Vines of Vastwood

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Custom Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
1v1 Commander Legal
Duel Commander Legal
Oathbreaker Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
Modern Masters 2015 Edition (MM2) Common
Zendikar (ZEN) Common

Combos Browse all

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.

Vines of Vastwood Discussion

Cyb3r on Infect Deck

2 weeks ago

I actually have an infect deck at home. I run a lot of the same stuff, but here's some card you could consider. for the creature side I run Ichorclaw Myr and Blight Mamba both are easier to get out and blight mamba regenerates.

For Instants I run a few different ones too: Vines of Vastwood Slip Through Space Apostle's Blessing (extra protection) Artful Dodge

Senomar on Angry BEAR

2 weeks ago

Nice try :) tell us how it works once you've tried it ! Just suggest you replace Ranger's Guile by Vines of Vastwood

jamiekingslayer on Lushy bushy

3 weeks ago

Gladly! My sideboard is kinda specified to decks i see, for example back to nature is good against bogles but not much else, so adjust your own sideboard!

As a rule of thumb i switch out creature cards for crature cards in the sideboard, and non-creature for non-creature.

The reason for this is that you are mainly a creature aggro deck, where creatures are star and pumpspells either help; finish ( Aspect of Hydra ) / protect ( Vines of Vastwood ). This means that if you are siding in "protection" i.e. Relic of Progenitus i would consider switching out vines of vastwood. Same goes for Dismember , for if you need to remove creatures from your opponent they're most likely removal-light.

Feed the Clan can also be switched with vines, for the simple reason that most our creatures are beefy enough to withstand damage-removal, and this is mainly for dealing with burn. Collector Ouphe is mainly for affinity and here you could for example swap out scavenging ooze lest you desperatly need lifegain. They dont rely on their graveyard.

As you see i often swap out vines, i much consider it the weakest card and most flexible. but then again it depends on the matchup and personal taste. Consider your need for protection, explosiveness, interaction, and so on. Sometimes you might not want to switch out all the copies of a certain card, but rather take out different cards.

Lastly i want to say that you should probably make slight mainboard changes aswell: Kalonian Tusker is a good alternative for scavenging ooze, if you need more power earlier. The number of Rancor , Vines of Vastwood and Aspect of Hydra can be interchanged, and even switched out for Blossoming Defense or Dismember .

The onedrop slot is also very adjustable: Dryad Militant shines against certain decks (mostly storm and maybe dredge, and maybe snaocaster decks)and Hexdrinker against others. Same goes for Experiment One and Pelt Collector . The two latter should only be split in a 4-2 or 3-3 in my opinion because they cant evolve one another.

Lastly if there are certain cards you dont want/own in the sideboard here are alternatives:

Wheel of Sun and Moon : a good replacement for Relic of Progenitus , as it gives two devotion and is a continous denying effect. Whats already in their graveyard stays there though.

Oxidize alternativ for Natural State if you dont need to take out enchantmens.

Thrun, the Last Troll : Very good against control, but i have had a though time against Terminus lately which wrecks him. Pro tip, there seems to be some changes coming up to UW control, and this might mean Terminus is being phased out, so do keep your eye out for thrun.

Hope this helps! Reply if you need more help or anything was unclear ;D

lagotripha on mutagenic madness

3 weeks ago

Hi, and welcome to modern. Modern has competitive level pump decks and likely will for the foreseeable future, but they call for specific tools.

Infect uses the infect mechanic to double how well each pump spell works- Glistener Elf / Vines of Vastwood / Become Immense is lethal, and the rest of the deck tries to do that as fast and reliably as possible, dodging creatures and interaction.

There used to be somewhat more intereactive Kiln fiend/swiftspear decks operating under similar principals using Temur Battle Rage and Assault Strobe , however death's shadow (taking advantage of Street Wraith instead of manamorphose and abusing Stubborn Denial , wizards offering an extra set of lightning bolts, and thing in the ice offering a different style of control package broke the nieche into smaller parts.

A Dreadhorde Arcanist pump deck is likely viable, likely in an Arclight Phoenix shell, however unless you are investing in a bunch of fetchlands (at which point all colours are open, allowing splashes for hand Tainted Strike or Stubborn Denial ), I'd look at keeping it mono red. Brute Force , Gut Shot , Mutagenic Growth , Young Pyromancer , Kiln Fiend etc- there are a few lists out there that showcase the FNM winning form of it.

kamarupa on learning to build

4 weeks ago

I suggest you use your remaining 8 slots for: Akroan Crusader , Fabled Hero , and/or Favored Hoplite . All of those pair well with Feather, the Redeemed , which I suggest you run 4x. Even though it's legendary, since it seems like it's at the crux of the deck, it's essential to do everything possible to play it.

Deflecting Palm is usually useful in a boros sideboard.

In terms of deck building, my best advice is to keep your deck hyper-focused on a wincon - make your deck find the wincon, protect it, and execute it and do that 2 out of 3 times within 5 turns. Keep spells to the absolute minimum CMC. There's not really great ramp in red or white, so odds are, spells over 4 or 5CMC won't see hardly any play. Your 1-2CMC spells are a deck's bread and butter. Be sure you have include enough to get them every game.

I try to include the following mechanics in all my decks in some form or another:

I slapped together a deck for Feather, the Redeemed recently. (Feather's Cap) It's focused on the Heroic mechanic, and because of those spells, also tokens and +1/+1 counters. It's far from perfect, but the creature CMC curve is decent and you might find some spells worth considering there.

Alkadron on Go To Wombat

1 month ago

Needs more Fortitude

Frog Tongue is a cantrip

Also consider Yavimaya Enchantress and Aura Gnarlid . They get big.

Also also: I've been Wombating for a long time, and I can tell you with certainty that when you play against people, they are going to try to kill your boy, because they lack both culture and sophistication. Hexproof and Indestructible instants like Ranger's Guile , Vines of Vastwood , and Mortal's Resolve are pretty clutch.

Seeing another Wombat deck pleases me greatly. Godspeed, friend.

kamarupa on Rampy Pampy - Casual Dragons

1 month ago

The deck obviously needs it's mana-ramp. That said, I don't think it matters how you ramp. Each method has pros/cons that can exploited/relegated. I'm not arguing for or against any ramp system, only stating viability and pros/cons.

But to answer your question, a full set of Overgrown Battlement is a sufficient number of defenders to make them well worth including, if so inclined. After all, most mana dorks only tap for 1 mana. Having a 0/4 that taps for at least one mana and up to 4 isn't shabby. In this deck, Sylvan Caryatid is probably better because it mana-fixes in addition to ramping. It's also more expensive. With Dragon Egg , you could swap all your other dorks for defenders. Or not. Up to you. Defenders pros: massive ramp very possible, some toughness for blocking | Cons: can't block when tapped for mana, can't swing, still die to deathtouch, medium/large creatures, removal etc, higher CMCs

If Utopia Sprawl is too expensive, Fertile Ground is an option. Pros to enchantment ramp: rarely removed, combos well with Arbor Elf | Cons: no body, risk of making a land a target for removal, CMC/speed

I've tried multiple times to build a Dragon tribal, but I've never managed to get something that "checked enough boxes." The two combos I like best with Dragons: Dragonmaster Outcast + Harvest Season and Savage Ventmaw + Hellkite Charger .

There's discord in Modern, it seems, as to whether a fast enough deck needs disruption or if it can play threats fast enough to essentially ignore whatever opponents are doing. Your deck here is going for the latter, but I don't have confidence in it's speed. Therefore, I wonder if utility staples like Vines of Vastwood , Blossoming Defense , and Heroic Intervention for deflection and surprising swings as well as Beast Within and Lightning Bolt for spot-removal might be worth considering.

In terms of sideboards, Beast Within , Return to Nature , Pithing Needle , Elixir of Immortality , Scavenging Ooze , are usually safe bets.

Altoman on Pauper Wolves

1 month ago

I suggest Vines of Vastwood . Any green pauper deck needs this card for....reasons.

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Vines of Vastwood occurrence in decks from the last year

Modern:

All decks: 0.1%

Commander / EDH:

All decks: 0.01%

Green: 0.13%