Wild Growth

Legality

Format Legality
Noble Legal
Leviathan Legal
Magic Duels Legal
Canadian Highlander Legal
Vintage Legal
Casual Legal
Pauper EDH Legal
Vanguard Legal
Legacy Legal
Archenemy Legal
Planechase Legal
Duel Commander Legal
Unformat Legal
Pauper Legal
Commander / EDH Legal

Printings View all

Set Rarity
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
4th Edition Foreign Black Border (4EDFBB) Common
Revised Edition (3ED) Common
Revised Foreign Black Border (3EDFBB) 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

Wild Growth

Enchantment — Aura

Enchant land

Whenever enchanted land is tapped for mana, its controller adds to his or her mana pool (in addition to the mana the land produces).

Price & Acquistion Set Price Alerts

7ED

BTD

6ED

Ebay

Recent Decks

Wild Growth Discussion

HobbyGamer007 on Nobody has the intention of building a Wall

4 days ago

Sure thing. Sorry that took a while:

Out:

In:

Mana base(33 is enough at this average cmc):

That's what I'd do and then playtest it and go tweaking. Hope that helps and also that it wasn't too brutal. For real tweaking please add a list of decks you play against or how a normal game looks like(amount of combo decks, creature decks, control decks per game). You do run lot's of creature spot removal, but I let that in, since you might need it.

Fishwah on Black Green Ramp

1 week ago

A couple of possible ramp options if you want to avoid creature based ramp are Wild Growth and Fertile Ground. There's also Abundant Growth if you need early colour fixing: netting a card in the process is just gravy.

Arbor Elf becomes a much more powerful card with land enchants, although might not be a good fit if trying to capitalise on Thicket Elemental

SynergyBuild on The Abzan Enchanter's Essential Style Collection

2 weeks ago

Sorry it took me so long, I suck at math and typing.

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Okay, so first off, I'd suggest you drop high-costing cards. If they cost a lot (5+ mana with three colors, 6+ mana with two colors, 7+ mana with one color), and immediately win a game, they are worth it, as long as during normal, early-mid (Turns 1-6) game play, you can reach it with your ramp and manabase.

Now, onto the two cards that I believe fall under this "high-mana cost"-do-not-win-game card category:

  • Duneblast - This card is big, it leaves you with the best board state (Provided no opponent held up a counterspell, Heroic Intervention, Golgari Charm, Wrap in Vigor, Faith's Reward, or Teferi's Protection), but it does only help you get the best board state in terms of creatures. What creatures is the deck trying so hard to protect it couldn't run an Austere Command or Merciless Eviction over. I mean Day of Judgment/Damnation/Wrath of God feels better than this, because of your commander being able to pull off bringing back any board state you lost in them.

  • In Garruk's Wake - I hate this card, and love it at the same time, I mean, similar problem to Duneblast, and if you are going to make something expensive, go all the way, but 9 mana? At least personally, whenever a board-state has gotten out of hand, it has either A: been very early in the game, so people didn't have easy ways to deal with it, or B: be well protected, think an Archetype of Endurance+Avacyn, Angel of Hope being flipped from a turn 4 Tooth and Nail. The idea I want to make is a Merciless Eviction gets around anything, and come down for 2/3rds the price. I'd still rather see a Tragic Arrogance, as that card lets you pick the worst for all of your opponents, the best for you, and is sacrifice and choose, so they get around every keyword like Hexproof/Indestructible/Protection.

Now onto the next group of cards that need to go, cards that are good with enchantments, yet are not in fact enchantments, and could be replaced by enchantments:

  • Yavimaya Enchantress - Ooh it is by far the worst enchantress, Early game it does nothing but chump block, mid-game it blocks for real, late game it blocks and hopes someone has no creatures now that it has high damage. It will die if it gets large, because it has no built in protection, and generally just isn't very good in this deck.

  • Helm of the Gods - It's like Yavimaya Enchantress, except it doesn't have a body, so can't chump block early game, and doesn't count opponent's enchanments, and generally just isn't very good in this deck.

  • Blessed Spirits - It's a Yavimaya Enchantress that only counts enchantments put after him and doesn't count opponents enchantments, all to give him flying. At least he can deal damage through blockers, and though he has no protection, he is the best of the bunch. I still don't think he is worth keeping.

  • Celestial Ancient - Honestly, I have disliked this guy every time. People claim he is Cathars' Crusade levels of powerful, as in it isn't an enchantment (like Cathars' Crusade isn't a creature), and it places a bunch of counters on your creatures! This just isn't true though. Cathars' Crusade and effects like it (Coat of Arms/Door of Destinies in a tribal deck) are great because they aren't creatures, so they are harder to immediately remove. They also work because they are on enter the battlefield. If I put ten 1/1 creature tokens onto the battlefield with a spell, they all become 11/11's due to Cathars' Crusade, suddenly 10 power is 110 power. Casting enchantments doesn't have that effect. To pull off something similar, you'd have to cast either 10 actual enchantment creatures (You have 12 in total), or cast ten creatures/make ten tokens (Heliod, God of the Sun/Sigil of the Empty Throne) and then cast ten enchantments, which is difficult on many levels. The point is it looks really good, but it isn't.

  • Blightcaster - I love this card. No sarcasm, no until now or anything, it is a pet card of mine. That and Doomwake Giant are why I feel black should be greatly considered in the colors to use for enchantress. It is great, but without a lot of protection, tutors, and ramp, it falls short almost every time. If someone would be hurt by it, they remove it. It is a four mana do nothing, or Disfigure once or twice most of the time.

  • Auramancer - With a sacrifice outlet, and your commander, it feels good, because it can be a Regrowth for an enchantment on a repeatable engine, but that doesn't do it for this deck, and being a creature isn't enough, so I don't think it makes the cut.

Now onto the category of enchantments that I feel fall short in this deck. Whether they are too much mana, or not powerful enough, possibly their mana requirements are simply too much for this landbase.

  • Spectra Ward - It may be really cool, ooh look, I can turn any creature into a nearly untouchable (minus board wipes or enchantment removal+creature removal or colorless creature removal), unblockable (except colorless creatures), and it gets a power pump! +2/+2 isn't much in commander, and everyone runs sweepers. It is unblockable and untouchable until it isn't and I don't think such an effect belongs in any place other than a voltron build. Uril, The Mistalker maybe.

  • Ancestral Mask - Well, it is an iconic card. Sees play in voltron, bogles (voltron on tiny hexproofers), and sees play nowhere else. Trust me, no legacy enchantress list has used that card as a wincon, and in commander, it does find a place, but in voltron, and this deck isn't that.

  • Celestial Archon, for either it's bestow or normal casting cost, it is overpriced. It only does one thing, beat face. Serra Ascendant beats face at a rate per mana cost 7.5 to one. 15 to one if you count lifegain, and the only downside is not having first strike (Unless you consistently are beneath 30 life). Straight damage isn't the point of this deck though. It is about drawing card and then whittling your opponent to death whilst you combo out. This card doesn't help with that, and is 3 mana more than I would ever consider using (for both costs).

  • Ethereal Armor - Again, this is for voltron and bogles, not for enchantress.

  • Fate Unraveler - This is a Nekusar, the Mindrazer card. It is in the same vein as Underworld Dreams, a great card, especially if there is Niv-Mizzet, the Firemind combo in your meta. Fate Unraveler however gets pinged four times by Niv-Mizzet, the Firemind and dies. It isn't a card for this deck on the premise that you are attempting to draw cards, and unless you have seen a ton of Enter the Infinite decks lying around, it does very little but paints a target on your head.

  • Armament of Nyx - This card is a trap. It looks on the outset to be a Battle Mastery that doubles as removal, but it is worse than Guard Duty or Pacifism at removal (cost, and the creature can block), and you wouldn't want to run either effect. A card that does one of two bad effects is rarely good. In this case, one of the effects is useless (double strike is a voltron card), and the other is nearly useless (or completely outclassed by Journey to Nowhere).

  • Grim Guardian - You run 40 enchantments. All 40 need to drop for this to win (Or most and a few that can bounce). You do not do that with this card. If you are using it to whittle, and win in combat, it also won't do. Greater Auramancy, Sterling Grove, Privileged Position or any tutor to find them comes down to inconsistently to protect him over multiple turns, so he will consistently just be removal bait, or useless. Great finisher in place of Altar of the Brood for Parallax Wave Combo, so run it if you run the combo, and some more tutors.

  • Underworld Coinsmith - Without lifegain synergies, he doesn't win. For value though, and he becomes very interesting. Honestly I find him to be a powerful card. Without Mana Bloom, Cloudstone Curio, Parallax Wave combo however, I don't think he is powerful enough to make the cut.

  • Karametra, God of Harvests - This feels bad. If it said enchantment, it's have 40+ triggers, but with out, it is just bad. Mirari's Wake is a much better version, to the point an extra tutor would be better than this. 9 lands is the maximum this can fetch, with your manabase, and that is over 9 cast triggers. It's rarely happen, so I'd estimate this to be a Gilded Lotus level of power, that enters tapped, and takes 2-3 turns to set up. It's only in here because it is an enchantment, and that isn't worth it.

  • Courser of Kruphix - It gives slight card advantage in the form of knowing you next card, and digging one if you find a land. Keep in mind that the land you play from top uses up for 1 land per turn (or two with Exploration), and doesn't give you any extra drops like Oracle of Mul Daya. Otherwise, the lifegain is negligible, and it blocks decently. Since it reveals all of your draws, Pithing Needles and Nevermores/Meddling Mages will all be more potent from your opponents. It is decent, but not good enough.

  • Quarantine Field - Removal, which I used for a time, but realized, at four mana it is a bad Banishing Light, at 6 mana, it is way to expensive not to be a board wipe. It has two modes, and any more than 6 is absurd. With mana it isn't worth it, because there are better outlets, like a Torment of Hailfire for something that wins game. It has another mode though, . I have actually cast this for more times than I have or above, because I get a cast trigger. It isn't worth it for the choices though. Journey to Nowhere, Banishing Light, Song of the Dryads, and Darksteel Mutation are all much better (the last two can even shut off commanders!)

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Budget 20 cards to toss in: (No cards above 3 dollars by tcgplayer prices.)

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Total cost of these twenty card: $17.25 (USD) not including taxes or shipping from tcgplayer

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All of these changes will lead to a net increase of 8 enchantments, and that will leave you at 48 enchantments total, so you will only averagely need 2 enchantress effects to have access to your whole deck given infinite mana. possibly just 1 enchantress and Abundance

SynergyBuild on The Abzan Enchanter's Essential Style Collection

2 weeks ago

I understand that you already went over Femeref Enchantress in the comments, but I want to make a case for just because I have loved using it.

I wouldn't classify it as protection in a normal sense, unlike a card like Greater Auramancy, but it does deter casting a Disenchant, that otherwise might have been cast. The card I believe has other uses.

It, at least in my variation of the deck, is part of the Replenish Package I run.

Vessel of Nascency, Seal of Cleansing, Seal of Primordium, Aura of Silence, Solitary Confinement, Gaea's Touch, Sterling Grove, Font of Fertility, and Seal of Doom all allow for value when being sacrificed with a Femeref Enchantress. You run 3 of those.

With Cast Out and Commune with the Gods to help fill up my yard with enchantments, Replenish-styled effects, can bring them all back, just to have them be sacrificed. I have drawn 10+ cards in one turn with Femeref Enchantress in that method.

I use Seal of Cleansing/Seal of Primordium/Aura of Silence a lot of times on my own enchantments, because if they are going to be Return to Dusted or since I run Starfield of Nyx/Opalescence for the synergy (Ay! My Name!) with Earthcraft, when an opponent Merciless Eviction and name creature thinking my board will be exiled, then I sacrifice my Seal of Cleansing targeting Opalescence and suddenly I have no creatures in reponse, it works out.

Otherwise, you don't need to run it. I just think a more replenish-based list would work well for gaining value.

Thats my whole thing about Femeref Enchantress


Onto ramp, Overgrowth works really well, I'd suggest you use it. Wild Growth, Utopia Sprawl, and Carpet of Flowers are must-haves in enchantress, seeing play in the most competitive and most casual lists.

Gaea's Touch and Font of Fertility are for the Replenish/Open the Vaults/Femeref Enchantress's gameplan, but that is fully up to you too.

Other than that, Weirding Wood is an interesting card, that I have been back and forth with. It is basically a big Abundant Growth.


Now onto card draw Sylvan Library is a must-have. Imagine if Sensei's Divining Top decided it was its own man, and was going to trigger when it wanted too, but as a cost it was going to cost an extra . Sound's bad right, less control and more mana? Well its in the big world, and it is going to draw all them cards! Suddenly you are drawing 2, 3 cards a turn, and sure, it costs some life, but yes!

If you'd rather have it's child, Mirri's Guile is a great addition too. Both of these cards see play in the real legacy enchantress.

Mana Bloom is good at fixing, and since it bounces back to hand, you can keep recasting it, getting more enchantress triggers, along with triggers on Sigil of the Empty Throne, Celestial Ancient, Blessed Spirits, Doomwake Giant, Thoughtrender Lamia, Agent of Erebos, and Blightcaster


Last but not least, this seems like an aggro deck, which is strange for enchantress, I'd suggest Parallax Wave/Opalescence combo (Starfield of Nyx works as well), Squirrel Nest combo with Earthcraft, and Altar of the Brood for an instant win with either.


Solitary Confinement, Ghostly Prison, and a higher removal count (Banishing Light, Journey to Nowhere, Seal Away, etc.) along with ways of slowing down your aggressive opponents (Authority of the Consuls/Blind Obedience) all lead to a much better set up, and Teferi's Protection/Heroic Intervention can be blowouts.


I'd also suggest you up your enchantment count to around 40~50, and run a lot more tutors. Vampiric Tutor, Imperial Seal, Idyllic Tutor, Eladamri's Call, Sylvan Tutor, Chord of Calling, Summoner's Pact, Grim Tutor, Recruiter of the Guard etc.

MrCuddlefish on Pain Train (Pauper)

2 weeks ago

Reply to Saljen: Those are really excellent suggestions for the build but I had been avoiding using non-colourless creatures to make Ancient Stirrings more effective, so the Saytr is not something I would pick for this, however the Utopia Sprawl and Wild Growth are an interesting idea since I can easily use them to ramp into bigger stuff like Aradara Express in case I really need to big. Also I run into Pyroclasm and Electrickery in my games too often so the soul sisters are not as attractive picks personally. However the deck is super modular and I'm still experimenting with it so thanks for the feedback!

Saljen on Pain Train (Pauper)

2 weeks ago

Why not go for Soul Sisters (Soul Warden+Soul's Attendant/Essence Warden to use to run your vehicles. Use their life gain as a way to safely get to the mid game, then tap them to activate the vehicles. Since you're running green, you could also go with the Arbor Elf/Voyaging Satyr+Utopia Sprawl/Wild Growth. Gives you more 1/1's to operate your vehicles / block with, and creatures to activate your soul sisters life gain.

ToolmasterOfBrainerd on H: Misty Rainforest W: 3x ...

2 weeks ago

Title basically says it all. I'd like to get 3x Containment Priest for my Misty Rainforest.

Also looking to trade my LRW Ponders for M10 or M12 Ponders. Also looking for other small stuff like Utopia Sprawl, Wild Growth, Counterspell (revised only), Restoration Angel, and Unstable red 1/1 Elemental tokens.

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