|Commander / EDH||Legal|
Printings View all
|Seventh Edition (7ED)||Common|
|Beatdown Box Set (BTD)||Common|
|Classic Sixth Edition (6ED)||Common|
|Fifth Edition (5ED)||Common|
|Ice Age (ICE)||Common|
|Fourth Edition (4ED)||Common|
|Revised Edition (3ED)||Common|
|Unlimited Edition (2ED)||Common|
|Collector's Edition (CED)||Common|
|International Collector's Edition (CEI)||Common|
|Limited Edition Beta (LEB)||Common|
|Limited Edition Alpha (LEA)||Common|
Combos Browse all
Enchantment — Aura
Whenever enchanted land is tapped for mana, its controller adds to his or her mana pool (in addition to the mana the land produces).
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Wild Growth Discussion
1 day ago
Nice! If you're ever kitchen tabling this deck and don't care about card legality, Overgrowth + Wild Growth + Arbor Elf makes for some ridiculous mana ramp shenanigans. This was my casual wurm deck. Wurms. Spitting out some of those monsters on turn 4 was hilarious. For me anyway. Not so much for my friends.
3 days ago
Hey Man, I love Karametra. I have my own deck here if you wanna look. My deck seems to be in a very different direction from yours, so there are a lot of things I am hesitant to suggest, but I'll give you a few ideas I think you should definitely include.
Speaking of land searching Knight of the Reliquary can give you easy access to your utility lands and give you more landfall triggers.
Speaking of landfall, Emeria Shepherd is friggin nuts with Karametra and you should put her in your deck.
In terms of cuts, my only real concern with your deck is that I see that you are running all of the enchantresses but you have relatively low enchantments. Most enchantress decks have around double the enchantments to ensure that the enchantresses go off consistently. If you put all of them in at once right now, you might find them dead more often than you want. What I do is I just put in a the ones that require the least investment(Argothian Enchantress and Eidolon of Blossoms). If instead you want more enchantments, I recommend putting in a mix of enchantment creatures like Courser of Kruphix or Aegis of the Gods, some pillowforty enchantments like Pariah or Privileged Position, and some of the good ramp enchantments like Burgeoning, Exploration, or even Wild Growth.
Hope this helps!
1 week ago
Not sure what your main goal is, looks like token army more then commander damage, but if you want to hit harder with Prossh for the commander damage win, protection is key. He will die to instant removal, and you will be hated on. I found that protecting him was a lot harder than having mana to cast him. Swiftfoot Boots and Lightning Greaves are fantastic because they also give you haste. Xenagos, God of Revels and Prossh ends games. I like feeding Mitotic Slime and his offspring to Prossh, and you get even more value if you can have a Parallel Lives on the field.
For token army Tempt with Vengeance can end games with all the mana you're making. Ashnod's Altar can be a cheaper option to Phyrexian Altar, and really you shouldn't need that much colored mana. I also think Avenger of Zendikar is better than Grave Titan for this deck.
If you like any of these suggestions, you could cut Ob Nixilis Reignited,Wild Growth,Grave Titan or Thragtusk. Best of Luck!
2 weeks ago
1 month ago
Wild Growth: We want nearly all the 1-mana accelerants, and the next best dork is Boreal Druid. It helps play around Blood Moon/Contamination, gives bonus synergy to Arbor Elf, and is often net 0 to play.
1 month ago
Traverse the Ulvenwald is not the worst card in our deck as we're better at getting to Delirium than other strategies, assuming we have access to something like Bazaar or a card with Dredge. After several revisions my list has had less and less cards that mill us save for the best few however, and this makes the card relatively situational in too many situations to warrant an include anymore. It's a cheap alternative tutor for budget builds and does work wonders when you're including more dredgers in the deck. It's just that my list doesn't really require or want it at the state it is right now.
Thank you, an awesome-looking list on your end as well! I see it's tuned to a "high power" type of metagame, something that isn't 100% competitive but not far from it. The resiliency, card quality and the option of playing more than several gameplans at once when you play multiple combos are all great when you're going for the out-valuing plan, and I bet this list is good at keeping control-ish decks guessing in that sense. The deck has a relatively high average mana cost at 2.85 right now in relation to 100% competitive decks, mainly because of your diverse wincon package (Buried Alive Necrotic Ooze packages with Phyrexian Devourer and Walking Ballista/Triskelion work wonders in a high-curve deck like this!). The combo package is something that could be trimmed down if you ever have a problem with other decks being faster. I usually dedicate deckslots for about 1-2 combos for reference.
Adding 1CMC mana dorks will help in getting your board-state going faster as well, but I'd reckon' they are not the best option of ramping in a more control-oriented metagame where board wipes are common. I'd still consider trying out something like Mana Vault, Grim Monolith, Dark Ritual and Wild Growth in the list as additional fast ramp to get Gitrog out early on if dorks aren't your thing.
Hopefully that was as at least somewhat helpful, cheers!
1 month ago
Font of Fertility
Genju of the Fields
Mark of Eviction
Seal of Removal
Vessel of Nascency
Wild Growth, Overgrowth, Fertile Ground, Gift of Paradise, Verdant Haven, Weirding Wood, Annex, Utopia Sprawl, Dawn's Reflection, Frontier Siege, Market Festival,
Font of Fortunes
Oath of Lieges
Seal of Cleansing and Seal of Primordium
Ancestral Mask, Auramancer's Guise,
Bounty of the Luxa
Collective Restraint, Dissipation Field,
Eidolon of Blossoms
Trial of Knowledge
Honden of Seeing Winds
Sigil of the Empty Throne
Fable of Wolf and Owl
Aura of Silence
Rest in Peace, Web of Inertia combo
1 month ago
ShaperSavant Would you be ok with these changes? Sorry for being annoying. :)