Vinelasher Kudzu


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

Printings View all

Set Rarity
Duel Decks: Jace vs Vraska Rare
Ravnica: City of Guilds Rare

Combos Browse all

Vinelasher Kudzu

Creature — Plant

Whenever a land enters the battlefield under your control, put a +1/+1 counter on Vinelasher Kudzu.

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Cardhoarder (MTGO)

0.51 TIX $1.5 Foil


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Vinelasher Kudzu Discussion

Necrisev on Lands matter

3 weeks ago

I like Harrow because with Vinelasher Kudzu and Undergrowth Champion on board is basically an istant 2 +1/+1 counters and 1 more land on board.

I also was considering Cultivate and Kodama's Reach but i'm still not sure if those are better than Explore...

I've added Terramorphic Expanse and Evolving Wilds just because they're much cheaper than other fetchlands :)

Necrisev on Lands matter

3 weeks ago

I like Harrow because with Vinelasher Kudzu and Undergrowth Champion on board is basically an istant 2 +1/+1 counters and 1 more land on board.

I also was considering Cultivate and Kodama's Reach but i'm still not sure if those are better than Explore...

I've added Terramorphic Expanse and Evolving Wilds just because they're much cheaper than other fetchlands :)

total_euphoria on Lands matter

3 weeks ago

This is a start but still needs quite a bit of refinement. Are you intending on actually buying these cards and putting the deck together? And am I correct in saying it is intended for casual play only??

Firstly, you have 25 non creature spells to 13 creature spells. This seems considerably unbalanced in a deck that wants to win through being aggressive and attacking. Obviously you want a lot of land drops but I think you can cut Banefire completely. There is no point in splashing red for only 2 copies and if you really want burn spells, there are better options out there. I would also cut Heroic Intervention. Although it is a nice card, it's not going to help push damage through your opponents defense. For this you are going to need to give your creatures trample. My suggestions for this would be Rancor and Primal Rage and 4 copies of each. Without them, you will just get chump blocked and your large creatures will be ineffective. Also, although Khalni Heart Expedition does what you want, I find it very slow in doing so and would also cut it out. How about this...

4 x Scute Mob4 x Vinelasher Kudzu4 x Undergrowth Champion4 x Rampaging Baloths4 x Sakura-Tribe Elder He is just amazing as acts as a chum blocker and a land fetch

The rest can then be land fetches and trample cards. How does this sound?

total_euphoria on Lands matter

1 month ago

Sorry for the delay, I've been away for a few days without internet access :) Your answers give you a good starting point. Landfall is typically an aggro style deck due to the temporary pump effects creatures get from the ability. However, there are a bunch of creatures that receive permanent boosts when lands enter the battlefield (not landfall ability but to the same effect). So here is what I believe your options are:

1) A red/green deck utilizing 50% land fetch spells and 50% creatures that benefit from landfall or have landfall. In regards to the latter I'd be looking at cards such as Scute Mob, Vinelasher Kudzu, Undergrowth Champion and Rampaging Baloths as your beaters.

2) A green/white deck utilizing lots of land tutoring combined with a land sacrifice element. In this option you would have Knight of the Reliquary at your helm who grows bigger and bigger. Plus her ability allows you to tutor any land which not only pumps all the cards suggested in option 1, but also allows you to search your library for key lands such as Kessig Wolf Run. Of coarse you can also consider Retreat to Coralhelm which has an infinite combo with Knight of the Reliquary. The great thing about this deck is you can add a splash of blue and red to the deck without being woried about being mana screwed. This is because you can simply add one of each land you need and search for it with the knight should you need it!

3) A green/red elemental deck featuring Omnath, Locus of Rage. In this instance you can tutor lands in as before and generate lots of elemental tokens.

If you decide on any of these options I can assist further with more card choices.

lagotripha on B/G Eldrazi Saproling tokens

1 month ago

Nice, simple idea for modern. I think the secret to running budget black decks are a lot of hand disruption and a stable manabase. If you can find some of the more budget b/g lands, that will help. Llanowar Wastes, that sort of thing. Scythe Leopard, Gatecreeper Vine and Liliana's Elite are likely to underperform compared to some other dirt-cheap options.

General advice- go heavy on one colour so that you can pack your deck with cards of that colour then leave the other for later in the game, where you can afford to be paying mana with lands that come into play tapped.

This means either early game black (hand/board disruption) or early game green (Elves of Deep Shadow/Sakura-Tribe Elder). What you choose to focus on can then inform the cmc and gamplan for the rest of your cards. Either way, lots of 1 and 2 drops will help you survive.

I'll start with disruption options- Vendetta, Victim of Night, Smother, Geth's Verdict Bile Blight etc for creature removal, Duress, Black Cat, Ravenous Rats, Rotting Rats, Nezumi Bone-Reader and Thoughtpicker Witch for hand disrution are all solid choices that match your game plan.

Card advantage options- Night's Whisper/Sign in Blood Dark Prophecy/Fecundity/Grim Haruspex

Interesting or efficient creature options Rot Shambler/Mortician Beetle (growing threats), Zulaport Cutthroat/Blood Artist (lifedrain and victory without attacks with a sacrifice outlet), Dross Harvester (bolt and path resistance), Ogre Slumlord for rat tribal combo , Pawn of Ulamog/Sifter of Skulls for more tokens, Quirion Dryad/Vinelasher Kudzu for growing threats Bloodthrone Vampire/Indulgent Aristocrat/Carrier Thrall for vamp tribal, Nest Invader for more token/ramp, Boneyard Wurm/Satyr Wayfinder/Graveblade Marauder/Nighthowler/Splinterfright/Gnarlwood Dryad are all fairly functional for a more graveyard-reliant setup, and Svogthos, the Restless Tomb is a cheap and functional manland.

Green stall so you can increase cmc- Druid's Deliverance, Jaddi Offshoot, Brindle Boar, Dark Heart of the Wood, Feed the Clan

Useful tools Grisly Salvage, Golgari Charm,

Sideboard options Elvish Eulogist(in an elf heavy list) Elvish Hexhunter Vampire Hexmage Bottle Gnomes Dryad Militant Delirium Skeins etc. There is a lot out there in these colours.If a lot of cards are ending up in the graveyard as the game draws out, spells like Hooting Mandrills, Gurmag Angler or Become Immense start becoming more valuable.

Less favourable cards that didn't quite cut it in are also good to look for- Putrid Leech/Rakshasa Deathdealer/Woodlurker Mimic beatdown for example.

Sacrifice creatures for card advantage is a solid archetype that has had a lot of support printed over the years, from No Rest for the Wicked to Korozda Guildmage.

The question is always going to be what is my opponents plan, and how do I stop that- are my opponents playing Rest in Peace or smilar to deal with graveyard shenanigans, will they kill me before I kill them as every card in their deck is effectively Lightning Bolt, or will they be able to Remand all my spells while they hit me with Delver of Secrets  Flip. Things that disrupt their plan are usually good, especially when they help your plan.

There are a lot of cards to much around with and play- I'd reccomend testing online before going hunting for things specific, focus on a single strategy when picking cards and if you choose to go less-budget, focus on lands first. Reliably casting spells is the core of the game.

xyr0s on My First Deck

2 months ago

The basics

  • 60 cards mainboard. You play the best 60 cards for the strategy you have chosen, anything more means that you are bringing less than the best cards, and you are less likely to draw your very best cards. Reduce deck size to 60, it is always better.

  • Variance is not-so-great. If you bring a lot of 1- or 2-ofs, you have a hard time relying on drawing the same cards often, and thereby also winning through the better synergies of cards. Pick what you consider your best cards, and make sure you play 4 of them.

  • modern has certain stables, and you have to build your deck with respect for that. Lightning Bolt is a very real thing. So is Path to Exile and Fatal Push. On the other hand, counterspells isn't a common problem. Discard spells like Inquisition of Kozilek and Thoughtseize are to be expected. Fetchlands are common, and enables 3-colored decks. Considering this: you can more or less form an idea of what you are going to run into.

  • Fast modern decks have you dead by turn 4. You need to have a plan for how to avoid this. You also need to plan for combo decks, that win out of the blue also in turn 4. And for decks that makes games go long, and win by 2-for-1'ing you over and over.

sorry about this, but there are very few cards in your deck that would be worth anything in any actual modern meta. Why bother with Cast into Darkness, when you could have Doom Blade (for budget), Fatal Push or Abrupt Decay? Why so many Netcaster Spider - is that the creature you want to draw in every game?

Perhaps there is a deck, that could be built around landfall, and include Scute Mob and Vinelasher Kudzu. If you hope to make anything like that, you need ramp (to play more than none land each turn) and multiple copies of the cards you want to play with this concept.

You have quite a few creatures that cost 4 or more mana. 4 is a turning point in modern - cards that cost 4 should be able to turn the game around on the spot (like Supreme Verdict or Cryptic Command). How many of your 4+ cmc cards can you say that about?

lagotripha on The way to justify playing on paper

2 months ago

Hi, Vine Trellis is probably my suggestion, as its an almost flat improvement. If you have the multicolour fixing mainboard, Flamekin Harbinger could help fetch avenger, alongside a single mountain to cast it from terramorphic. It could also fetch Bloodbriar, should you chose to use it. Draw in green is tricky- if you were running more Vinelasher Kudzu I'd suggest Inspiring Call, but with pure ramp cards like Edge of Autumn, Explore, Elvish Visionary, Manamorphose, Rites of Flourishing, Snakeform or Harmonize are likely to perform better. Genesis Wave is an archetype unto itself, Howling Mine/Temple Bell have obvoius drawbacks. Tower of Fortunes might work if you can power it, but will be tricky to do so.

All that said Traverse the Ulvenwald with Flamekin Harbinger and a mountain is probs the best choice- you'll have lands in the graveyard to trigger the two of them and they're lower converted cost than anything else, while Traverse the Ulvenwald is really cheap right now as standard is rotating.

Shentait on GB Counters Deck

2 months ago

Thanks for the Advice!

I usually play casual with my friends and family, so i do not have a lot of competitive experience.

But, as you mentioned, i have noticed that i have a pretty slow deck and its sometimes hard to overcome this difference in Tempo, as you call it.

The reason i have Sylvan Scrying in my deck is to get a Evolving Wilds in my hand for sweet 2 landfall triggers in 1 turn type of tricks, because i think it is a non-basic land card, therefore i am unable to tutor for one with Rampant Growth.

Also Vinelasher Kudzu looks really fun to play in this kind of deck.

I will try to get ahold of some cards you recommended to speed up my deck and hopefully keep winning while having fun! :)

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