Enchantment — Aura
When Weirding Wood enters the battlefield, investigate. (Put a colourless Clue artifact token onto the battlefield with ", Sacrifice this artifact: Draw a card.")
Enchanted land has ": Add two mana of any one colour to your mana pool."
Printings View all
|Shadows over Innistrad (SOI)||Uncommon|
Combos Browse all
|Commander / EDH||Legal|
Weirding Wood occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Weirding Wood Discussion
2 months ago
Fun! One quick piece of advice is that since your deck hinges a little bit on Leonin Warleader and Regal Caracal as strong but sort of high-CMC finishers, it might flow a little better if you add some ramp. If you add a playset of something like New Horizons or Weirding Wood , you can benefit from a little pump or card draw as well. As the deck currently stands, I would definitely cut some forests, as you want to make sure you can play your sacred cats on turn 1, and you can prettymuch count Flower / Flourish as a forest.
4 months ago
5 months ago
Since this list is really about ramping, I suggest you change the parameters and/or title to include non-creature ramp spells and also creatures and spells that reduce casting costs, which are all just as useful. If this is somehow too impure for your list, I'd be happy to start my own. Just let me know! Here's a few off the top of my head (some are actual dork creatures you're currently missing): Cabal Stronghold , Smothering Tithe , Paradise Mantle , Springleaf Drum , Utopia Sprawl , Fertile Ground , Dawn's Reflection , Market Festival , Weirding Wood , Overgrowth , Wild Growth , Nissa, Vastwood Seer Flip, Explore , Harvest Season , Pyretic Ritual , Geosurge , Black Lotus , Mox Opal , Mox Amber , Mox Tantalite , Rosheen Meanderer , Gargos, Vicious Watcher , Heartless Summoning , Growth Spiral , Incubation Druid , Harabaz Druid , Savage Ventmaw
5 months ago
I'd say probably no to Freed from the Real unless you want to add Voyaging Satyr and/or Kiora's Follower and also Fertile Ground and/or Weirding Wood / Dawn's Reflection / Market Festival - that is, Arbor Elf its good on it's own and Utopia Sprawl is good on its own, but Freed from the Real needs both to useful at all.
Simic Ascendancy is kind of a funny spell here, given that your Hydras can probably swing for the kill. So I think you could drop some of them. Would you even want to put more than one onto the battlefield?
If you add Rosheen Meanderer, than I'd suggest cutting both Kalonian Hydra and Managorger Hydra. You could then consider adding in a few Time of Need .
Honestly, I'd say there are a lot of routes you could go with this and I don't know that any are better than the next. It just depends on what you really want to do. So perhaps the question is: Do you want to win with Simic Ascendancy or with Hydra brute force? The answer to that question should help guide your choices. And playtesting a few different versions will help a lot too. Ultimately, I don't think Hydra tribal or Simic Ascendancy are particularly strong wincons. I find that pretty disappointing, as both have a strong allure. I really want to see a deck using either or both, but I've yet to build anything I'd consider worth getting in paper. The issues I perceive are lack of speed and consistency. You can check out my Simic Ascendancy deck here: Nuclear Proliferation and my Hydra Tribal here: HYDRAtion Maybe there's something in one of those decks that will strike your fancy.
5 months ago
I suggest adding substantial mana-ramp, namely Utopia Sprawl and Fertile Ground . (Growth Spiral doesn't cut it) Other ramp spells: Weirding Wood , Dawn's Reflection , Market Festival , Verdant Haven , Arbor Elf , Birds of Paradise , Llanowar Elves , Elvish Mystic , Incubation Druid , Elvish Archdruid , Noble Hierarch - In this case, I strongly favor strictly Enchantment ramping over creatures - dedicate your ramp to ramping and keep your creatures aggro.
Inspiring Call seems pretty good here, provided you have the mana to cast it.
I suggest cutting Bioshift and Growth Spiral. They're just not as versatile/consistent as other options. I also suggest cutting Bioessence Hydra and all the Planeswalkers. Bioessence Hydra necessitates all the PWs, so unless that's specifically your goal, it seems like it's unfocusing the deck. Just play as many Hydras as quickly as you can.
I don't find the aforementioned RG Hydras worth adding R as a third color. I do think Hydroid Krasis is worth keeping U.
5 months ago
I suggest you cut Arbor Elf and Birds of Paradise, and instead just ramp with enchantments: Utopia Sprawl, Fertile Ground , Weirding Wood . My reasoning is two-fold: 1) "Bolt the Bird" - your turn 1 dorks are removal targets, and can end up becoming a mana-drag instead of ramp. Additionally, those dorks are slotted as creatures, which means you're going to end up blocking with them. And while that defensive strategy seems rational, what it ends up being as often as not is that you get unreliable ramp, and tapped would-be blockers. 2) I don't think you need as much mana as you think. One of the cool things about Hydras, in my humble opinion, is that even though they're often thought of as giant, scary threats, many of them have fairly low CMCs with "x" in their casting cost. Additionally, they often have pretty powerful and unique abilities that make them valuable creatures even at a low initial cost. If it was really that important to make them huge, you'd just go for an infinite mana-ramp combo and drop them all as 500/500's. But we only need to deal 20 damage (in most games) to get a win. It's better to swing for 18 with 3 6/6's than one big 18/18 - harder to block, less susceptible to removal, etc. So play those lower CMC Hydras right away for reasonable CMC's and build up your boardstate with less concern for scary size. That is, I don't think you need as much mana as you're making. As a side-note, Arbor Elf encourages you to double or triple enchant a single Land. That makes that Land a target for removal. I suggest you resist that urge, and enchant separate Lands. The idea is that you don't give opponents any obvious and advantageous targets.
Cut Asceticism. 5 is way to much to pay for a little creature protection. Additionally, it can be removed at instant speed, which can leave you vulnerable when you least expect it. On average in 1v1 games, you're not going to see more than 2 removal attempts against your creatures. You don't need protection all the time, you need it at the right time. And finally, if you cast creatures for less mana and opponents are still removing them, it's likely you've got tempo on your side and they're on the defensive. So it will be fine to let them remove a smaller Hydra, and instead protect a bigger creature later on when they'll really rely on a removal spell. Therefore Heroic Intervention is just way, way better. It might even be good enough to drop Lightning Greaves, too.
Cut Solidarity of Heroes. All your creatures can get plenty big on their own. This spell is taking up a full slot of valuable real estate. I think the same is probably true for Doubling Season. It's just making a good card ridiculous. Like putting oversized tires with gaudy rims on a BMW.
Beast Within is a solid spell. You can run up to 4x in the mainboard. Then sideboard them out if Return to Nature (<-sideboard suggestion) will do the job.
I don't think either Garruk is the best option for draw, tutor, cheat, ramp, or pump. Yes, it's nice that you can get so many utilities in one place, but I think you can get what you need for less mana, and thus faster. Of all the abilities, Garruk Caller of Beasts first ability is the best, but without lots of creatures, it's probably better to tutor a creature for 2 mana once, instead of for 6 mana a few times.
I've suggested you make a lot of cuts. Here are some spells I suggest in their place:
There is no question in my mind that you should run 2x Gargos, Vicious Watcher . You should probably also run 2x Rosheen Meanderer . If you add this creatures, then Time of Need will allow you to run less of them, so you don't end up with dead cards from the Legendary Rule. These two creatures together are extremely powerful. With a full set of Time of Need, you can be sure to get at least 1 of them consistently.
Hungering Hydra . For starters, the name of this creature fits the name of this deck perfectly. I was honestly surprised it wasn't already included. But to make it better, for a low-minimum CMC, it has evasion AND a means to get bigger on its own. So this is a creature you could cast for 3 or 4 on T3.
Protean Hydra - another low-minimum CMC creature with its own pump ability. I haven't checked, but I believe Heroic Intervention (Indestructible) would mean that even if it was reduced to 0/0, it would stay on the battlefield until it regained even more +1/+1 counters on the End Step.
Hydroid Krasis . This one is probably a little more of a stretch here, but I think the case for it makes it hard not to seriously consider. The minimum casting cost is pretty low, AND it draws you cards, AND it gains you life. Draw+lifegain is game-winning utility with a scary body. The big downside is the blue mana cost. I'm not a big fan of 2-color decks, but I am a fan of splashes. To clarify this position: 2-color decks are a slippery slope into 3,4, and even 5 colors. If the synergy between spells is strong enough to warrant adding a color and fixing mana against inconsistencies, odds are there are other color synergies just as good. Splashes, on the other hand disrupt mana-bases much less, and in many cases don't require any changes at all. If you add additional enchantment ramp, I think you'll be able to add 1 blue mana for this one creature. I don't suggest adding any other blue spells, though, as tempting as that might seem.
I'll leave off on creatures with the suggestion that you try to include as many Hydras with "x" in their casting cost as possible.
Other spells that might be useful:
Oran-Rief, the Vastwood - a lot of Hydras get counters, so more is probably useful. I don't know that it's needed here, but tucking some pump into the mana-base makes more room in the deck for draw-card, protection, removal, etc. While I suggest cutting pump from the mainboard, if you're going to use any, a little pump in the mana-base seems like the best place to put it to me.
Harmonize - 3 card for 4 mana is one of the best draw deals in Modern. Usually people use Collected Company , but with big creatures and creatures with "x" in their mana costs, CoCo is worthless here. Harmonize vs Garruk, Caller of Beasts: Harmonize gets you 3 cards, while Garruk only gets you creatures. Sometimes you need a land, or protection, or removal. When you use G,CoB's first ability, you're ordering your deck, potentially putting a lot of the spells you need into the Graveyard. So Harmonize seems like a decent option here.
Fog - A low-CMC spell that can win a lot of games.
Something that gets your creatures back from the Graveyard might be useful. Revive would do. There are quite a few other options I'm sure you can find with a little searching.
Scavenger Grounds - 1x in the mainboard won't disrupt your mana-base, and you'll gain some valuable range.
Field of Ruin - Same reasons as Scavenger Grounds.
I hope some of this has been helpful!
6 months ago
Also, I feel that Bear Umbra can be some very powerful conditional ramp for this deck.
6 months ago
Hi, first of all your deck looks solid already. Nevertheless here are some recommendations:
As you're accelerating your mana by Weirding Wood , Dawn's Reflection and so on, you could consider Zacama, Primal Calamity and Garruk Wildspeaker , the first is a nice spell to play with the help of Jodah, the second is a great ramp spell itself.
Omniscience is an "I win" card. If your playgroup is OK with it, you should include it.
I have a Jodah deck myself that is utilising some other cards from your Maybeboard. If you're interested follow this link: Jodah, 5C Monstrosities.
That's all for now. Have fun deckbuilding!