Vines of Vastwood

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan 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

Ajuntoson on Wait, Did I Get Stomped On?

3 days ago

First of all, I love it. I've built practically the same deck (not going to shamelessly plug, just seems rude), and it's my first dip into modern. I've definitely got a couple suggestions. This is a very creature heavy deck, so I'd highly recommend Blossoming Defense or Vines of Vastwood over gigantic growth. Yeah, growth gives you 1 more power, but the flexibility of protecting your man from a fatal push or path to exile makes it absolutely worth it. Next, I'd say add 2 or 3 Treetop Village s, and bump the land to 20-21. Village doubles as a forest and backup tusker. Lastly, let's talk sideboard. Natural State is much better that the seal do to it's instant speed and costing one less. A Creeping Corrosion or 2 would also be recommended for those boards that get out of hand too fast. Prowling Serpopard is amazing for those decks that like to run nothing but counterspells. I would recommend Scavenging Ooze , but the wheel of sun and moon pretty much covers both graveyard and mill strategies. Like I said, wonderful deck. Hope these tips bring you success in future games.

RyH110 on Mono Green Stompy

2 weeks ago

heckproof : I find myself playing against lots of different decks, but some of the slightly more common opponents include Tron variants, Blue/White control variants, Izzet Phoenix, and some Ad Nauseam. I don't go against any one deck too often though, and there is a decent variety overall. One important note is that due to Phoenix's popularity overall as a deck, graveyard hate is incredibly important to have at the very least in the sideboard, and main deck is often a positive as well. Damping Sphere is an all star due to its ability to slow Tron deck to a crawl, while also being strong against Phoenix decks by stopping their rapid fire spell plan. In general I find Blue White control to be a winnable match, but is often a hard one to sideboard for as you want to keep the speed of the deck, but also find ways to grant it further resilience. Overall the sideboard will shift over time depending on what you find yourself playing against most often, and same goes with some of the main board.

Some things I have found: Opposing creature based aggro decks are often decided based on if you can land a Pelt Collector or an Experiment One and grow them. Strangleroot Geist is very string in these matches. Also, burn is actually a favorable match-up in general, and most of my losses to burn come at the hands of losing the die roll and a turn one Goblin Guide . Tron is a match that is winnable, but often I'll find myself losing game one and winning the next two games off the back of Damping Sphere , or winning because they didn't have turn three Tron. Arclight Phoenix decks are generally through graveyard hate, so it really comes down to how much you have. Also it is important to be able to kill Thing in the Ice  Flip pre transformation, so Dismember is nice. Azorius control is a often a bad match up due to the amount of anti aggro style cards that are in the main board if the deck, and Vines of Vastwood is strong. Heroic Intervention is great in this match-up, but often their board wipes circumvent indestructible. Ad Nauseum is probably the best match up, as you are able to usually be fast enough to kill them before they combo off.

drpeppercan on Dinosaurs

2 weeks ago

First thing that stands out is that your mana-curve isn't low enough to the ground. Modern is an extremely fast format and the majority of your threats are in the 4+ range for converted mana cost. Bringing in white will open up some early threats while also giving you some low cost removal.

  • Relentless Raptor - 2 cost for three power, sure it has to attack each combat but it also has vigilance which allows it to still be on defense while doing so.
  • Sky Terror - Flying 2/2 for 2 and menace to boot making it an effective attacker that will evade a large amount of creatures.
  • More Frilled Deathspitter ! - This guy is just fun, sure he's only a 3/2 for 3, but if he doesn't get through he at least shocks the opponent to the face.
  • Kinjalli's Sunwing - If you've got this in the mainboard of sideboard it's good either way, it definitely shines more against aggressive matches due to the tap ability, but having flying makes this thing a decent attacker.
  • More Rampaging Ferocidon - This is going to hurt opponents that want to swarm the board, but definitely something you sub out against control unless they are running life-gain to get out of your reach.
  • Wayward Swordtooth - Sure he can't attack until you get the city's blessing, but if you have 2-3 of these in your deck and are happy with just being able to drop the double land he'll serve you well.
  • Runic Armasaur - Love this guy. He's got a fat butt on him to stop from being bolted off the field and with the number of activated abilities in modern you'll have a full grip nearly all the time. Keep in mind that fetch lands will trigger this dude.
  • Regisaur Alpha - Having 2 of these on your higher curve is a nice boon. He brings 7 power and toughness as well as haste.
  • Carnage Tyrant - Control players, eat your heart out. Can't be countered, trample, hexproof. 2-3 of these on your top end will be your beaters.
  • Ghalta, Primal Hunger - 1-2 of this guy is all you need. He'll eat removal in some form most of the time, but if an opponent allows a 12/12 trampler to go unanswered, he'll hit HARD.

Some nice buffs:

  • Blossoming Defense - Protection in the form of hexproof as well as a +2/+2 buff at instant speed.
  • Groundswell - More often then not this is just a straight +4/+4 at instant speed.
  • Vines of Vastwood - This is what happens when you combine the above two cards into one.

Removal:

Sideboard Usefulness:

Vman on Mono-White Affinity

2 weeks ago

Hello good sir. Im my local resident and veteran infect player here to drop some advice regarding Inkmoth Nexus .

The reason infect is so good is because you only need to count to 10, therefor good infect plays to count to 10 as fast as possible (Its why Blossoming Defense is considered inferior as it doesnt get to 10 in 2 turns over a +4/+4 and a next turn Vines of Vastwood )

Now in affinity Arcbound Ravager ravager leads to most infect kills turning inky into a 5/5 at minimum. You dont have thr luxury of anything smaller as a 3 turn clock is awful compared to a 2 turn one.

Lets see how this deck counts,

Tempered Steel is +2 Signal Pest is +1 Steel Overseer is +1 (usually before it dies)

Assuming u only get 2 , steel+pest= +3. Alongside the inkmoth thats 4 damage. Thats not a 2 turn clock and not very efficient. Tempered steel doesnt count to 10 nearly as well as arcbound does. I would deffinately take this into debate when thinking about inky vs blinky

kalko on Jonathan Shawver - Elves

2 weeks ago

Nice list! I'm also on the no island plan, although I kept in one Melody, last torunament I got it turn 3 on all my games except ones, it was really stupid.

I'm gonna ask about the number you play of certain cards: why 4 Priest, 3 Vanguards, 3 visionarys, 3 Nettle and why 4 wellwisher and also 2 Essence Wardens, is there a lot of burn in your meta?

I currently like playing one of either Magnify or Spidersilk main. Also, what do you think about 2 Vines of Vastwood main?

Sarios254 on My take on RG Pummler

2 weeks ago

The first suggestions are for ur landbase, I think u allready know them and didn´t bought for buget reason, but a solide landbase is important for semicompetitive play at FNM.: - 4x Stomping Ground - 4x Wooded Foothills - 4x Copperline Gorge

Thats a standard aggro/midrange 2clolored competetive manabase.

I would defenitly include 4x Lightning Bolt

Aetherworks Marvel isn´t a good card for this deck there are deck entirly build around it to cheat heavy creature´s into play like this one: My Friendo Emrakul Turn Four!!!. The problem with you´re deck is energy is really only playable in modern with Aetherworks Marvel as a combo piece for giant Eldrazis/Hydra´s, etc. At my FNM you would get wrecked by almost every deck, I know how that feels I came to a Modern Tournament with a casual standard deck at first, it can be really frustrating :D.

Here are cards I would cut for strictly more powerful alternatives:

kamarupa on Gruul Riot Modern

3 weeks ago

Consider adding "Budget," "Ramp," and "Gruul" to the deck's Hub(s).

Possibly relevant +1/+1 counter cards: Hardened Scales - get more counters Bow of Nylea - deathtouch is a powerful thing, but at 3CMC, this isn't one of my favorite spells. With the ramp you're packing, it's realistic to consider it viable here. Rishkar, Peema Renegade - This can generate a lot of ramp in mid-game.

Commune with the Gods is the only spell I can think of in Gruul that can help you get an enchantment. Putting cards into the graveyard is sucky though if you don't have a reliable means of getting them out.

Heroic Intervention is better than Vines of Vastwood , but I recognize it might be more expensive than your budget allows. Blossoming Defense is worth considering, if you haven't already.

You might benefit from Utopia Sprawl over Fertile Ground . It's a solid t1 spell, and given that nearly 3/4 of your deck requires green mana, you could probably go something like 11 Forest & 5 Mountain safely.

Harmonize might be better than Beast Whisperer - my thinking is this: by the time you cast Beast Whisperer for 4 CMC, there's a good chance you'll be close to top-decking. You'll then have less than a 50/50 chance of drawing a creature. You may often not even get a single card out of the Whisperer, as opponents may choose to remove it or cast a boardwipe. With Harmonize, you always get 3 cards. At 1.33 CMC per card, that's actually among the lowest CMC's per card among draw card spells.

Sideboard: Beast Within , Naturalize , Back to Nature , Pithing Needle , Ratchet Bomb , Elixir of Immortality , Lignify , Fireball

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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%