Carpet of Flowers

Carpet of Flowers


At the beginning of each of your main phases, if you haven't gained mana with this ability this turn, you may gain X mana of any one colour, where X is the number of Islands target opponent controls.

Browse Alters View at Gatherer


Have (1) Azdranax
Want (3) redmg , Darui , darthbanana

Printings View all

Set Rarity
Mystery Booster (MYS1) Uncommon
Urza's Saga (USG) Uncommon

Combos Browse all


Format Legality
Vintage Legal
Commander / EDH Legal
Tiny Leaders Legal
Highlander Legal
Limited Legal
Leviathan Legal
1v1 Commander Legal
Oathbreaker Legal
Canadian Highlander Legal
Duel Commander Legal
Casual Legal
Unformat Legal
2019-10-04 Legal
Legacy Legal

Latest Decks as Commander

Carpet of Flowers Discussion

bamichinees on The old ways (WIP)

3 weeks ago
  1. Staples:
  2. Maybe:
    • Protection:
      • Sylvan Safekeeper : Creature protection.
      • Veil of Summer : Counterspell protection. Protection against blue and black removal. Most common cards with removal (although meta dependent).
  3. Cut:

Staple cards are cards I recommend obtaining and using, since they are almost always good cards to have in any green deck. The rest is up to preference and should be taken with a grain of salt. I hope I could be of some use to you.

smilodex on Ezuri Combo Elves *Primer*

3 weeks ago

Wow what a cool looking Primer. Solid deck, you did an absolutely great job! I'm a big Elf tribal fan, because Elves where my first deck ever.

Cool cards that I personally enjoyed playing:

This deck looks already pretty strong, if you want to play on a cEDH table, you just should do some small adjustments:

I played elves in almost every format and cool combo from modern was: Cloudstone Curio + Heritage Druid + Nettle Sentinel = infinite mana or with something like Elvish Visionary or Beast Whisperer you can also draw your entire deck if you want

Peoni on Rampage!!!!!

3 weeks ago

Okay, sorry for the delay. Was in the middle of a move.

So first I think some degree of stack interaction would benefit this deck. I don't know what your meta is like, but dealing with enemy control could be a serious pain as you try to establish yourself, so cards like Pyroblast, Red Elemental Blast, Deflecting Swat (or other efficient redirect effects), or even Veil of Summer and Vexing Shusher (use this guy!) could prove to be worth the card slots when the game comes down to protecting your board state or making sure one of your spells resolves.

As for general upgrades I would consider adding in more removal like Beast Within and swap out Wilt for Nature's Claim for the cheaper cost because I feel like the cycling isn't super necessary and 4 life is insignificant. Then, if losing the cycling really bothers you, you can throw in Runic Armasaur for some really sweet card draw that also fits your theme. Additionally, for some pseudo card draw that also has the potential to mess with your opponent's hands AND is most definitely a puzzle, there's Teferi's Puzzle Box. It's a wheel that keeps on wheeling.. sort of. I would recommend potentially adding in more land destruction like Wildfire, Decree of Annihilation, or Obliterate along with recursion for yourself through stuff like Life from the Loam, Ramunap Excavator, Crucible of Worlds, and Titania, Protector of Argoth. Speaking of her, Priest of Titania could probably replace Llanowar Visionary, and along with that, more cheap elf mana dorks i.e. Llanowar Elves and Fyndhorn Elves would do you a lot of good. If you go the MLD route stepping your ramp up is gonna be really important so you can rebuild your board before your opponents can (which is also why you have land recursion), so you might want stuff like Utopia Sprawl, Wild Growth, Carpet of Flowers, or even Exploration if you can swing it. Finally for some additional creature-based wincons, we could put in Conspicuous Snoop + Kiki-Jiki, Mirror Breaker as well as Kiki-Jiki, Mirror Breaker + Zealous Conscripts . To tutor for these you could use Goblin Recruiter to fetch Kiki-Jiki and Snoop, or Imperial Recruiter to tutor for a specific creature you need or just use him to get his gobbo friend and then assemble your win. Some additional misc. cards you might find fun and want to consider: Magus of the Moon, Bane of Progress, Null Rod, Trinisphere, Urabrask the Hidden, Woodland Bellower, Vorinclex, Voice of Hunger (don't do this to your friends lol), Ruination, Jokulhaups, and Root Maze.

Not all of this is going to fit in the budget you gave me, I just wanted to give you a lot of options and potentially stuff that you can build toward in the future if you decide you want to really invest in this deck. Hope this helps. :^)

dingusdingo on Oko in cEDH settings

1 month ago

Lots to touch on in this thread

  1. The reason Oko isn't run is almost strictly CMC and other relative options. He builds presence on the board and builds advantage, but there are tons of cards for 1-2 CMC that build board advantage, and better cards at 3 CMC that build board advantage. Gilded Drake does everything you could want Oko to do, except faster and better. The tempo swing from stealing the opposing card 1 CMC sooner as opposed to elk'ing the card is why the Drake sees play and Oko doesn't. Oko is also a board black hole, and you will be focused until Oko is gone. You correctly identify that walkers on the board changes play patterns, but walkers will overwhelmingly be obliterated from every opponent swinging at it until dead, rather than causing stalemates due to creature combat advantage. Oko's +2 and -5 are both also pretty much useless in the context of cedh, the +2 isn't relevant except metalcraft for something like Mox Opal and the life truly doesn't matter, and the -5 is just a limited Gilded Drake except it takes you even longer to use it. Oko as a deterrent on turn 2 doesn't work either, as your opponents will put out threats faster than you can elk and once again the imaginary stalemate this card causes doesn't happen in real games of 1v1v1v1. Oko's CMC of 3 also has another problem; it makes it extremely awkward to choose when to cast Oko, as it competes with many value engines that will outperform it (Rhystic Study comes to mind) and lots of commanders, especially partner commanders.

  2. Legacy's Allure is a dogshit card for cedh, always has been, and the community has been blinded by their belief that the labmaniacs walk on water and speak for all of cedh. It requires multiple turns to turn on properly, is visible on the table the entire time, and forces you to give up opportunity cost in playing it and slotting it. When you talk about the cedh meta being slow to adjust, this is the card I think of. This is a nice litmus test for me to see if a deck is just another labmaniac copycat or someone put some actual brainpower into building something of value.

  3. I can guarantee you with almost 100% certainty that no one cares about your qualifications, professional play, or your 2000 games with your inbred meta. Talk about the cards and give justifications for the choices, or bring actual cold hard statistics from a reputable and verifiable source. If your logic for an inclusion or removal of a card from a deck can't stand on its own, showing me all the accolades you've given yourself isn't going to help.

  4. I agree that jaymc thinks his anecdotal experience with his tight knit playgroup applies to all competitive games and scenarios. I think jaymc also vastly underestimates how easy it is to assemble and protect a win, especially with cards like Silence at your disposal. While jaymc is correct that turn 2 and 3 wins are phasing out of the meta for decks with consistent back up plans and interchangeable pieces, I also firmly believe that jaymc doesn't play paper in shops or against strangers. You're going to see the Godo Helm deck go for the turn 2 win because its only like ~$400 to build and it works. You will see pods of Godo + Sidisi + a jank Grenzo deck, and you will realize just how insular your meta is. The 4-5 color valuepiles that have dominated the 60 card formats and now dominate cedh aren't going to be seen in paper with the 90% adherence you see online due to the actual raw cost of building the decks. To put it more bluntly: Jaymc builds decks to prey on midgame value builds because his meta is exclusively mid game value builds. The Labmaniac meta also suffers from this problem. When you sit down at a table that isn't 3+ players on midrange, this style of deck will struggle. It works because it assumes the other players act in their assumed best interest; getting fast mana, playing value engines, and holding counterspells. This assumption that every deck must pack value engines and counterspells has been detrimental to brewing and development and we can look almost exclusively to the labmaniacs for making this so popular.

  5. Steal Enchantment is another symptom of the overall meta adjusting to prey on midrange decks. Against the aforementioned Godo + Sidisi + Grenzo table, this is almost always a dead draw. Is stealing a Smothering Tithe or Necropotence or Carpet of Flowers great? Sure, but once again expecting every deck to be a BUG+ value pile is a mistake from a building perspective and leaves your deck with angles to be exploited by savvy meta metagame brewers.

  6. If you mention poker and cedh but don't mention the words "levels of thinking" why do you even bring it up? Statistical analysis is helpful for deck construction, but really understanding levels of thinking is the most useful and transferable skill poker can give magic players. Even talking about poker in the context of "lines of play tell a story and give information" is a skill that can be used in magic.

  7. I firmly believe the only labmaniac worth his salt is Shaper. I despise how they ignore direct questions and tags, and I have been blocked by a few for asking them repeatedly to justify their deckbuilding choices. Use their decks for ideas and brews, but please stop kissing their feet every time they take a step, the hero worship is getting tiring.

SynergyBuild on Staples of the Format

1 month ago

Key Cantrips:

Ponder, Preordain, Brainstorm, Gitaxian Probe

Key Draw:

Mystic Remora, Rhystic Study, Sylvan Library, Dark Confidant, Ad Nauseam, Mindblade Render, Oakhame Adversary, Waste Not, Notion Thief, Sensei's Divining Top

Key Wheels:

Wheel of Fortune, Windfall, Timetwister, Dark Deal

Key Tutors:

Enlightened Tutor, Mystical Tutor, Vampiric Tutor, Demonic Tutor, Gamble, Worldly Tutor, Lim-Dul's Vault, Eladamri's Call

Key Recursion:

Yawgmoth's Will, Underworld Breach, Noxious Grasp, Reap, Eternal Witness

Key Mana Rocks:

Mana Crypt, Sol Ring, Mox Diamond, Chrome Mox, Lotus Petal, Mox Opal, Mox Amber, Mana Vault, Grim Monolith, Basalt Monolith, Arcane Signet, Fellwar Stone, the Signets and Talismans, Mind Stone, and Thought Vessel

Key Mana Dorks:

Deathrite Shaman, Birds of Paradise, Noble Hierarch, Avacyn's Pilgrim, Elves of Deep Shadow, Elvish Mystic, Llanowar Elves, Fyndhorn Elves, Arbor Elf, Boreal Druid, Bloom Tender, Priest of Titania, Faeburrow Elder

Key Mana Ramp (Other):

Dockside Extortionist, Kinnan, Bonder Prodigy, Smothering Tithe, Carpet of Flowers, Curse of Opulence, Derevi, Empyrial Tactician, Wild Growth, Dark Ritual, Cabal Ritual

Key Stax/Hate:

Collector Ouphe, Notion Thief, Ashiok, Dream Render, Narset, Parter of Veils, Null Rod, Linvala, Keeper of Silence, Cursed Totem, Grafdigger's Cage, Chains of Mephistopheles, Rest in Peace, Aven Mindcensor, Drannith Magistrate

Key Blue Countermagic:

Swan Song, Spell Pierce, Flusterstorm, Miscast, Dispel, Force of Will, Force of Negation, Mental Misstep, Fierce Guardianship, Pact of Negation, Mana Drain, Dovin's Veto, Drown in the Loch, Counterspell

Key Non-Blue Countermagic:

Silence, Veil of Summer, Autumn's Veil, Red Elemental Blast, Pyroblast, Deflecting Swat

Key Removal:

Chain of Vapor, Swords to Plowshares, Nature's Claim, Dismember, Fatal Push, Vandalblast, Winds of Abandon, Cyclonic Rift, Gilded Drake, Oko, Thief of Crowns, Legacy's Allure, Abrade, Abrupt Decay, Assassin's Trophy, Drown in the Loch, By Force, Shattering Spree, Natural State

Key Wincons:

Demonic Consultation, Tainted Pact, Thassa's Oracle, Jace, Wielder of Mysteries

Lands are Fetches, Horizon Duals, Og Duals, Shocks, Pain lands, sometimes triomes, sometimes the castles. Command Tower, City of Brass, Mana Confluence, Exotic Orchard, Forbidden Orchard, Gemstone Caverns, Gemstone Mine, Ancient Tomb, Gaea's Cradle, Wirewood Lodge, Mystic Sanctuary

SynergyBuild on Oko in cEDH settings

1 month ago

I've been playing professionally myself, and though for not as much time, and for the sake doxing myself, I won't put up a record, I will say I have top-8ed in grand prixs for limited, and standard (I've put up top 32s in modern as well, and probably played more there, but never found the sweet spot where my deck really cruised the metagame).

I have consistently random queue against the cEDH metagame, with a 93% winrate against the field, and though sure, the "comp" queues for, and similar websites may be subpar, I do believe that a group of 4 players no matter how skilled don't have the group-think that an entire community does. I fight the metagame, rather than an inbred group, though I understand that playgroup cEDH styles are relatively common.

I know metagames where Steal Enchantment is a must-run for any blue deck, due to Necros, Tithes, etc., to metagames where blue was hated so thoroughly that Carpet of Flowers was a waste. While I would never look down on them, assuming they are the pinnacle of cEDH, despite the players' skills and records, doesn't mean they are the pinnacle.

I take inspiration from plenty, in fact that is why I have enjoyed and tested the bloom piles I consider to be so strong nowadays, however I don't believe that they make up for the issues with their individual metagames.

Going Silence, backing it up with Pact of Negation and Mental Misstep, then oracling is an easy thing to do with an Ad Nauseam turn. Tymna/Thrasios can do it relatively easily pretty well, even agains the best decks, they can't pack enough interaction to stop more than a couple win lines at best, and that means turn 1-4 wins can occur, sure, games can go to turn 10, I've had plenty, however that doesn't make it the norm for the cEDH community.

I understand on the base that you may feel your playgroup is superior to the entire cEDH metagame, but I'd recommend seeing how you play against them, seriously take your decks against theirs, queue up against other players, and see your winrate with your superior lists to theirs, and show me the results. I won't state you are wrong, I don't know what the results will be, however I'd recommend doing that pretty regularly, to see if your deck goes well against the metagame you built for yourself or for the general cEDH metagame.

Playing professional MTG has helped me learn for cEDH, but I had to research Poker and bluffs and read The Art of War, and had to teach myself by the concepts laid out by professional poker players, etc. to get really good at it. I had to go back to college for stat II just to do research for properly making a calculator for estimating these complex interactions, and understand that simply playing competitively in the past doesn't make you a guru for cEDH.

I'm still not anywhere near the best in my opinion, but saying the rest of the metagame is slow to update I find quite nearsided, when amazing users like ShaperSavant, AlwaysSleepy and the Laboratory Maniacs, etc. (Sigi makes some sweet lists), Leptys is incredible, etc. all understand the metagame quite well, and are incredibly adaptive!

Mortlocke on The Queen's Egg

1 month ago


Thanks for the comments. I'll address them by individual.

Slayroth, as a matter of fact yes I have considered the highly versatile Nature's Claim over Krosan Grip. I mainly ran Grip because my friends' Najeela deck ran free countermagic out the wazoo. But, my meta has shifted considerably as i've moved overseas. Don't fret, there's a magic community here - haven't met them yet due to well...COVID...but i'm sure i'll make some adjustments after playing with them. For now, I need to get a copy of Nature's Claim for my "side board" trade binder.

abierto, I absolutely adore Dockside Extortionist. It's an amazing card - but unfortunately due to my quirks as a deck builder I simply cannot include it - it's a filthy non-sliver. Sure, I could look at it as merely an animated mana rock, but the thought will simply sting in the back of my mind. Honestly, i'm considering Carpet of Flowers - but it depends on my meta, and how many players I know make use of islands.

Thanks for the comments all. I hope you're keeping safe during these weird times. I know i'm definitely holed up in my Hive Cocoon.

RubenWaters on Neyith of the Dire Hunt EDH: Beastmaster

2 months ago

multimedia oh boy I am playing the same deck and I have some suggestions on what to cut and suggestions on what to put in as well

Cut/ Add

Arlinn Kord  Flip = Domri, Anarch of Bolas

Vivien, Champion of the Wilds = Aggravated Assault

Atarka, World Render = Savage Ventmaw

Ulvenwald Tracker = Brash Taunter

Regrowth = Noxious Revival

Champion of Lambholt = Kiki-Jiki, Mirror Breaker

Grand Warlord Radha = Dockside Extortionist

Gruul Beastmaster = Manglehorn

Huntmaster of the Fells  Flip = Zealous Conscripts

Nikya of the Old Ways = Apex Altisaur

Pathbreaker Ibex = Craterhoof Behemoth

Quartzwood Crasher = Polyraptor

End-Raze Forerunners = Prowling Serpopard

Rubblebelt Raiders = Ilharg, the Raze-Boar

Somberwald Sage = Birds of Paradise

Surrak, the Hunt Caller = Woodfall Primus

Gruul Guildgate = Winding Canyons

Temple of Abandon = Emergence Zone

Concordant Crossroads = Sneak Attack

Gruul War Chant = Invasion Plans

Gruul Signet = Wild Growth

Lightning Greaves = Shadowspear

Sol Ring = Utopia Sprawl

Savage Punch = Green Sun's Zenith

Shamanic Revelation = Momentous Fall

Soul's Majesty = Return of the Wildspeaker

Cultivate = Harrow

Decimate = Chaos Warp

Domri's Ambush = Ancient Animus

Hunter's Prowess = Gamble

Kodama's Reach = Crop Rotation

Shared Summons = Tooth and Nail

Temur Battle Rage = Titanic Brawl

Berserk = Pounce

Hunter's Insight = Pit Fight

Growing Rites of Itlimoc  Flip = Carpet of Flowers

Game Trail = Mountain

Mossfire Valley = Arid Mesa

Mosswort Bridge = Gaea's Cradle

Sheltered Thicket = Fabled Passage

Fire-Lit Thicket = Taiga

Spire Garden = Prismatic Vista

Eldritch Evolution = Heroic Intervention

Forest = Dryad Arbor

Aggressive Mammoth = Ohran Frostfang

Etali, Primal Storm = Inferno Titan

Fierce Empath = Krosan Grip

BUT these are just a suggestion

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