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 weeks ago
Hey, you made another forum topic about your deck...
I'll keep suggesting, others have as well to add the land auras. The land auras are great with Estrid's +2. Anytime you have such good synergy with a Planeswalker's plus loyalty ability especially when that Planeswalker is your Commander then take more advantage of it.
Some of the mana dorks/mana rocks could be replaced with land auras which would help your deck.
3 weeks ago
Hey, nice budget version of Estrid.
I see Siona, Captain of the Pyleas. A way to win with her is Shielded by Faith. This makes an infinite combo of creating 1/1 Soldiers. Emergence Zone is helpful with this combo because then you can do it at instant speed and attack with the Soldiers on your turn to win. Open the Armory and Heliod's Pilgrim are budget tutors to get an aura. More tutors to get auras are helpful with land auras.
I see Stasis. Could expand on the pillowfort strategy of making your opponents permanents ETB tapped with Blind Obedience, Kismet, Frozen AEther. Further protect yourself with Ghostly Prison and Sphere of Safety. Wilderness Reclamation is helpful with Stasis.
Once you have a established a pillowfort then cards such as Approach of the Second Sun or Sandwurm Convergence can be win conditions. Kiora, Behemoth Beckoner is good with Convergence and Sigil of the Empty Throne. Kiora helps to make ramp to cast them and then each time a 5/5 Wurm or 4/4 Angel is created you draw.
With all the mana that Estrid can make with enchanted lands then the budget Finales, Finale of Glory and Finale of Revelation are options. Finales are good with Emergence Zone especially Glory since then you can attack with an army on your turn.
The manabase here is not ideal for three colors since there's a lot of basic lands. I realize this is because of such a low budget, but when playing three or more colors you really want to allocate more of the budget for dual lands to make it easier to cast cards. Green is the most important color because of the land auras, mana dorks and Enchantresses. Most of the land auras can make white and blue mana which is very helpful and allows for more green.
Budget lands to consider adding:
- Command Tower
- Yavimaya Coast
- Exotic Orchard
- Seaside Citadel
- Bant Panorama
- Opal Palace
- Ash Barrens
- Prairie Stream
- Evolving Wilds
- Selesnya Sanctuary
- Simic Growth Chamber
- Azorius Chancery
The bounce lands may not seem good, but if they're enchanted then you can untap them with Estrid which can make a lot of mana and make up for the fact they ETB tapped. Consider more low CMC land auras? Even if the aura doesn't create ramp when you tap the enchanted land it's still enchanted so Estrid can untap it that makes it worth adding. Other land auras to consider adding:
Good luck with your deck.
1 month ago
You're playing Estrid, mana should not be a problem because of the interaction with land auras. Estrid's +2 can untap all enchanted lands to make even more mana with those lands. Fill your deck with land auras which make ramp when you tap the enchanted land.
- Wild Growth
- Fertile Ground
- Utopia Sprawl
- Dawn's Reflection
- Market Festival
- Weirding Wood
- Wolfwillow Haven
- Gift of Paradise
Enchanted lands are good with Mirari's Wake. Land auras as ramp with Estrid have interaction with Enchantresses since these auras are enchantments. Being able to draw when casting ramp is nice.
5 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.
7 months ago
7 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
7 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.
7 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.