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).

Acquire Verdant Haven

Set Price Alerts

Verdant Haven Discussion

mortilus on green devotion hydras

1 day ago

Your curve is incredibly misleading, in a bad way. It's nowhere near an avg CMC of 2.91. Remember, all the hydras with X in their cost don't count the X, but that is exactly the part you're going to dump most of your mana into.

  1. You only have 4x 1-drops (Elvish Mystic ), despite the deck list claiming 12. All the 1-drop spells need a creature to be cast on, so they don't count.
  2. You only have 5x 2-drops (4x Satyr Grovedancer and 1x Deadly Recluse ), despite the claim of 11.
    • Solidarity of Heroes is probably worth keeping: depending on your available mana/cards, you might be able to math out two hydras and double their counters for the same mana as putting one out, not doubled
    • Satyr Grovedancer doesn't have any place in this deck: early game he's a dead draw (casting him takes an entire early-game turn, and all you'd get is a 2/2 chump blocker and a +1/+1 counter on either Elvish Mystic or himself), and late-game the +1/+1 counter won't be noticed on your hydras. Doubling 1 counter goes to ... 2 counters. He doesn't help creatures with counters, he doesn't help you get to high mana, he barely has any devotion ... Kalonian Tusker , Garruk's Companion , and/or Leatherback Baloth are all superior choices, if only for the extra devotion they provide (ignoring the fact that they're just as powerful stat-wise, or more powerful)
    • Deadly Recluse isn't bad, but once you've slimmed the deck, if you still need to cut something, it's not a huge loss either.
    • Genesis Hydra is interesting, but it might hinder you more than it helps. If all you pick up are hydras, they'll come into play dead, since you didn't cast them to provide a value for X.
  3. You only have 2x 3-drops (Oak Street Innkeeper and Verdant Haven ), despite the claim of 5, since two are enchants that require a creature, and the only creatures available on turn 3 would be Elvish Mystic , Satyr Grovedancer , or Deadly Recluse . Verdant Haven isn't very good, to be honest - Fertile Ground is equivalent, but can come out a turn earlier, and Utopia Sprawl or Wild Growth just smoke it. It is the same mana cost as Overgrowth and nowhere near as good.
  4. Your 4-drops are ... interesting choices.
    • You only have 2x Karametra's Acolyte , despite this intended to be a devotion deck that needs a lot of mana to drop huge creatures.
    • Market Festival is just way too late, coming out on turn 4 - by this point you should be at 3+ devotion, with similar land, and dropping 6-8 mana on a hydra.
    • Paragon of Eternal Wilds is a good idea - there's no point in having a huge creature if it can't get past a measly 1/1, but I feel like Tuskguard Captain does it better: the trample is free, it can make itself bigger, and it's cheaper to cast. Sure it won't help your other creatures as much, but the ones that benefit the most aren't going to block anyway, and your hydras won't notice the difference.
    • Nylea's Disciple does work with devotion, but what's the point of the life? You're not white, trying to activate Ajani's ult; you're not black, trying to recoup the life spent achieving ultimate power; you're not red, hoping to stave off death long enough to burn, blast, or smash your opponent to death. It doesn't seem to help focus the deck
  5. 5-drops and 6-drops:
    • Incremental Growth is nice, but your hydras aren't really going to notice it, and other creatures don't need the counters anyway.
    • Heroes' Bane isn't bad, but you have to ask yourself, "is 5 mana for a 4/4, and then 9 mana for an 8/8 worth it?" He doesn't start to break even until you've dumped 13 mana into him, and at that point, one kill spell and all that mana is wasted.
    • Humbler of Mortals is a random waste of an entry - you only have 7 enchantments in the entire deck, including this. The odds of triggering it more than once are very low.
    • Kalonian Twingrove is a wasted card: 6 mana for 1 devotion, on a creature that scales with somthing completely different from what your deck is focusing on
    • Pathbreaker Wurm is debatable: on the one hand, he gives 2 devotion, trample, and is relatively heavy-hitting; on the downside, he doesn't have any counters for you to play with (i.e. Solidarity of Heroes . For 6 mana and no counters, I'd want at least 3 devotion.

Your instants and sorceries are nice - Fog lets you be more aggressive; Solidarity of Heroes was already discussed; and Aspect of Hydra can be quite a surprise - its downside is that it doesn't give trample, but that would be broken, i think.

None of the enchantments I see seem worth casting, in my opinion. Forced Adaptation is just too slow to be scary (I've tried it); Trollhide and Feral Invocation are essentially wasted spells - you don't have anything that cares about enchants (except the afore-mentioned, should-be-removed Humbler of Mortals ), and that's entirely required to make enchants like that worth it (one kill spell and you've lost 2 cards). Trollhide 's only redeeming quality is the regeneration, which costs mana on top of its casting cost, but it still doesn't help the deck.

How do you envision this deck playing out? Currently it is without a central theme, except the vague "there's some hydras, and green things give green devotion by default"

If this was my deck, I would design it to spend the first few turns building up a solid mana base (via enchant-lands, untap land creatures, and devotion). Midgame would be strongest - a huge mana advantage, which can be spent directly on creatures to give creature advantage. The hydras will be too big for to block (and have the blocker survive) and too big to break through when blocking. The only danger would be kill, bounce, and non-traditional damage (e.g. deathtouch), but those are dangers in any creature-based deck anyway.

Example turn plan:
T1: Forest, Elvish Mystic
T2: Forest, 2 mana on a Voyaging Satyr , tap the mystic, untap a forest, Wild Growth
T3: Forest, Karametra's Acolyte . There's 4 mana left over; entertain yourself (Tuskguard Captain ?). Also note, next turn you will have 4 devotion and 8 available mana - you could drop an 11/11 hydra.
T4: Drop a fattie hydra and start wrecking shit.


Another example turn plan:
T1: Forest, Elvish Mystic
T2: Forest, Wild Growth . Tap the enchanted Forest, untap it with the Mystic, tap it again, Karametra's Acolyte
T3: Forest. 9 available mana, drop an 8/8 hydra. Collect opponent's tears in a cup, so refreshing!


I also noticed that other than the nice but unreliable Oak Street Innkeeper , you have no control over the battlefield at all. If we assume 20/20/20, and 8 of the spells are land-enchants for that tasty mana acceleration, another 4 are Solidarity of Heroes , and another 4 are Aspect of Hydra and Fog , then that leaves ... 4 spells for control. Bleh. Probably want to up that number, especially since it won't be 20/20/20 - you'll want ~22-24 lands to ensure you drop one every turn (though you actually might not need as many, if the mana dorks end up being worth it).
Mutant's Prey could be nice, better than trample in some cases. Prey Upon , same idea, but a sorcery. Pit Fight is okay. Fall of the Hammer is awesome, if only you had red in the deck.

Other hydras you might like:
Anyway, I'm tired. Hope this helps :)

Mongol on Jungle Blood

1 week ago

Hey, thanks for the props on my deck, Infernal Savagery!

Here are some things I'm noticing about your deck that could use some adjusting in my opinion.

  • You don't have a lot going on for early game aggro or defense. I would recommend throwing in some Lightning Bolt s or if you're going to include black, include more black with stuff like Thoughtseize , or maybe a combination of Duress and Despise if you don't want to spend that kind of money on cards. You could also throw in stuff like Doomblade that way.

  • That brings me to the next point, your only option for black mana comes through with the 3 Verdant Haven 's. Throw some more dual lands in. Perhaps a couple Golgari Rot Farm s as well, or the R/B version of it. My favorite combo is with Voyaging Satyr and those 2 mana dual lands from the old Ravnica block. They work very well together, especially if you're enchanting the lands with something that produces more mana. However, those dual lands won't allow you to use black mana on the first or second turn, so just put some plain old Swamp s in if you opt for black removal or low-cost creature options.

  • You could always go with early aggro too. Any 1 drop creature with haste would be good, and there are some good black one drop creatures with 2 power, like Bloodsoaked Champion or Rakdos Cackler .

  • Savageborn Hydra is a beast and I'd consider putting at least one more in. He should be in my deck, by all rights, but I like what I have as it is.

  • You've only got 5 creatures that will work with Spellbreaker Behemoth efficiently. Xenagos only enters as a creature if you have the devotion, Savageborn requires you to put at least 5 counters on him, and I don't believe it will work with the Phoenix at all. I'd move him out unless you're putting more 5+ power creatures in.

Anyway, the main 2 things I'm seeing that could use some work are your mana base (particularly if you're going with more black), and options for early aggro or removal. Hope this helps!

Dusk on Artifacts and Milling

1 week ago

May I suggest to change the deck's name in Simic (U/G) Artifacts? In mtg, B stands for Black ;-)I agree with you, your deck is almost monoblue, and the only green card you have is there to give you mana of any color... I'd suggest to swap out the green lands and Verdant Haven , to make the deck monoblue. Also, I'd keep it standard legal, since in legacy it will be beaten every match. If you still want to play older formats, I suggest to make it modern legal. You can maybe make a modern version of the izzet (R/U) artifact deck which is going good actually in standard.

ThatBlueMage on verdant haven.. help

3 weeks ago

No, you may use Verdant Haven s ability for as long as you control it, whenever your land becomes untapped.

ThatBlueMage on verdant haven.. help

3 weeks ago

Oh, this is a fun post.

First off, rules questions like this should be asked in the MTG Q&A section, linked up top.

Secondly, link your cards in threads by putting the name in [ [ ] ] double square brackets.

Thirdly, Verdant Haven doesn't find lands. An example of a card that does find lands: Rampant Growth . Unless the card specifically states that it's looking for a land card, you do not get a land. V Haven instead adds mana to your mana pool (collection and representation of how much mana you have available). All basic lands have the ability : TAP: Add (1 colroed mana) to your mana pool. V HAven makes your land, in essence, say: TAP: Add (2 colored mana) to your mana pool. This is mana that you have available, but is not a land card. Does that make sense?

FalahNorei on Turn 4 13/13 YOU CAN'T BLOCK

3 weeks ago

I'd consider running some kind of mana acceleration instead of the spear. your mana curve looks fine on paper, but you basically have only 8 2drop creatures and another 2 3drops. Abzan Ascendancy is quite amazing, but very very harsh on your mana, as it needs 3 specific colors with no fixing - and you only run 6 sources for TWO of the colors needed. so, its a safe drop when, turn 7 if even that? you have no draw to quickly dig through your deck to find that swamp or forest you need desperately... I'm not entirely sure how to do that though.

could try to run Market Festival , but thats really slow, on turn 4. I feel like you want more tempo. Elvish Mystic requires green and only gives green as well, but you're quite well set with 1 green source, so its basically useless. you could consider the Abzan Banner , Astral Cornucopia , Opaline Unicorn or Verdant Haven . all of those are 3 mana though, and more or less reliable. Karametra's Favor might be an option as well, as it'd trigger the Phalanx Leader ontop of mana fixing. it'd also take an attacker though.

other than that, I'd consider running non-standart lands, as its better to wait a turn than be mana-screwed IMO..... not entirely sure though. scrylands would be an option, painlands would probably be nice as they enter untapped, especially Llanowar Wastes - it fixes for both green and black if nessessary. Mana Confluence might be another idea, but that has a very obvious downside, as it WILL ping you for using it. Unknown Shores is slow, but doesn't hurt for using. I'd probably not run the obvious Sandsteppe Citadel as long as you run that many basic white sources either.

all in all, I'd say use 4 Llanowar Wastes and 4 Temple of Malady , taking out 4 forests and 4 swamps. also I'd probably replace the 2 Spear of Heliod with 2 Abzan Banner . you give it some thought and decide yourself.

gjohnson on STD - Rampbo

4 weeks ago

Ohey you're ahead of me on the Verdant Haven bit, only you're using Market Festival . Fair enough. I like the prospect of gaining life a little more than the extra mana, but if you're playing Market Festival it's silly not to play the full nut of 8 Kiora's Follower + Voyaging Satyr .

gjohnson on STD - Rampbo

4 weeks ago

Why choose between Sylvan Caryatid and Kiora's Follower ? Play them both, and go up to 16 mana dudes. Hell, I play 18, with Elvish Mystic and Voyaging Satyr .

You don't even need to cut that many spells. With 16 mana dorks you could go to 19 land.

The fundamental combo you are abusing here is mana dorks untapping with every spell. When you have 1 mana dork, any noncreature spell you cast is essentially discounted by 1 mana. When you have 5 mana dorks out, your spells start generating mana, and you go infinite. So why not really abuse it?

Point is, the larger your fraction of mana tied up in mana dorks instead of land, the better. This has the added benefit of accelerating your mana, giving you enough mana to combo off earlier.

Also, once you're up to 6 or more untappers, you can start to consider Verdant Haven . With an Voyaging Satyr and a land with a Verdant Haven on it, every Satyr generates 2 mana when tapped instead of one. Go GEOMETRIC! :)

TCGPlayer.com Price

Low Avg High Foil
$0.03 $0.13 $0.65 $0.25

Cardhoarder (MTGO) Price

Normal Foil
0.02 TIX 0.02 TIX
Color(s) Red Black Blue Green White
Cost 2G
Converted cost 3
Avg. draft pick 8.49
Avg. cube pick 2.45

Legality

Format Legality
Standard Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Modern Legal
Duel Commander Legal

Printings View all

Set Rarity
Magic 2015 Common
Magic 2014 Common
Gatecrash Common

Combos

Latest Decks View more