sunken Hollow). This mana base will allow you to fetch for any color land you need, and also thin out your deck to smooth our your draws.
you also need to up the land count, your biggest card cost 8 mana, with only 20 lands you wont constantly hit your mana drop to hit those bigger cards
i would also run more mana dorks like Sylvan Caryatid for additional fixing and ramp
with all of the additional ramp you could then play a card that benefits from all the additional ramp like Primordial Hydra
this will get you to a deck that is consistent, but its not gonna be truly competitive. you can play all 5 colors but as soon as you draw a spell you want to have the colors to immediately cast it that way you don't have cards just sitting in your hand
also another easy way to play more then two colors is to is two build your deck focusing around one to two colors (probably green, so you can ramp) and then just put small splashes of the other colors in
also these are all cards off the top of my head, there are much better alternatives out there. its just a matter of research on other decks, and how much your willing to spend
|Commander / EDH||Legal|
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