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Legality
| Format | Legality |
| 1v1 Commander | Legal |
| Archenemy | Legal |
| Block Constructed | Legal |
| Canadian Highlander | Legal |
| Casual | Legal |
| Commander / EDH | Legal |
| Commander: Rule 0 | Legal |
| Custom | Legal |
| Duel Commander | Legal |
| Freeform | Legal |
| Highlander | Legal |
| Legacy | Legal |
| Leviathan | Legal |
| Limited | Legal |
| Modern | Legal |
| Modern Beyond Horizons | Legal |
| Oathbreaker | Legal |
| Pauper | Legal |
| Pauper Duel Commander | Legal |
| Pauper EDH | Legal |
| Planar Constructed | Legal |
| Planechase | Legal |
| PreDH | Legal |
| Quest Magic | Legal |
| Tiny Leaders | Legal |
| Vanguard | Legal |
| Vintage | Legal |
Vines of Vastwood
Instant
Kicker {{G}} (You may pay an additional {{G}} as you cast this spell.)
Target creature can't be the target of spells or abilities your opponents control this turn. If Vines of Vastwood was kicked, that creature gets +4/+4 until end of turn.
SaberTech on
Utopian Prosperity
3 weeks ago
To help illustrate some of the things I was talking about regarding Jenara, this is an oooooold Jenara list I used to run. I took it apart 9 years ago. Sky Queen of Bant
If I were to rebuild it there are a number of changes that I would make, but I think that it still generally shows what my design philosophy was around her at the time. I was getting in more 1v1 commander games so it's a bit more geared towards dueling, as opposed to brawling in a multiplayer setting, but I made efforts to try to reduce how much mana I had to invest into Jenara to ramp up her damage. Various ways to give double strike, cards with exalted so I could build my board while still increasing her damage output, cards that could pump power as an option or could pump power in addition to doing something else, and various protection options.
The rest of the deck became a bit of a control build. Roon of the Hidden Realm and Crystal Shard helped me get extra value out of creatures with ETB effects. Sun Titan helped me get back cheap utility creatures. The planeswalkers had useful effects while staying on the board after a wrath wiped away creatures. The main plan was always to try to out-tempo my opponent and kill them with commander damage but the deck at least had a backup plan if the game went longer.
I remember Mother of Runes, Simic Charm, and Vines of Vastwood being pretty standout cards at the time.
Some more modern cards I know off the top of my head that I would consider if I were to rebuild it are Duelist's Heritage, Loran of the Third Path, Esper Sentinel, Tocasia's Welcome, and Welcoming Vampire. The deck would need more card draw engines if I was adapting it to multiplayer games.
Andramalech on
Red-Glove Landscaping LLC.
6 months ago
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Profet93 first and foremost, thanks for commenting! Don't forget to hit me with an upvote!
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Tifa had Trample stapled to her- so Rancor and Audacity compete for similar space for similar reasons, and wasn't up to snuff for what I wanted from my one mana slot. To extend another example of my own playstyle, I'd rather handle that issue at two Mana with something like Sphere Grid.
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Vines of Vastwood as well as Giant Growth among many others are all on my radar for buff at one. Need to test play and experiment to understand how much I wanna balance that out.
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Farseek is a long time favorite of mine for the two Mana 'go fetch a land' cards. I'm also experimenting at that value to determine if I need more Beanstalk Wurm type cards, or Springbloom Druid type cards. Does that make sense?
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This idea is SUUUUPER new, so the best and most effective ways to run it will take time to emerge. Cheers for challenging me to think about how I'm tackling this.
Profet93 on
Red-Glove Landscaping LLC.
6 months ago
I'll try to take a deeper look later but from a first glance, would Rancor be a good fit? Reuseable, cheap, and can put on another creature (because politics).
Vines of Vastwood > giant growth? - 2 mana vs. 1 but much more benefits. Pretty helpful in a commander reliant deck.
EDIT: Perhaps I'm missing something obvious, how does farseek benefit you?
Pedruvan on
6 months ago
Hello, here is my first pauper deck. I will play it at my LGS mainly against meta deccks (tier 1 to 3). I built it because i want to play an original deck and above all i enjoy non linear gameplay. So here are the 3 lines of the deck :
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Combo with Devoted Druid + Presence of Gond and Sigil of the Nayan Gods or Ivy Lane Denizen. There is card draw (all the sorceries, also filling my graveyard) and Auramancer to find it and Vines of Vastwood to protect it
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Swarm with elves with Presence of Gond and boost them with Vines of Vastwood and Ivy Lane Denizen. I can also ramp with Devoted Druid and Vines of Vastwood
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Boosting the wurm via Sigil of the Nayan Gods to swing hard in the long grindy games.
I have a lot of questions and i would realy appreciate your help and advice on the deck :
- Do you think the deck is consistent enough ?
- Can it challenge (or at least have a good time playing it) against the meta decks ?
- What about the side ? I choosed to protect mainly against aggro decks
All advice are welcome, thanks.
PS: It hurts me to have built this because I hate elves.
kamarupa on
pigs do fly
9 months ago
I love this concept of flying pigs. Absolute riot. But I want to encourage to try to make it as viable as possible.
For starters, I'd like to see Brindle Shoat get cut, because it's the only non-modern legal spell. Might as well go for legal since you're so close.
I'd also like to see non-boars get cut. There are enough boars and ways to make them fly. Perhaps the most obvious boar that's missing being Ilharg, the Raze-Boar. I realize red is an extra color, but most boars are within the gruul color set, so adding red opens a lot of doors. More importantly, Ilharg helps you get a lot of the high MV creatures into play, which seems pretty helpful.
Cliffhaven Kitesail seems like a good fit, being lower MV to cast, and more durable than an Enchantment.
I've never been much of a fan of Explore because if it's not in your opening hand, it's too common not to get to play an extra card, and 2MV is too much for a cantrip. 20 lands is def on the low side, too, especially with an average MV of 3.48, which is quite high. I suggest you go with Fertile Ground instead, which will ramp much more consistently and also mana fix. Alternatively, you could go with a slower ramp, but still get the cantrip (albeit at a high MV) with Weirding Wood. I also think you need to add 3 lands.
With how many high MV spells here, I think Fog would be useful.
I'd cut the way too high MV Emeria's Call for Heroic Intervention or Tamiyo's Safekeeping or Vines of Vastwood or Tyvar's Stand, etc.
I'd like to see 4xPath to Exile and also 2-3xHarmonize. It's going to be difficult to get everything to fit into only 60 cards, but I find it's generally really helpful to have at least 4x removal and at last 2x draw card.
dannecticut on
Infect 2025 (UG)
10 months ago
It's less efficient of a pump spell than what you have, but Vines of Vastwood is still worth playing for the versatility. It's a 1 mana counterspell against Splinter Twin and anything else where your opponent needs to target their own creature to go off.
capwner on
I wanna play Yu-Gi-Oh but WOTC doesn't let me
11 months ago
Hey, what do you think about Devoted Druid? 2-drop body that eldritches into Kona, also ramps 2 which means you wouldn't need a third land drop or it nets an extra mana for Veil of Summer or other protection on turn 3. I'd rec running something like this or Vines of Vastwood to protect Kona since your whole deck revolves around them surviving past combat! Another idea would be to add Shifting Woodland and dig cards like Cache Grab to provide an alternate angle by which to win with Omniscience. Cool idea, Kona has a really powerful effect and if you can slam it on turn 3 consistently that's awesome. With a little polishing up I think this deck could be reasonably competitive!
kamarupa on
The Passive Aggressive Aproach
11 months ago
Overall, I like the deck. I have a few thoughts that could be helpful. Feel free to disregard.
Mill is something a lot of players hate. I think defenders are decent way to counter some of that hate, but I'd expect very aggressive removal of your two mana dorks, Axebane Guardian and Overgrown Battlement in second games. I see you have 2xTurn Aside, which I'm sure helps, but I suspect something like Tamiyo's Safekeeping or Vines of Vastwood (there's a ton a green protection spells, really) would be more useful, as they could help with surviving blocking huge creatures in addition to foiling removal.
Banefire seems better than Bonfire of the Damned, since it can't be countered or prevented at a pretty low threshold.
Freed from the Real seems like a good fit here - lower casting cost than Sword of the Paruns and lower activation cost and no equip cost
63 is 3 too many. There are non-essential defenders that could easily be cut, and spells like Opt and Divination don't strike me as perfect fits for the deck, either. Don't get me wrong, I'm a huge fan of draw card in Modern, but I also think it's always best if you can get that draw card to come with synergy. For example, you have Wall of Runes and Gatecreeper Vine already - these seem at least 'on-theme' in a helpful way that render Opt more like filler than utility. You might also consider Wall of Omens or Drift of Phantasms instead of Divination. I'd also even favor Harmonize over Divination, as 3 cards for 4MV is a better deal than 2 cards for 3MV and more card draw off a single spell is more effective and efficient.
| Have (1) | metalmagic |
| Want (1) | ACrispyTaco |






