Verdant Haven


Format Legality
Modern Legal
Legacy Legal
Vintage Legal
Commander / EDH Legal
Duel Commander Legal
Tiny Leaders Legal
Frontier Legal
Pauper 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

OlPapaCain on Demons of the Forest

3 weeks 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

3 weeks 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

1 month 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.

mkmi on Groundhog's Day

1 month ago

I like the Sage of Hours and Bioshift combo with the growing creatures. However, you could increase the tempo by removing cards like Inexorable Tide (too slow), Verdant Haven (you use almost entirely fast mana, so you could add some 1-drop mana dork, like 4x Elvish Mystic instead). I'm also not sure what Serene Remembrance is doing in the main deck, it's more of a sideboard card. You could get rid of Wildcall, the probability of getting it to work with Sage of Hours is really small, and you really don't want to Unexpected Results into it. A card you could consider acquiring for this deck is Increasing Savagery, since it instantly enables Sage of Hours's ability. With a 1-drop mana creature you could possibly get an extra turn on turn 3:

  1. Forest, Elvish Mystic
  2. Island, Sage of Hours (1 green mana open)
  3. land, Increasing Savagery, extra turn.

Also, keep in mind that Sage of Hours is quite fragile, and will attract removal. Perhaps some cheap protection spell, like Ranger's Guile or Blossoming Defense would be worth considering?

Austin_Smith_of_Cards on WE ARE THE GLORIOUS FUTURE

3 months ago

Crafting your decklist with the evolve mechanic in mind is a great take on a Simic EDH deck. However, since Ezuri is very much a build-around-me commander, there are some specific questions you need to ask yourself for each and every card:

Question #1: Does it not also benefit from, but also synergize with, +1/+1 counters?

Technically, the evolve mechanic is counterintuitive to Ezuri's +1/+1 counter-stacking ability, but cards like Experiment One, Gyre Sage, and Simic Manipulator who have counter-related abilities benefit from the extra boost. Other cards that have silly combinations with +1/+1 counters are Sage of Hours (obviously), Fathom Mage, Mycoloth, Champion of Lambholt, Forgotten Ancient, Chasm Skulker, and Crystalline Crawler.

Question #2: If it has power 2 or less, does it have a relevant ability?

Just because it can trigger Ezuri's ability doesn't necessarily mean the card is fit for EDH. If it's an evolve creature, keep it for your deck's theme, especially if it has a powerful ability. Card considerations in this category would be Cold-Eyed Selkie, Hornet Queen, Blighted Agent, Mulldrifter, Vorel of the Hull Clade, Eternal Witness, Coiling Oracle, Trygon Predator, Mystic Snake, Sakura-Tribe Elder, Solemn Simulacrum, Reclamation Sage, and Thrasios, Triton Hero.

Underpowered cards to cut:Beetleform Mage, Bond Beetle, Frilled Oculus, Mist Intruder, Nimbus Swimmer, Palace Familiar, Reverent Hunter, Sandsteppe Scavenger, Scourge of Skola Vale, Sidisi's Faithful, Verdurous Gearhulk, Vinelasher Kudzu, Dromoka's Gift, Hydroform, Lead by Example, Unnatural Aggression, Slip Through Space, Bonds of Mortality, Retreat to Coralhelm, Cranial Archive, and Verdant Haven.

Beetleform and Oculus's abilities aren't relevant enough to keep, Reverent Hunter and Kudzu both suffer from the problem of vanilla big creatures that don't really synergize with Ezuri, Mist Intruder isn't good in traditionally multiplayer EDH, Swimmer and Scavenger are too expensive, Beetle is cute but doesn't do enough, Palace Familiar might be worth keeping if you absolutely need card draw, but it's pretty weak otherwise, and Sidisi's Faithful is too slow and bad in multiplayer. Skola Vale uses +1/+1 counters, but it's not terribly good. I ran Gearhulk in my decklist for a short period of time, but if you aren't running proliferation or ways to make the spreading out of the counters relevant, it's not worth it. Dromoka's Gift is too expensive for its lack of control, Lead by Example is too weak, Hydroform makes a land vulnerable to removal for a turn, Unnatural Aggression is too expensive, Slip and Bonds are alright but there are more powerful options (Aqueous Form and Arcane Lighthouse), Retreat doesn't help your gameplan, Cranial Archive should only be played if there is a mill or graveyard deck in your meta, and Verdant Haven is outclassed by better cards (Utopia Sprawl/Fertile Ground).

Powerful cards to add:Cold-Eyed Selkie, Mycoloth, Champion of Lambholt, Gyre Sage, Oran-Rief, the Vastwood, Hornet Queen, Blighted Agent, Mosswort Bridge, Forgotten Ancient, Mulldrifter, Eternal Witness, Trygon Predator, Prime Speaker Zegana, Mystic Snake, Swiftfoot Boots, Sakura-Tribe Elder, Simic Signet, Krosan Grip, Solemn Simulacrum, Chasm Skulker, Kodama's Reach, and Reclamation Sage.

TheVectornaut on Garruk's family

6 months 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.

Dreg Mangler, Grim Flayer, Nighthowler, Slitherhead, Putrefy, Garruk Relentless  Flip, and Vraska the Unseen are solid in Golgari.

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.

Chameleon Colossus, Elvish Mystic, Terra Stomper, Wolfir Silverheart, Market Festival, and Verdant Haven are solid in green ramp.

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.

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