Weirding Wood

Legality

Format Legality
Tiny Leaders Legal
1v1 Commander Legal
Magic Duels Legal
Heirloom Legal
Canadian Highlander Legal
Vintage Legal
Modern Legal
Penny Dreadful Legal
Block Constructed Legal
Leviathan Legal
Legacy Legal
Frontier Legal
Duel Commander Legal
Unformat Legal
Casual Legal
Commander / EDH Legal

Printings View all

Set Rarity
Shadows over Innistrad (SOI) Uncommon

Combos Browse all

Tokens

Weirding Wood

Enchantment — Aura

Enchant land

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."

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Weirding Wood Discussion

multimedia on Enchanted battlefield

1 week ago

Hey, good start. I don't think you want to play Estrid like a blue deck. In fact, blue can have the least amount cards of the three colors, just a splash. I would play Estrid like a green and white deck; in simplified terms Green for ramp and white for enchantments. Consider more enchantresses? Consider more cards, two drops, to take more advantage of untapping lands? And consider including more enchant land Auras that ramp since they're kind of a reason to play Estrid?

Estrid and Veil is a combo, but you need another card for the combo to be a win condition. Blind Obedience is budget and with both Estrid and Veil lets you infinity cast Estrid from the Command Zone while also making all your opponent's lose 1 life each time Estrid is cast. A winning combo is Estrid, Veil, Forge, Obedience with the enchant land Auras.

Cards to consider adding:

Lands to consider adding:


Cards to consider cutting:

  • Acidic Slime
  • Baird, Steward of Argive
  • Managorger Hydra
  • Phyrexian Rebirth
  • Telepathy
  • Spawning Grounds
  • Snake Umbra
  • Bear Umbra
  • Ever-Watching Threshold
  • Seal of Cleansing
  • Overwhelming Splendor
  • Hieromancer's Cage
  • Ixalan's Binding
  • Dictate of Kruphix
  • Ashes of the Abhorrent
  • Seal Away
  • Rapid Hybridization
  • Grasslands
  • Thornwood Falls
  • Tranquil Cove
  • Blossoming Sands
  • Terramorphic Expanse

Good luck with your deck.


eliakimras on Estrid, the Masked

2 weeks ago

Solemnity is a really strong card that shutdowns Atraxa, Praetors' Voice, Vorel of the Hull Clade, Mikaeus, the Unhallowed-Triskelion/Walking Ballista combo, Marchesa, the Black Rose reanimator and general infect decks. Since you're not running any of these strategies, swap in Solemnity. It comboes with Phyrexian Unlife (you can't die since you can't have poison counters), Lost Auramancers (that can be immediately killed with High Market to bring Decree of Silence so no one but you can play Magic), Glen Elendra Archmage (counter every single noncreature spell your opponents cast, since she can't have -1/-1 counters), Dark Depths (the land enters without counters, then immediately turns into Marit Lage - but she can still be easily Swords to Plowshares'd), Glacial Chasm (if it can't get counters, you can keep it forever to never be attacked), Mystic Remora (free draws for the rest of the game) and Arixmethes, Slumbering Isle (it enters as a creature). It also comboes with Elephant Grass (more pillowfort), Force Bubble, Delaying Shield and Kitchen Finks, but they're not that good on their own. However, you need to protect your combo pieces: Solemnity+Decree of Silence win combo cost a whopping 11 mana, and can be disrupted easily. So you need protection of targeted removal. Privileged Position, Sterling Grove and Greater Auramancy can do the trick, and the Grove doubles as a tutor. // Enchanted Evening comboes with Aura Thief+High Market, Cleansing Meditation, Calming Verse, Opalescence+Mirari's Wake (all opponents' lands will be 0/0s and will be put into the graveyard while yours will be 1/1s) and Serra's Sanctum. // Omniscience + an Enchantress + Approach of the Second Sun is a free win if uncountered. // If I can suggest some improvements on your manabase: Exotic Orchard, Rogue's Passage, Prairie Stream and Yavimaya Coast are cheap replacements for Thornwood Falls, Woodland Stream and 2 Islands. Weirding Wood is better than Gift of Paradise, because it can draw you a card via Clue. Card advantage is crucial in EDH, and you should run at least 6 sources of realiable draw. That's why I recommend you to run Mesa Enchantress, Verduran Enchantress, Kruphix's Insight, Mystic Remora, Rhystic Study, Sylvan Library (comboes with Abundance), Argothian Enchantress. // Eladamri's Call tutors your creatures. Ground Seal and Rest in Peace shutdown graveyard stategies. Open the Vaults is a really good budget replacement of Replenish and plays around Ground Seal (better replace Hanna, Ship's Navigator - she's too slow). Courser of Kruphix, Land Tax, Mirari's Wake, Burgeoning and Exploration are great ramp Leyline of Anticipation allows you to play on your opponents' turn. Copy Enchantment gives more utility. Search for Azcanta  Flip fills the graveyard for Open the Vaults and easily flips into a good utility land. Seal of Primordium, Seal of Cleansing, Banishing Light, Stasis Snare, Cast Out, Prison Term, Act of Authority, Detention Sphere, Imprisoned in the Moon, Song of the Dryads, Grasp of Fate and Aura Shards take care of troublesome permanents. Energy Flux, Aura of Silence and Stony Silence deals with artifact decks. Austere Command, Wrath of God, Supreme Verdict and Cyclonic Rift are great boardwipes. Teferi's Protection is the best protection spell ever released. Karmic Justice and Martyr's Bond tell people to don't mess with you. Collective Restraint is another Propaganda effect (comboes with Prismatic Omen).

kamarupa on spamming those tokens

1 month ago

Weirding Wood sort of fits the bill. Mentor of the Meek might be decent, too, though without a robust mana base, it will be less useful and than Harmonize IMHO. Utopia Sprawl is nice, but only when you're sure to have a Forest in play to enchant with it. So here, Fertile Ground is going to be a more reliable/better ramp. I'm suggesting ramp spells because you have a lot of spells over 4CMC and only a few at 1CMC. If you don't want to take up space in your deck for ramp spells, I suggest you consider swapping out some of the 4cmc spells for 1cmc spells. A few such spells that could fit off the top of my head: Doomed Traveler, Soul Warden/Soul's Attendant/Essence Warden.

Snap157 on Tuvasa, Altered Reality

1 month ago

Earthcraft has a couple more combos that can be easily included here. By using an enchantment like Wild Growth on a basic plains, you can then use Earthcraft to combo with Luminarch Ascension and Sacred Mesa.

As a general tip for enchantment decks, I would include the other ones such as Satyr Enchanter, Verduran Enchantress, and Mesa Enchantress. These will provide reliable draw for an engine

For ramp, include enchantments such as Fertile Ground, New Horizons, Utopia Sprawl, Overgrowth, Awakening Zone, and Weirding Wood. These will trigger your tuvasa draws and also will combo with earthcraft, and should probably be included over your signets and Thought Vessel. I would shoot for ten reliable ramp cards and ten reliable draw cards, putting in as many enchantress effects as possible.

I really like your pillowfort aspect of the deck, and would also include Aurification, Elephant Grass and Dissipation Field.

Hope this helps! +1

DarkStarStorm on Estrid Bant Prison

2 months ago

Of course I would play them over the elves. Arbor Elf is essentially a better Llanowar Elves that gives your Utopia Sprawl and Wild Growth (also early game ramp) added value. Voyaging Satyr is also a stellar choice if you're not looking to possibly untap a Chain Veil with Kiora's Follower.

You should also remember that your Utopia Sprawl, Wild Growth, Fertile Ground, ect. are all early ramp spells. My ramp package looks like this.

This ramp package has a curve. On turn one you ramp with Elf, Sprawl, Growth, skips you to turn three to cast a Overgrowth, Weirding Wood, then you top that out with the four mana ramp, cast Estrid, untap lands, cast a spell that impacts your board state. Think of it this way, for every mana dork you put in, you are removing combo pieces.

DrkNinja on Enchanted Evenings With Estrid...

3 months ago

So I'm brewing a deck, and yes it is the first deck that came to mind when I saw her, to abuse Estrid.

The idea is simple, enchant all your lands and ramp into oblivion...

So far here are all the cards that I'm including to enchant lands...

Now do i go full blown awkward and turn all my lands into dudes to win or do I just ramp into eldrazi or some crazy combo wincon?

Help?

multimedia on Estrid, the Masked

3 months ago

Hey, you're welcome.

With the enchant land auras and Estrid you technically don't need anything else to make Stasis busted. In my opinion Stasis and The Chain Veil are the best cards along with the enchant land auras with Estrid. With the idea that Stasis is good with Estrid the rest of my suggestions in my first comment were based on how to make the deck better set-up for a Stasis lock. I didn't make it very clear in my comment, but I was suggesting a strategy to heavily build around Stasis.

You already picked the best enchant land cards and you're right about Unbridled Growth. Gift of Paradise and Verdant Haven however do make an additional mana when enchanted land is tapped. Both are just like Weirding Wood, either one makes two mana when the enchanted land is tapped. Haven is worded strangely, but it's the same.


Consider Enlightened Tutor, Whir of Invention or Fabricate and Eternal Witness? Enlightened can tutor for Stasis, Invention or Fabricate can tutor for Veil and Witness can get back Veil or anything else from the graveyard. Invention is powerful because it's instant, cast it for seven mana at your last opponent's end step, tutor for Veil, put Veil into play and combo off with Estrid on your next turn. Because Whirl is an instant it gives you a lot of flexibility in response to your opponents to use all the mana that's made with enchanted lands and Estrid.

There's several cards in the maybeboard that can be main deck if you have them: Greater Auramancy, Earthcraft, Land Tax, Mirri's Guile, Rhystic Study, Exploration, etc. These are all just good cards for Commander, no matter what strategies your playing. Best of all they're all low mana cost enchantments for the Enchantresses.

The combination of Grove and Auramancy gives all your enchantments great protection. If you have these cards I would play them main deck. Earthcraft is very good with basic lands that are enchanted. Use Enchantresses who aren't doing anything else, tap them to untap enchanted basic lands to make a lot of mana.


Combining the enchantments you have main deck and in the maybeboard consider this enchantment base:

  • Stasis
  • Grove
  • Auramancy
  • Presence
  • Earth
  • Growth
  • Sprawl
  • Abundant
  • Fertile
  • Overgrowth
  • Wood
  • Paradise
  • Dawn's
  • Remora
  • Guile
  • Rhystic
  • Library
  • Obedience
  • Propaganda
  • Prison
  • Silence
  • Flux
  • Carpet
  • Tax
  • Exploration
  • Song
  • Grasp
  • Primordium
  • Rest
  • Field
  • Solemnity
  • Invocation


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