Cultivate

Combos Browse all Suggest

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
Freeform Legal
Gladiator Legal
Highlander Legal
Historic Legal
Historic Brawl Legal
Legacy Legal
Leviathan Legal
Limited Legal
Modern Legal
Modern Beyond Horizons Legal
Oathbreaker Legal
Pauper Legal
Pauper Duel Commander Legal
Pauper EDH Legal
Pioneer Legal
Planar Constructed Legal
Planechase Legal
Quest Magic Legal
Tiny Leaders Legal
Vanguard Legal
Vintage Legal

Rules Q&A

Cultivate

Sorcery

Search your library for up to two basic land cards, reveal those cards, put one onto the battlefield tapped and the other into your hand, then shuffle.

indieinside on The Proliferation of Poison

1 month ago

If you focused more on infect and less on toxic, Hatred would be a killer one shot kill card. I would also consider running as much green mana ramp cards as you can, like Farseek and Cultivate. Use green to speed things up. I would even add in a bunch of tutors like Demonic Tutor, Enlightened Tutor, or Worldly Tutor to keep the deck consistent. I would also consider taking out cards like Compleat Devotion to add in things that make stuff un-blockable like Whispersilk Cloak and Prowler's Helm. Over all the theme is cool, but seems a little clunky.

indieinside on Dragon v1

1 month ago

Based on the Commander's ETB I would consider looking at adding in 4 or 5 mana ramp cards like Cultivate.

indieinside on Ureni, Duplication Destruction

1 month ago

1+ from me. Since the Commander has such a high CMC, I would consider adding in as much mana ramp as possible like Cultivate. Obviously, you are already playing a few cards like Three Visits, but I would step it up. How consistent are you with casting Ureni per game?

indieinside on Byrke/finneas counter overload, WIP

1 month ago

You mentioned combos. Here are a few to suggest. I personally think that if it takes more than just two cards to combo, it isn’t worth it.

Cathars' Crusade + Herd Baloth = Infinite creatures and counters.

Cathars' Crusade + Scurry Oak = Infinite creatures and counters.

Herd Baloth + Ivy Lane Denizen = Infinite creatures and counters.

As for cuts, it really depends on the desired theme. You have too much for me to really make any firm suggestions. Green is known for mana ramp and you aren’t running any of that. These would be cards like Cultivate. Same thing with white. It is best known for card removal and I don’t see anything like that, with cards like Swords to Plowshares or Path to Exile.

As for what currently is in the deck list, if you can give me an idea of what the theme might be I could make some cut suggestions.

indieinside on 100% Dinosaur Tribal

1 month ago

Mortlocke

I shoved in nearly everything you suggested. I added in 2 basics of every color, Ancient Tomb, Kodama's Reach, Yavimaya, Cradle of Growth, Rampant Growth, Topiary Stomper, and Cultivate. That was a 12 card change because of you. Way too much, lol.

As for cuts, I took out 4 lands that entered tapped and 2 utility lands that weren’t mana center. Including my favorite one, Arena. I also cut 3 or 4 dinosaurs like you suggested, which was hard to do. The rest of the cards that got cut were higher CMC cards that were redundancies of other more efficient cards already in the deck. Stuff that did the same things but were at sorcery speed instead of instant speed. Things like that.

In regard to Duelist's Heritage and double trike, sadly you are mistaken. The official MTG ruling regarding double strike is that adding another instance of double strike through equipment or any other effects will not grant it any additional damage steps. No matter how much double strike you add, it is just a redundancy of the word with no gains. As for cuts though, I think the only areas that didn’t get cuts were the Mana Rocks and Tutors while adding to the Ramp and Lands.

I just can’t go with Roaming Throne. It’s not a dinosaur.

Thanks so much for the help.

trippy_mcfly on Cumly Cube

3 months ago

Introducing Cumly Cube 1.3! Two years ago, Cumly Cube was updated to Cumly Cube 1.2, creating a balanced cube and wonderful play experience for all involved. Despite these changes, there remained some minor flaws in the card pool. I am now pleased to announce that, after extensive research and design, Cumly Cube has reached a final form. No card is too powerful. No card is too weak. Synergy is abundant. Both the draft and play experiences are dynamic, exciting, and new. There will be no more major updates to Cumly Cube 1.

120 cards have been removed, and 120 cards have been added. Here are the changes, provided with brief justifications:

REMOVED:

ARTIFACT

  1. Everflowing Chalice: mana rocks should cost 3 or have a drawback
  2. Glass of the Guildpact: too weak
  3. Heraldic Banner: encouraged mono-colored decks
  4. Illuminated Folio: too weak
  5. Jayemdae Tome: too weak
  6. Loreseeker's Stone: too weak
  7. Mind Stone: mana rocks should cost 3 or have a drawback
  8. Null Rod: too much of a hate card
  9. Pithing Needle: too powerful with Urza's Saga
  10. Pyromancer's Goggles: too narrow
  11. Retrofitter Foundry: too powerful with Urza's Saga

CREATURE

  1. Bomat Courier: too powerful against slow starts
  2. Deathpact Angel: creates a Cleric token, not a supported creature type
  3. Dimir Cutpurse: too powerful
  4. Elves of Deep Shadow: too obvious of a choice as a cumly
  5. Golos, Tireless Pilgrim: too powerful
  6. Hostage Taker: too powerful
  7. Kalamax, the Stormsire: too powerful
  8. Loyal Retainers: too obvious of a choice as a cumly
  9. Monastery Mentor: too powerful
  10. Moonveil Dragon: pumping the team makes for anticlimactic endings
  11. Murktide Regent: we’ve seen enough of this card already in other formats
  12. Ornithopter of Paradise: too obvious of a choice as a cumly
  13. Phantom Tiger: too weak
  14. Risen Reef: too powerful
  15. Shadrix Silverquill: creates Inkling tokens, not a supported creature type
  16. Tatyova, Benthic Druid: too powerful
  17. Thraben Inspector: we’ve seen enough of this card already in other formats
  18. Toxrill, the Corrosive: creates Slug tokens, not a supported creature type

ENCHANTMENT

  1. Alpha Authority: hexproof makes for less interesting games
  2. Favorable Winds: too weak
  3. Offspring's Revenge: too narrow
  4. Pernicious Deed: too powerful of a board wipe
  5. Rally the Ranks: too weak
  6. Song of Freyalise: too typical a card for green

LAND (types are grouped together in this list)

  1. Tolarian Academy: too powerful
  2. Arid Mesa: mana-fixing should not be so easy in Cumly Cube
  3. Bloodstained Mire: mana-fixing should not be so easy in Cumly Cube
  4. Flooded Strand: mana-fixing should not be so easy in Cumly Cube
  5. Marsh Flats: mana-fixing should not be so easy in Cumly Cube
  6. Misty Rainforest: mana-fixing should not be so easy in Cumly Cube
  7. Polluted Delta: mana-fixing should not be so easy in Cumly Cube
  8. Scalding Tarn: mana-fixing should not be so easy in Cumly Cube
  9. Verdant Catacombs: mana-fixing should not be so easy in Cumly Cube
  10. Windswept Heath: mana-fixing should not be so easy in Cumly Cube
  11. Wooded Foothills: mana-fixing should not be so easy in Cumly Cube
  12. Badlands: mana-fixing should not be so easy in Cumly Cube
  13. Bayou: mana-fixing should not be so easy in Cumly Cube
  14. Plateau: mana-fixing should not be so easy in Cumly Cube
  15. Savannah: mana-fixing should not be so easy in Cumly Cube
  16. Scrubland: mana-fixing should not be so easy in Cumly Cube
  17. Taiga: mana-fixing should not be so easy in Cumly Cube
  18. Tropical Island: mana-fixing should not be so easy in Cumly Cube
  19. Tundra: mana-fixing should not be so easy in Cumly Cube
  20. Underground Sea: mana-fixing should not be so easy in Cumly Cube
  21. Volcanic Island: mana-fixing should not be so easy in Cumly Cube
  22. Hissing Quagmire: creature lands are too versatile and discourage disciplined drafting
  23. Lavaclaw Reaches: creature lands are too versatile and discourage disciplined drafting
  24. Lumbering Falls: creature lands are too versatile and discourage disciplined drafting
  25. Shambling Vent: creature lands are too versatile and discourage disciplined drafting
  26. Needle Spires: creature lands are too versatile and discourage disciplined drafting
  27. Raging Ravine: creature lands are too versatile and discourage disciplined drafting
  28. Stirring Wildwood: creature lands are too versatile and discourage disciplined drafting
  29. Wandering Fumarole: creature lands are too versatile and discourage disciplined drafting

INSTANT

  1. Abnormal Endurance: too typical a card for black
  2. Aerial Predation: too narrow
  3. Alchemist's Gift: too weak
  4. Arbor Armament: too weak
  5. Autumn's Veil: too narrow
  6. Betrayal of Flesh: too weak
  7. Bladebrand: too typical a card for black
  8. Brainstorm: we’ve seen enough of this card already in other formats
  9. Cathartic Pyre: too much utility for an instant
  10. Comet Storm: one-sided board wipes need to be focused on creature type
  11. Consider: too typical a card for blue
  12. Crippling Chill: too typical a card for blue
  13. Crush: spot artifact removal is not to be part of Cumly Cube
  14. Dawn Charm: other cards in Cumly Cube fill this role better
  15. Dive Down: hexproof makes for less interesting games
  16. Divine Offering: spot artifact removal is not to be part of Cumly Cube
  17. Dragon's Fire: too typical a card for red
  18. Electrify: too typical a card for red
  19. Fell the Pheasant: too narrow
  20. Gainsay: too narrow
  21. Gut Shot: too weak
  22. Heroic Intervention: other cards in Cumly Cube fill this role better
  23. Hold the Line: too narrow
  24. Into the Core: spot artifact removal is not to be part of Cumly Cube
  25. Lash of Thorns: too weak
  26. Make Your Mark: too weak
  27. Opt: too typical a card for blue
  28. Overload: spot artifact removal is not to be part of Cumly Cube
  29. Pitfall Trap: too narrow
  30. Repulse: too typical a card for blue
  31. Scrap: spot artifact removal is not to be part of Cumly Cube
  32. Seedtime: too narrow
  33. Shatter: spot artifact removal is not to be part of Cumly Cube
  34. Smash: spot artifact removal is not to be part of Cumly Cube
  35. Smashing Success: spot artifact removal is not to be part of Cumly Cube
  36. Smite: too narrow
  37. Turn to Frog: turns a creature into a Frog, not a supported creature type
  38. Unsummon: other cards in Cumly Cube fill this role better

SORCERY

  1. Blasphemous Act: too typical a card for red
  2. Chart a Course: too much utility
  3. Cleansing Wildfire: too much utility
  4. Cultivate: too typical a card for green
  5. Disentomb: too typical a card for black
  6. From the Ashes: too narrow
  7. Funeral Rites: too much utility
  8. Gitaxian Probe: too typical a card for blue
  9. Necromantic Summons: too typical a card for black
  10. Nighthaze: other cards in Cumly Cube fill this role better
  11. Persist: too typical a card for black
  12. Pirate's Prize: too much utility
  13. Ponder: too much utility
  14. Reanimate: too typical a card for black
  15. Recover: other cards in Cumly Cube fill this role better
  16. Serum Visions: too typical a card for blue
  17. Spitting Earth: too typical a card for red
  18. Thoughtcast: too typical a card for blue

ADDED:

ARTIFACT

  1. Coat of Arms: encourages building around creature types
  2. Patchwork Banner: encourages building around creature types

CREATURE

  1. Arahbo, the First Fang: supports the Avatar and Cat creature types
  2. Avatar of the Resolute: supports the Avatar creature type
  3. Autonomous Assembler: supports the Assembly-worker creature type
  4. Bag End Porter: supports the Dwarf creature type
  5. Breya, Etherium Shaper: supports the Human and Thopter creature types
  6. Captain Storm, Cosmium Raider: supports the Human and Pirate creature types
  7. Captivating Unicorn: supports the Unicorn creature type and supports enchantment decks
  8. Centaur Battlemaster: supports the Centaur creature type and functions as a strong payoff for prowess decks
  9. Chronicler of Heroes: supports the Centaur creature type
  10. Conclave Cavalier: supports the Centaur and Elf creature types
  11. Conclave Mentor: supports the Centaur creature type
  12. Crosis, the Purger: supports the Dragon creature type
  13. Fear of Exposure: supports the Nightmare creature type and supports enchantment decks
  14. Ghostly Changeling: supports all creature synergy decks
  15. Gimli of the Glittering Caves: supports the Dwarf creature type
  16. Glissa Sunseeker: supports the Elf creature type
  17. Graveshifter: supports all creature synergy decks
  18. Gwenna, Eyes of Gaea: supports the Elf creature type
  19. Haunt of the Dead Marshes: supports the Elf and Nightmare creature types
  20. He Who Hungers: supports the Spirit creature type
  21. Heedless One: supports the Avatar and Elf creature types
  22. Jungle Creeper: supports the Elemental creature type
  23. Jungle Delver: supports the Merfolk creature type
  24. Kataki, War's Wage: supports the Spirit creature type and functions as artifact hate
  25. Keiga, the Tide Star: supports the Dragon and Spirit creature types
  26. Kiora's Follower: supports the Merfolk creature type
  27. Kumena, Tyrant of Orazca: supports the Merfolk creature type
  28. Lagonna-Band Trailblazer: supports the Centaur creature type
  29. Marwyn, the Nurturer: supports the Elf creature type
  30. Master Skald: supports the Dwarf creature type
  31. Mine Layer: supports the Dwarf creature type
  32. Neighborhood Guardian: supports the Unicorn creature type
  33. Promised Kannushi: supports the Human and Spirit creature types
  34. Realmwalker: supports all creature synergy decks
  35. Reveka, Wizard Savant: supports the Dwarf creature type
  36. Seraphic Steed: supports the Angel and Unicorn creature types
  37. Soul of Zendikar: supports the Avatar and Beast creature types
  38. Steadfast Unicorn: supports the Unicorn creature type
  39. Stingmoggie: supports the Elemental creature type and functions as artifact hate
  40. Sygg, River Cutthroat: supports the Merfolk creature type
  41. Vineshaper Mystic: supports the Merfolk creature type
  42. Wistful Selkie: supports the Merfolk creature type
  43. Yargle and Multani: supports the Elemental and Spirit creature types
  44. Zacama, Primal Calamity: supports the Dinosaur creature type

ENCHANTMENT

  1. Aura of Silence: functions as artifact and enchantment hate
  2. Aura Shards: functions as artifact and enchantment hate
  3. Blessed Sanctuary: supports the Unicorn creature type
  4. Corrosion: functions as artifact hate
  5. Embargo: interesting prison piece for stasis decks
  6. Font of Fortunes: card advantage at a fair price for Cumly Cube
  7. Gate to Phyrexia: functions as artifact hate and supports the niche but possible sacrifice deck
  8. Impending Disaster: a useful piece for aggressive decks or niche graveyard decks
  9. Shared Animosity: supports all creature synergy decks

LAND (types are grouped together in this list)

  1. Drowned Catacomb: completing the full set of check lands
  2. Glacial Fortress: completing the full set of check lands
  3. Hinterland Harbor: completing the full set of check lands
  4. Sulfur Falls: completing the full set of check lands
  5. Cascade Bluffs: completing the full set of filter lands
  6. Graven Cairns: completing the full set of filter lands
  7. Mystic Gate: completing the full set of filter lands
  8. Sunken Ruins: completing the full set of filter lands
  9. Wooded Bastion: completing the full set of filter lands
  10. Darkwater Catacombs: completing the full set of Odyssey filter lands
  11. Desolate Mire: completing the full set of Odyssey filter lands
  12. Ferrous Lake: completing the full set of Odyssey filter lands
  13. Fire-Lit Thicket: completing the full set of Odyssey filter lands
  14. Flooded Grove: completing the full set of Odyssey filter lands
  15. Overflowing Basin: completing the full set of Odyssey filter lands
  16. Skycloud Expanse: completing the full set of Odyssey filter lands
  17. Sunscorched Divide: completing the full set of Odyssey filter lands
  18. Viridescent Bog: completing the full set of Odyssey filter lands

INSTANT

  1. Accelerate: supports prowess decks
  2. And They Shall Know No Fear: supports all creature synergy decks
  3. Artifact Mutation: functions as artifact hate and supports the Saproling creature type
  4. Bandage: supports prowess decks and is also funny
  5. Brokers Charm: charms are an important part of Cumly Cube
  6. Charge Through: supports prowess decks
  7. Cremate: supports prowess decks
  8. Mirrodin Avenged: supports prowess decks
  9. Poison the Blade: supports prowess decks and offers deathtouch in green instead of its typical color, black
  10. Pressure Point: supportsli prowess decks and offers tapping in white instead of its typical color, blue
  11. Steady Progress: supports prowess decks as well as slower proliferate decks
  12. Sugar Rush: supports prowess decks and offers power boost in black instead of its typical color, red
  13. Treacherous Greed: supports the niche but possible sacrifice deck
  14. Turf Wound: a strange tempo card that fits the ethos of Cumly Cube
  15. Warriors' Lesson: supports prowess decks and might end up as green Ancestral Recall

SORCERY

  1. Altar of Bone: supports the niche but possible sacrifice deck
  2. Aphetto Dredging: supports all creature synergy decks
  3. Apocalypse: total game resets are an important part of Cumly Cube, because you end up playing more Cumly Cube!
  4. Ashen Powder: a more situational and odd piece for reanimator decks
  5. Blood for Bones: a more situational and odd piece for reanimator decks
  6. Breath of Life: offers reanimation in white instead of its typical color, black
  7. Broken Bond: functions as artifact and enchantment hate yet also ramps
  8. Channel the Suns: a strange yet useful mana-fixer. Out with fetch lands, in with sorcery WUBRG!
  9. Cloak of Feathers: supports prowess decks
  10. Crippling Fear: supports all creature synergy decks
  11. False Dawn: supports prowess decks and might offer mana-fixing in niche situations? Even if this card is pretty useless, it screams Cumly Cube
  12. Grim Tutor: tutoring is a small part of Cumly Cube but very important in the right decks
  13. Growth Spasm: offers ramp, mana-fixing, and supports the Eldrazi creature type
  14. Hymn of Rebirth: offers reanimation in green and white instead of its typical color, black
  15. Ice Storm: land destruction is a small part of Cumly Cube but a necessary balance, and not usually in green
  16. Jace's Triumph: there are Jace planeswalkers in Cumly Cube
  17. Mana Vapors: a strange tempo card that fits the ethos of Cumly Cube
  18. Many Partings: offers mana-fixing and food
  19. Migratory Route: offers mana-fixing and supports the Bird creature type
  20. Obzedat's Aid: offers reanimation in black and white
  21. Ordered Migration: supports the Bird creature type
  22. Raise the Palisade: supports all creature synergy decks
  23. Resourceful Return: a more situational and odd piece for black graveyard decks and artifact decks
  24. Ribbons of Night: offers direct damage in black instead of its typical color, red
  25. Rise of the Witch-king: a more situational and odd piece for reanimator decks
  26. Riveteers Confluence: similar to a charm
  27. Safewright Quest: offers slight mana-fixing in green and white
  28. Solve the Equation: tutoring is a small part of Cumly Cube but very important in the right decks
  29. Sweep the Skies: supports the Thopter creature type
  30. Temporal Machinations: supports artifact decks
  31. Unnatural Restoration: supports proliferate decks
  32. Urborg Repossession: a more situational and odd piece for black graveyard decks

Profet93 on Life Springs Eternal

4 months ago

DemonDragonJ

Pardon the delayed response. Have you considered removing 1-2 lands given ur avg cmc of 3.62? You could add more draw or ramp in it's place, that way you are more likely to get the lands you need with less risk of being flooded. U r in green so it's worth noting.

Chromatic Lantern - The trap of lantern. If it helps you enough to warrant it's inclusion, then there is usually a landbase issue. With having only 2 colors, one of them being green, I don't see it's purpose in the deck. Any other 3 drop ramp spell or better yet, Mind Stone can take it's place. Alternatively, Nature's Lore and Cultivate are better alternatives as artifacts can be removed/nullified.

Elder Garagoth - I say add in him and see how he plays. A bit expensive IMO but worth seeing how it plays out.

Rishkar's Expertise - Great card for your commander, draw and tempo all in 1.

The Ozolith - While idk much about 1/1 counters or tokens, I think this could work in ur build.

Heroic Intervention - For the eventual wipe

Mortlocke on Commander Sliver Deck

7 months ago

Okay Twinships, lets start with the most important thing you must know about Slivers - and repeat after me: "Slivers are a sometimes food.". While they are amazing, and the more show up the more ridiculous the boardstate - you don't need all of them. There are times when you absolutely need room for other things like interaction, engines, you know...an actual deck. First things first - Who is your commander? To designate a Commander for the list on TappedOut you need to tag the card with CMDR when editing your deck list. Depending on the Commander, choices and recommendations will vary.

As of now, your deck has no engines, interaction, or resiliency - all of which are needed as you seem to be suffering from the classic Sliver problem of poor table politics. So, lets start looking at some card recommendations:

  • Lurking Predators: You need an engine, and this is as good as any. It also plays into table politics as it disincentivizes other decks from popping off at best, at worst it gets your opponents focusing on it instead of your creatures.
  • Intruder Alarm: You need an engine, this one in particular is one of the usual suspects for slivers that help close out games. When Heart Sliver (or any other haste enabler) and Manaweft Sliver (or any other dork) are on the field you can at worst play your whole hand, and at best play your whole deck and close the game on the same turn. Just make sure you only play this when you can effectively end the game as it is an effect that benefits your opponents as well.

  • Worldly Tutor: You need tutors.

  • Sylvan Tutor: You need tutors.
  • Demonic Tutor: You need tutors.
  • Grim Tutor: You need tutors.
  • Guardian Project: You need card draw.
  • Dormant Sliver: This is an optional card draw suggestion as you need a reliable sac outlet to remove the Defender ability from your Sliver
  • Counterspell: You need interaction.
  • Mana Drain: You need interaction.
  • Strix Serenade: You need interaction.
  • Swan Song: You need interaction.
  • Kindred Dominance: You need mass removal to slow down faster players.
  • Blasphemous Act: You need mass removal to slow down faster players. This also combos very well with Spiteful Sliver as well.
  • Cyclonic Rift: You need mass removal to slow down faster players and have answers.
  • Consider the Talisman cycle: Talisman of Curiosity, Talisman of Dominance etc. You need more rocks and means of fixing your manabase.
  • Kodama's Reach: The Sister to Cultivate - you need as many options as possible to fix your manabase in this deck as you are running all 5 colors. 5 Color decks tend to run slow and inefficient if you don't invest heavily in the manabase and/or in many different options for color fixing. On that same note, consider Skyshroud Claim as it is also very similar in nature as long as you have lands with multiple subtypes e.g. Stomping Groundfoil or Breeding Poolfoil which are both Forests but also are other land types. Also on that note - get shocklands. All of them. If you can also afford it get the Kahns of Tarkir/Onslaught/Zendikar Fetchlands as well. An okay cheaper substitute for the previously mentioned would be the Mirage Fetchlands - but they're an incomplete cycle. Sorry for the tangent here.

Now, these are just a start to some suggestions and ideas for your deck. But we can't get started until you designate your commander. Then we can start cutting to make room. Are there any pet cards or ideas you have? Please share.

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