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Legality
Format | Legality |
1v1 Commander | Legal |
Archenemy | Legal |
Block Constructed | Legal |
Canadian Highlander | Legal |
Casual | Legal |
Commander / EDH | Legal |
Commander: Rule 0 | Legal |
Custom | Legal |
Duel Commander | Legal |
Highlander | Legal |
Legacy | Legal |
Leviathan | Legal |
Limited | Legal |
Oathbreaker | Legal |
Planar Constructed | Legal |
Planechase | Legal |
Premodern | Legal |
Quest Magic | Legal |
Tiny Leaders | Legal |
Vanguard | Legal |
Vintage | Legal |
Burgeoning
Enchantment
Whenever an opponent plays a land, you may put a land card from your hand onto the battlefield.







NV_1980 on
Panty-loser....Sun Flavored?
4 weeks ago
Hi,
This looks fun, but if I may: it's not fast. There's a very simple reason for this. Your deck contains no additional mana sources other than lands and no ramp. On top of that, most creatures in your deck are very expensive to cast. Considering that you don't seem to be on a budget, I'd recommend the following cards:
- Add ramp cards like Burgeoning, Exploration, Topiary Stomper and Wayward Swordtooth. Being able to play more lands per turn will increase the deck's speed dramatically.
- Add some mana rocks like Arcane Signet, Chromatic Lantern, Patchwork Banner and Sol Ring to provide you with additional mana.
- Try to cheapen the casting of dinosaurs with cards like Herald's Horn and Urza's Incubator.
- Include some ramp sorceries that allow you to fetch good lands for a low amount of required mana, like Farseek, Nature's Lore and Three Visits
Aside from all the above, you can also increase the deck's speed by adding stuff that allows you to filter through your deck like Scroll Rack and Sensei's Divining Top. Last but not least, Monstrous Vortex seems to be very suitable to the deck's overall theme and strategy.
Andramalech on
I Have A Dragon
1 month ago
In my best Kaiba impression- you're a third rate duelist using a FOURTH rate deck! it's not bad, I'm just joking. I like what you have here! If you want to push into bracket 4 territory I recommend the following:
-
lowering your overall mana curve. 2 drops are your best friend here for this reason, and having access to temur colors, in this kind of concept.. maybe:
- Sylvan Library
- Mirri's Guile
- Rhystic Study
.. all of these to get your draws and hand in a row. I see you've already taken up Three Visits so just increase your count of all those spells like Thirsting Roots and even Farseek to capitalize on that ramp capability. The newly released Temur Devotee is a nice committed mana-fixer.
Otherwise, consider lower cost removal spells such as Pongify and Rapid Hybridization, even Swan Song and Strix Serenade. The most efficient way to break into the higher bracket is to do things at their most efficient capability. In this case, you'll have tons of high cost dragons. Right? So use a formula. turn 1 dork, turn 2 ramp, etc., etc. whatever works for your playstyle. Just have one in mind!
The biggest issue your deck has is that you have next to NO one drop spells. Minion of the Mighty exists and so does Elvish Mystic, and Llanowar Elves. You absolutely need to make use of your first turn beyond just putting down a land and passing.
And if you are intent on holding up that one mana on your first and doing a land down, go - you HAVE to increase the number of instants you leave yourself access to. 6 simply is nowhere near enough. Arguably, more than 2 per hand is preferred. Stuff like Swords to Plowshares and Path to Exile are so popular and effective because they can be used on that first turn. I mean, you might be a card down for it.. but it'd be better than sitting on your hands for the first turn.
I would recommend using that newly printed red dork that was at 2 mana, because I like your 2 mana package in green colors. The hard issue after wards is probably how much has to happen at 3 mana rather than happening at one mana. Consider stuff like Burgeoning, Exploration.
All of this to say I hope your deck building process is easier with the feedback, please feel free to reach out if you have questions- I happen to really like what you've acquired here and want to see you succeed. Good luck, and +1!
NV_1980 on
Enchanted I'm Sure
2 months ago
Hi there,
This looks excellent! Would Greater Auramancy make sense in here? I've found Grasp of Fate to be really excellent at stopping opponents' key cards (simultaneously), although that sometimes unites them against you of course). Also curious whether you've left out Smuggler's Share intentionally (and if so, what your reasoning for that was). I would definitely recommend Burgeoning, as in play-groups of 4 or more this grants you much more of an advantage than Exploration does, though it wouldn't hurt to have both in here either. How would you feel about Counterbalance? Obviously it depends on luck, but in my experience it can really prove its worth from time to time. And that look of dread on opponents' faces whenever they cast something and they don't know whether you'll be able to retaliate ... glorious :) Aside from that, wonder what your take on Archmage Ascension and As Foretold would be in a deck like this.
Keep up the great builds!
Profet93 on
Sustainable Green Energy
2 months ago
Crucible of Worlds/Conduit of Worlds/Ramunap Excavator - Recursion for fetch lands. Those are your easiest ways to stack energy. Maybe even a Splendid Reclamation, but that's a bit much.
Lotus Cobra - Gas!
Azusa, Lost but Seeking/Exploration/Burgeoning - Extra land drops needed to utilize energy
Boseiju, Who Endures - Removal
Yavimaya Hollow - Regen/politics
Cryptic Caves - Draw, reuseable with crucible effects
Prismatic Vista > Terramorphic, budget permitting
Castle Garenbrig - Ramp
NV_1980 on
Sigarda, Font of Blessings
5 months ago
Hi, I was curious about this deck so I played a few test-games with it. Mostly I was wondering whether it had enough momentum. After five test-games I found that it might be a bit lacking on this front. This is not surprising since it doesn't carry that many ramp/mana source cards. In terms of additional draw, it could also use some work.
For mana/ramp, I'd recommend Delighted Halfling, Birds of Paradise, Burgeoning, Exploration, Nature's Lore and/or Three Visits. For additional draw/filtering, perhaps cards like Mirri's Guile, Scroll Rack, Sensei's Divining Top or Sylvan Library.
It's also easier to share abilities between creatures when you include Odric, Lunarch Marshal. Good luck with this brew.
multimedia on Should Muldrotha Eldrazi be Sac …
6 months ago
Self-mill and reanimation are directions to consider expanding. However, before you think about them consider first focusing on more ramp (0-3 CMC)?
Muldrotha is 6 mana and you have very few lower mana cost ramp spells. Scions aren't really reliable ramp since they only give you a burst of colorless mana after being saced. Consider more ramp that you can use more than one turn? More ramp like this can help gameplay, make it easier to cast your higher mana cost spells especially Muldrotha and give you more mana to cast different spells from your graveyard when you control Muldrotha. Consider at least 12 ramp sources?
- Birds of Paradise
- Bloom Tender
- Lotus Petal
- Arcane Signet
- Fellwar Stone
- Sakura-Tribe Elder
- Harrow
- Springbloom Druid
- Farseek gets Triome
- Nature's Lore gets Triome
Carpet of Flowers is powerful mana generation in multiplayer Commander.
Another direction to consider is to play more effects that let you play more than one land a turn. This makes Life from the Loam more powerful since you're filling your hand with lands.
Eternal Witness is really good with Muldrotha and self-mill since it gives you access to any card in your graveyard, a nonpermanent spell such as Diabolic Intent that you can't cast with Muldrotha.
FallopianGolem on
Green Fireball | Omnath, Locus of Mana [PRIMER]
6 months ago
This deck looks sweet! How consistent is it with the 60 lands? I'm thinking about brewing it for my next game night but wanted to see what you thought about adding extra land cards like Burgeoning, Exploration, and Asuza, Lost But Seeking. Maybe Lotus Cobra to add unspent green mana to buff Omnath.
capwner on
7 months ago
Sadly Burgeoning will not trigger Horn of Greed, as Horn only triggers when lands are played and Burgeoning puts them into play
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