Viridian Joiner

Legality

Format Legality
Tiny Leaders Legal
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful 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
Mirrodin (MRD) Common

Combos Browse all

Related Questions

Viridian Joiner

Creature — Elf Druid

Tap: Add an amount of (Green) to your mana pool equal to Viridian Joiner's power.

Viridian Joiner Discussion

Lanzo493 on Experimenting with untap

1 month ago

Horseshoe Crab , Vigean Graftmage , Pili-Pala , Simic Ragworm , Knacksaw Clique , and Soliton are a bunch of untap effects you can run. Combine them with anything that produces multiple mana, Gyre Sage , Karametra's Acolyte , Argothian Elder , Marwyn, the Nurturer , Viridian Joiner , Incubation Druid , Gyre Engineer , or Elvish Aberration and you have infinite mana.

With infinite mana, cards like Cytoplast Manipulator look better. Infinite mana also means infinite untaps, so Sage of Hours got better, too.

multimedia on Tatyova's Bountiful Paradise

1 month ago

Hey, this is a good start, but I think you're including too much fat and not enough sustenance. There's several really good cards here: Thrasios, Safekeeper, Azusa, Cobra, Baloths, Excavator, Muse, etc. Command Tower is however missing :) All my cards suggestions are budget ($6 or less).

Cards to cut to make 100 cards:

  • Baloth Woodcrasher: this is a worse Rampaging Baloths.
  • Arcanis the Omnipotent: too expensive card draw which you don't need because of Tatyova.
  • Archetype of Endurance: not worth eight mana.
  • Polyraptor: not worth eight mana.
  • Patron of the Moon: not enough Moonfolk.
  • Fleet Swallower
  • Desolation Twin
  • Tromokratis

Consider reducing what creatures/cards you want as your win conditions because you don't need as many win condition creatures as you have here. All the cards I suggest to cut to make 100 are high mana cost creatures to help to reduce the high avg. CMC here which is 4.2. Choose a few win condition creatures who can benefit from the strategy of playing a lot of lands before and after the creature is on the battlefield.

I see Thrasios, Triton Hero and overall it's the most powerful card in the entire deck. Adapting the land strategy to also support him is a good plan to consider. Thrasios wants a combo that makes infinite colorless/colored mana because this lets you draw your deck and put all your lands onto the battlefield. Most infinite colorless mana combos consist of expensive price cards such as Rings of Brighthearth or Power Artifact with Basalt Monolith . There are however some budget two cards + Thrasios combos to consider:

  1. Krosan Restorer with threshold + enchanted with Pemmin's Aura or Freed from the Real : equals unlimited mana from tapping and untapping three lands. These auras let you untap Restorer which then lets you untap three lands gaining you two mana each time Restorer is untapped. Threshold is not difficult to enable (getting seven cards in your graveyard) with all the land ramp spells as well as Wilds, Expanse, Blighted, Bant Panorama, Ghost Quarter, etc.

  2. Viridian Joiner + Umbral Mantle + two mana: equals infinite green mana. Tap Joiner to make one green mana use it and two additional mana to then untap Joiner giving it 3 power. Tap Joiner to make three mana then use that three mana to untap Joiner giving it 5 power. You can now tap and untap Joiner unlimited amount of times.

  3. Umbral Mantle + Kydele, Chosen of Kruphix who's able to make four mana. If you have Kydele in play and draw four or more cards for the turn then you can tap and untap Kydele unlimited times with Mantle.

There are other budget infinite mana combos, but these are using cards that are fine for ramp without the combo therefore they can be used in other ways here with the land strategy.


There's a few cards to consider that can give you an advantage due to all the lands you're playing and putting onto the battlefield. These cards effect all players, but you can benefit much more from them because of the land strategy.

Overburden and Breach bounce lands that are in play back into their controllers hands this is very helpful because of landfall and you want a lot of lands in your hand to play each turn. These cards alone can really disrupt your opponents which is good for you.

Consider more lands? I suggest 42 lands. 36 lands is low for a land strategy especially when you want to be able to support landfall and play multiple lands per turn as well as use cards abilities to put lands from hand onto the battlefield. You need a lot of lands to be able to do all this each turn.

Lands to consider adding:

Other cards to consider adding:


Summary of all adds and cuts.

Overall cards to consider adding:

  • Avenger of Zendikar
  • Meloku the Clouded Mirror
  • Krosan Restorer
  • Pemmin's Aura
  • Viridian Joiner
  • Kydele, Chosen of Kruphix
  • Umbral Mantle
  • Command Tower
  • Bant Panorama
  • Ghost Quarter
  • Ghost Town
  • Flooded Grove
  • Botanical Sanctum
  • Overburden
  • Mana Breach
  • Horn of Greed
  • Mystic Remora
  • Eternal Witness
  • Nissa, Vital Force
  • Sakura-Tribe Scout
  • Llanowar Scout
  • Courser of Kruphix
  • Wayward Swordtooth
  • Splendid Reclamation
  • Zuran Orb
  • Nature's Lore
  • Nissa's Pilgrimage
  • Dryad Greenseeker
  • Coiling Oracle
  • Farhaven Elf
  • Beast Within

Overall cards to consider cutting:

  • Baloth Woodcrasher
  • Arcanis the Omnipotent
  • Archetype of Endurance
  • Polyraptor
  • Patron of the Moon
  • Fleet Swallower
  • Desolation Twin
  • Tromokratis
  • Archetype of Imagination
  • Artisan of Kozilek
  • Conduit of Ruin
  • Lorthos, the Tidemaker
  • Nezahal, Primal Tide
  • Pathrazer of Ulamog
  • Pathbreaker Ibex
  • Tomorrow, Azami's Familiar
  • Void Winnower
  • Frontier Guide
  • Bident of Thassa
  • Horizon Spellbomb
  • Seer's Sundial
  • Spellbook
  • Swiftfoot Boots
  • Venser's Journal
  • Retreat to Kazandu
  • Zendikar Resurgent
  • Omniscience
  • Peregrination
  • Overwhelming Stampede
  • Harvest Season

Good luck with your deck.


TheKamikazeBagel on Gyrus Hydra Tribal

2 months ago

I would suggest Winding Constrictor , as its a favorite of mine.

If you want some janky cards to return from exile (from Gyrus' ability) Eternal Scourge , Squee, the Immortal , Riftsweeper .

Viridian Joiner / Marwyn, the Nurturer / Gyre Sage + Sword of the Paruns / Umbral Mantle = Infinite mana.

LordD_Chaos on Enraged Elves (Budget)

2 months ago

That Umbral Mantle in the maybes combos well with Viridian Joiner. Its a little jank but definitely is budget infinite. A lot of my friends run elves, mono and white splash but this is by far my favorite way of doing it.

Talonisnthavingit on Experiment Kraj Commander

2 months ago

Pir, Imaginative Rascal: Like Hardened scales but for permanents. you could also add Toothy, Imaginary Friend since Pir can fetch toothy and Toothy can fetch Pir.

Hadana's Climb  Flip: Really nice win condition with it's flip card as well as extra ramp. Otherwise, it's an extra free +1/+1 counter each turn.

Path of Discovery: Possibly puts a counter on creatures you control entering the battlefield. Can also serve as ramp and card filtering.

Generous Patron: First off, support 2 can target your opponents creatures, giving Kraj their activated abilities. Secondly, you'll draw two cards. Also, kraj can keep drawing you cards by giving enemy creatures you want the abilities of counters.

Loyal Guardian: Constant buff for your creatures as long as you have Kraj.

Marwyn, the Nurturer: Like Viridian Joiner, but it can get +1/+1 counters from a few of your creatures including Viridian Joiner.

Possible cards to remove:

Jparks51788 on Jarad, Extreme Sub $40 Budget EDH

3 months ago

He clearly meant Viridian Joiner . And yes, it works

KillTheIslandUser on

4 months ago

So here are some things I think will help the deck improve vastly for combo efficiency as well as speed of deck, and consistency.

Faster Mana suggestions:

Mox Diamond, Exploration, Ancient Tomb, Selesnya Signet, Arbor Elf.

Utility Lands Suggestions:

Deserted Temple, Horizon Canopy, Flagstones of Trokair, Wirewood Lodge. Even with these additions, you still have more than basic lands for Earthcraft. Hell I've played earthcraft in a deck with 10 basic lands total and still had no problem hitting it.

Tutors to help consistency of deck:

Sylvan Tutor, Survival of the Fittest, Natural Order (this one might not be as good for you.. but you can always sack your commander if need be depending on your line of play... like the selvala, wormcoil, variation of the combo. So if they already blew up your thornbite staff... you can still mill them out with selvala and dosan/grand abolisher line. While we want to streamline the combo... sometimes plan B and C are necessary... as we can get hated on. The deck should be able to get through hate as well. Heliod's Pilgrim again is not the best atm... but idk what other aura's you are gonna put in... lawl maybe Burden of Guilt jokes! The squirrels nest combo can be easily achieved on this tutor if you already got out earthcraft.

Other Utility/Win conditions that use the cards the you already have in the deck:

Selvala, Explorer Returned, Viridian Joiner. As I stated in the FB post.. you already run one of the cards... so these are just other outs to win if all else fails. Selvala might be harder for you to run, but she is a good utility creature in your deck. Especially when you need to draw in green... and white.... which we both know is hard as shit, and she adds a bit of mana to us. The joiner though is just infinite green mana, so it is a nice edition to the deck period, and can be an another win condition set up.

Also you have 2 open the armory in your list.

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Viridian Joiner occurrence in decks from the last year

Commander / EDH:

All decks: 0.0%