Verdant Haven

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

Kurremkarmerruk on Drop Everything And Leave

3 days ago

I've only ever owned 1 Sylvan, and like Phenax, it's going to rotate out soon. But then again, the Skulker is going away, too. I was hoping to find something that stuck around after rotation.

I'm down to 12 creatures. In play testing, I managed to double counters on the Hierarch and the Skulker, so that little guy becomes a 3/3 with vigilance which means I can still tap him second main phase. Not bad for a mana ramper, but I also put in Ordeal of Nylea to bring in my lands early as an experiment. It's okay, but not really what I want in here. This deck needs lots of mana out to be able to play well.

I was thinking maybe I could ramp mana some other way: Sheltered Aerie, or Verdant Haven come to mind.

On a different note, I am adding 2 Rogue's Passage to give my Skulker an open swing, though. I guess I have to keep brewing.

notKingCole on LEGENDARY as fuck - green ramp - all the dragons

2 weeks ago

I love it! I remember seeing a 5c ramp deck early in KTK standard that ran off of, like, twenty lands, 8 land-untapping creatures, Market Festival and Verdant Haven. Good to know that you don't have to go all-out gimmick mode to make a 5c mana base, though! +1 for awesomeness bro

Jack-Frost on Heroic Wrath

2 weeks ago

corpse_machine After a difficult debate I decided that I like Ajani Goldmane a touch more and I'm maybe-boarding it until I figure out if and how I will incorporate it into the deck. I like Corpsejack Menace but to run it I would have to splash black which i'm not the happiest doing.

p00nslayer I could use Verdant Haven and I actually used to run it but I found that it ended up taking up a slot that could be better used for other cards. I'll maybeboard it again and see how it will work out.

Verdant Haven would help run Corpsejack Menace but I don't like having dead cards in my hand. If I can't get black mana then I have a card burning a hole in my hand and deck. If we can figure out a way to run them with no problem or even turn this deck Abzan then I will gladly run Corpsejack Menace.

Thank you both for the suggestions and if you can think of anything else I would love to hear them. Thanks!

p00nslayer on Heroic Wrath

3 weeks ago

Ethereal Armor is pretty awesome. I would go with some green mana boost like Verdant Haven so that your more expensive spells can be cast easier and it stays on the field versus an instant and your armor gets bigger on whichever creature you want to slug it out with.

Quicksilver on Abzan Command

1 month ago

The fundamental card for token generation or +1/+1 counters is a Doubling Season, if you want to ignore budget. Primal Vigor applies to everyone on the field, but is much cheaper. Anafenza, Kin-Tree Spirit for bolster triggers. Death's Presence for when a creature dies, another creature on your side absorbs its power in +1/+1 counters.

For control:
Swords to Plowshares and Path to Exile - removes indestructibles from the game.
Putrefy and Hero's Downfall - both are powerful options that offer more than just destroying a creature; one prevents regeneration, the other can destroy planeswalkers.
Merciless Eviction - stupidly powerful wrath for when the board state is just too hard to deal with.
Austere Command - Gives you options on what you want to destroy.
Heartstone - Reduces the amount it costs to activate Daghatar the Adamant's ability to just two swamp/forests. A Bog Initiate can assist in mana fixing.

For land/ramp
Arcane Lighthouse - 1 mana, tap, no more hexproof for the whole turn.
Opaline Unicorn is so shit, just use a signet or any good land retriever like Tempt with Discovery or Ranger's Path.
Sol Ring - a solid card for every EDH deck ever.
Urborg, Tomb of Yawgmoth - Self explanatory powerful land.
Murmuring Bosk and the shock lands Overgrown Tomb, Godless Shrine and Temple Garden - Can be tutored for with your Windswept Heath.

Cards I'd remove:
Opaline Unicorn - Sylvan Caryatid is objectively better which you already have, and there's just better cards to put in it's place.
Phalanx Leader - His heroic trigger will only activate with two cards in the whole deck, he's just a chump blocker outside of that.
Stab Wound - Powerful for the early play, but often useless by late game.
Verdant Haven - For 3 mana, you could put some spot removal in, green is a color that should have few issues with obtaining lands.

Hope all this helps.

KillerBunnyRabbit on Modern Yu-gi-oh

1 month ago

I would add in Maelstrom Archangel. She always gets my Progenitus out quick, which ends the game before it can even begins for the opponent. You can get her for about 2 dollars from CardHoarder.

Personally, I'd be wary only having 8 means (The 4 pipers and 4 amulets cards) of getting out 11 of your creatures. Especially when those are the creatures that'll really win the game for you. It would be good to make this more of a five color by having two Islands, two Mountains, two Plains and two Swamps in your deck. If you do add the other four mana types, a great way to get out your preferred mana would be Cultivate, Verdant Haven, Evolving Winds, Terramorphic Expanse or Rampant Growth. I would have these cards replace your 4 Elvish Mystics, in addition to some of your land since it'll substitute quite nicely since they still get your land out guaranteed and of your color choice. Two even with Cultivate.

asasinater13 on Prime Speaker Zegana EDH

1 month ago

cut the vivid lands, Hinterland Harbor should be in here, is a must. Misty Rainforest would be good if it's in the budget.

Verdant Haven, Font of Fertility, Armillary Sphere, Wayfarer's Bauble, Gatecreeper Vine are all very mediocre or bad. Rampant Growth, Kodama's Reach, Cultivate, Wood Elves are all much better. in a green deck there's no real reason to have artifacts searching for lands, and enchanting lands is a trap for Strip Mine, Ghost Quarter, Wasteland, or any land destruction.

Urban Evolution, Explore aren't really superb cards. you have zegana so you don't need to be adding extra instants that draw you cards. Coiling Oracle is almost strictly better than Explore.

Giant Growth isn't very good. it's a cute trick that could be a much better card.

if you're in a competitive group counters are going to be important, Mystic Genesis costs too much. you want some good 2-3 mana counterspells, Counterspell, Dissolve, Dissipate, Cancel is even pretty good.

Wall of Vines, Wolfir Silverheart, Abzan Beastmaster, Nemesis of Mortals, Nessian Wilds Ravager could all come out. things like Deadeye Navigator and Temur Sabertooth are awesome. more creatures like Woodfall Primus and terastadon are good, things like Thorn Elemental and Terra Stomper that serve little utility besides being big are kind of unideal to play competitively.

Color(s) Red Black Blue Green White
Cost 2G
Converted cost 3

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

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