Waterlogged Grove

Legality

Format Legality
Leviathan Legal
Magic Duels Legal

Printings View all

Set Rarity
Modern Horizons (MH1) Rare

Combos Browse all

Waterlogged Grove

Land

, Pay 1 life: Gain or .

, , Sacrifice Waterlogged Grove: Draw a card.

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Waterlogged Grove Discussion

SideBae on Tasigur, the Golden Fang

2 hours ago

Hey man! Always good to see another Tasigur list. Here're some suggestions:

  1. Dorks, in addition to your Bloom Tender , are one of the main reasons to play green. Llanowar Elves , Deathrite Shaman , Birds of Paradise and Elves of Deep Shadow are all worth including; Fyndhorn Elves , Elvish Mystic , Priest of Titania and Arbor Elf are all worth considering. Arbor Elf is especially good if you end up running something like Utopia Sprawl or Wild Growth . One common reason dorks are left out of Tasigur, the Golden Fang is because if they die, they'd be returned with his ability rather than a more relevant card. However, first, with delve you have a level of control over what is in your yard; second, I feel the mana-bonus is good enough to justify their inclusion, as they can help activate Tasigur MORE often.

  2. If you include dorks, running Edric, Spymaster of Trest is a good idea. Originally, I thought I'd cut him from my final list, but with dorks to poke with he can easily draw four or five cards.

  3. If you include dorks, you can also start including artifact hate. I've had such success with Collector Ouphe that it's actually slightly scary, as a Null Rod effect you can tutor with Green Sun's Zenith (if you wanna run that too) is a big deal.

  4. Ponder and Preordain are both worth including. Having them returned with Tasigur on an opponent's end step is actually better than it seems prima facie, and being able to dig to or past lands/action you need is a big deal. Brainstorm is worth including, as you have fetches like Evolving Wilds and Windswept Heath as a shuffle effect to get rid of blank cards.

  5. Windfall is a great card that's usually card-positive for you, especially if you can resolve it with Narset, Parter of Veils on the table. Similarly, Jace's Archivist is a card I've been thinking about a lot for this list.

  6. If you include Windfall and similar effects, dredge becomes a viable include. Stinkweed Imp and Life from the Loam can help fill your yard for delve-spells.

  7. Speaking of delve-spells, I think you should run either Treasure Cruise or Dig Through Time . I understand that running both is problematic, as especially with Tasigur their delve-costs can get in the way of each other. One or the other, I think, is great.

  8. I think there're easier ways to exile your deck than needing an infinite-mana combo and Tasigur. Demonic Consultation with Jace, Wielder of Mysteries on the table is an immediate win, and if you craft your mana-base to include only one land of each name you can run Tainted Pact for the same effect. Note that, for this purpose, Snow-Covered Forest and Forest are different names, so you'd only have to functionally replace one Island and one Swamp . I suggest using things like Waterlogged Grove and Nurturing Peatland .

  9. Extra untaps are great with Tasigur. Wilderness Reclamation and Seedborn Muse are great ways to squeeze extra value out of Tasigur, and with your counter magic you can probably keep them on the table for a while.

  10. My main win-condition in my Tasigur list is actually Nexus of Fate . If you manage to exile your entire deck, Nexus of Fate becomes your deck on resolution. Pairing it with the aforementioned Tainted Pact can result in instant fun. Of course, one of the main attractions of Tasigur is the wide variety of win conditions you can run, but I figured I'd mention my favorite one.

  11. Biomancer's Familiar and Training Grounds : I suggest running at least one of these. Biomancer's Familiar is great in metas that don't hate on search effects, as you can fetch it with Worldly Tutor or Green Sun's Zenith , if you end up using them; it's also a body to bash with, if you run Edric, Spymaster of Trest . If your meta has a bunch of Wrath of God effects, Training Grounds is better and cheaper qua its mana cost.

  12. There're some good draw-spells to consider. Painful Truths is a favorite of mine I think is wildly underplayed in EDH; Night's Whisper , Harmonize , the Fact or Fiction you cut and the like are all good too.

  13. Noxious Revival is a great way to grab what you need from your yard if your opponents don't wanna give it to you.

  14. Depending on your meta, Compost and Carpet of Flowers can be pretty damn good. So like... try 'em out.

Good luck! That's all I got.

SideBae on ooze tribal redux

1 week ago

I see a few areas for improvement:

So one of the main reasons to play green is the mana dorks. You should at least be running Birds of Paradise , Llanowar Elves and Elves of Deep Shadow , and you should probably be running a few more as well. Fyndhorn Elves , Elvish Mystic , Priest of Titania , Arbor Elf , Bloom Tender , Boreal Druid and Deathrite Shaman are also worth considering.

Card-draw is a big part of EDH. Distant Melody is good in any tribal deck, and depending on your typical board presence Slate of Ancestry may be worth considering, too. Fact or Fiction , Painful Truths , Treasure Cruise , Dig Through Time , Night's Whisper , Windfall , Harmonize and Concentrate are also good draw-spells. Sylvan Library and Phyrexian Arena are good pieces of permanent-based card-advantage. Mystic Remora is excellent, if transient, and at more inexperienced tables it can easily be an Ancestral Recall .

Your mana-base is worth rethinking, too. Overgrown Tomb , Breeding Pool and Watery Grave are all relatively affordable these days (because of the reprint), and City of Brass and Mana Confluence are worth running in a three-color deck, too. Depending on your budget, you may want to run fetch-lands like Polluted Delta or Prismatic Vista ; lower-budget options include Bad River , Flood Plain or the other slow-fetches. Evolving Wilds and Terramorphic Expanse , too. Llanowar Wastes , Yavimaya Coast , Underground River , Waterlogged Grove , Nurturing Peatland , Hinterland Harbor , Woodland Cemetery and Drowned Catacomb are more good dual-lands.

If you do end up running any sort of fetches, you'll have a bunch of shuffle-effects. This means Brainstorm becomes a powerful spell, as you can shuffle away bad cards while digging for the ones you want. Ponder , Preordain and Impulse are great as well.

Tutors are great -- then you don't even need to bother digging, as you can just go get what you want. Demonic Tutor and Vampiric Tutor are the gold standard, but as a pair they'll likely run you around $100. Diabolic Tutor , Lim-Dul's Vault and Dark Petition are all far more accessible. Mystical Tutor and Worldly Tutor are also good, though I don't think they'd be as good as the non-restricted tutors.

You also need to consider removal. Toxic Deluge , Pernicious Deed , Damnation , Decree of Pain and Cyclonic Rift are all great boardwipes. Nature's Claim , Krosan Grip , Casualties of War , Assassin's Trophy , Abrupt Decay , Windgrace's Judgment and Ashes to Ashes are good forms of spot-removal.

Narset, Parter of Veils and Ashiok, Dream Render are both powerhouses in EDH. Narset is especially busted if paired with a Windfall .

Speaking of value-town, consider Villainous Wealth . Notion Thief and Eternal Witness are great, too.

Finally, you might want to consider a reanimation package. Entomb or Buried Alive paired with Animate Dead , Reanimate , Dance of the Dead or Necromancy is a great way to get fatties out fast. Reanimating Grave Titan , Massacre Wurm or Inkwell Leviathan can swing the game in your favor real fast.

Good luck!

SideBae on Ezuri, Claw of Progress

1 week ago

You might find running off-color fetches like Flooded Strand or Verdant Catacombs to be helpful. These will act as secondary Tropical Island s and Breeding Pool s, and make your mana way more consistent. Waterlogged Grove is another ETB-untapped dual you may want to consider. Birds of Paradise is an excellent dork you should run. Depending on your meta, Carpet of Flowers may be worth including. In conjunction with your Arbor Elf , Utopia Sprawl and Wild Growth can be better than one-mana mana-dorks. Fyndhorn Elves is another Llanowar Elves .

Running Primal Surge puts a bit of a damper on the traditional blue side of EDH; not being able to run Ponder , Preordain or Brainstorm is difficult. However, if you run permanent-based card-draw, you can probably get around this problem -- Hydroid Krasis is a good start. Jace's Archivist comes straight to mind. Since you're running so many creatures, Edric, Spymaster of Trest could be an Ancestral Recall most turns. Slate of Ancestry in creature decks is... good.

Keeping your opponents from doing things is similar to drawing cards. Narset, Parter of Veils is excellent to keep combo-players back, and also nets a card; running Root Maze and Arcane Laboratory are similarly powerful. If you run Wirewood Symbiote and Elvish Visionary , you can produce mana and card-advantage. With your Intruder Alarm , you can go off with enough mana dorks; similarly, using Words of Wind to return the Elvish Visionary can get you infinite experience, enemy-permanent bounce, and mana. Energy Flux is really good, in the right meta. Depending on your opponents, Heartwood Storyteller can be a good draw engine. Mystic Remora is a good turn-one play if you have a slower hand.

Similar to your Inkmoth Nexus , Blighted Agent can produce an insta-win.

Reclamation Sage is a good utility-creature, since you can't run Krosan Grip or Nature's Lore . Mystic Snake is a creature you can use as interaction, like Venser, Shaper Savant , Draining Whelk and Frilled Mystic . With Deadeye Navigator , you can recur this effect. Eternal Witness 's Regrowth effect is a good use of a slot, as it can recur countered threats. Walking Ballista synergizes with your general REAL good; Hangarback Walker is similar, but I think it's a little worse.

Concordant Crossroads is useful if you wanna activate Prime Speaker Zegana right away; it also enables chaining dorks together, each casting the next, while something like your Beast Whisperer acts as a draw-engine.

Right. That's all I can think of right now. Good luck!

SleeplessPr1nce on First Attempt at Commander

2 weeks ago

You're on the right track for sure, you just need to focus in on what you want to do and cut the stuff you don't need. First, I would cut all the pirate cards; treasure tokens are great but cards like Prosperous Pirates are slow and inefficient, even for edh. Ruthless Knave is fine, but the rest are dead weight. You also don't need them for Revel in Riches to work; Torment of Hailfire can yield the same results under the right circumstances. I would also cut Archaeomancer , Saheeli's Artistry , Kaya's Ghostform , Grave Betrayal , Awaken the Erstwhile and Vraska, Relic Seeker ; you just don't need them.

Sultai is all about value, and Muldrotha is really just a big fat value engine, so the question to ask yourself is: "what can I get the most value out of for the least amount of effort?" Cards like Baleful Strix , Sidisi, Undead Vizier , and Acidic Slime can work wonders in Muldrotha. You can also run Siren Stormtamer and Glen Elendra Archmage to lock down your board state.

I would switch out Glaring Spotlight for Arcane Lighthouse if possible. Satyr Wayfinder instead of Elvish Rejuvenator , you want stuff in your yard, not at the bottom of your deck. If you can afford them, Waterlogged Grove and Nurturing Peatland would yield some good value. And finally, I don't know how strict your play group is about color symbols, but technically you can't play Kaya, Bane of the Dead in here. Edh follows a strict adherence to color identity, and Kaya having white mana symbols in her cost technically means you can't play her with a BUG commander. If you really want to play her, I would clear it with your play group first, although I think you'd be better off running Kiora, Master of the Depths instead.

Hope this helps.

philktoken8998 on LF: Modern Horizons, mox opal ...

3 weeks ago

Hey Everyone, I've opened some boxes of MH and am still looking for the following cards along with Mox Opal s. Trying to trade. Please help me not have to buylist them to Card Kingdom and lose value!

Message me on my binder if you're interested.

Looking for:

Wrenn and Six

Seasoned Pyromancer

Giver of Runes

Lightning Skelemental

Nurturing Peatland

Fiery Islet

Waterlogged Grove

I'm putting a lot of my high-end commander and other staples up and MH cards. Some things up for trade:

Force of Negation

The First Sliver

Prismatic Vista

Sunbaked Canyon

Silent Clearing

Athreos, God of Passage

Craterhoof Behemoth

Mana Drain

Ulamog, the Infinite Gyre

Kozilek, Butcher of Truth

Walking Ballista

Puresteel Paladin

The Gitrog Monster

Snapcaster Mage

  • battlebond lands

  • any number of snow lands

PlattBonnay on Moon Pod [cEDH]

3 weeks ago

Are the green canopies not worth including? At the very least Waterlogged Grove would be better than Fiery Islet , it lets you cast dorks early and countermagic mid/late.

TypicalTimmy on Unloading Brick of Cards

3 weeks ago

Greetings! I've got a brick of cards to sell!

BINDER IS OUT OF DATE: CARDS LISTED HERE ARE THE CARDS I HAVE AVAILABLE FOR SALE

CARD KINGDOM SETS FULL PRICE AT $829.29. YOU CAN HAVE THE ENTIRE BRICK FOR $630 - A SAVINGS OF $200!!

I am doing this, not because I need the cash immediately, but because I really don't want to ship out a ton of packages and wait forever. I just want to unload so I can fund different hobbies :3

I have chat open and available to all :) Send me a message if you are interested!

dingusdingo on [[Primer v1.0]]-Omnath, the Angry Wet Jelly Bean!

1 month ago

Thoughts

Cut Krosan Grip Zendikar's Roil Maelstrom Wanderer Sunbird's Invocation Blasphemous Act for sure.

Add in Nature's Claim Rhystic Study Mystic Remora Worldly Tutor Natural Order

Everything else that is 4+ CMC you should highly consider cutting too. Your average CMC is extremely high at 4.16. Even with land tutor density and high land count, you're going to spend turns 1-4 doing absolutely nothing to advance your game plan. You should consider that not all elementals have the same usefulness for generating a win, so you need to up tutor density and draw effects to smooth out your games. You should also really consider a counterspell package since you have blue.

Myriad Landscape is a nice idea but slow. Cut. I don't like any of your ETB tapped lands, they cost you turns and don't generate enough advantage for it to be worthwhile. I'm not wild about the ravnica bouncelands either, but they can combo with the commander for card advantage, so I think they're worthwhile enough.

I'm not a fan of Bane of Progress or Avatar of Growth . You should run cheaper, guaranteed effects that do those things in those slots. Bane resets its own counters if you blink it, and Avatar helps your opponents as well, neither of them is a fantastic beater.

Greenwarden of Murasa has a nice effect, but you should slot Eternal Witness instead. 3 CMC cheaper so its easier to combo with repeatedly. Greenwarden is tribal and can beat, but anytime you blink it, it can't attack, and its 6 CMC for a recursion effect.

Tyrant of Discord is another similarly flashy card at too high a price. 7 CMC for an unreliable wipe is just not worthwhile. You need your boardwipes to be castable when you're in a crisis situation, not a cherry on top of strong board advantage for a win. Cut.

You run a very high density of creature copys. Spark Double is great because you can copy the commander and get extra draws and counters. Not a fan of Clever Impersonator or Progenitor Mimic . I would much rather see extra creature tutors in those slots to create a strong board state, these copies currently feel like "win more" creatures.

You should consider some more 2 CMC spell ramp to help curve into a turn 3 commander. Nature's Lore and Three Visits are both great includes, there's also Rampant Growth for budget.

Not a fan of Blasphemous Act either. Run Pyroclasm or similar instead. Easier to cast as spot removal, and 2 damage is enough to take out the majority of threats or creature based ramp/draw that land on turns 1-4. It also doesn't wipe your own board when its cast later. Similarly, Decimate is slow to cast (4CMC sorcery) and can potentially backfire (you MUST choose a target for each, so you may have to choose one of your own). Replace with Naturalize or something similar.

There are certainly some other cards I'd like to see in this build too. Exploration Ghostly Flicker Displace Waterlogged Grove Fiery Islet Lotus Cobra and some counterspells. Also consider adding in some 1 drop mana producers even if they are outside tribal, Llanowar Elves Elvish Mystic Fyndhorn Elves Birds of Paradise Wild Growth Utopia Sprawl

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