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
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.

Price & Acquistion Set Price Alerts

MM2

ZEN

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Vines of Vastwood Discussion

Duke.Fleed on The Infinity Deck

15 hours ago

Modern is such a fast format, lower mana cost is often worth more than raw power. For example, rather than Curator's Ward I would recommend something like Vines of Vastwood. Furthermore, low cost removal is quite common in modern, like Path to Exile, Terminate, and now Assassin's Trophy. Therefore, big mana creatures like Kalonian Hydra are not as effective as a game ender because you have to untap with it. If you are going to spend 3 or more mana on something in modern, it better do something for you asap. You already have infinite combos to win the game, you may not even need to have a game closer like the hydra. Lastly, I think Kalonian Tusker is the most reasonable card here. It is a good sized creature for it's cost. However, this is most effective in a strictly linearly aggressive deck rather than a combo deck like this. So if you are using it for blocking, or stalling the game out, maybe something like Kitchen Finks would defiantly do that.

Funkydiscogod on Muraganda Set

1 week ago

Oh, right, I was going to finish all the cards...

Fossil Cycle: One problem I see with these, is that without something like Trample, or other form of Evasion, these could be overpowered in a set with ability-less creatures.

Goblin Grabber: I like the Magnetic Theft ETB effect, but there's no reason it should die when unequipped. I would not complain if it was a red Kor Outfitter.

Goblin Spell-Snatcher: Compare that card to Mogg Sentry. It does not make for easy math when the creature is a 1/2, then a 3/3, then a 5/4, 7/5, and so on... Give the creature equal power and toughness, and get equal power and toughness from his ability. Simplify the math for the players.

Grand Sabertooth: This card would define a new level of power creep: 1-mana for a 2/2. The problem I see is that no player would ever choose to have a Tundra Wolves when they could have Isamaru, Hound of Konda (even better because it's not legendary).

Gravewarden: When I think of Muraganda, I'm imagining a primitive world, with cavemen, and wild animals. I don't imagine there are any societies on Muraganda organized enough to have a religion and a Cleric, and grave and death rituals. I suppose this same thing could be said about some of the other Shamans and Wizards in the set, that without being a part of Daelin's tribe, they're a little out of place. Could this card be salvaged with a different name and creature type?

Grip of Tar: In a set dependent on creatures without abilities, a 1/1 with Deathtouch is effectively a removal spell. This card is a 2-for-1. Not unlike Consuming Vapors, it should only hit creatures, though.

Heavy Cumulus: Should read like Vines of Vastwood so the creature doesn't get an ability.

Holistic Wisdom: It's like Bred for the Hunt or Secret Plans, but much worse.

Ivory-Tusk Stampede: Should be sorcery, like Martial Coup.

March of Mediocrity: Seems to occupy the same design space as Muraganda Petroglyphs.

Master's Whip: Should be phrased as "whenever equipped creature attacks" so the equipped creature doesn't get an ability.

Mind Devourer: Is his ability "instead" of doing damage? Or "in addition" to doing damage? If it's "in addition" the ability is useless, as he'll kill an opponent through damage long before he mills them out. If it's "instead", then it's just really bad. But, the even bigger problem, is that I'm not sure this is the set this creature belongs in, as Muraganda seems like a primitive world that wouldn't support a magical ecosystem where thoughts are abundant food. Most of this world's inhabitants are feral creatures and cavemen; not nearly the food supply for such a creature.

Mindleech Conch: I could nitpick this one, but honestly, I'd want to see how it played. It would kill an opponent by damage before its milling was relevant, but its "draw 2" when it hits is insane. And 3 power is pretty good, it stands up to most removal in the set, except the 1/1 deathtouchers.

Sidenote: On the subject of 1/1 Defender Deathtouch Ooze tokens, I feel like this set needs more of these as "removal" (Flash Foliage comes to mind as a template). These tokens would make combat quite relevant, and give the opponent a ~real~ incentive to choose an ability instead of the vanilla creature. It occurs to me, that a focus on removal of this type could make Tundra Wolves better than Isamaru, Hound of Konda, and I absolutely love that idea. As flavor, Muraganda seems primitive, so, the 1/1 Defender Deathtouch Oozes, traps and fights seem like the kind of removal that would be abundant on this world.

Nesting Grounds: Awesome card. I was hoping to see another 4 cards like this on theme. Some sort of "Daelin's Cave" in Grixis colors, or something else. If there can't be a cycle, (like Crypt of the Eternals) there needs to be a story to explain why not.

Oaken Club: Perfect equipment for this set.

Orb of the Masses: I think this would be one of the few times giving creatures abilities would be good. "Legendary" prevents (experienced) players from using it, then playing another and using the new one. In my mind, the first ability would say "whenever a creature with an ability enters the battlefield", and it should have an imposing presence like the monolith from 2001: A Space Odyssey; the stone that begins the next phase of evolution. It could be like a small choose-your-own-Akroma's Memorial.

Planar Lens: This is not the kind of equipment I'd expect to see on Muraganda. It seems too intellectual.

Primal Instincts: Nice art. Costing 4 is out of the question for something that can't kill opponent's attackers or replace itself. I'll point to Righteousness and Hold the Line, and To Arms!.

Primal Return: ironically Primal creatures don't count as creatures with no abilities while they're in the graveyard.

Primordial Pools: could probably be better with an ability more like Ooze Garden, since Deathtouch is basically removal in this set.

Pulop, the Planar Sentience: The artwork and name conjured up a totally different idea of what this card should do. The art depicts a slime devouring a man, and the name implies the slime duplicating the man. Let me just spitball this idea at you: +1: Create a creature token that's a copy of a creature ~ exiled. // -X: Search your library for a creature with converted mana cost X or less and exile it. // When ~ enters the battlefield, exile a creature card with converted mana cost 1 or less from your graveyard.

Pulop's Chosen: This might be too much power creep. Nim Abomination has the same stats as the Primal version.

Radiant Purge: Good sweeper for this set.

Don't worry, I'll get the rest later...

juiicyfruities on Transcend Decay

2 weeks ago

Yeah, now that I've observed it further Blood Moon doesn't seem like a huge issue. I also understand what you're saying with Rogue's Passage. I liked Kessig Wolf Run because it's essentially a permanent Vines of Vastwood, but I don't know if it's worth having to rely on cards like Stomping Ground or Birds of Paradise. I think I might be able to replace Birds of Paradise now that I've replaced Kessig Wolf Run with Rogue's Passage. What do you think?

juiicyfruities on Transcend Decay

2 weeks ago

Woah, very good stuff here. I had thought about playing against an opponent that might use cards that can exile the cards in my graveyard. I could run Abrupt Decay or Assassin's Trophy as a contingency. But the only real way, that I can think of, to completely prevent the opponent from messing with my graveyard is to splash blue and put some counterspell cards in here. Which isn't really what I intended for this deck. I'll add Ghalta, Primal Hunger back in for sure, though. I know that I don't have the red mana to use for Kessig Wolf Run. That's the original reason why I added Chromatic Lantern in. Door to Nothingness was a bit of an afterthought as I figured having an alternative win condition might be nice. Regardless. I had also thought of adding some red/green or red/black lands. That does seem like the better solution rather than completely relying on Birds of Paradise. I'll also consider adding in Overgrown Tomb. My issue with having all these nonbasic lands is that I seem vulnerable to Blood Moon. If I'm going to have this many nonbasic lands, it might be worth it to add Chromatic Lantern back in, no? I do really enjoy Dakmor Salvage, though. And Vines of Vastwood just seems like a better Titanic Growth, so it will definitely replace it. The rest of the cards I do like, but I'm not sure where I would put them exactly. I'm not a super big fan of 2x sets unless they're of high mana cost cards or something. The last 5 cards that you suggested, (Grapple with the Past, Grisly Salvage, Rancor, Bloodghast), I really enjoy, though. I might see if I can find a place for those. Again, really good constructive criticisms and suggestions. I greatly appreciate you working with me on this. When the deck is fully optimized, I'll be sure to credit you. Although, I don't know how much attention this is actually going to get. Regardless, thanks again.

Cereal_Killer on Transcend Decay

2 weeks ago

OK, first of all I'm glad you appreciated the suggestions and also thanks for explaining me the utility of Glowspore Shaman and Greenseeker

Some things that came in my mind after trying it on the plytest mode are: How do you manage to play against enchantments (think about an opponent that, in g2, plays Rest in Peace)? That's why I'd add 2x of Abrupt Decay or Assassin's Trophy. Maybe you could cut 1x of Fatal Push and 1x of Bone Splinters. The only other alternative that comes in my mind is Reclamation Sage (but I personally prefer an uncaunterable instant as decay)

Now, about creatures. I've seen you have appreciated Ghoultree (and I'm glad about it!) but consider that it and also Molderhulk are big creatures, but they don't trample or fly. This means that also a 1/1 could block them without any problem. Probably I'd cut 1 of them (or 1 Ghoultree or 1 Molderhulk) to make space for a 1x of Ghalta, Primal Hunger cause it's big, tramples and can be easily cast if you have some creatures on the battlefield

But in the complex the creatures part is really positive

Last weak point I've seen: lands. I've noticed that except for Birds of Paradise you don't have red mana to use on Kessig Wolf Run. If you want to run it you need at least a Stomping Ground, a Blood Crypt or a Mountain. Or you could use Rogue's Passage. Personally I'd choose the second way without splashing red

I'd also add 3x Overgrown Tomb cause they help you fix your mana and you can search them with the fetch

Last point, some other good cards you could consider: Dakmor Salvage (very good in your deck cause it feeds the graveyard and can recover itself. Think about it. Maybe in 2x instead of 2x Swamp), Vines of Vastwood (could replace Titanic Growth?), Life from the Loam, Street Wraith (only due to it's cycling ability), Grim Discovery, Grapple with the Past, Grisly Salvage, Rancor, Bloodghast

Gattison on

3 weeks ago

Ranger's Guile or Vines of Vastwood for your sideboard. Also Dash Hopes if you're into that sort of thing.

Vessel of Nascency will end up costing you for 1 card--and you don't even have any artifacts or enchantments in the deck that it could hit. So I recommend swapping it out for Adventurous Impulse or Commune with Nature or something like that.

Finally, if you have any laying around, or feel like paying the money, Ash Barrens might be quicker for you than Evolving Wilds.

Hope some of that helps. =)

Cereal_Killer on From Nothing to Everything

4 weeks ago

Ok, since it's closer to modern, I'll suggest only cards that could fit that format

But, first of all, why don't you reduce your deck up to 60 cards?

Now, since your goal is to get big creatures on the battlefield, why don't you add things like Ghalta, Primal Hunger, Steel Leaf Champion, Rhonas the Indomitable, Thragtusk, Acidic Slime, Craterhoof Behemoth, Gigantosaurus, Primeval Titan, Worldspine Wurm, Thrun, the Last Troll?

I've also seen that you have some creatures that require 2/3 specifical mana, so why not some Nykthos, Shrine to Nyx instead of the Urza's Lands?

Another suggestion could be Utopia Sprawl instead of Market Festival

If you want to draw cards when a creature enters, instead of Zendikar Resurgent and Garruk's Packleader, add Beast Whisperer. It's cheaper

Cards I personally don't like from this deck:

Last thing: since you already have big creatures in your deck, what's the purpose of instant and sorceries that just make them bigger? I'd personally add usefull instants like Vines of Vastwood or Blossoming Defense

Silverdrake on Blood-Born Pathogen

1 month ago

I love the name, +1 for that alone

Your actual threats are few and far between, so removal & hand attack are going to be your enemies. Consider more protection in the sideboard - Rebuff the Wicked, Heroic Intervention, Apostle's Blessing, Vines of Vastwood, and Gods Willing are all fine choices to deal with removal. For hand attack maybe try Noxious Revival? You don't really have a good answer to it available in your colors honestly

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