Fertile Ground

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Legality

Format Legality
1v1 Commander Legal
Alchemy Legal
Archenemy Legal
Arena Legal
Block Constructed Legal
Canadian Highlander Legal
Casual Legal
Commander / EDH Legal
Commander: Rule 0 Legal
Custom Legal
Duel Commander Legal
Gladiator Legal
Highlander Legal
Historic Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Planechase Legal
Premodern Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Fertile Ground

Enchantment — Aura

Enchant land

Whenever enchanted land is tapped for mana, its controller adds one mana of any colour. (In addition to the mana the land produces).

kamarupa on Cloaked Whispers

2 weeks ago

I love the concept of this deck, but it is def not going to be easy to make it work well. You have some obvious needs in 1) getting the combo pieces 2) having enough mana to cast them all before your opponent stops you 3) having room for defense and removal and 4) making sure your cloaked creatures die.

1) You not only need have some way of assembling your combo, you also need a way to put a spell on top of your library. I have to do this with my deck Cover Girl. The only spells I could find that made sense in that deck were: Jace, the Mind Sculptor, Brainstone, and Scheming Symmetry. I suggest running 2x of each of the first. Scheming Symmetry is a pretty big risk, so I advise against that here. The upshot of Jace is that you can cycle through your library 3 cards at a time, so you not only get to control your top card, you also get to filter for what you need.

2) Provided you employ some added filtering with Jace and Brainstone, I think you can remove some of your extra threats. This will allow for a little ramp. I guess I'd probably go with Birds of Paradise unless you're worried it will get bolted for being a bird. Then I'd probably go with a land enchantment like Fertile Ground. I think with the high-ish cost of your combo pieces, a little ramp is going to be helpful in creating a consistency in speed. (not to be fast, just to be as fast as it can be more reliably)

3) It occurs to me that cloaked spells could be blockers IF you both don't have all the combo pieces in place AND you whiffed with Hide in Plain Sight. Those are somewhat narrow conditions, so it's probably best not rely on that. I see you have room for 35 more cards, approx 24 of which will probably be lands, so I'll have to wait and see how much room you have for more defense and removal, but I think you have to include Bone Splinters. It's not as fast as I'd like but it pulls double duty in kicking off the final step in your combo and it does it for 1 MV instead of 3 like Start / Finish. I'd probably throw in 1x Fog, too. And Assassin's Trophy and Abrupt Decay would be excellent additions to the mainboard and sideboard. I'd probably go 4xBone Splinters, 2xAssassin's Trophy, 1xAbrupt Decay in the main and then extra of the instants in the sideboard.

4) Bone Splinters helps make sure you creatures die, but a board wipe like Killing Wave would probably be useful as well late game.

rwn1971 on Buttercup: Princess Bride

6 months ago

Oooh forgot about Fertile Ground . Great call. Thing about those enchant lands is people generally do not remove them as there is always bigger threats usually.

Darb_the_Bard on Buttercup: Princess Bride

6 months ago

I did the same thing but also swapped out Three Visits for Fertile Ground. Three Visits has also come down in price recently, but it's still not nearly as budget as these enchantments. Fertile Ground is more susceptible to removal, but is even more versatile in that it can tap for any one of the 5 colors on a given turn. And the overall deck price has been sneaking up since I've taken out all the tiny deathtouch creatures for various legendary creatures. So I'm happy to find some budget swaps. Thanks for the suggestion!

Darsul on C'mon Kes!

6 months ago

I don't/wouldn't use Heliod's Pilgrim to tutor your win par-say but, more like Fertile Ground is what I was thinking but, then I noticed the lack of Imprisoned in the Moon, Song of the Dryads and/or Darksteel Mutation so you can deal with threats. How do you deal with threats?

Darsul on C'mon Kes!

6 months ago

if you want to avoid Control Magic, Willbreaker is always fun with aura builds. I see you have Light-Paws, Emperor's Voice were is Ivy, Gleeful Spellthief? They always fun to have out together. Heliod's Pilgrim is always a good way to fine the aura you need. Infiltrator's Magemark just funny i love it (it's an aura with a global effect). Abundant Growth, Nylea's Presence both can trip but, don't ramp. Fertile Ground,Utopia Sprawl and Wild Growth ramp.

DatShepTho on Revenge of the Sythis (Active)

1 year ago

Can I recommend Enchantments like Fertile Ground, Wild Growth, and Wolfwillow Haven to replace the Signet and Diamonds? Not only will you get to draw from them when Sythis is out, but if you enchant an untapped land, they can net you mana the same turn.

Kaweiwu on Eldrazi Bitches

1 year ago
  • mayael could be fun. sorry, i'm writing this on my mobile phone ^^ Honestly, other The land thing, you already included a ton of the good stuff, so adding some lands would probably already be enough for it run really well :) Personally, i'd probably run it green or gruul, add 8 wastelands, cut the swamps and islands and replace them with forests / mountains. Another easy way of ramping while keeping the 5 color theme would be the usual enchantments like Utopia Sprawl, Fertile Ground, Trace of Abundance, but they would require more sources of green mana to be useful.
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